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* BaseBreakingCharacter: Tabuu. Some fans think he's actually a pretty awesome DimensionLord, while other fans think he's just a blatant GiantSpaceFleaFromNowhere and a cheap InvincibleVillain. And yet a third camp even views him as all of the above.

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* BaseBreakingCharacter: Tabuu. Some fans think he's actually a pretty awesome pretty-awesome DimensionLord, while other fans think he's just a blatant GiantSpaceFleaFromNowhere and a cheap InvincibleVillain. And yet a third camp even views him as all of the above.
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* UncannyValley: The darker colors and shades used for the characters sometimes make them look rather strange, particularly in regards to characters like Toon Link, where the detail in his character model contrasts the cartoony nature. This is not helped by the fact characters don't emote as well as they should (Dedede and the aforementioned Toon Link had only a few faces with little variety). The fourth game seems to have noticed this, and keeps the characters rather simple and colorful, as well as giving them more expression, including the aforementioned Toon Link and Dedede.

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* UncannyValley: The darker colors and shades used for the characters sometimes make them look rather strange, particularly in regards to characters like Toon Link, where the detail in his character model contrasts the cartoony nature. This is not helped by the fact characters don't emote as well as they should (Dedede and the aforementioned Toon Link had only a few faces with little variety). The fourth game seems to have noticed this, Later games in the series would increase the color vibrancy and keeps the characters rather simple and colorful, as well as giving them [[ArtEvolution updated]] character expressions to be more expression, including the aforementioned Toon Link and Dedede.varied.

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* BreatherBoss: [[VideoGame/MetroidPrime Meta Ridley]], who despite being the second-to-last boss in the game, is instead the easiest boss in the game after [[WarmUpBoss Petey Piranha]]. For one thing, unlike other bosses where being close to them is the most dangerous spot to be, it's the safest spot to be against Meta Ridley, as it's the easiest place to evade (and counterattack) all his moves, while even being a blatant blind spot for some of his attacks. Also unlike other bosses, Meta Ridley has a clear "attack me now" phase and "prepare to evade" phase; before attacking he flies off screen, giving you time to dodge (the only attack he doesn't fly off screen for is the one he telegraphs with a roar instead). As such, Meta Ridley's attacks are ridiculously easy to evade no matter how aggressive you're being, and for his one move that could be difficult to evade, where he drags down the Falcon Flier while spitting fireballs, you can knock him off just by doing some damage to him. While the fight is on a timer, Meta Ridley also has less HP than most bosses, and can be defeated quickly, making the timer a non-factor (unless you're trying to turn him into a trophy that is). Overall, he's a boss that can be defeated quickly and reliably without any damage by any remotely competent player. Oh, and he's also at the end of the hardest level in The Subspace Emissary, making the breather even more apparent.
** [[TransformingMecha Galleom]] counts as this if you constantly spam Charizard's Rock Smash attack, which takes out large chunks of its health.

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* BreatherBoss: BreatherBoss:
**
[[VideoGame/MetroidPrime Meta Ridley]], who despite being the second-to-last boss in the game, is instead the easiest boss in the game after [[WarmUpBoss Petey Piranha]]. For one thing, unlike other bosses where being close to them is the most dangerous spot to be, it's the safest spot to be against Meta Ridley, as it's the easiest place to evade (and counterattack) all his moves, while even being a blatant blind spot for some of his attacks. Also unlike other bosses, Meta Ridley has a clear "attack me now" phase and "prepare to evade" phase; before attacking he flies off screen, giving you time to dodge (the only attack he doesn't fly off screen for is the one he telegraphs with a roar instead). As such, Meta Ridley's attacks are ridiculously easy to evade no matter how aggressive you're being, and for his one move that could be difficult to evade, where he drags down the Falcon Flier while spitting fireballs, you can knock him off just by doing some damage to him. While the fight is on a timer, Meta Ridley also has less HP than most bosses, and can be defeated quickly, making the timer a non-factor (unless you're trying to turn him into a trophy that is). Overall, he's a boss that can be defeated quickly and reliably without any damage by any remotely competent player. Oh, and he's also at the end of the hardest level in The Subspace Emissary, making the breather even more apparent.
** [[TransformingMecha Galleom]] counts as this if Galleom's second fight is easy to breeze through since you can constantly spam Charizard's Rock Smash attack, Smash, which takes out large chunks of its health.



* GoddamnedBats: All the enemies that are not already DemonicSpiders.
** Buckots deserve an honorable mention since they fly very high, they're fast, they always try to get on top of you, and their rains of white-hot ingots are ''very damaging''. They have a tendency to hover far out of reach while raining attacks on you, which is beyond infuriating - especially if your character doesn't have mobility or projectiles. Super-irritating cheap-shot flying bastards.

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* GoddamnedBats: All the enemies that are not already DemonicSpiders.
**
Buckots deserve an honorable mention since they tend to fly very high, they're fast, they always try to get on top high out of you, and their your reach while dropping rains of white-hot ingots are ''very damaging''. They have a tendency to hover far out of reach while raining attacks on you, which is beyond infuriating - especially if your character doesn't have mobility or projectiles. Super-irritating cheap-shot flying bastards.projectiles.



* ThatOneSidequest: The Meta Ridley trophy, which requires the player to beat down Meta Ridley until he's near death, wait for a Trophy Stand to appear (the fight is [[TimeLimitBoss on a timer, by the way]]), then throw it at Meta Ridley.[[note]]A fast but '''dangerous''' is to lob it at him between attacks, ''jump off the Falcon Flyer, and catch the trophy in midair.'' Another, less risky but '''even more dangerous''' way is to wait for him to rise off the top of the screen (the attack where he slams the Falcon Flyer off the bottom of the screen, bee-tee-dubs), and then throw it up; it requires a good sense of timing, but as he's coming down on you, there's no risk of the trophy falling offscreen.[[/note]] To add insult to injury, this is all after completing arguably the [[ThatOneLevel most difficult level in the game]] as previously covered.

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* ThatOneSidequest: The Meta Ridley trophy, which requires trophy is probably the player single hardest boss trophy to get. Not only are you required to beat down Meta Ridley until he's near death, you have wait for a Trophy Stand to appear (the fight is randomly spawn (during a [[TimeLimitBoss on a timer, by the way]]), timed fight]]) and then throw it at Meta Ridley.[[note]]A fast but '''dangerous''' is to lob it at him Ridley between attacks, ''jump off the Falcon Flyer, and catch the trophy in midair.'' Another, less risky but '''even more dangerous''' way is to wait for him to rise off the top of the screen (the attack where he slams the Falcon Flyer off the bottom of the screen, bee-tee-dubs), and then throw it up; it requires a good sense of timing, but as attacks while he's coming down on you, there's no risk of between attack patterns and floating above a BottomlessPit.[[note]]While you can throw the trophy falling offscreen.stand at him during his attack animations, it's way more risky since it's easier to miss or get interrupted.[[/note]] To add insult to injury, this is all after completing at the end of what is arguably the [[ThatOneLevel most difficult level in the game]] as previously covered.game]].
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*** Mario Bros. and 75m. Mario Bros. looks exactly like the level from [[VideoGame/MarioBros the titular game]]. The only ways to get KO'd are either from the top or by getting launched into one of the narrow edges. The cramped stage and numerous Shellcreepers and crab mooks make it difficult to play on. 75m could have potentially been a fun stage, being based on the third level of ''VideoGame/DonkeyKong''. However, the stage is very large, very disjointed, has annoying springs that come out every so often, is comprised almost entirely out of tiny platforms, and [[ArsonMurderAndJaywalking has a very poor music track list]]. The latter returns for the Wii U version of the fourth game, but it's even ''worse'' now that the platforms on the left side were shrunk down, making matches even ''more'' cramped.

