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** The roster count for Wii U and 3DS, not counting potential additions via DLC, clocks in at 49 characters (51 if you assume each of the three fighter archetypes for the Mii Fighter is its own separate character; 53 if you also count upcoming DLC fighters Mewtwo and Lucas). That is ''quadruple'' 64's tiny roster and almost double ''Melee'''s 26 character roster.

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** The roster count for Wii U and 3DS, not counting potential additions via DLC, clocks in at 49 characters (51 if you assume each of the three fighter archetypes for the Mii Fighter is its own separate character; 53 55 if you also count upcoming DLC fighters Mewtwo Mewtwo, Lucas, Roy, and Lucas). That Ryu). Even without the additions, that is ''quadruple'' 64's tiny roster and almost double ''Melee'''s 26 character roster.
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** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Duck Hunt dog primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based. And finally Ryu, who plays a lot like a traditional fighting game character, able to cancel any normal attack into one of his specials on hit, and get different versions of his standard special moves by inputting them with the original commands from Street Fighter (eg. inputting a forward, down, down-forward motion and then pressing B will give you a more powerful Shoryuken in comparison to doing one with the normal up-B input).

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** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Duck Hunt dog primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based. And finally Ryu, who plays a lot like a traditional fighting game character, character. First, he's able to cancel any normal attack into one weaker versions of his specials on hit, tilt attacks into stronger versions if they connect, and even into special moves in the cases of his down tilts. Second, he can get different versions of his standard special moves by inputting them with the original commands from Street Fighter (eg. inputting a forward, down, down-forward motion and then pressing B will give you a more powerful Shoryuken in comparison to doing one with the normal up-B input).
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** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Duck Hunt dog primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based. And finally Ryu, who plays a lot like a traditional fighting game character, able to cancel any normal attack into one of his specials on hit, and get different versions of his standard special moves by inputting them with the original commands from Street Fighter.

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** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Duck Hunt dog primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based. And finally Ryu, who plays a lot like a traditional fighting game character, able to cancel any normal attack into one of his specials on hit, and get different versions of his standard special moves by inputting them with the original commands from Street Fighter.Fighter (eg. inputting a forward, down, down-forward motion and then pressing B will give you a more powerful Shoryuken in comparison to doing one with the normal up-B input).
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** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Finally there's the Duck Hunt dog who primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based.

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** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Finally there's the Duck Hunt dog who primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based.based. And finally Ryu, who plays a lot like a traditional fighting game character, able to cancel any normal attack into one of his specials on hit, and get different versions of his standard special moves by inputting them with the original commands from Street Fighter.

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* HurricaneKick: The Mii Brawler, obviously drawing a lot of inspiration from UsefulNotes/BruceLee and [[VideoGame/StreetFighterII Ryu,]] has one of these.
** Taken to it's logical conclusion with Ryu's inclusion to the roster as DLC, where his Tatsumaki is one of his special moves.

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* HurricaneKick: The Mii Brawler, obviously drawing a lot of inspiration from UsefulNotes/BruceLee and [[VideoGame/StreetFighterII Ryu,]] has one of these.
**
these. Taken to it's its logical conclusion with Ryu's inclusion to the roster as DLC, where his Tatsumaki is one of his special moves.
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** Taken to it's logical conclusion with Ryu's inclusion to the roster as DLC, where his Tatsumaki is one of his special moves.

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* FightingClown: Mr. Game And Watch. The things he attacks with include but are not limited to:
-> ''a bell, sledgehammers, juggling, a frying pan that can toss out sausages/fish/steak/shrimp, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, a torch, a manhole, and a jump rope.''

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* FightingClown: Mr.FightingClown:
**Mr.
Game And Watch. The things he attacks with include but are not limited to:
-> ''a
include: a bell, sledgehammers, juggling, a frying pan that can toss out sausages/fish/steak/shrimp, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, a torch, a manhole, and a jump rope.''rope.
**The Animal Crossing Villager uses boxing gloves, an umbrella, a stick, fireworks, a bowling ball, weeds, radishes, potted plants, a shovel, a slingshot, a net, grabbing projectiles to use against their senders later, a rocket, balloons, a tree, and an axe for his/her attacks.

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* MadeOfIron: Everyone gets burned, frozen, electrocuted, bludgeoned, bruised, stabbed, slashed, drilled, bitten, stomped, crushed, pelted, blasted, and shot at with all sorts of physical and elemental attacks... and they'll still have absolutely nothing to show for it.
** Little Mac is the first character to avert this trope as he gets bandages and bruises the higher his damage meter goes up.

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* MadeOfIron: Everyone gets burned, frozen, electrocuted, bludgeoned, bruised, stabbed, slashed, drilled, bitten, stomped, crushed, pelted, blasted, and shot at with all sorts of physical and elemental attacks... and they'll still have absolutely nothing to show for it.
**
it. Little Mac is the first character to avert this trope as he gets bandages and bruises the higher his damage meter goes up.
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* MadeOfIron: Everyone gets burned, frozen, electrocuted, bludgeoned, bruised, stabbed, slashed, drilled, bitten, stomped, crushed, pelted, blasted, and shot at with all sorts of physical and elemental attacks... and they'll still have absolutely nothing to show for it.
** Little Mac is the first character to avert this trope as he gets bandages and bruises the higher his damage meter goes up.
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-> ''a bell, a hammer, sledgehammers, juggling, a frying pan that can toss out sausages/fish/steak/shrimp, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, a torch, a manhole, hammers, and a jump rope.''

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-> ''a bell, a hammer, sledgehammers, juggling, a frying pan that can toss out sausages/fish/steak/shrimp, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, a torch, a manhole, hammers, and a jump rope.''
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** In the ice portion of Pokémon Stadium 2, a picture of a cat can be seen inside the hut a Snorunt is hiding in.

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** In the ice portion of Pokémon ''Pokémon Stadium 2, 2'', a picture of a cat can be seen inside the hut a Snorunt is hiding in.
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-> ''a bell, a hammer, sledgehammers, juggling, a frying pan that can toss out sausages/fish/steak/shrimp, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, hammers, and a jump rope.''

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-> ''a bell, a hammer, sledgehammers, juggling, a frying pan that can toss out sausages/fish/steak/shrimp, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, a torch, a manhole, hammers, and a jump rope.''
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** In the ice portion of Pokémon Stadium 2, a picture of a cat can be seen inside the hut a Snowrunt is hiding in.

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** In the ice portion of Pokémon Stadium 2, a picture of a cat can be seen inside the hut a Snowrunt Snorunt is hiding in.



-> ''a bell, a hammer, sledgehammers, juggling, sausages, bacon, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, and a jump rope.''

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-> ''a bell, a hammer, sledgehammers, juggling, sausages, bacon, a frying pan that can toss out sausages/fish/steak/shrimp, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, hammers, and a jump rope.''
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** Luigi's down taunt will actually damage an opponent if he's close enough.

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** Luigi's and and Greninja's down taunt taunts will actually damage an opponent if he's they're close enough.enough. The cardboard box produced in Snake's taunts can also be picked up and thrown to inflict damage.
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* HurricaneKick: The Mii Brawler, obviously drawing a lot of inspiration from UsefulNotes/BruceLee and [[VideoGame/StreetFighterII Ryu,]] has one of these along with a Main/Shoryuken.

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* HurricaneKick: The Mii Brawler, obviously drawing a lot of inspiration from UsefulNotes/BruceLee and [[VideoGame/StreetFighterII Ryu,]] has one of these along with a Main/Shoryuken.these.
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You miss out on the Master Giant fight when it dips below 7.0.


** [[TwoWordsObviousTrope Two words]]- '''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several nigh-unavoidable and ridiculously cheap spam attacks, complemented by even more cheap attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go without dying. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you're forced to only defeat it in one go. [[SarcasmMode Have Fun]].

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** [[TwoWordsObviousTrope Two words]]- '''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several nigh-unavoidable and ridiculously cheap spam attacks, complemented by even more cheap attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go without dying. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due Due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you're forced you ''cannot'' afford to only defeat it in one go.dip below 7.0 if you want to fight it. [[SarcasmMode Have Fun]].
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** [[TwoWordsObviousTrope Two words]]- '''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several night-unavoidable spam attacks, complemented by attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you're forced to only defeat it in one go. [[SarcasmMode Have Fun]].

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** [[TwoWordsObviousTrope Two words]]- '''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several night-unavoidable nigh-unavoidable and ridiculously cheap spam attacks, complemented by even more cheap attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go.go without dying. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you're forced to only defeat it in one go. [[SarcasmMode Have Fun]].
Is there an issue? Send a MessageReason:
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** [[TwoWordsObviousTrope Two words]].'''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several night-unavoidable spam attacks, complemented by attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you're forced to only defeat it in one go. [[SarcasmMode Have Fun]].

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** [[TwoWordsObviousTrope Two words]].words]]- '''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several night-unavoidable spam attacks, complemented by attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you're forced to only defeat it in one go. [[SarcasmMode Have Fun]].
Is there an issue? Send a MessageReason:
None


** '''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several night-unavoidable spam attacks, complemented by attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you have only one chance to defeat. [[SarcasmMode Have Fun]].

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** [[TwoWordsObviousTrope Two words]].'''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several night-unavoidable spam attacks, complemented by attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you have you're forced to only defeat it in one chance to defeat.go. [[SarcasmMode Have Fun]].
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** '''MASTER. GIANT'''.

to:

** '''MASTER. GIANT'''. Out of all the [[FinalBoss Master Core]] forms, it has the most HP by far, several night-unavoidable spam attacks, complemented by attacks that draw you in and do masses of damage all in one go, and ''it's only the first form of the boss you fight'', meaning that even if you do manage to take it down, you've still got Master Beast, Master Edges, Master Shadow, and on the Wii U version, Master Fortress to go. Even better? It's after initially defeating Master Hand and Crazy Hand initially, so any damage you sustain or lives you lose there carry over to it. Best of all? You can't continue to it if you lose due to the [[ScrappyMechanic "lowering difficulty when you lose"]] rule, meaning you have only one chance to defeat. [[SarcasmMode Have Fun]].

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** Cruel Mode in the Multi-Man stadium features a team of drone figthers that try and gang up on you. Worse yet, their attacks hurt a whole lot more in this mode. Even the tiniest of mistakes will let them pummel you ruthlessly.

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** Cruel Mode in the Multi-Man stadium features a team of drone figthers fighters that try and gang up on you. Worse yet, their attacks hurt a whole lot more in this mode. Even the tiniest of mistakes will let them pummel you ruthlessly.ruthlessly.
** '''MASTER. GIANT'''.
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oops


* EverythingsBetterWithSpinning: In ''Melee'', Peach's taunt and [[DanceBattler Up Smash]]. The fourth game adds a spinning taunts for Jigglypuff and Palutena.

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* EverythingsBetterWithSpinning: In ''Melee'', Peach's taunt and [[DanceBattler Up Smash]]. The fourth game adds a spinning taunts for Jigglypuff and Palutena.
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* EverythingsBetterWithSpinning: In ''Melee'', Peach's taunt and [[DanceBattler Up Smash]].

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* EverythingsBetterWithSpinning: In ''Melee'', Peach's taunt and [[DanceBattler Up Smash]]. The fourth game adds a spinning taunts for Jigglypuff and Palutena.

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*** Pit's smash taunt in the Palutena's Temple stage will prompt a conversation between him and either Palutena or Viridi, a la ''VideoGame/KidIcarusUprising'' ([[VideoGame/FireEmblemAwakening Chrom]] also makes an appearance if he is fighting Robin).

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*** Pit's smash taunt in the Palutena's Temple stage will prompt a conversation between him and either Palutena or and Viridi, a la ''VideoGame/KidIcarusUprising'' ([[VideoGame/FireEmblemAwakening Chrom]] also makes an appearance if he is fighting Robin).



** In Luigi's Mansion Stage, under a bed in one of the rooms is a drawing of a Boo. Alluding to the "Monster under the bed" urban legend.

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** In Luigi's Mansion Stage, stage in ''Brawl'', under a bed in one of the rooms is a drawing of a Boo. Alluding to the "Monster under the bed" urban legend.


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** The box Snake uses for his taunt can damage opponents if he's close enough. They can even pick it up if they're quick enough.
** The back of Captain Falcon's red costume in ''Melee'' reads "[[GettingCrapPastTheRadar Hell Hawk]]".
** Some of the monitors in the Big Blue stage in ''Melee'' and ''Brawl'' have two dolphins on them, a reference to the [=GameCube=]'s code name, "Project Dolphin".


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** In ''Melee'', Captain Falcon's red costume reads "Hell Hawk" on the back.
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** ''Melee'' was the first game to implement a camera where you could take snapshots of people. Unfortunately, it was only restricted to a single mode and only three players could participate while the fourth player takes the pictures. In ''Brawl'' and later games, this is implemented whenever you pause in any offline mode and you can take pictures with.

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** ''Melee'' was the first game to implement a camera where you could take snapshots of people. Unfortunately, it was only restricted to a single mode and only three players could participate while the fourth player takes the pictures. In ''Brawl'' and later games, this is implemented whenever you pause in any offline mode and you can take pictures with. Another minor detail from ''Melee'' is that the character entrances were identical (materializing from a trophy base), whereas all of the other games, including its predecessor, gave each character a unique entrance.
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* HurricaneKick: The Mii Brawler, obviously drawing a lot of inspiration from UsefulNotes/BruceLee and [[VideoGame/StreetFighterII Ryu,]] has one of these along with a Main/Shoryuken.
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** The Metroid trophy in ''Melee'' has a reflection of VideoGame/SuperMetroid's title screen, minus the logo.

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** The Metroid trophy in ''Melee'' has a reflection of VideoGame/SuperMetroid's ''VideoGame/SuperMetroid'''s title screen, minus the logo.
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** The first letters of Green Hill Zone's song list in ''Brawl'' spell out "SEGA".
** In ''Melee'', viewing Ganondorf's trophy under certain lighting will cause his eyes to glow.
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** [[http://i.imgur.com/Ig2HJoG.png The Hylian text in the Wii U version of the Temple stage]] [[BilingualBonus translates to "Smash Brothers".]]

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** [[http://i.imgur.com/Ig2HJoG.png The Hylian text in the Wii U version of the Temple stage]] [[BilingualBonus translates to "Smash Brothers".]]]] (The in-game character labeled in that image as "wo" should be "shi")
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[[foldercontrol]]