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*** Mario Bros. and 75m. Mario Bros. looks exactly like the level from [[VideoGame/MarioBros the titular game]]. The only ways to get KO'd are either from the top or by getting launched into one of the narrow edges. The cramped stage and numerous Shellcreepers and crab mooks Sidesteppers make it difficult to play on. 75m could have potentially been a fun stage, being based on the third level of ''VideoGame/DonkeyKong''. However, the stage is very large, very disjointed, has annoying springs that come out every so often, is comprised almost entirely out of tiny platforms, and [[ArsonMurderAndJaywalking has a very poor music track list]]. The latter returns for the Wii U version of the fourth game, but it's even ''worse'' now that the platforms on the left side were shrunk down, making matches even ''more'' cramped.
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** This is then followed up by one that benefits the heroes, with [[spoiler: Sonic coming out of nowhere and breaking Tabuu's wings in order to make fighting him possible]].

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** This is then followed up by one that benefits the heroes, with [[spoiler: Sonic coming out of nowhere and breaking Tabuu's wings in order to make fighting him possible]].



* ThatOneLevel: The Subspace Bomb Factory; it's the longest level in the game besides The Great Maze, is chock full of dangerous encounters, has the most grueling battle sequence in the game that finishes with the only time you'll fight two [[DemonicSpider Armanks]] at once, features a deadly auto-scrolling section that will get your characters killed easily should they fall the least bit behind, and to cap it all off it has a boss battle at the end of it. Fortunately, the boss, Meta Ridley, is [[BreatherBoss very easy to defeat]] as previously covered, though if you're trying to turn him into a trophy instead...

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* ThatOneLevel: The Subspace Bomb Factory; it's the longest level in the game besides The Great Maze, is chock full of dangerous encounters, has the most grueling battle sequence in the game that finishes with the only time you'll fight two [[DemonicSpider Armanks]] at once, features a deadly auto-scrolling section that will get your characters killed easily should they fall the least bit behind, and to cap it all off it has a boss battle at the end of it. Fortunately, the boss, Meta Ridley, is [[BreatherBoss very easy to defeat]] as previously covered, though if you're trying to turn him into a trophy instead...is another story.

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* SignatureScene: The Great Invasion is almost unanimously regarded as [[MoneyMakingShot the one cutscene that makes the whole ride worth it]], even among some detractors who feel that the time and resources that went into SSE's development should have been allocated elsewhere. Certain character introductions, like Falcon's [[note]]where he leaps out of the Blue Falcon to deliver a Falcon Punch to a giant-sized R.O.B. (set to ''Brawl''[='s=] [[AwesomeMusic/SuperSmashBros rendition of Mute City]]), runs over several Pikmin in the process, and [[SuperSentaiStance poses]] [[AsskickingPose epically]] for a good five seconds [[SugarWiki/FunnyMoments as Olimar watches on]][[/note]] and Snake's [[note]]making his presence known inside the Halberd by lifting up his trusty cardboard box and stating--[[BreakingTheFourthWall to the players]]--"Kept you waiting, huh?"[[/note]], and the scene where Samus regains her Power Suit [[note]]set to [[AwesomeMusic/SuperSmashBros a chillingly triumphant arrangement of her theme]][[/note]] are lesser examples.

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* SignatureScene: SignatureScene:
**
The Great Invasion is almost unanimously regarded as [[MoneyMakingShot the one cutscene that makes the whole ride worth it]], even among some detractors who feel that the time and resources that went into SSE's development should have been allocated elsewhere. Certain character introductions, like Falcon's [[note]]where he leaps out of the Blue Falcon to deliver a Falcon Punch to a giant-sized R.O.B. (set to ''Brawl''[='s=] [[AwesomeMusic/SuperSmashBros rendition of Mute City]]), runs over several Pikmin in the process, and [[SuperSentaiStance poses]] [[AsskickingPose epically]] for a good five seconds [[SugarWiki/FunnyMoments as Olimar watches on]][[/note]] and Snake's [[note]]making his presence known inside the Halberd by lifting up his trusty cardboard box and stating--[[BreakingTheFourthWall to the players]]--"Kept you waiting, huh?"[[/note]], and the scene where Samus regains her Power Suit [[note]]set to [[AwesomeMusic/SuperSmashBros a chillingly triumphant arrangement of her theme]][[/note]] are lesser examples.examples.
** Ridley grabbing Samus, slamming her into a wall and grinding her face against it was so iconic (and rather horrific) that it came back as one of his attacks in VideoGame/MetroidOtherM.
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* EnjoyTheStorySkipTheGame: The level design can be a bit tedious, and the lack of classic enemies may have put a lot of players off, but the gorgeous cutscenes and the characters interactions make playing this mode at least once more than worth it.
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* HarsherInHindsight: Snake's introductory line of "Kept you waiting, huh?" became this after Snake and the entire ''Metal Gear'' series disappeared in the [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU next game in the series]], and fans would have to wait over 10 years to see Snake in [[VideoGame/SuperSmashBrosUltimate another Smash game]]. It also applies to his voice actor Creator/DavidHayter, who was fired from the role after 2010's ''VideoGame/MetalGearSolidPeaceWalker'', and fans had to endure another long wait to hear him as Snake again in ''Ultimate''.
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** This is then followed up by one that benefits the heroes, with [[spoiler: Sonic coming out of know where and breaking Tabuu's wings in order to make fighting him possible]].

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** This is then followed up by one that benefits the heroes, with [[spoiler: Sonic coming out of know where nowhere and breaking Tabuu's wings in order to make fighting him possible]].
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** This is then followed up by one that benefits the heroes, with [[spoiler: Sonic coming out of know where and breaking Tabuu's wings in order to make fighting him possible]].
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* VindicatedByHistory: ''Brawl'' has been getting this reception over the years. While the game is still criticized for its poor balance and poor gameplay mechanics, there are several fans that praised the game for the vast amount of content in the game, as the Wii U version of ''Smash 4'' has been gaining criticism for its lack of content outside of multiplayer. ''Brawl'' would later on get vindicated for its content even further after ''Ultimate'' appeared and brought back a lot of the content that ended up highlighting the content what ''Smash 4'' lacked compared to both ''Brawl'' and ''Ultimate''.

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* VindicatedByHistory: ''Brawl'' has been getting this reception over the years. While the game is still criticized for its poor balance and poor gameplay mechanics, there are several fans that praised the game for the vast amount of content in the game, as the Wii U version of ''Smash 4'' has been gaining criticism for its lack of content outside of multiplayer. ''Brawl'' would later on get vindicated for its content even further after ''Ultimate'' appeared and brought back a lot of the content that ended up highlighting the content even more of what ''Smash 4'' lacked compared to both ''Brawl'' and ''Ultimate''.
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* VindicatedByHistory: ''Brawl'' has been getting this reception over the years. While the game is still criticized for its poor balance and poor gameplay mechanics, there are several fans that praised the game for the vast amount of content in the game, as the Wii U version of ''Smash 4'' has been gaining criticism for its lack of content outside of multiplayer.

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* VindicatedByHistory: ''Brawl'' has been getting this reception over the years. While the game is still criticized for its poor balance and poor gameplay mechanics, there are several fans that praised the game for the vast amount of content in the game, as the Wii U version of ''Smash 4'' has been gaining criticism for its lack of content outside of multiplayer. ''Brawl'' would later on get vindicated for its content even further after ''Ultimate'' appeared and brought back a lot of the content that ended up highlighting the content what ''Smash 4'' lacked compared to both ''Brawl'' and ''Ultimate''.
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* AssPull: Tabuu literally coming out of nowhere, seeing that ''he wasn't even mentioned in the game up until then''.

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* MemeticLoser: Ganondorf, for eschwing his swordplay from [[VideoGame/TheLegendOfZeldaTheWindWaker then]]-[[VideoGame/TheLegendOfZeldaTwilightPrincess recent]] ''Zelda'' games in favor of retaining his Captain Falcon-based moveset despite having his stockier build from ''Twilight Princess'', leading to jokes about him being fat and out-of-shape. On the competitive side of things, Ganondorf is mocked for being the worst character in the game. This status would continue into the next game, though he has a bit of a MemeticTroll reputation going on there as well.

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* MemeticLoser: Ganondorf, for eschwing eschewing his swordplay from [[VideoGame/TheLegendOfZeldaTheWindWaker then]]-[[VideoGame/TheLegendOfZeldaTwilightPrincess recent]] ''Zelda'' games in favor of retaining his Captain Falcon-based moveset despite having his stockier build from ''Twilight Princess'', leading to jokes about him being fat and out-of-shape. On the competitive side of things, Ganondorf is mocked for being the worst character in the game. This status would continue into the next game, though he has a bit of a MemeticTroll reputation going on there as well.