[[folder:E]]
* EarlyBirdCameo:
** Roy from ''[[VideoGame/FireEmblemElibe Fire Emblem: The Binding Blade]]'' actually debuted in ''Melee'' first. ''The Binding Blade'' didn't release in Japan till four months after the release of ''Melee''.
** The Gekkos from ''VideoGame/MetalGearSolid4GunsOfThePatriots'' appear in the Shadow Moses stage. ''Brawl'' debuted in January 2008, while ''Metal Gear Solid 4'' debuted in June in the same year.
** The Wii U version of the fourth game has a stage based on ''VideoGame/YoshisWoollyWorld'', a game set to be released in 2015, compared to the fourth game's 2014 release.
** Wario's victory theme in ''Brawl'' is also the first level theme in ''VideoGame/WarioLandShakeIt'', which was released six months later.
* EarlyInstallmentWeirdness: The first game has a very different tone compared to the sequels. It was made on a ''much'' smaller budget, and no one was really expecting it to catch on as well as it did.
** There was only a 12 character roster, with 4 unlockable, and they were all protagonists in their retrospective series.
** There were also fewer stages to fight on, with only one stage unlockable. These stages also had simpler gimmicks, and the stage backgrounds were simply background images instead of being 3D rendered.
** Final Destination and Battlefield were in the game... in 1P Mode only. They also had more "runic, ancient" kind of looks rather than their reincarnations in later installments (Final Destination got more of a high-tech look with the universe as the backdrop, while Battlefield was changed to look similar to Final Destination in ''Melee'' but became more of a lush, green landscape in ''Brawl'' and ''4'').
** Items and minor characters such as Poké Ball summons and background characters were rendered as 2D sprites instead of 3D models.
** Classic Mode was called "1P Game", and did not feature hidden bosses such as Crazy Hand. [[FinalBoss Master Hand]] also had 300 HP regardless of the difficulty setting. All of the opponents were also fixed.
** Master Hand's design was also different from later games. Instead of his wrist slowly fading into nothingness, it ends with a "cuff".
** Training Mode had its own music theme that overode the normal stage themes, and replaced the backgrounds with the Smash logo.
** The characters were animated dolls instead of trophies. Additionally, instead of a trophy gallery, which contain info on a majority of items, enemies, and other stuff across Nintendo's franchises, you simply get biographies of the playable fighters only.
** Also, a lot of game mechanics that are now mainstays of competitive fighting (like air dodging and side stepping) as well as a side-B move input, which wasn't usable until ''Melee'' (Master Hand has this as an actual full move, but no characters specifically had a unique move as a Side B), so going back and playing ''Smash 64'' can be [[DamnYouMuscleMemory pretty disconcerting at first.]]
** ''Melee'' was the first game to implement a camera where you could take snapshots of people. Unfortunately, it was only restricted to a single mode and only three players could participate while the fourth player takes the pictures. In ''Brawl'' and later games, this is implemented whenever you pause in any offline mode and you can take pictures with.
* EasterEgg:
** [[http://www.ssbwiki.com/Smash_Taunt Smash taunts]] are taunts done by pressing the down taunt button for a single frame (often said to be by pressing up and down taunts repeatedly; true for Samus, but simply a method to get the required timing on others). Examples include:
*** Fox, Falco, and Wolf's respective smash taunts (The former two on Corneria or Lylat Cruise, the latter only on Lylat Cruise) will cause a conversation with different ''VideoGame/StarFox'' characters to appear, complete with a matching HeadsUpDisplay for each stage. Corneria and Venom resemble ''VideoGame/StarFox64'', and Lylat Cruise resembles ''VideoGame/StarFoxAssault''.
*** Snake's smash taunt in the Shadow Moses Island stage will cause a codec conversation to appear, based on ''VideoGame/MetalGearSolid''. Snake will talk to either Roy Campbell, Mei Ling, or Otacon, depending on who he fighting (he also talks to [[VideoGame/StarFox Slippy]] if he's fighting Falco).
*** Pit's smash taunt in the Palutena's Temple stage will prompt a conversation between him and either Palutena or Viridi, a la ''VideoGame/KidIcarusUprising'' ([[VideoGame/FireEmblemAwakening Chrom]] also makes an appearance if he is fighting Robin).
** If the camera is turned slightly in the Mushroom Kingdom stage (both the original and ''Melee''), a sign that says "DANGER" can be seen, appropriate, because that's where the blast lines are.
** In the ice portion of Pokémon Stadium 2, a picture of a cat can be seen inside the hut a Snowrunt is hiding in.
** In the Onett stage, there's a sign off-screen that reads "Caution: A black van driven by this guy has been spotted racing recklessly through town. Be careful!", referring to one of the stage hazards. The sign is also in the ''Brawl'' version of the stage, but can't be seen without hacking. However, the text is more blurry due to texture compression. It's also in the Wii U version, but it's no longer hidden, as you can now [[http://img1.wikia.nocookie.net/__cb20141020142726/ssb/images/9/9f/Onett_SSBWU.jpg stand near it]].
** Snake can be seen hiding under the Cardboard Box trophy in ''Brawl''.
** In Luigi's Mansion Stage, under a bed in one of the rooms is a drawing of a Boo. Alluding to the "Monster under the bed" urban legend.
** In the Dream Land stage on the 3DS, the battery light on the Game Boy will start to dim at the last few seconds of a timed match.
** Villager's Timber attack has a chance of spawning an apple or a piece of firewood when the tree is chopped down.
** [[http://i.imgur.com/Ig2HJoG.png The Hylian text in the Wii U version of the Temple stage]] [[BilingualBonus translates to "Smash Brothers".]]
** In ''Melee'' and ''Brawl'', tilting the C-Stick tilts the menu around.
** Almost every stage in ''Melee'' has an extra song that can be heard by holding down the L button while the stage is loading.
** The Barrel Cannon trophy has text on the bottom that reads [="2L84Me"=], which is short for "too late for me". This refers to an old illustration of Cranky Kong's cabin made to promote the original ''VideoGame/DonkeyKongCountry'' that features the same text on a crate in the background.
** The Smashville stage has a patch of flowers in the background that reads "SB", obviously standing for "Smash Bros."
** When Little Mac does a taunt, there's a random chance Doc Louis will say something.
** In the "Jigglypuff Live" event in ''Melee'', if Jigglypuff is on the monitor in the background and uses her Up-Special, all of the other players will fall asleep, regardless of positon.
** The Metal Mario trophy in ''Melee'' has a reflection of the Yoshi's Island stage on it's surface.
** Luigi's down taunt will actually damage an opponent if he's close enough.
** The Metroid trophy in ''Melee'' has a reflection of VideoGame/SuperMetroid's title screen, minus the logo.
** If Shulk is present on the Gaur Plain stage in ''For Wii U'', Metal Face will comment on it.
* EldritchLocation: Master Fortress, the final form of [[EldritchAbomination Master Core]] in the Wii U game.
* {{Emulator}}: In ''Brawl'' and ''for Wii U'', there is a "Masterpieces" section, in which you can play some of the games that some of characters originated from. {{Downplayed|Trope}} because you have a time limit that changes for each game. All of the games in this section are on the VirtualConsole, and in the Wii U game, you can purchase the games directly off the eShop should you so desire.
* EndlessGame:
** The Endless Multi-Man modes. They end when you're KO'd for good. The same goes for Cruel mode, [[NintendoHard though it's unlikely you'll last very long.]] Rival Smash in the fourth game also ends only when you are KO'd.
** Also, time battles on Versus mode with the time limit set to ''infinite''. It will never end unless using the reset command in the pause screen. And if that wasn't enough, after unlocking the extra rules, it's possible to turn off the pause function, making turning off the system (or resetting it) the only way out of the game.
* EveryoneCallsHimBarkeep: Any of the Pokémon, Pokémon Trainer, Villager, Wii Fit Trainer, and Duck Hunt. Downplayed with the Ice Climbers, who are still identified individually as Popo and Nana, and the Mii Fighters, addressed as such by the announcer but shown with the name you gave them in battle. Defied by Robin, who goes by his/her default name rather than "[the] Avatar".
* EverythingsBetterWithSpinning: In ''Melee'', Peach's taunt and [[DanceBattler Up Smash]].
* ExactWords: The Challenges. For instance, one of them (Wii U Version) is "Clear Classic Mode without losing a life". It didn't tell you what difficulty to do it on, so you could possibly clear it on 0.0/Effortless and still complete the challenge.
* ExplodingBarrels, and crates, and capsules, and party balls.
* ExploitedImmunity: It's possible (if risky and requiring perfect timing) to grab an enemy and fall off a ledge, throwing them at the edge of the screen at the last second before dying. If done right, it gets you a point before losing it to suicide, while the opponent is left with a lost point.
[[/folder]]

[[folder:F]]
* FaceShip:
** The Battleship Halberd, which has Meta Knight's face on it. [[ConversationalTroping Discussed]] by Solid Snake and Mei Ling in one of the codec conversations.
** The TropeNamer itself, the Starship Mario, appears in the stage based on ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2''.
* FakeDifficulty:
** Some stages of Classic mode have you fight alongside one or two CPU allies (when you're facing two enemies or a giant enemy). In the harder difficulty settings, while the CPU enemies get stronger and smarter, the CPU allies get weaker and more inept, to the point of standing there waiting to be KO'd or even committing suicide.
** In ''Melee'', the c-stick doesn't function properly in the 1P modes. Instead of acting as a stick to easily input smash and aerial attacks, it instead acts as a camera control in 1P mode, that is completely useless since all this does is screw with your interface while you're fighting [=CPUs=] completely unaffected by interface screw. And with no c-stick to use, many advanced techs become much more difficult, if not impossible, to perform in 1P mode. Play in general also becomes more difficult without the c-stick, as players primarily play on vs mode, where the c-stick functions properly and is utilised heavily. Fortunately this was fixed in ''Brawl'', where the c-stick's function and the controls remained unchanged throughout all modes.
** In the 1 Player modes, explosive items spawn as normal, and can spawn on top of you while you're in the middle of an attack, causing you to inadvertently hit the explosive, often resulting in [=KOing=] you at really low damage to no fault of your own. This is especially bad in the 15 Minute and Endless Multi-Man modes, where endurance is the objective and you're typically in a single spot throwing attacks (thus significantly increasing the probability that an explosive spawns on you), and you can end up getting KO'd as low as 50% from an explosive spawning on you, when you can easily live well beyond 200% in these modes. Many a player had promising runs in these modes cut short to no fault of their own because the RNG decided to spawn a Bob-omb on them.
** Want to unlock Final Destination for use in ''Melee'''s VS mode? For that, you have to beat every Event Match. Good luck, because in the later Event Matches, the CPU will [[GangUpOnTheHuman gang up]] and ''[[PerfectPlayAI absolutely murder you hard]]'', and to make it worse, there's ''no'' difficulty settings to change like in ''Brawl''[='=]s Event Matches. There's a glitch in which allows you to play as Master Hand on matches that allows you to choose your character, which makes it easier to beat most of, but not all of them.
** ''Brawl'' featured tripping, which randomly happened when a character changed directions while running or inputting a Smash attack using the control stick. There's nothing quite like randomly falling over right when you try to deal a KO attack.
** In ''Super Smash Bros. for Nintendo 3DS'', custom moves for each fighter has to be obtained individually. The problem is, is that each custom move is [[RandomlyDrops dropped at complete random]], and to make things ''worse'', a custom move can be obtained only for it to be one you already have.
** Cruel Mode in the Multi-Man stadium features a team of drone figthers that try and gang up on you. Worse yet, their attacks hurt a whole lot more in this mode. Even the tiniest of mistakes will let them pummel you ruthlessly.
* FamilyFriendlyFirearms: A rule of the ''Smash'' franchise -- no realistic bullet-shooting firearms allowed; [[FrickinLaserBeams energy weapons]] and [[StuffBlowingUp explosives]] are okay. Snake's arsenal was limited to explosives as a way of enforcing the trope. However, Duck Hunt's presence might subvert this, since the Wild Gunmen (and the Sheriff assist trophy) are definitely firing real guns, but they're 8-bit and somewhat cartoony.
* FightingClown: Mr. Game And Watch. The things he attacks with include but are not limited to:
-> ''a bell, a hammer, sledgehammers, juggling, sausages, bacon, fishbowls, a pet turtle, an air pump,'' ''[[KingdomHearts a keyblade]]'', ''an air horn, a toolbox, a submarine helmet, a giant half-dollar coin, chairs, racing flags, a baseball cap, an oil bucket, a parachute, and a jump rope.''
* FinalBoss:
** Master Hand is the quintessential final boss for the Super Smash Bros. series. In the games proper, he was the boss of 1P Game in the original ''64'' game, and reprises his role as Final Boss in the Classic Mode of all games thereafter. He, alongside Crazy Hand, are also the final bosses of ''Melee'''s Events.
** Bowser is the final boss of ''Melee's'' Adventure Mode.
** Mr. Game & Watch is the final boss of ''Melee's'' All-Star Mode.
** Tabuu is the final boss of ''Brawl's'' Subspace Emissary, and Boss Battles Mode.
** Olimar is the final boss of ''Brawl's'' All-Star Mode.
** Bowser, Ganondorf, and King Dedede are the final bosses of both ''Brawl's'' and ''for Wii U's'' Events. Both games also feature a BossRush against the playable villains and rivals as part of the final boss battle in Co-Op Events.
** Crazy Hand is the final boss of his very own mode in ''for Wii U'': Crazy Orders.
* FireBreathingDiner: An item in ''Brawl'' and ''4'' is a plate of super-spicy curry that lets you breathe fireballs. You also erupt in a fiery aura. If you stand still, you can even get to see the character dance in agony.
* FireForgedFriends: Heroes are willing to work alongside their arch-nemeses in ''Brawl'', while still acting in character, just to illustrate how much more important it is for them to fight the BigBad than each other.
* FixedFloorFighting: Final Destination fits this trope to a 'T', being just one flat platform suspended over the air. This is taken further in the "For Glory" online mode of the fourth game, which turns almost every stage into a flat platform suspended in the air and all hazards removed, in other words, only reskinning Final Destination with the other stages. These stages are referred to ingame as Ω forms.
* FloatingContinent:
** Most stages are floating platforms, others are just tall buildings. Also, there's the Isle of the Ancients in the Subspace Emissary.
** Smash Run in the fourth game takes place on [[http://www.ssbwiki.com/images/e/ea/SmashRun-7.png a particlarly large one]].
* FlunkyBoss: In Crazy Orders mode in ''Wii U'', Crazy Hand will come with one to four minions depending on how many challenge tickets you've completed before fighting him, with both of these minions using the same character. [[spoiler:And if you've cleared enough turns, ''Master Hand'' joins in on the fun too]].
* FollowTheLeader: The appearance and gameplay of ''Battle Stadium D.O.N'', ''Jump Super Stars'', and ''Jump Ultimate Stars'' all feel so similar that the most common conclusion was that "they're all trying to imitate ''Super Smash Bros''."
* ForceAndFinesse: It's a very common pattern for many of the custom specials introduced in the fourth installment to stand in a ForceAndFinesse relation to the original specials. Typically, one custom special option will deal more damage and/or knockback, feature a larger hitbox or extra hitboxes, or pack further offensive effects like entrenchment; the other custom special will be faster, hit in a wider range, offer extra mobility, or in some other way serve as a more flexible choice. Most custom specials make sacrifices in one of these areas in exchange for gains in the other, so that you'll often end up with the original special, a "Force" alternative, and a "Finesse" alternative.
* FourTemperamentEnsemble: Assuming the characters' temperaments don't change from their respective games...
** Sanguine and Choleric: Falco, Captain Falcon (''Smash'' portrayal only), Ness, King Dedede
** Choleric: Mario, Fox, Wario, Snake (''Brawl''), Ike, Dark Pit and Bowser
** Choleric and Melancholic: Ganondorf, Wolf (''Brawl'')
** Melancholic: Mewtwo (''Melee''), Luigi, Marth, Lucas, Lucina
** Phlegmatic: Yoshi, Jigglypuff, Peach, Palutena
** Sanguine: Diddy Kong, Kirby, Pit, Donkey Kong
** Leukine: Samus, Link, Game and Watch, R.O.B. (''Brawl''), Pokemon trainer (''Brawl''), Roy (''Melee''), Robin, Shulk
* FreakyFridayFlip: In ''Brawl'', the Pokémon Manaphy's Heart Swap move causes you to play as an opponent's character temporarily. However, you have the same lives, so you can't commit suicide to your advantage.
* FreeFloorFighting: Most of the stages -- Big Blue is a particularly notable example.
* FreezeFrameBonus:
** [[https://www.youtube.com/watch?feature=player_detailpage&v=N9ytrX0wweA#t=85 Pausing at the right moment]] lets the viewer see the Mark of Grima on Robin's hand.
** In one of the Japanese trailers for ''3DS/Wii U'', during a scene of Pikachu taunting, you can briefly see Ganondorf. This would also count as an EarlyBirdCameo, as he wasn't officially announced prior to release.
** Several furniture items from Animal Crossing appear during Villager's Final Smash, but their appearances are so brief you won't be able to make them out without pausing repeatedly.
* FriendlyFireproof: Team Battles. Can be turned off and does not work with explosives that also hurt the user.
** Friendly Fire is almost always on in competitive play to prevent horribly abusive strategies (especially involving firing projectiles through your partner).
** The blog for ''Brawl'' discussed strategies that can be used if the Friendly Fire setting is on, such as having a teammate throw projectiles into [[http://www.smashbros.com/en_us/characters/hidden08.html Mr. Game & Watch's Oil Panic bucket]].
*** An alternate use for this is Ness and Lucas' PSI Magnet, which is the only way to heal with items turned off. Turn the Friendly Fire setting on and have a character with energy attacks shoot them when PSI Magnet is up.
** One fun thing to do is set up a human player versus three computers and turn on [[FriendlyFireIndex Friendly Fire]]. Most of the time, all you have to do is stay out of range and watch as HilarityEnsues.
* FurryConfusion: Combined with the RogerRabbitEffect. Due to its crossover nature, this will come up often. For example, we have [[PettingZooPeople Fox]], an anthropomorphic fox who flies a Fighter jet spaceship, next to [[{{Mon}} Lucario]], a bipedal dog with [[KamehameHadoken Aura]] powers, next to [[NearlyNormalAnimal The Dog from Duck Hunt]]. Plus they can all be fighting on a stage with actual puppies running around in the background.
[[/folder]]