* ThatOneBoss:
** The battle with Master Hand and Crazy Hand at the end of Classic Mode. Master Hand himself in Classic Mode is the most difficult boss in the game after Duon because of the aforementioned attacks, and his high HP in Classic Mode ensures players will have to deal with them. Throw in Crazy Hand to distract you from being able to preemptively prepare for these moves while giving you another full-powered boss to fight, and welp, good luck taking them down on Intense difficulty without any stock loss (Crazy Hand alone himself, however, is a complete pushover, so if you can take down Master Hand, you'll have the fight won).

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* ThatOneBoss:
**
ThatOneBoss: The battle with Master Hand and Crazy Hand at the end of Classic Mode. Master Hand himself in Classic Mode is the most difficult boss in the game after Duon because of the aforementioned attacks, and his high HP in Classic Mode ensures players will have to deal with them. Throw in Crazy Hand to distract you from being able to preemptively prepare for these moves while giving you another full-powered boss to fight, and welp, good luck taking them down on Intense difficulty without any stock loss (Crazy Hand alone himself, however, is a complete pushover, so if you can take down Master Hand, you'll have the fight won).



*** Mario Bros. and 75m. Mario Bros. looks exactly like the a level from [[VideoGame/MarioBros the titular game]]. The only ways to get KO'd are either from the top or by getting launched into one of the narrow edges. The cramped stage and numerous Shellcreepers and crab mooks make it difficult to play on. 75m could have potentially been a fun stage, being based on the third level of ''VideoGame/DonkeyKong''. However, the stage is very large, very disjointed, has annoying springs that come out every so often, is comprised almost entirely out of tiny platforms, and [[ArsonMurderAndJaywalking has a very poor music track list]]. The latter returns for the Wii U version, but it's even ''worse'' now that the platforms on the left side were shrunk down, making matches even ''more'' cramped.

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*** Mario Bros. and 75m. Mario Bros. looks exactly like the a level from [[VideoGame/MarioBros the titular game]]. The only ways to get KO'd are either from the top or by getting launched into one of the narrow edges. The cramped stage and numerous Shellcreepers and crab mooks make it difficult to play on. 75m could have potentially been a fun stage, being based on the third level of ''VideoGame/DonkeyKong''. However, the stage is very large, very disjointed, has annoying springs that come out every so often, is comprised almost entirely out of tiny platforms, and [[ArsonMurderAndJaywalking has a very poor music track list]]. The latter returns for the Wii U version, version of the fourth game, but it's even ''worse'' now that the platforms on the left side were shrunk down, making matches even ''more'' cramped.



* TheyChangedItNowItSucks: Mario moving his Mario Tornado move from down-B to down-air and receiving [[VideoGame/SuperMarioSunshine FLUDD]] as a new down-B was heavily criticized by many fans. While many competitive Mario mains like it for giving Mario further edgeguard options, other fans dislike it for being much more situational than the Tornado (it's effectively useless on stages without regular ledges, which is a lot of them), making Mario lose a recovery option, and giving him a move based on a one-time gimmick in canon.

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* TheyChangedItNowItSucks: Mario moving his Mario Tornado move from down-B to down-air and receiving [[VideoGame/SuperMarioSunshine FLUDD]] F.L.U.D.D.]] as a new down-B was heavily criticized by many fans. While many competitive Mario mains like it for giving Mario further edgeguard options, other fans dislike it for being much more situational than the Tornado (it's effectively useless on stages without regular ledges, which is a lot of them), making Mario lose a recovery option, and giving him a move based on a one-time gimmick in canon.



* VindicatedByHistory: ''Brawl'' has been getting this reception over the years. While the game is still criticized for its poor balance and poor gameplay mechanics, there are several fans that praised the game for the vast amount of content in the game, as the Wii U version has been gaining criticism for its lack of content outside of multiplayer.

to:

* VindicatedByHistory: ''Brawl'' has been getting this reception over the years. While the game is still criticized for its poor balance and poor gameplay mechanics, there are several fans that praised the game for the vast amount of content in the game, as the Wii U version of ''Smash 4'' has been gaining criticism for its lack of content outside of multiplayer.
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* PlayTheGameSkipTheStory: The overarching plot of The Subspace Emissary was mostly ignored by players. It doesn't help that a lot of detail is left vague due to all of the characters being {{Heroic Mime}}s. [[http://www.smashbros.com/en_us/gamemode/modea/modea17.html One of the last updates]] at [[AllThereInTheManual the official website]] clarifies these and also reveals that some exposition had to be cut out of the game entirely. [[DigitalPiracy Pirated]] versions of this game usually cut out the Subspace Emissary cutscenes, among other things, so the game can fit on a single-layer disc. And since it's one of the most popular games for [[UsefulNotes/{{Wii}} the most pirated seventh generation console]]…

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* PlayTheGameSkipTheStory: The overarching plot of The Subspace Emissary was mostly ignored by players. It doesn't help that a lot of detail is left vague due to all of the characters being {{Heroic Mime}}s. [[http://www.[[https://www.smashbros.com/en_us/gamemode/modea/modea17.com/wii/en_us/gamemode/modea/modea17.html One of the last updates]] at [[AllThereInTheManual the official website]] clarifies these and also reveals that some exposition had to be cut out of the game entirely. [[DigitalPiracy Pirated]] versions of this game usually cut out the Subspace Emissary cutscenes, among other things, so the game can fit on a single-layer disc. And since it's one of the most popular games for [[UsefulNotes/{{Wii}} the most pirated seventh generation console]]…
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Now wait a minute


** Hitstun cancelling is the most detested mechanic in ''Brawl'' after tripping. Whenever a player is hit by an attack, they can do an air dodge after 12 frames of hitstun, or an aerial after 25 frames, regardless of the knockback they sustained. This mechanic meant players suffer barely any practical hitstun regardless of what they were hit by, which caused multiple detrimental aspects in the game. The first is that combos were almost nonexistent, and the few that remained were mostly from chain throws or extremely weak yet fast attacks that could chain multiple hits into itself. The second was that many attacks could result in the player getting punished for hitting with them at low damages, and the player was always at risk for perusing an opponent they just launched. The third is that it allowed [[http://www.ssbwiki.com/Momentum_canceling momentum cancelling]]; since characters could act so early out of hitstun, they would be able to make actions while in knockback that redirected it, reduced its distance, or even completely negate it, allowing characters to survive to far higher damages than they were intended to. This mechanic was the main culprit for why ''Brawl'' was such a slow-paced and defensive game, as it both simultaneously made it more difficult to rack up damage and more difficult to KO opponents.

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** Hitstun cancelling is the most detested mechanic in ''Brawl'' after tripping. Whenever a player is hit by an attack, they can do an air dodge after 12 frames of hitstun, or an aerial after 25 frames, regardless of the knockback they sustained. This mechanic meant players suffer barely any practical hitstun regardless of what they were hit by, which caused multiple detrimental aspects in the game. The first is that combos were almost nonexistent, and the few that remained were mostly from chain throws or extremely weak yet fast attacks that could chain multiple hits into itself. The second was that many attacks could result in the player getting punished for hitting with them at low damages, and the player was always at risk for perusing pursuing an opponent they just launched. The third is that it allowed [[http://www.ssbwiki.com/Momentum_canceling momentum cancelling]]; since characters could act so early out of hitstun, they would be able to make actions while in knockback that redirected it, reduced its distance, or even completely negate it, allowing characters to survive to far higher damages than they were intended to. This mechanic was the main culprit for why ''Brawl'' was such a slow-paced and defensive game, as it both simultaneously made it more difficult to rack up damage and more difficult to KO opponents.
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* TheyChangedItNowItSucks: Mario moving his Mario Tornado move from down-B to down-air and receiving [[VideoGame/SuperMarioSunshine FLUDD]] as a new down-B was heavily criticized by many fans. While many competitive Mario mains like it for giving Mario further edgeguard options, other fans dislike it for being much more situational than the Tornado (it's effectively useless on stages without regular ledges, which is a lot of them), making Mario lose a recovery option, and giving him a move based on a one-time gimmick in canon.
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** The fact that you can't straight-up restart Event Matches like you could in ''Melee''. Not only do the other two options - quitting and failing - take longer, but the former requires a button combination that can strain your fingers. This was carried over to ''Wii U''.