[[folder:G]]
* GameBreakingBug: There are quite a few of these in the Smash games, especially in ''Melee''.
** In ''Melee'' there's the infamous [[http://www.ssbwiki.com/Black_hole_glitch Black hole glitch]]. While a fun glitch to fool around with, it can severely lag the game, and is prone to causing a complete game freeze (especially if the players do "modifications" to the black hole).
** In really early versions of ''Melee'' (the 1.0 versions), there's the [[http://www.ssbwiki.com/Shadow_glitch Shadow glitch]], which allowed players to catch the tiny Shadow Balls thrown by Mewtwo from his forward throw. If one of these balls is thrown after being caught, the game freezes
** Another glitch in ''Melee'' with Mewtwo is the [[http://www.ssbwiki.com/Soul_breaker Soul Breaker]] glitch. When Mewtwo uses Confusion on a projectile too strong to reflect (thus causing his reflector to "break") while simultaneously grabbing an opponent with it, the opponent will become permanently stuck to Mewtwo and unable to move, with no way of escape unless Mewtwo is KO'd. Mewtwo can also permanently freeze other characters when the Soul Breaker is activated by using his down throw on them (where he must then use Confusion to unfreeze them). Due to the possibility of Mewtwo being able to autowin matches by activating this glitch (such as if he's ahead and thus can wait out the time to win while the opponent can do nothing), the glitch is banned from being intentionally performed in tournaments.
** Similar to the Soul Breaker glitch above is the [[http://www.ssbwiki.com/Freeze_glitch Freeze glitch]] in ''Melee'', which allows the Ice Climbers to permanently freeze opponents unless they grab them again (though unlike Mewtwo with the Soul Breaker, the Ice Climbers can perform it entirely by themselves). Having the capacity to autowin matches like the Soul Breaker, it too is banned from being intentionally performed in tournaments. Unlike Soul Breaker though, the Freeze glitch can be useful in the 1P modes, particularly the Home-Run Contest (where it's necessary for the Ice Climbers to obtain max distance).
** A more obscure game breaking bug in ''Melee'' is the [[http://www.ssbwiki.com/Box_glitch Box glitch]]. This is a glitch that can only be performed on the Mario Bros., and only by Fox and Falco. If Fox/Falco use their down throw on one of the Mario Bros. in specific locations on stages at certain damage percentages, the Mario Bro becomes stuck in an invisible box that they cannot escape from unless another character grabs and throws them out. Besides completely restricting the affected player's movement, this glitch can be an autowin if the trapped player was behind in the match and the nontrapped player(s) let time run out to win instead of freeing them.
** When playing Master Hand (whether from the [[http://www.ssbwiki.com/Name_Entry_glitch Name Entry glitch]] or from hacking), the game will freeze in vs. mode after a match finishes if Master Hand wins the match. The game will also freeze in Classic, Adventure, and Target Test before anything can be played, and will freeze in the intermission stage of All-Star mode (thus with Master Hand the player can only play one match in All-Star).
** In ''Brawl'', it's possible to [[http://www.ssbwiki.com/Tabuu_Whip_glitch become stuck on Tabuu when he uses his whip grab]]. The player remains stuck and completely unable to move until Tabuu kills the player. The glitch is thus an auto loss in Boss Battles and if the player only had one stock left in SSE.
** In ''Brawl'', some of the available hacks out there can freeze the game under certain conditions. One such common example is if the player has the smash stack file on an inserted SD card but didn't disable custom stages, which will cause the game to freeze when they go on the stage select screen and the game freezes trying to load the smash stack file as if it were a custom stage.
** In ''[=SSB64=]'' there's the [[http://www.ssbwiki.com/Ultimate_glitch Ultimate glitch]], which is pretty much the ''[=SSB64=]'' equivalent of the Black Hole glitch.
** Also in 64, it is possible to glitch the game into 'freezing' the characters in their current positions when a Captain Falcon strikes all three opponents at once midair. All four characters will be stuck in midair for several minutes, while the 'damage' visual effect and soundwave will continuously display/play, over and over 2-3 times per second. Unfortunately, the characters (except Captain Falcon) will actually take damage every time the 'hit' repeats itself, lasting long after the targets reach maximum damage. Pausing and unpausing will not correct the issue. Fortunately, when the glitch finally does end for whatever reason, the victims will only fly as though they've been struck at their damage percentage prior to the glitch. Retaining the 999%, however, probably means they won't last long.
** The fourth game has had some issues related to network features:
*** In the earliest versions, playing as Peach in For Glory and using the Turnip move may cause the system to think the player is using items in a mode that doesn't allow it, resulting in a ban.
*** In rare occurrences, the system would ban a player for ''decades'' by accident.
*** Mewtwo became available in mid April for Club Nintendo players who owned both versions of the game. Fans were happy to see that he works rather seamlessly in all of the single-player modes... until they went online and saw that playing 10-Man smash in the [=WiiU=] version or playing some of the one-player modes in the [=3DS=] version could, if unlucky, cause the game to give a Global Smash Ranking of 0 for the "all characters" ranking in that mode, and make online modes impossible to play due to "irregular save data".
* GangplankGalleon: The Pirate Ship stage. The Paper Mario stage also features the ship from ''VideoGame/PaperMarioTheThousandYearDoor''.
* GangUpOnTheHuman:
** the AI will always favor attacking human targets. Except teammates. And low-level AI won't always follow that rule either.
** In ''Melee'', there are events called "Trophy Tussles" in which you fight against 3 other CPU opponents with the trophy you're trying to win being the stage. The CPU ''really does'' gang up on you during the events. '''All three of them.'''
** In ''Brawl'', the AI was terribly flawed to the point that playing a Free-for-All match alone made it feel like a 1-vs-3 fight instead, ruining the replay value for players who didn't have any friends.
** In Smash Tour mode in ''for Wii U'', before the start of a battle, if a computer player chooses to use an item that negatively affects an enemy, it will almost always use it on you.
* GenreBusting: There's still some debate over whether it should be classified as a "true" FightingGame on par with ''Franchise/StreetFighter'' or ''Franchise/MortalKombat'', or a multiplayer-party game with FightingGame elements. Sakurai has said that he thinks of it as a giant party game, although he was likely using it as an analogy.
* GeoEffects: A few Character's Final Smashes can be affected by the current stage they're playing on.
** Ness/Lucas: PSI Starstorm is hard to dodge on small stages and easily avoidable on large stages.
** Ice Climbers: Iceberg becomes useless on high-altitude stages like the Battleship Halberd because only the uppermost part will ever obstruct the environment, greatly reducing its effectiveness.
* GettingCrapPastTheRadar:
** In ''Melee'' and ''Brawl'' (both rated T), it's possible to look under Peach's dress and see her panties. The same thing can be done to Peach's ''Melee'' trophies. Defied in ''for 3DS'' (rated E+10), where the devs blacked out that area of the underside of her dress and made her lower torso invisible, and in ''for Wii U'' (also rated E+10) where a black gradient was applied to her legs and underside of her dress and her lower torso is solid black, while in both games Rosalina has an plane around her lower legs/ankles with an UnmovingPlaid[=-=]style texture of the cosmos on it. The exception is Palutena's panties, which can be seen, and her side taunt has her spins around her staff with one leg in the air, [[TheTease kind of reminiscent of a pole dance]].
** In ''for [=3DS=]''/''for WiiU'', Shulk is playable in nothing but tight briefs and shoes. It not only makes his victory poses and right taunt (''I'm really feeling it!'') more ambiguous, getting grab-pummelled by an opponent in some instances has them knee or punch you in your scarcely-covered nether regions. In a brief moment during Duck Hunt's introduction trailer, Shulk lands directly next to them while in said swimsuit costume. The dog reacts by covering its eyes.
** Characters who wear skintight suits (Captain Falcon, Sheik, Zero Suit Samus) [[SensualSpandex have their butts and crotches formed]].
** Bowser's down throw since ''Melee'' has the other fighter squirm while he falls onto them, which is a pretty standard wrestling-type move but looks a little... awkward on [[CombinatorialExplosion some fighters]].
** Master Hand sometimes seems to be FlippingTheBird at you, especially in ''4''.
* GlowingEyesOfDoom: Whenever a character picks up a Smash Ball in ''Brawl''.
* GoombaSpringboard: Goomba itself and Koopas, both in ''Melee's'' and ''Brawl's'' Adventure Modes, and ''Brawl's'' Footstool Jump.
* GracefulLoser: On the winner's victory screen, the other players are shown in the background applauding the victor, though with degrees of enthusiasm ranging from sincere congratulations to very grudging.
* GrappleMove: Every character can grab enemies, beat on them while held, and then throw them in any of the four cardinal directions for damage. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} Samus]] can also use their grab moves (the hookshot and grapple beam, respectively) to grab onto walls and pull themselves up.
* GrandfatherClause: "The Original 12" characters are essentially guaranteed spots in every sequel. More specifically, Jigglypuff, Captain Falcon, and Ness [[note]]Ironically three of the four unlockable characters in the original.[[/note]] have perennial spots on the roster despite no longer actually being prominent characters ''since'' the first game.
* GratuitousEnglish: Common in the Japanese versions of the games.
* GratuitousJapanese: Marth and Roy in the English versions, as the games they star in were not (initially) given a worldwide release. Interestingly, Marth still speaks in Japanese in ''[=SSB4=]'' despite the fact that he's been in several games released in English by the time of its release.
* GravityScrew: The ''VideoGame/SuperMarioGalaxy'' stage requires you to compensate for the gravity emanating from the center of the planet. [[VideoGame/SonicLostWorld Windy Hill Zone]] has odd gravity too, albeit less pronounced.
* GreenHillZone:
** [[VideoGame/SonicTheHedgehog1 Green Hill]] [[TropeNamer Zone]] from ''Brawl'' and ''for 3DS'' only kind of fits; its lamppost hazard and walk-off edges can easily complicate gameplay.
** Battlefield in ''Brawl'' and ''for Wii U / Nintendo 3DS''.
** ''Super Smash Bros. for Wii U'' has Windy Hill Zone, from ''VideoGame/SonicLostWorld'', a more traditional example than the trope namer.
* GroundPunch: One of [[Franchise/DonkeyKong Donkey Kong's]] moves consists of slapping the ground repeatedly.
* GuideDangIt:
** [[http://www.ssbwiki.com/L-canceling L-cancelling]] in ''[=SSB64=]'' and ''Melee''. It's a technique that involves you pressing shield as you land with an aerial attack, completely negating landing lag in the former game and cutting the landing lag in half in the latter game. While an intentional feature that's vital for the competitive play in the two games, the technique isn't mentioned anywhere in the manuals or the games, and isn't even officially acknowledged online, outside the obscure, only in Japanese website for the original game (where it's referred to as Smooth Landing). Because of this, some players thought the technique was unintentional and the result of a bug. It was likely removed in ''Brawl'' because of this.
** Wavedashing is somewhere between this and GoodBadBug[[invoked]], as while it wasn't ''intentionally'' put in, it was discovered by the developers prior to release and left in anyway. Like L-canceling, it's vital for competitive play, but it's never hinted at in the game nor used by the CPU, but again, it's justified as the developers didn't expect it to be that useful.
** In ''Brawl'', there's the really useful pivot grab, a new type of grab not referred to anywhere in the manual nor ingame, and is not performed by the [=CPUs=] at all. Like the L-cancelling example above, the only place it's officially referred to is in a minor blurb in a "quick techniques"§ion on the official website (though this time the official site can be read in more than Japanese).
** How to obtain some of the after match bonuses in ''Melee''. To get the Diskun trophy in ''Melee'', one has to have obtained all the after match bonuses. There are three things with these bonuses that cause them to be this. One and two, unless you look it up, you won't know the bonus exists [[ShapedLikeItself until you obtain it]], and only then will it show up among your collected bonuses, where you then get a short blurb on what gets you the bonus. Three, some of them though are really obscure and/or have unclear conditions to obtaining them that aren't properly explained how to get in the ingame blurb or anywhere (good luck getting the "Lethal Weapon" bonus without any guide, or knowing that "Button Holder" was a bonus).
** The Hammer Throw bonus is particularly bad. To use it, you have to throw away a hammer. And a broken-off hammer head doesn't count. Normally, you can't throw hammers at all, unlike every other weapon.
** A lot of early players (even Japanese players) thought that Robin's [[KamehameHadoken Thoron]] from ''3DS/Wii U'' was a PowerUpLetdown because it takes the longest to charge up, does the same amount of damage of as Elthunder and Arcthunder, and has very little KO power especially when compared to Arcthunder. However, the player is suppose to hold down the B button when firing Thoron which further extends the beam adding an extra 8% more damage and increases KO power. While this is mentioned in one of the tips, because there are hundreds of them, it'll take a while before a player finds it.
[[/folder]]

[[folder:H-K]]
* HammeredIntoTheGround:
** Occurs through some methods, particularly through the [[VideoGame/AnimalCrossing Pitfall]] from ''Brawl'' onwards. Getting stuck in the ground prevents characters from moving or attacking until they get un-stuck.
** Waluigi will also the do the same, curb-stomping them several times before whacking them into the distance with a Tennis racket.
* HealingCheckpoint: The last level in the Subspace Emissary story mode of ''Brawl'' includes save points that heal you and revive fallen party members. The BossRush mode in the same game also has heart containers that you can use between battles.
* HeartbeatSoundtrack: The Master Fortress' cores make a heartbeat sound, especially loud with the last one. Since it's a TrueFinalBoss upon a TrueFinalBoss[[note]]upon ''another'' True Final Boss if you count Crazy Hand as one[[/note]], and losing means dropping difficulty and loot and doing all the bosses over again, it's fitting to say the least.
* HeavyVoice: A character gets this whenever they pick up a Super Mushroom and increase in size.
* HijackedByGanon: [[spoiler: Subverted. During the Subspace Emissary, Ganondorf betrays Bowser and prepares to hijack Master Hand only to realize that the true big bad of the game is in control. He is then, promptly turned into a trophy.]]
* HitPoints: Not in normal gameplay - each fighter's damage is tracked with percentages, ranging from a decimal number between 0% and 999%. However, in ''Melee''[='s=] Stamina Mode, ''Brawl''[='s=] Special Brawl "Stamina" option, the final Classic Mode fight (the Hands only), the Subspace Emissary (enemies only), and Boss Battles Mode (boss enemies only), Hit Points are utilized. Only the Stamina Modes and the final Classic Mode fight use visible numerical values; all other instances feature a red LifeMeter instead.
* HoistByHisOwnPetard: One of the easiest ways to take down Meta Ridley in ''Brawl'' is by using a character with a reflector. It is possible to kill the boss in seconds, even on the hardest difficulty, by playing as Fox or Wolf, jumping in front of Meta Ridley's mouth as he's about to launch his breath attack, and triggering their AttackReflector.
* {{Homage}}: ''Super Smash Bros for Nintendo 3DS'' has a mode very reminiscent of [[TheWorldEndsWithYou Tin Pin Slammer]].
* HomeRunHitter: A major point in the series, because it is one of four ways to kill someone, the others being self-destruction, [[CriticalExistenceFailure stamina mode]], and making it impossible for the opponent to recover. Applied with the Home Run Bat, the smash of which [[OneHitKill OHKOs]] in such fashion.
* HoodHopping: "Big Blue" has the fighters fighting on top of ''VideoGame/{{F-Zero}}'' vehicles, jumping from one to another as they get too far ahead or behind. Sonic, if he's wearing a Bunny Hood, [[{{Badass}} can just run along the raceway]] itself and keep up.
* HypocriticalHumor:
** ''VideoGame/FireEmblemAwakening'' and ''VideoGame/KidIcarusUprising'' feature some of the most exact clone characters in ''Smash'' to date (Lucina and Dark Pit), but in the Palutena's Guidance for Robin, Chrom makes a surprise appearance explaining his reasons for not being on the roster, prompting this remark from Viridi (note that Dark Pit's Guidance reveals that [[SequelHook he is now working directly under Viridi]]):
-->'''Viridi''' (to Chrom): "No point in having characters that are carbon copies. Am I right?"
* IAmNotShazam: Joked about briefly InUniverse, when utilizing Palutena's Guidance on Metroid- er, Samus. Palutena points out that Link is also not Zelda and Pit is not Icarus.
-->'''Pit:''' Okay, this joke has officially run its course.
* IdiosyncraticDifficultyLevels:
** The CPU players on ''Brawl'' Versus mode are labeled, according to the number (from 1 to 9) as Puny, Wimpy, Weak, Normal, Hardy, Strong, Burly, Mighty and Nasty.
** The difficulty levels on Classic Mode in the fourth game are labeled. As the scale goes from 0.0 to 9.0, with every .1 interval available, the label only changes for every whole number from: Effortless, Easy, Standard, Tougher, Challenging, Heatin' Up, Extra Spicy, Infernal, White Hot, and Nothing Harder.
* ImmuneToFlinching: Many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's [[http://www.youtube.com/watch?v=YoYmG4_6ews "Aether" strike]]) also have short moments in which the character is not interrupted or knocked back by any attacks, even ones which would otherwise KO them.
** Little Mac has this in the fourth game, despite being one of the smaller, quicker characters.
** Collecting a hundred coins in Golden Plains in the 3DS game offers this on top of enhanced strength for your character's SuperMode.
* InjuredVulnerability: The Trophy Stands in ''Brawl'' will only succeed when thrown at weakened enemies.
* InLoveWithYourCarnage: One of Wolf's communication channel conversations implies that Leon feels this way about Wolf.
* InstantFlightJustAddSpinning: All the different [[Franchise/TheLegendOfZelda Links]] use their spin slash attack as a recovery move, making them go upwards when performed in the air.
** Almost every character with a spinning move uses it either as their official B-Up third jump or can at least use it to hover, Mario Tornado, Spinning Kong, Spin Attack, Whirling Fortress etc.
* InterestingSituationDuel: At least half of the stage roster.
* InterfaceScrew:
** Togepi's Night Shade, the Nintendog, to some extent, Tingle's spotlight, Mr. Resetti, and Dialga and Palkia in ''Brawl''. The fourth game adds Skull Kid to the list.
** In the 3DS version, the black fog that makes up [[TrueFinalBoss Master Core]] completely covers its health meter on the bottom screen. You have ''no idea'' how much health it has left while fighting it. It finally dissipates when you get to its final form, but by that point, [[ClippedWingAngel you pretty much have the fight won]]. In the Wii U version, it has no health meter at all.
* InUniverseGameClock: The Smashville stage has an exclusive feature where the textures loaded depend on the time set on the Wii's built-in clock. Also present in Town & City on ''Wii U''.
* InvulnerableAttack: Most Final Smashes.
** There's also Super Armor, which makes the attacker invulnerable to knockback, but not damage.
** Also, the invisibility cloak, which makes the attacker invulnerable to damage, but not knockback.
* ItWillNeverCatchOn: The game itself was thought of this way. Also the various mods getting into tournament play.
* KatanasAreJustBetter: Four's Beam Sword takes the appearance of a laser katana.
* KickingAssInAllHerFinery: Peach, Zelda, Rosalina and Palutena wear their {{Pimped Out Dress}}es while in the middle of, well, smashing opponents.
* KooshBomb
[[/folder]]