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** The fact that you can't straight-up restart Event Matches like you could in ''Melee''. ''Melee'', as the [=GameCube=] controller's Z button (or its equivalent on other controllers) now lets you take snapshots instead, like in other modes in the game. Not only do the other two options - quitting and failing - take longer, but the former requires a button combination that can strain your fingers. fingers, depending on the controller used. This was carried over to ''Wii U''.the Wii U version of the fourth game.
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** Duon, a boss with very high HP, many difficult-to-evade attacks that hit hard and cover a large area, and attributes that can make it especially difficult for some characters (such as its significant slash resistance, making its titanic HP even greater against sword characters). Players generally consider it even more difficult than the game's final boss Tabuu (and inexperienced players only have more trouble with Tabuu when they can't dodge his one-hit KO Off Waves, which is easy to once you get the timing down).

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** Duon, a boss with very high HP, the ability to switch between melee and ranged specializations on a whim, many difficult-to-evade attacks that hit hard and cover a large area, and attributes that can make it especially difficult for some characters (such as its significant slash resistance, making its titanic HP even greater against sword characters). Players generally consider it even more difficult than the game's final boss Tabuu (and inexperienced players only have more trouble with Tabuu when they can't dodge his one-hit KO Off Waves, which is easy to once you get the timing down).

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* DemonicSpiders:
** Armanks. These tanks can only be harmed when they temporarily expose their soft innards, which requires that you destroy the giant arms that they extend out of their tops. Problem is that while you're trying to destroy the arm, it's free to retaliate with a number of extremely punishing attacks, almost all of which can hit you from across the screen.
** Armights. Besides appearing out of literally nowhere, they can fly around and can deal a lot of damage with deceptively long-ranged sword attacks which are sometimes liable to juggle you. Not to mention that they can occasionally throw their swords, catching players who thought they could just stay at range off guard. Fortunately, they'll disappear on their own if not defeated fast enough.
** Autolances are ImmuneToFlinching, are highly resistant to damage, and have several attacks that are tricky to avoid and deal enormous amounts of damage and knockback. Their only saving grace is that their weak points will become exposed once they take enough damage, making them go down quite quickly afterwards.
** Bytans. They almost always show up in swarms and multiply constantly, so you literally get stuck in the middle of this never-ending swarm, whilst they hammer you with attacks. The Giant ones are a little better since they don't multiply as fast, but they're far bulkier and hit harder.
** Floows. Not only can they fly and NoSell energy-based attacks, their area attacks deal obscene amounts of damage and can juggle characters ridiculously easily, along with inflicting a ton of knockback. They also have a ton of HP, not helped by the fact that they can ''regenerate their HP'' at a fast rate when damaged (although they cannot move or attack while regenerating). However, considering how much knockback they take, it's sometimes possible to accidentally knock them out of your reach and allow them to regenerate back to full in seconds.
** Gamygas, totem-poles with five layers of bases and one giant face that you actually need to damage. The problem is that the face is so high up that a character can usually get in only one attack before falling back to the ground, and if a player decides to bring the face down to his level by attacking the bases, they quickly learn that Gamygas shoot ridiculously strong lasers at a rate of about two per second if they're not under constant fire (which resets their attacks). And because they're so tall, they take the prize for the hardest enemy to just avoid, even though they don't move from where they stand.
** The Glice/Glire/Glunder trio are small, fast, and have a tendency to come out of nowhere. In a chaotic fight, you may not notice them until they attack, upon which you'll take a boatload of damage from their elemental discharges. The Glice deserves special mention for being able to freeze players solid and leave them open for attack.
** Greaps are gigantic enemies who use long-ranged scythe attacks that deal absurd amounts of damage and knockback, one of which is a circular spin that strikes all around it. Furthermore, although its standard attack leaves it open for a while afterwards, it has a very large amount of health to back up its damage. Fortunately, attacking its red head will inflict extra damage.
** Puppits drop out of nowhere, can fly, and use rapid slash attacks that inflict high knockback and can easily juggle characters. Not only does its slash attack have deceptively long range, it can target faraway players with bursts of powerful lasers. At least it's fairly easy to defeat when you weather its attacks.
** If you don't kill a Spaak fast enough, it can become this. An angry Spaak is incredibly hard to approach due to its flight and the constant and ridiculously fast lightning bolts it throws out, which strike hard and fast. Fortunately, it's not that hard to kill it before it becomes enraged, especially since attacking its battery makes it take an obscenely high amount of damage.
** Shaydas. These dark beasts wield giant blades that allow them to deliver lethally powerful strikes from surprisingly long range. The main problem is that they take ScratchDamage from anything unless the attack strikes the pink core in the center of its body. Problem with that is that the core tends to only be exposed while the Shaydas is attacking, meaning that you'll have to get within its attack range if you want to take it down. And once you're in its attack range, you will find that it is capable of killing you extremely quickly, especially if there's more than one of them.



** Buckots deserve an honorable mention since they fly, they're fast, they always try to get on top of you, and their white-hot ingots are ''very damaging''. Super-irritating cheap-shot flying bastards.

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** Buckots deserve an honorable mention since they fly, fly very high, they're fast, they always try to get on top of you, and their rains of white-hot ingots are ''very damaging''.damaging''. They have a tendency to hover far out of reach while raining attacks on you, which is beyond infuriating - especially if your character doesn't have mobility or projectiles. Super-irritating cheap-shot flying bastards.
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* ContestedSequel: Particularly for the competitive scene due to Sakurai going out of his way to make the game as mainstream-accessible as possible, altering a number of physics and mechanics and including the nightmare of every ''SSB'' player, [[ScrappyMechanic TRIPPING]].

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* ContestedSequel: Particularly for the competitive scene due to Sakurai going out Sakurai's team went of his their way to make the game as mainstream-accessible as possible, possible (particularly because ''Melee'' turned out to be too hardcore, and because the Wii itself was aimed at casual gamers), altering a number of physics and mechanics and including the nightmare of every ''SSB'' player, [[ScrappyMechanic TRIPPING]].TRIPPING]]. While the production quality of the game is agreed to be high quality, the changes to the gameplay alienated some longtime fans, particularly competitive players.



* EvenBetterSequel: ''Brawl'' is divisive in this regard, although critics and some fans mainly praise it for reasons similar to ''Melee'', minus the competitive aspect. In that scene, the ''VideoGame/ProjectM'' mod of ''Brawl'' gets [[SurprisinglyImprovedSequel better remake]] remarks.

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* EvenBetterSequel: ''Brawl'' is divisive in this regard, although critics regard. Critics and some fans mainly praise it for reasons similar to ''Melee'', minus how much it expanded upon ''Melee'' content-wise, but the core gameplay was worse-received, particularly among hardcore and competitive aspect. In players; in that scene, department, the ''VideoGame/ProjectM'' mod of ''Brawl'' gets [[SurprisinglyImprovedSequel better remake]] remarks.
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* TheScrappy: All of the OriginalGeneration enemies are generally considered to be forgettable and could have easily been replaced with enemies from other Nintendo games like in ''Melee''[='=]s Adventure Mode and ''3DS''[='=]s Smash Run without making any difference.
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* VindicatedByHistory: The Subspace Emissary received, at best, a lukewarm reception, even being called the "worst part of the game" by a lot of the fans… until 2013, when it was announced there wouldn't be a mode like that in ''3DS/Wii U''. Fans of the mode started to make their voice heard that they ''liked'' it (which was unheard of when it came out) due to it playing with the ''Smash'' formula in a good way, all the AwesomeMoments in the cutscenes (like the Great Invasion), and [[spoiler:the scene where Ganondorf forces the R.O.B.s to blow themselves up being one of the darkest moments in series, if not Nintendo as a whole]].