[[folder:L]]
* LagCancel: The lag canceling of aerial attacks was intentional in ''Smash 64'', in which it was officially named Smooth Landing, though better known as Z-canceling. The technique is also present in ''Melee'', but somewhat nerfed in that it only halves landing lag. The technique was removed from ''Brawl'' via the reworked air-dodge, though auto-canceling exists.
* LateArrivalSpoiler: Quite a few of the plot points in various games are revealed by stages or trophy descriptions.
** ''Brawl'' gave a particularly bad treatment of this to ''VideoGame/{{MOTHER 3}}'', whose stage outright spoils the last chapter of that [[NoExportForYou game]], and even has you fight its ''FinalBoss'' at one point in The Subspace Emissary. The only saving grace is that ''most'' of this material (trophies about them notwithstanding) was presented without context and said final boss also appeared in ''[[VideoGame/EarthBound MOTHER 2]]'' so it was somewhat easier to cover up that spoiler.
** Palutena's reveal trailer has her and Pit casually discuss the events of the [[spoiler:Chaos Kin]] arc from ''VideoGame/KidIcarusUprising'', which is surprising considering that it was four straight chapters of WhamEpisode.
** Lucina's mere existence [[WalkingSpoiler is a spoiler in and of itself]], but then she blatantly [[spoiler:calls Chrom her father]].
** Zelda's ability to transform into Sheik in ''Melee'' and ''Brawl'' is a pretty huge one.
** Nintendo of America ran an [=eShop=] sale on Virtual Console games featuring fighters during the month preceding the 3DS version's release. One of the games on sale during the first week was ''VideoGame/SuperMario3DWorld'', with the video discussing the week's offerings [[spoiler:spoiling the fact that [[SecretCharacter Rosalina]] is unlocked after one completes the main game]]. The game is also listed in [[spoiler: Rosalina's trophy]].
** ''3DS/Wii U'' is generally better about keeping spoilers hidden than ''Brawl''. The 3DS version has no important spoilers for ''VideoGame/{{Xenoblade}}'' (the Wii U version does, however), and while Lucina's role in ''VideoGame/FireEmblemAwakening'' is outright spoiled, Robin's deeper involvement in the plot is kept hidden, though hinted at in some trophy descriptions. The Skyward Sword trophies also don't reveal [[spoiler:that the old lady is actually Impa, displaced through time.]]. The game does, however, flat out spoil that ''VideoGame/MetroidOtherM'''s Little Birdy is [[spoiler: a younger version of Ridley]] in his trophy description.
* LawyerFriendlyCameo:
** [[StarWars Beam Swords]] and [[VideoGame/GoldenEye1997 Motion Sensor Bombs]]. The latter is Lampshaded in ''Melee'''s trophy description. There's also the [[PerfectDark Cloaking Device]].
*** In all of the Japanese versions of ''Super Smash Bros'', the Beam Sword has very distinctive buzzing and cutting sounds which are akin to the Lightsaber. A dead giveaway that the item was directly inspired by Star Wars. The sounds were deleted in the [=NTSC=] and [=PAL=] versions of the first game [[YouWannaGetSued to avoid copyright infringement lawsuits]] from Lucasarts, but they are present in later games.
*** The Japanese Version of ''Melee'' used the Remote Mine model from Perfect Dark instead of the Proximity Mine model from Goldeneye. Even the trophy description verifies the game of origin.
** [[UsefulNotes/ColorTVGame Color TV-Game 15]] ends up being a LawyerFriendlyCameo of ''VideoGame/{{Pong}}'' because of its CaptainErsatz origin.
* LeaningOnTheFourthWall: Done pretty literally in ''4''. The new screen [=KOs=] now have characters slam against the 3DS or television screens for half a second before finally dying (this is also to make them last about as long as a star KO). Some of the more cute characters like Pikachu and Kirby actually press up against the screen, which flattens their body a bit.
* LemonyNarrator: The descriptions for most of the trophies in the fourth installment are definitely more humorous and snarky in contrast to ''Melee'' or ''Brawl''. For example, the 1-Up Mushroom trophy describes a bunch of Marios discussing whether the true goal of their quest was to collect more 1-Ups.
* LethalLavaLand: [[{{Metroid}} Planet Zebes, Brinstar, Norfair]], and [[VideoGame/MetroidOtherM the Pyrosphere]]. Although technically it's acid and not lava for Zebes and Brinstar. Only in the Pyrosphere does the lava not play an active part in battle.
* LethalJokeCharacter: Since the beginning of ''Super Smash Bros.'', Jigglypuff is commonly mocked as being the weakest character in the game. The laughter suddenly stops when the Jigglypuff pro players appear and proceed to ''humiliate'' the unsuspecting opposition.
* LethalJokeItem:
** The fan, since the weapon hits as fast as you can mash the A button, you can deal out high amounts of damage without allowing the victim to escape or retaliate. Not indefinitely though as most characters can jump out of it and most that can't can force a prolonged spammer off the edge. Throwing it at someone also launches them in the air, making it possible to KO them into the sky. Lastly, it's a surprisingly potent shield breaker.
** Mr. Saturn appears to be nothing but a weak throwing item at first, but it has the hidden ability to instantly shatter shields on contact. Broken shields leave the character stunned and completely vulnerable for a few seconds.
** The Gust Bellows cannot do any damage whatsoever, but turn out to be one of the most powerful items in the game for precisely this reason. Because victims don't take damage, they don't get their mid-air jumps back when the Bellows push them away from the stage.
* LetteredSequel: In Japan, ''Super Smash Bros'' is known as ''Great Melee Smash Brothers''. The sequels, ''Melee'' and ''Brawl'', are known respectively as ''Great Melee Smash Brothers DX'' and ''Great Melee Smash Brothers X'' (DX stands for Deluxe).
* LetXBeTheUnknown: The Japanese title of ''Super Smash Bros. Brawl'' qualifies as this: ''Dairantō Smash Brothers X''.
* Level1MusicRepresents: The music for the stages in all games (default music in the case of ''Brawl'') usually follows this trope -- the "Ground Theme" from World 1-1 of ''VideoGame/SuperMarioBros'' serving as the most prominent example, being featured on both ''SuperMario'' stages in ''Super Smash Bros. 64'', the Mushroom Kingdom stage and as part of a mix on Peach's Castle stage in ''Melee'', two different remixes on ''Brawl''[='s=] Mushroomy Kingdom, and is otherwise featured in part or in whole in other medleys from the series.
* LevelEditor: ''Brawl'' lets players build their own stages out of blocks and other features, however, it was subject to an exploit that allows users to load GameMods on the original console. While the editor is missing in ''Super Smash Bros. for Nintendo 3DS'', it reappears in ''Super Smash Bros. for Wii U'', in a far more robust form from ''Brawl'''s: Rather than having a specific set of stage blocks to create a fighting arena like in ''Brawl'', terrain can be freely drawn using the gamepad.
* LevelsTakeFlight:
** ''Melee'' has Poké Floats, Mute City (when you approach the looping on the track) and Rainbow Cruise.
** At one point in ''Super Smash Bros Brawl's'' Subspace Emissary, you're working your way across the side of the Halberd to get to the deck of the flying ship. Also, you're dealing with a constant wind in your face, slowing you down.
** ''Brawl'' has the Halberd, Delfino Isle, and the Rainbow Cruise.
** Although the mechanics don't necessarily represent it, all the various Star Fox stages take place on the back of the Great Fox or other ships.
** ''Smash Bros Wii U'' has a stage where you fight atop the biplanes from ''{{Pilotwings}}'' (both the Super Nintendo and Nintendo 3DS version) as they fly toward and around Wuhu Island, where ''WiiSportsResort'' takes place, as well as a stage which floats around and takes players to various locations within [[VideoGame/TheLegendOfZeldaSkywardSword Skyloft]].
* LifeMeter: Used to display the enemies' HitPoints in ''Brawl''[='s=] Subspace Emissary and Boss Battles modes.
* LighterAndSofter: While as a whole the series is a lot more lighthearted than most fighting games, ''3DS/Wii U' has a generally brighter and more saturated color palette than ''Brawl'', which had a brighter and more saturated color palette than ''Melee'' (which remains the dingiest of the series).
* LightningBruiser: The game has several of them. A few, in no particular order:
** Little Mac. He can rack up combos quickly with his rapid attacks and also is capable of landing a ''very'' powerful uppercut if he gives or takes enough damage, and he's incredibly agile on the ground. However, it's incredibly difficult for him to recover from being launched, since his recovery techniques are terrible.
** Bowser. High weight, high speed, and high damage. All of these things make him a rather formidable foe. Problem is, he's big and easy to combo on.
** Captain Falcon! He has high speed and a bunch of good aerial attacks that can knock back foes hard.
** Yoshi. In Smash 4 he really stepped up his game. He went from being a rather foolish and clumsy character to an outright monster. His aerials are some of the best in the game allowing him to easily spike a foe up or down and all of his attacks now do more damage.
** Wario. Yes, [[{{Acrofatic}} Wario]]. Not only is he incredibly agile in the air, but he has plenty of good attacks at his disposal. From his bike, powerful smash attacks, and surprisingly good aerial game, Wario can definitely be counted among the lightning bruiser team.
* LimitBreak: Final Smashes. In ''Brawl'' and ''U/3DS'', each character is permitted to activate this whenever they manage to obtain/shatter the Smash Ball.
* LivingToys: In each of the games and [[http://time.com/3747342/nintendo-ceo-satoru-iwata/ as confirmed by]] WordOfGod, it is shown that all the playable fighters are really toys or figurines/trophies brought to life to fight one another. Why? [[ExcusePlot It doesn't matter.]] Subverted in that this seems to be a case of the dolls/trophies imagined as AlternateUniverse versions of the real characters rather than figurines literally coming to life and fighting each other in their toy forms.
* LoadsAndLoadsOfCharacters:
** Averted in the first installment which had a small budget as Nintendo had no way of knowing how well at the time it would catch on. Many characters ''were'' considered but only 12 ended up making the cut.
** ''Melee'' essentially doubled the cast from a paltry 12 to 26 and included interesting picks like Ice Climber(s), Mr. Game and Watch, and most famously, Marth and Roy, two swordsmen from a then Japan only series called ''VideoGame/FireEmblem'' See MarthDebutedInSmashBros for more details on that.
** ''Brawl'' pushed the envelope as far as it could possibly go in terms of content and really made its predecessors seem tiny in comparison with a whopping ''39'' characters in total ranging from more {{Unexpected Character}}s such as Pit, R.O.B, and Lucario to even {{Guest Fighter}}s making the roster. Those two being Solid Snake and Sonic the Hedgehog. Talk about diversity!
** The roster count for Wii U and 3DS, not counting potential additions via DLC, clocks in at 49 characters (51 if you assume each of the three fighter archetypes for the Mii Fighter is its own separate character; 53 if you also count upcoming DLC fighters Mewtwo and Lucas). That is ''quadruple'' 64's tiny roster and almost double ''Melee'''s 26 character roster.
* LuckBasedMission: Smash Run can be this. It's all about running around the map collecting powerups for a final battle. The only problem is that enemies are more likely to drop one power than another and that the final battle is randomised, so you might have the wrong powerups for the wrong final battle. For instance, you can find a lot of powerups except for speed and jump, and the final battle can be a race to the finish.
** Classic Mode in the 3DS and Wii U versions can be this. With items like the Gust Bellows, Beetle, and Boss Galaga, it's very possible to lose stock very quickly because a computer-controlled player got their hands on one. Dragoons and Daybreaks tend to be more frequent as well.
** Some of the challenges in ''Brawl'' and ''Smash 3DS/Wii U'' can be this, especially when it comes to collecting all of a certain set of item ([=CDs=], stickers, custom moves, Smash Run powers, Mii Outfits/Headgear). A few of these items are collected through other challenges, but the vast majority are [[RandomDrop randomly acquired]]. Adding to the frustration involved in these challenges, it is quite possible that an item dropped happened to be a duplicate of one the player already had; not only does this mean no further progress is gained on the challenges, but for all cases except the stickers in ''Brawl'', duplicates are functionally useless, making their acquisition a complete waste of time.
[[/folder]]