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* VindicatedByHistory: The Subspace Emissary received, at best, a lukewarm reception, even being called the "worst part of the game" by a lot of the fans… until 2013, when it was announced there wouldn't be a mode like that in ''3DS/Wii U''. Fans of the mode started to make their voice heard that they ''liked'' it (which was unheard of when it came out) due to it playing with the ''Smash'' formula in a good way, all the AwesomeMoments [[SugarWiki/MomentOfAwesome Awesome Moments]] in the cutscenes (like the Great Invasion), and [[spoiler:the scene where Ganondorf forces the R.O.B.s to blow themselves up being one of the darkest moments in series, if not Nintendo as a whole]].
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* MemeticLoser: Ganondorf, for eschwing his swordplay from [[VideoGame/TheLegendOfZeldaTheWindWaker then]]-[[VideoGame/TheLegendOfZeldaTwilightPrincess recent]] ''Zelda'' games in favor of retaining his Captain Falcon-based moveset despite having his stockier build from ''Twilight Princess'', leading to jokes about him being fat and out-of-shape. On the competitive side things, Ganondorf is mocked for being the worst character in the game. This status would continue into the next game, though he has a bit of a MemeticTroll reputation going on there as well.

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* MemeticLoser: Ganondorf, for eschwing his swordplay from [[VideoGame/TheLegendOfZeldaTheWindWaker then]]-[[VideoGame/TheLegendOfZeldaTwilightPrincess recent]] ''Zelda'' games in favor of retaining his Captain Falcon-based moveset despite having his stockier build from ''Twilight Princess'', leading to jokes about him being fat and out-of-shape. On the competitive side of things, Ganondorf is mocked for being the worst character in the game. This status would continue into the next game, though he has a bit of a MemeticTroll reputation going on there as well.
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* MemeticLoser: Ganondorf, for eschwing his swordplay from [[VideoGame/TheLegendOfZeldaTheWindWaker then]]-[[VideoGame/TheLegendOfZeldaTwilightPrincess recent]] ''Zelda'' games in favor of retaining his Captain Falcon-based moveset despite having his stockier build from ''Twilight Princess'', leading to jokes about him being fat and out-of-shape. On the competitive side things, Ganondorf is mocked for being the worst character in the game. This status would continue into the next game, though he has a bit of a MemeticTroll reputation going on there as well.
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[[foldercontrol]]

[[folder:YMMV applying to the Subspace Emissary]]
* BaseBreakingCharacter: Tabuu. Some fans think he's actually a pretty awesome DimensionLord, while other fans think he's just a blatant GiantSpaceFleaFromNowhere and a cheap InvincibleVillain. And yet a third camp even views him as all of the above.
* BreatherBoss: [[VideoGame/MetroidPrime Meta Ridley]], who despite being the second-to-last boss in the game, is instead the easiest boss in the game after [[WarmUpBoss Petey Piranha]]. For one thing, unlike other bosses where being close to them is the most dangerous spot to be, it's the safest spot to be against Meta Ridley, as it's the easiest place to evade (and counterattack) all his moves, while even being a blatant blind spot for some of his attacks. Also unlike other bosses, Meta Ridley has a clear "attack me now" phase and "prepare to evade" phase; before attacking he flies off screen, giving you time to dodge (the only attack he doesn't fly off screen for is the one he telegraphs with a roar instead). As such, Meta Ridley's attacks are ridiculously easy to evade no matter how aggressive you're being, and for his one move that could be difficult to evade, where he drags down the Falcon Flier while spitting fireballs, you can knock him off just by doing some damage to him. While the fight is on a timer, Meta Ridley also has less HP than most bosses, and can be defeated quickly, making the timer a non-factor (unless you're trying to turn him into a trophy that is). Overall, he's a boss that can be defeated quickly and reliably without any damage by any remotely competent player. Oh, and he's also at the end of the hardest level in The Subspace Emissary, making the breather even more apparent.
** [[TransformingMecha Galleom]] counts as this if you constantly spam Charizard's Rock Smash attack, which takes out large chunks of its health.
* BrokenBase: The mode is one of the most polarizing aspects of the series, as arguments rage on how well it was implemented, whether the neutral setting was a waste of potential or not, the amount of focus ''Brawl'' puts on it, and whether it was better than ''Melee''[='=]s Adventure Mode or not. For the latter, however, there are many fans who want to see a newer Adventure Mode that combines the best of The Subspace Emissary and ''Melee''[='=]s Adventure Mode.
* EndingFatigue: The final level, "The Great Maze," features battles with every playable character you encounter up until that point, along with every boss character, all contained within an elaborate (but well-designed) maze. To reiterate, you cannot fight the FinalBoss of the game without going through every room and completing every fight -- to put it into perspective, the level takes a few hours to complete in a game where stages are usually ten minutes long, give or take cutscenes. The level is so long that there are ''{{Save Point}}s'' in multiple locations, and completing it all in a single sitting is a Herculean task. Oh, and good luck with OneHundredPercentCompletion. On the bright side, once you've completed the level once, you can just go straight to Tabuu, subverting the trope.
* GameBreaker: Meta Knight, the infamous game breaker of Brawl's competitive play, is perhaps even more broken in the Subspace Emissary. All of his attributes that makes him especially effective in competitive play still help immensely here, but some particular notes; his neutral aerial deals 19% damage when both its hits connect and is very fast in completion, giving Meta Knight some of the highest DPS against enemies and bosses, while there's also no stale-move negation in the mode, allowing players to spam it with impunity. Mach Tornado works wonderfully at clearing the large hordes of enemies you're often up against, while allowing Meta Knight to traverse horizontal platforming sections quickly and safely. Shuttle Loop is still a horribly broken and spammable move, that can be used to get Meta Knight out of rough spots, and makes vertical platforming a breeze. And since all his attacks are sword-based attacks that deal slash damage, it's easy to power his entire moveset with stickers. His one actual downside is that he's light, but on the harder difficulties, all characters will get KO'd early anyway by the ridiculously powerful attacks being thrown around, and this weakness is easily covered by launch resistance stickers.
* GoddamnedBats: All the enemies that are not already DemonicSpiders.
** Buckots deserve an honorable mention since they fly, they're fast, they always try to get on top of you, and their white-hot ingots are ''very damaging''. Super-irritating cheap-shot flying bastards.
* HilariousInHindsight:
** The second Subspace Emissary stage, the one where the real action begins, is called "Skyworld," plays ''VideoGame/KidIcarus'' music throughout, and has you play as Pit for the entirety of the stage (the option to control Mario for the last third of the stage notwithstanding). Sakurai's next project after ''Brawl'' happens to be ''VideoGame/KidIcarusUprising''.
** The Great Invasion has Kirby ramming the Dragoon into the Subspace Army's warship at max speed, causing it to blow up. A similar scene would happen in ''Franchise/StarWars: Film/TheLastJedi''.
* ItWasHisSled: Everybody knows about Tabuu's existence. Ditto for the Ancient Minister being the game's playable R.O.B.
* OneSceneWonder: Palutena who only appears to give Pit his sacred bow.
* PlayTheGameSkipTheStory: The overarching plot of The Subspace Emissary was mostly ignored by players. It doesn't help that a lot of detail is left vague due to all of the characters being {{Heroic Mime}}s. [[http://www.smashbros.com/en_us/gamemode/modea/modea17.html One of the last updates]] at [[AllThereInTheManual the official website]] clarifies these and also reveals that some exposition had to be cut out of the game entirely. [[DigitalPiracy Pirated]] versions of this game usually cut out the Subspace Emissary cutscenes, among other things, so the game can fit on a single-layer disc. And since it's one of the most popular games for [[UsefulNotes/{{Wii}} the most pirated seventh generation console]]…
* SignatureScene: The Great Invasion is almost unanimously regarded as [[MoneyMakingShot the one cutscene that makes the whole ride worth it]], even among some detractors who feel that the time and resources that went into SSE's development should have been allocated elsewhere. Certain character introductions, like Falcon's [[note]]where he leaps out of the Blue Falcon to deliver a Falcon Punch to a giant-sized R.O.B. (set to ''Brawl''[='s=] [[AwesomeMusic/SuperSmashBros rendition of Mute City]]), runs over several Pikmin in the process, and [[SuperSentaiStance poses]] [[AsskickingPose epically]] for a good five seconds [[SugarWiki/FunnyMoments as Olimar watches on]][[/note]] and Snake's [[note]]making his presence known inside the Halberd by lifting up his trusty cardboard box and stating--[[BreakingTheFourthWall to the players]]--"Kept you waiting, huh?"[[/note]], and the scene where Samus regains her Power Suit [[note]]set to [[AwesomeMusic/SuperSmashBros a chillingly triumphant arrangement of her theme]][[/note]] are lesser examples.
* ThatOneAttack:
** Tabuu's Off Waves, which are an invariable [[OneHitKill OHKO]] attack that covers the entire stage, making them impossible to evade via getting out of the way. However, with some timing and use of a sidestep or rolling dodge, they can be easily evaded, though this attack has made Tabuu near impossible for the inexperienced who don't have their sidestep/rolling timing down.
** For {{No Damage Run}}s, there's Duon's charge attack, and Porky's homing laser. The former has weird hitboxes, that can drag characters along even when intangible, where the characters then get damaged as the charge's hitboxes remain as the intangibility runs out; whether a character gets dragged or not depends on the character's build, and for some characters, can make it nearly impossible to avoid getting damaged by. The latter is a long-lasting multi-hitting attack that follows your movement and will instantly shatters shields, requiring multiple precise dodges to evade. Like Duon's charge, this attack also affects certain characters much worse than others.
* ThatOneBoss:
** Duon, a boss with very high HP, many difficult-to-evade attacks that hit hard and cover a large area, and attributes that can make it especially difficult for some characters (such as its significant slash resistance, making its titanic HP even greater against sword characters). Players generally consider it even more difficult than the game's final boss Tabuu (and inexperienced players only have more trouble with Tabuu when they can't dodge his one-hit KO Off Waves, which is easy to once you get the timing down).
** The Giant False Diddy Kong is just awful. Keep in mind that Diddy's main weaknesses are averagely damaging but quick attacks and being somewhat light. This monster negates both weaknesses, requiring at least 200% damage before one can even think of [=KOing=] it, while it can knock you out at '''0%''', while having attacks that cover half the screen. Its tendency to scramble after items doesn't help, as items grow to its size when picked up. This also applies to giant characters in ''Brawl'' in general, who all are ridiculously overpowered; see, ''Brawl''[='s=] physics were deliberately designed to nerf the concept of {{combo}}s, which were otherwise the primary weakness of giant characters, while the giant characters themselves were made drastically more powerful.
* ThatOneLevel: The Subspace Bomb Factory; it's the longest level in the game besides The Great Maze, is chock full of dangerous encounters, has the most grueling battle sequence in the game that finishes with the only time you'll fight two [[DemonicSpider Armanks]] at once, features a deadly auto-scrolling section that will get your characters killed easily should they fall the least bit behind, and to cap it all off it has a boss battle at the end of it. Fortunately, the boss, Meta Ridley, is [[BreatherBoss very easy to defeat]] as previously covered, though if you're trying to turn him into a trophy instead...
* ThatOneSidequest: The Meta Ridley trophy, which requires the player to beat down Meta Ridley until he's near death, wait for a Trophy Stand to appear (the fight is [[TimeLimitBoss on a timer, by the way]]), then throw it at Meta Ridley.[[note]]A fast but '''dangerous''' is to lob it at him between attacks, ''jump off the Falcon Flyer, and catch the trophy in midair.'' Another, less risky but '''even more dangerous''' way is to wait for him to rise off the top of the screen (the attack where he slams the Falcon Flyer off the bottom of the screen, bee-tee-dubs), and then throw it up; it requires a good sense of timing, but as he's coming down on you, there's no risk of the trophy falling offscreen.[[/note]] To add insult to injury, this is all after completing arguably the [[ThatOneLevel most difficult level in the game]] as previously covered.
* TheScrappy: All of the OriginalGeneration enemies are generally considered to be forgettable and could have easily been replaced with enemies from other Nintendo games like in ''Melee''[='=]s Adventure Mode and ''3DS''[='=]s Smash Run without making any difference.
* TheyWastedAPerfectlyGoodCharacter: Sonic and his role as the EleventhHourRanger. Given that he was one of the major guest characters advertised for the game, many were disappointed that he did not play a role in the story until literally the very end. As covered in the SerendipityWritesThePlot entry, this was out of Sakurai's control however due to the licensing and finalization of Sonic's roster spot coming so late into development.
* TheyWastedAPerfectlyGoodPlot:
** Probably the biggest complaint leveled against the mode. They have nearly all of Nintendo's icons as well as some obscure ones, and what do they do? Make them a part of a neutral setting that has nothing to do with their respective home series. Many who were hoping for the biggest CrisisCrossover story in the history of video games were disappointed by the "neutral" setting of the story. Especially after ''Melee''[='=]s Adventure Mode involved trekking through stages based on their home series.
** The neutral setting could have worked if it had a variety of enemies from Nintendo's games like ''Melee''[='=]s Adventure Mode. While most of the bosses come from existing Nintendo games, the regular enemies are made up almost entirely of an OriginalGeneration, with only ''Franchise/SuperMarioBros'' getting any enemies in the mode.
* VindicatedByHistory: The Subspace Emissary received, at best, a lukewarm reception, even being called the "worst part of the game" by a lot of the fans… until 2013, when it was announced there wouldn't be a mode like that in ''3DS/Wii U''. Fans of the mode started to make their voice heard that they ''liked'' it (which was unheard of when it came out) due to it playing with the ''Smash'' formula in a good way, all the AwesomeMoments in the cutscenes (like the Great Invasion), and [[spoiler:the scene where Ganondorf forces the R.O.B.s to blow themselves up being one of the darkest moments in series, if not Nintendo as a whole]].
* WhatDoYouMeanItWasntMadeOnDrugs: Seriously, it's really hard for this section of the game not to feel like this when Jigglypuff grabs a rocket launcher and blows up a giant mustachioed floating fish with a Roman helmet and swords, or when the FinalBoss is [[spoiler:a [[PirateNinjaZombieRobot giant floating holographic blue angel thing]] with rainbow wings]].
* WoobieSpecies: [[spoiler:The R.O.B.s were contracted by Ganondorf and company to help them shroud the world in subspace. To do this, Subspace Bombs must be detonated manually by two R.O.B.s each, with detonators consumed and destroyed by the resulting explosion. Near the end of the story, [[VillainOverride Ganondorf takes control of them all]] and forces them to attack their own leader, then makes them drive themselves to near extinction by detonating every single Subspace Bomb in their own homeland. The final shot of them has them closing their eyes, aware of what's happening and unable to stop it.]]
[[/folder]]

[[folder:YMMV applying to other modes and the overall game]]


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* BestLevelEver: For the competitive community, [[VideoGame/AnimalCrossing Smashville]] is seen in this light. It's widely regarded as the most balanced of any tourney-legal stage, even more so than Battlefield.
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*** Rumble Falls frustratingly speeds up at completely random times (though it does have the courtesy to warn you first), putting slower characters at a disadvantage as they have a hard time keeping up. Not helping Rumble Falls' case is the one-hit KO spike that appears partway through the stage, as it can easily KO a player who isn't watching out for it.
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* The battle with Master Hand and Crazy Hand at the end of Classic Mode. Master Hand himself in Classic Mode is the most difficult boss in the game after Duon because of the aforementioned attacks, and his high HP in Classic Mode ensures players will have to deal with them. Throw in Crazy Hand to distract you from being able to preemptively prepare for these moves while giving you another full-powered boss to fight, and welp, good luck taking them down on Intense difficulty without any stock loss (Crazy Hand alone himself, however, is a complete pushover, so if you can take down Master Hand, you'll have the fight won).