[[folder:M]]
* MasochistsMeal: The Superspicy Curry.
* MarketBasedTitle: The game series is referred to as ''Dairantou Smash Bros.'' in Japan ("Dairantou" being Japanese for "Great Battle"), with ''Melee'' being ''Dairantou Smash Bros. DX'' and ''Brawl'' being ''Dairantou Smash Bros. X''.
* MeaningfulName: Final Destination.
* MechanicallyUnusualFighter:
** In the first installment 3 of the 12 had at least one quirk making them different form the standard character template. Yoshi's command for third jump was instead a projectile, but he became ImmuneToFlinching during his extended double jump. Ness' third jump was a remote control projectile that you had to hit yourself with to get an aerial boost, and Jigglypuff had no 'third jump' at all, instead a combination of her neutral special and 4 'double jumps' were used for recovery.
** ''Melee'' added the Ice Climbers, where one player would control two characters simultaneously, Zelda who could transform mid battle, and Pichu whose attacks damaged itself.
** ''Brawl'' made Samus unusual in that her Final Smash triggered a transformation. Olimar, where the majority of his attacks are tied to his Pikmin, Lucario who get's stronger the more damage he takes and points he falls behind, and Pokémon Trainer who not only can rotate between three transformations, but if you stay in any for too long you actually start to get weaker. This makes for about 8 of 35 characters that are different from the typical mold.
** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Finally there's the Duck Hunt dog who primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based.
* {{Medley}}: Many of them, although it's possible you might not even be able to recognize some of them, since some songs are remixed heavily. Below-mentioned "[[VideoGame/KirbysAdventure Butter Building]]" song from ''Brawl'', for example, has the Dream Land theme remixed as a sitar-heavy hard rock techno-ish song, compared to ''Melee'''s incarnation, which stayed close to the original's techno theme. Shows how much Nintendo is DoingItForTheArt.
** ''Brawl'' has an ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' medley for the Bridge of Eldin stage. The Great Temple theme is a mash of The Great Temple and the normal Temple theme, both from ''VideoGame/ZeldaIITheAdventureOfLink''.
** There's also a ''{{VideoGame/Kirby}}'' "Boss Theme Medley" for the Halberd.
** There are also a number of medleys that aren't labeled as such--for example, "Tal Tal Heights" is a medley of the overworld music for the three Gameboy Zelda games and Tal Tal Mountain Range from Link's Awakening, "Song of Storms" has, in addition to the titular song, Ganondorf's theme and Serenade of Water, "Title (Legend Of Zelda)" has the dungeon music mixed in, "Butter Building" is a medley of Butter Building, Green Greens, and the title screen for Kirby's Dream Land, etc.
** Two of the Mario-themed songs in ''Melee'' were medleys: the overworld theme mashed-up with the underworld theme of ''SuperMarioBros'', and the Rainbow Ride theme of ''SuperMario64'' mixed with the underwater theme of ''SMB''.
*** The fourth game adds some more Mario medleys, such as a compilation of ''SuperMarioBros3'' music and an overworld/underground/castle merging from ''SuperMarioBros''.
** CreditsMedley: The ending credits theme for ''The Subspace Emissary'' in ''Brawl'' is a mix of the ''Super Smash Bros'' credits theme, ''Melee'''s menu and opening theme, and the ''Brawl'' main theme.
*** The fourth game continues the trend, as the credits for Classic and All-Star mode, much like the above medley feature snippets of ''Melee'''s menu and opening theme, as well as both the main themes of ''Brawl'' and itself.
* MercyInvincibility: After you lose a life, after you grab a ledge and when getting up after tripping or having got [[GoombaSpringboard footstooled]].
* MeteorMove: There's a whole category of moves that slam foes right into the ground: [[ExactlyWhatItSaysOnTheTin Meteor Smashes.]] These moves launch the target directly downward, which can cause a KO if done over a BottomlessPit, but the knockback can be cancelled by jumping or using an Up Special after a certain period of time. There are some attacks in ''Melee'' with similar properties, but the downward launch angle is different so the game doesn't recognize them as Meteor Smashes and prevents being able to cancel their knockback.
* MightyGlacier: Slow characters such as Bowser, Ganondorf, etc. tend to have stronger attacks and more super armor.
* MinMaxersDelight: With customization on, the "Risky Respawner" equipment gives on average much better stats than usual. You can possibly get a 70 point difference between what you gain and what you lose. The only downside is that you have no invincibility when respawning, which isn't really a big deal, especially in the solo/group modes, and has ''no effect at all'' in Crazy Orders. You can achieve similar effects with other equipment that debuffs normal combat abilities, though, with varying levels of power.
* MiniBoss: Minibosses are fought in the games' single-player modes:
** In the original's 1P Game, the Fighting Polygon Team is found right before Master Hand. The game also had two minibosses at the middle and before the last bonus minigame: Giant Donkey Kong (who was so massive that you got two allies to help you fight against him) and Metal Mario who was hard to launch and very heavy.
** In ''Melee'', there's the Fighting Wire Frame team as well as the Metal Bros. (Metal Mario and Metal Luigi) in Adventure Mode. Classic Mode has just a fight against the metal version of any character. Some stages also had you fight a playable character after traversing through the stage or after fighting another character, that character being the stage boss.
** In ''Brawl'', minibosses are very plentiful in the Subspace Emissary, and include dark versions of Diddy, Peach, Zelda and (during The Great Maze) all remaining characters that appeared up to that point.
** In ''3DS[=/=]Wii U'', the Fighting Mii Team appears as the penultimate opponent before Master Hand, though you have to choose the path that leads towards them in the 3DS version (otherwise, you fight a Horde Battle consisting of several copies of one character as the penultimate miniboss).
* MiniGame: Target Test, Home-Run Contest, Coin Launcher, and others. ''Brawl'' and ''for Wii U'' also lets you play timed demos of several Nintendo "masterpieces".
* MiniGameCredits:
** The original and ''Melee'' have one at the end of Classic Mode where the player shoots the names in order to see exactly what they did.
** ''Brawl'' downplays this trope. While there's no end credits at the end of classic mode, there is a mini game where the player shoots pictures of all the fighters, assist trophies, items, Poké Ball Pokémon, and trophies the player has unlocked.
** The 3DS and Wii U games ditch the shooting mini-games in favor of the player using their character to attack names in the scrolling credits. The goal is to fill the ending image in the background by hitting the developers' names. However, instead of hitting as many names as possible, the player fills the image by timing their attacks so each name is in front of a blank part of the image. The game will automatically clear the rest of the picture if the picture is 90% revealed by the end. The more complete the image is, the more gold they win after the credits are over, at a maximum of 100.
* MirrorMatch:
** This is always the final opponent in 100-Man mode (In the case of ''Brawl'') or all multi man modes where you face an explicit amount of fighters (in the case of ''4''), even if you hack the game to play as Giga Bowser.
** In ''Smash 3DS/Wii U'', Master Core's final form (penultimate if you're playing at Intensity 8.0 or higher on Wii U) is a copy of your character, right down to the custom moves.
* MisbegottenMultiplayerMode: ''Brawl'' and ''for Wii U'' have a lot of [[CoOpMultiplayer two-player action]] available in them. Some co-op options are well-done; Event Mode, for example, has events specifically tailored for two players, either by altering single-player events or just making new ones entirely. Some co-op features...don't work so well. In the ''Brawl'' Adventure Mode: The Subspace Emissary, [[WeCannotGoOnWithoutYou the game ends if Player 1 is knocked out]], while Player 1 ''can'' go on without Player 2 if need be (barely [[JustifiedTrope justified]] in that Player 2 is just sort of...there, like Tails in the ''Franchise/SonicTheHedgehog'' series) It's still better than a lot of the other co-op modes, though, especially the NintendoHard [[BossRush Boss Battles mode]] and the ''Wii U'' version of All-Star mode; they end in defeat if ''either player'' is KO'd.
* MisguidedMissile: You can pull this trick on the ROB Launchers and Duon.
* MovesetClone:
** Clone Characters, which share models and animations with another character. It started in the original game (Luigi to Mario), and continued in ''Melee'' (Dr. Mario to Mario, Falco to Fox, Pichu to Pikachu, Ganondorf to Captain Falcon, Young Link to Link, Roy to Marth), ''Brawl'' (Wolf to Fox, Toon Link to Link, Lucas to Ness)[[note]]though some don't consider ''Brawl'' to have "true" clones, since both new and returning clones had unique animations and models; for example, Lucas and Ness share precisely zero non-special moves[[/note]] and ''Wii U/3DS'' (Lucina to Marth, Dark Pit to Pit).
** The fourth entry also takes a very different approach on this to include more characters while economizing on character slots:
*** The seven Koopalings were put in as Bowser Junior's model and color swaps.
*** Olimar's blue variant is replaced by Alph.
*** Villager, Robin, and Wii Fit Trainer all have an opposite-gender model swap.
* MundaneMadeAwesome:
** Orchestrated ''Franchise/{{Pokemon}}'' music (at least the Viridian City song), orchestrated ''VideoGame/{{Tetris}}'' music, and ''Franchise/{{Kirby}}'' ''HeavyMetal''.
** ''Melee'' has a full-blown OrchestralBombing version of the light, silly Gourmet Race theme from the ''Kirby'' series.
** [[http://i.imgur.com/4rGH5Nl.jpg The Wii U game's version of the Trophy Shop]]. Not what anyone expected, but quite amazing.
* MuseumGame: The series is all about referencing the past and present of Nintendo. The game has many locations, characters and music from different Nintendo franchises, as well as a trophy gallery of different characters with information that can be read about them.
* MusicalNod: The main theme for ''Wii U[=/=]3DS'' contains a little nod to the Character Select theme from the original game.
* MythologyGag:
** The ''entire series'' is a love letter to the history of Nintendo and gaming in general, with everything from character movesets to the reveal trailers referencing some aspect of both popular and forgotten franchises. [[https://www.youtube.com/user/CrappyCaptureDevice/videos This Youtube channel covers a mere fraction of the attention to detail found in ''Melee'' and ''Brawl''.]]
** In the Wii U Version of the Boxing Ring stage, Princess Peach's alias is "Princess of Toadstools", a reference to the fact that she was originally called "Princess Toadstool" in the west.[[note]]Nowadays, "Toadstool" is just held as her last name, with "Peach" being her first. This is only apparent in ''VideoGame/SuperMario64'' and its remake where she signed her name under "Princess Toadstool" formally, then right afterwords, signed by it with her first name.[[/note]]
[[/folder]]

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