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* ** The battle with Master Hand and Crazy Hand at the end of Classic Mode. Master Hand himself in Classic Mode is the most difficult boss in the game after Duon because of the aforementioned attacks, and his high HP in Classic Mode ensures players will have to deal with them. Throw in Crazy Hand to distract you from being able to preemptively prepare for these moves while giving you another full-powered boss to fight, and welp, good luck taking them down on Intense difficulty without any stock loss (Crazy Hand alone himself, however, is a complete pushover, so if you can take down Master Hand, you'll have the fight won).
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* AccidentalInnuendo:
-->'''Snake''': Mei Ling, [[ShedArmorGainSpeed Samus took her clothes off!]]
* AlasPoorScrappy: Mewtwo was one of, if not the most, unpopular characters to play in ''Melee'', due to its highly unorthodox design and being considered the worst character in the game at the time. Cue ''Brawl''[='s=] release, and a large portion of the fanbase complains about its exclusion, and with the 3DS/Wii U installments, there are those who dearly wished for the return. Thankfully, Sakurai and company listened to the fanbase and released the character as DLC for the fourth game (and even made it free if you bought both versions).
* AlternativeCharacterInterpretation: [[VideoGame/KidIcarus Pit's]] ''Brawl'' incarnation was often portrayed in fanfiction as a pure, submissive, weak, kind, holy, and innocent being (in other words, like one of the common stereotypes of angels.) To be fair, this was before ''Uprising'' was released and developed his personalty, and ''Brawl'' gave few hints of his or any other of its characters personalities. All the fandom that payed attention knew of Pit at the time was the implication that he was overconfident or possibly even arrogant, and a hidden conversation Snake has with Otacon that says he's far stronger and [[Really700YearsOld older]] than he looks.
* AntiClimaxBoss: Because All-Star Mode has you face all of the characters of Nintendo's franchises (and ''Metal Gear'' and ''Sonic'') in the order their series were made, Olimar is always the one you fight last due to ''VideoGame/{{Pikmin}}'' being the most recent one. He's always by himself, his attacks without the Pikmin are weak if you can separate him from them, and since ''3DS/Wii U'' wasn't a thing yet, Olimar doesn't have a very reliable recovery move. Not only that, but the stage is always Distant Planet, which not only has a OneHitKO hazard in the form of the Bulborb, but also the rain effect which makes half of the stage practically useless to fight on when it's active. Needless to say, he's the easiest to take out.
* BreatherBoss: Crazy Hand. While Master Hand has some of the best boss attacks in the game for his exclusive moves, Crazy Hand instead has some of the worst boss attacks for his exclusives (two of which are heavily telegraphed and can be evaded just by moving away). The rest of his attacks are also ridiculously easy to evade except for the Hand Drill (which he performs later in his attack pattern than Master Hand, making him use it less), and his attacks are extremely weak for a boss (while the few that can KO are again very easy to dodge). Crazy Hand is such an easy boss that in the team-up with Master Hand at the end of Classic Mode, decent players will have the battle won once they defeat Master Hand regardless of their damage. Then there is his Boss Battles version, which drastically nerfs his HP to the worst among bosses in the game, leaving him a freebie in the mode for any remotely competent player.
* ContestedSequel: Particularly for the competitive scene due to Sakurai going out of his way to make the game as mainstream-accessible as possible, altering a number of physics and mechanics and including the nightmare of every ''SSB'' player, [[ScrappyMechanic TRIPPING]].
* CriticalDissonance: ''Brawl'' received many positive reviews with a higher Metacritic score than ''Melee'' and sold more copies. Given the ongoing strife in the community and just by looking at this page, you'd be surprised how it sold so well or even got those reviews.
* DisappointingLastLevel: Or rather, Disappointing Last Event. Many fans consider ''Brawl'' Event 41, "The Final, FINAL Battle", to be a lazier, inferior version of ''Melee'' Event 51, "The Showdown." It pits the player against an overpowered giant Mario, Snake, and Sonic (in place of Giga Bowser, Ganondorf, and Mewtwo respectively). The battle is ridiculously [[AntiClimaxBoss anti-climatic]], as it's possible [[https://www.youtube.com/watch?v=VVz8CvG3oJI to trick Giant Mario into falling off the ledge in just a few seconds.]]
* EarWorm: The Waddle Dee Army's background music. [[https://m.youtube.com/watch?v=slHieHP_wSU Bu-kaa, bu-kaa, hrah hrah hrah!]]
* EvenBetterSequel: ''Brawl'' is divisive in this regard, although critics and some fans mainly praise it for reasons similar to ''Melee'', minus the competitive aspect. In that scene, the ''VideoGame/ProjectM'' mod of ''Brawl'' gets [[SurprisinglyImprovedSequel better remake]] remarks.
* GoodBadBugs: The "Smash Stack" exploit, which is the most common way to load mods for that game. However, it can also be used to install other homebrew. Unlike the Twilight Hack, it still works with newer firmware, as well as the Wii U's Wii Mode.
* MemeticBadass: Meta Knight, due to being widely considered a massive GameBreaker to the point where not only does he get his own tier in that game, but that incarnation of him is often considered to be the best character in the ''entire series''. He's so badass that tournament players cower in fear unless he's explicitly banned from character selection. Adding to this is that Meta Knight is already a big EnsembleDarkhorse among ''Kirby'' fans for his [[TheStoic stoic]] & honorable nature and his Zorro-esque voice in the English dub of [[Anime/KirbyRightBackAtYa the anime]].
* MostAnnoyingSound:
** Sonic: "YOU'RE TOO SLOW!" "C'MON STEP IT UP!" and [[LimitBreak "NOW I'LL SHOW YOU! HUAAAAAAAAAAAAAAAA!"]]
** Peach's "La-la-la-la-la-la!" taunt in ''Brawl''. Her "Ohhhhhh, did I wiiiiiiiiin~?" victory quote is also infamous for how salt-inducing it is.
** The sound of [[ScrappyMechanic tripping]].
* NeverLiveItDown: Captain Falcon was considered the worst character for the first two tier lists (which covers about the first year of the game's competitive scene), and while like Melee Mewtwo where he got discovered to be a lot more potent than his bottom tier brethren and would permanently rise out of the bottom tier, he never shook off the stigma of worst character and even for a low/bottom tier character had almost no serious players throughout Brawl's entire competitive life, despite being an immensely popular character in the rest of the Smash games. This stigma didn't follow him into Smash 4 though, where he has perpetually been considered a high tier character and had a very large flock of players playing him since day 1.
* OlderThanTheyThink: Fox and Falco's unique victory quotes against each other, as well as Falco's "Hands off my prey!" CatchPhrase, originated [[https://tcrf.net/Super_Smash_Bros._Melee/Unused_Audio in the Japanese version]] of ''Melee'' rather than ''Brawl''.
* ScrappyMechanic:
** Tripping. Whenever a player makes a dash input, they may, by [[RandomNumberGenerator completely random chance]], trip over and leave themselves vulnerable. While a disruptive annoyance in general, this commonly causes players to trip and get hit by attacks they would have avoided otherwise to no fault of their own. This only applies to ''random'' tripping, not ''forced'' tripping caused by attacks, as the latter is triggered by players and can be part of legitimate strategies. There was much rejoicing when random tripping was removed from the fourth game.
** Hitstun cancelling is the most detested mechanic in ''Brawl'' after tripping. Whenever a player is hit by an attack, they can do an air dodge after 12 frames of hitstun, or an aerial after 25 frames, regardless of the knockback they sustained. This mechanic meant players suffer barely any practical hitstun regardless of what they were hit by, which caused multiple detrimental aspects in the game. The first is that combos were almost nonexistent, and the few that remained were mostly from chain throws or extremely weak yet fast attacks that could chain multiple hits into itself. The second was that many attacks could result in the player getting punished for hitting with them at low damages, and the player was always at risk for perusing an opponent they just launched. The third is that it allowed [[http://www.ssbwiki.com/Momentum_canceling momentum cancelling]]; since characters could act so early out of hitstun, they would be able to make actions while in knockback that redirected it, reduced its distance, or even completely negate it, allowing characters to survive to far higher damages than they were intended to. This mechanic was the main culprit for why ''Brawl'' was such a slow-paced and defensive game, as it both simultaneously made it more difficult to rack up damage and more difficult to KO opponents.
** The revamped air dodge. Removal of wavedashing aside, the fact that ''Brawl'' air dodge is highly spammable and hard to punish makes it ''too'' effective for its intended use, which, combined with ledge planking and camping, turns ''Brawl'' into a game of turtling instead of the offensively-oriented ''Melee''. This is alleviated in the 4th installment; the air dodge is still momentum-conserving like in ''Brawl'', but you can no longer air dodge out of hitstun, and air dodging near the ground now produces significant landing lag for all characters, making it much more punishable.
** "Autosnap" ledges, which made ledges much easier to grab and allowed characters to grab them from much farther away, to a degree that is commonly seen as a GameBreaker.
** The significant amount of invincibility grabbing a ledge grants, that can be indefinitely replenished by regrabbing the ledge. While abuseable in prior games, the easier to grab ledge, floatier falling speeds, and generally improved recoveries, made the act of "planking" (i.e. repeatedly letting go and regrabbing the ledge to exploit its invincibility) much more prominent. This made being on the ledge, which should normally be one of the most disadvantageous places to be, an extremely safe spot, and some characters could abuse it to a degree where they were nearly unhittable, to where they could reliably utilise it to stall out a match they are winning (Meta Knight, already generally deemed a GameBreaker, was especially notorious for his game breaking planking). This led to almost all tournaments adopting a "ledge grab limit" rule (the tournament would have a limit on the amount of times you can grab the ledge in a game, and should a match timeout, the result screen will be checked and a player who went over the limit automatically loses regardless of their lead). ''Smash 4'' would address this by making it so that regrabbing the ledge without getting hit or landing on the stage first will result in no invincibility whatsoever, leaving you extremely vulnerable to eating a heavy punish.
** Pokémon Trainer's stamina and forced switching mechanic. If a player uses one Pokémon for too long, that Pokémon will gradually lose strength, forcing the Trainer to switch them out regularly. Symbolically, this represents Pokémon fighting as a team. Mechanically, this becomes a tactical nightmare in tournaments, and made the Trainer especially vulnerable to turtling tactics. This is also believed to be one of the major reasons why fan-favorite Pokémon Charizard failed to garner a significant ''Smash''-based fanbase.
** Type Effectiveness. The Trainer's Pokémon are also affected differently by their respective weaknesses/resistances, just like in the ''Pokémon'' games; Charizard, Squirtle, and Ivysaur sustain more knockback from water, grass, and fire-based attacks respectively, while they sustain less knockback from grass, fire, and water-based attacks respectively. Since Squirtle and Ivysaur are the only characters in the game with water and grass attacks, this weakness only really mattered to Squirtle and Charizard in Pokemon Trainer dittos, but since many characters have fire-based attacks, this left Ivysaur at an innate and exploitable disadvantage no other character had against the rest of the cast, bolstering its [[TierInducedScrappy low-tier scrappiness]]. To everyone's relief, both of these maligned mechanics were removed when the Pokémon Trainer returned in ''Ultimate''.
** Excessive stale-move negation. In layman's terms, spamming any move causes said move to get weaker, knocking back enemies less and less. This effect is much more severe in ''Brawl'' than it is in the previous games, as while the previous games just reduced damage, ''Brawl'' also reduces a move's knockback. Among average players, this mechanic is hated for widening the gap between characters with several reliable finishers and those with few. But with competitive players, the main problem this introduces is it [[NotTheIntendedUse allows some moves to combo into themselves far longer than they reasonably should]], making certain stale moves in certain situations more useful than the fresh move, and in some cases, can completely break certain matchups, such as Sheik's forward tilt or Pikachu's down throw on the ''Star Fox'' characters.
** While the lack of buffering can be a scrappy lack-of-mechanic for primary ''Brawl'' players, buffering becomes a Scrappy Mechanic for dedicated ''Melee'' players, since due to the way the system works, it can cause unintended inputs that lead to grave mistakes, particularly accidental neutral air attacks that give the player no chance to recover.
** The fact that you can't straight-up restart Event Matches like you could in ''Melee''. Not only do the other two options - quitting and failing - take longer, but the former requires a button combination that can strain your fingers. This was carried over to ''Wii U''.
* ThatOneAttack:
** Master Hand's Finger Flick, Hand Swipe, and Hand Drill, all of which have near-instantaneous start-up without any telegraphing (unlike other boss attacks), while either dealing very high knockback (the former two) or dealing extreme damage (the lattermost). Special mention goes to the Hand Drill, which is also flat-out impossible for most characters to evade without going offstage (where they then have minimal time to do so, especially if they're hit by the Hand Drill as it starts up). These attacks are so effective, they bring what would have been a middling boss to perhaps the most difficult in the game, only being contended with by Duon in The Subspace Emissary (at least in Classic Mode; his Boss Battles incarnation has drastically nerfed HP, leaving him with less HP than every other boss except Crazy Hand in that mode, and leaving it so low that most characters can defeat him before he can complete one attack cycle, ensuring players often won't have to deal with these attacks).
** Tabuu's infamous Off Waves attack. He teleports into the background and briefly materialises his wings… and then unleashes three damaging shockwaves that covers the entire screen and does such immense knockback that one shockwave is enough to [[OneHitKO instantly defeat your character]] on any difficulty higher than Easy. The best part? To survive, you need to side dodge all three waves with ''extremely precise timing each''. The Off Waves attack was so infamous that the developers appeared to acknowledge it by sneaking it into ''3DS/Wii U'' as the final attack of Master Core's true form if you don't KO it in time.
* ThatOneBoss:
* The battle with Master Hand and Crazy Hand at the end of Classic Mode. Master Hand himself in Classic Mode is the most difficult boss in the game after Duon because of the aforementioned attacks, and his high HP in Classic Mode ensures players will have to deal with them. Throw in Crazy Hand to distract you from being able to preemptively prepare for these moves while giving you another full-powered boss to fight, and welp, good luck taking them down on Intense difficulty without any stock loss (Crazy Hand alone himself, however, is a complete pushover, so if you can take down Master Hand, you'll have the fight won).
* ThatOneLevel:
** Game modes:
*** The [[BossRush Boss Battles]].
** Stages:
*** Hanenbow, and [[AbridgedArenaArray not just]] in TournamentPlay. The stage itself is only comprised of small platforms which tilt every which way, with no single "large" platform to stand on. It causes matches played on it to feel very cramped, which is frustrating in a highly mobile game like ''Smash''.
*** Mario Bros. and 75m. Mario Bros. looks exactly like the a level from [[VideoGame/MarioBros the titular game]]. The only ways to get KO'd are either from the top or by getting launched into one of the narrow edges. The cramped stage and numerous Shellcreepers and crab mooks make it difficult to play on. 75m could have potentially been a fun stage, being based on the third level of ''VideoGame/DonkeyKong''. However, the stage is very large, very disjointed, has annoying springs that come out every so often, is comprised almost entirely out of tiny platforms, and [[ArsonMurderAndJaywalking has a very poor music track list]]. The latter returns for the Wii U version, but it's even ''worse'' now that the platforms on the left side were shrunk down, making matches even ''more'' cramped.
** All-Star Mode
*** The Pokémon portion in ''Brawl'''s All-Star Mode is considered to be the hardest part. You literally have to fight against six Pokémon, meaning you have to face up against all of Pokémon Trainer's Pokémon along with Pikachu, Jigglypuff, and Lucario. It doesn't help that one of the stages that can be chosen is Spear Pillar, which can very easily screw you over with the hazards summoned by Dialga or Palkia.
* UncannyValley: The darker colors and shades used for the characters sometimes make them look rather strange, particularly in regards to characters like Toon Link, where the detail in his character model contrasts the cartoony nature. This is not helped by the fact characters don't emote as well as they should (Dedede and the aforementioned Toon Link had only a few faces with little variety). The fourth game seems to have noticed this, and keeps the characters rather simple and colorful, as well as giving them more expression, including the aforementioned Toon Link and Dedede.
* VindicatedByHistory: ''Brawl'' has been getting this reception over the years. While the game is still criticized for its poor balance and poor gameplay mechanics, there are several fans that praised the game for the vast amount of content in the game, as the Wii U version has been gaining criticism for its lack of content outside of multiplayer.
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