{{Game Breaker}}s in the ''VideoGame/SuperSmashBros'' series.
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[[foldercontrol]]

[[folder: Items]]
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[[folder: Introduced in ''64'' ]]

* [[VideoGame/DonkeyKong The Hammer.]] Not only does it produce instant KO's 65+% of the time, it causes tremendous damage and causes horrible recovery times to happen. It was made less overpowered in the later games since some Hammers had their heads fall off, leaving the user wildly swinging a stick that did '''absolutely nothing'''. Other players could also pick up the hammer head and toss it at the helpless player; ''[[KarmicDeath it hits just as hard as if it were still attached to the shaft]]''. There's also a ''very'' brief moment where the head stays on however, wherein the hammer works normally. And since everyone will likely be scrambling to pick it up first...
** Though it is a bit of a double edged sword; once you pick the hammer up, you can't double-jump, use special moves, or drop the hammer manually. It's rare that you'll get hit while holding it, but if you do, and you get blown off the stage, '''''you're screwed'''''.

[[/folder]]

[[folder: Introduced in ''Brawl'' ]]

* ''Brawl'' introduced the much meaner ''[[BlingOfWar Golden]]'' Hammer, which appears on a fancy green, glowing pedestal with its own appearance jingle to notify everyone present that it has spawned. It swings ''twice as fast'' as the original hammer and allows the user to '''hover in mid-air''' a la Princess Peach until the power-up runs out. Mitigated slightly in that some Golden Hammers are just inflatable replicas that are completely harmless and thus the user is totally helpless, although there's no clear indication of this until the harmless squeak toy makes contact with the other players. [[WhoWillBellTheCat You can bet none of them will check for this willingly.]]

[[/folder]]

[[folder: Introduced in ''U/ 3 DS'' ]]

* Both the Beetle and Galaga ship guarantee a Star KO at higher damage when they capture an opponent. ''Especially'' the beetle.
* The drill is like the above, only worse. Even at lower percents, it can easily KO an opponent by pushing them off the screen, and unlike the above, it's much, much harder to get free as the damn thing keeps hitting you.
* While the Gust Bellows pushes enemies instead of damaging them, that's actually a blessing in disguise. It covers more than half of Battlefield, can be fired while moving, can be fired for about ten seconds straight, and since it doesn't damage people, it allows players to just hold the button and push enemies off the stage until they run out of jumps.
* The Special Flag which when held long enough by one person gives them an instant point, and is ridiculously easy to activate on big stages.
[[/folder]]

[[folder: ''64'']]
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[[folder: Characters ]]

* [[Franchise/{{Pokemon}} Pikachu]] is considered the best character in ''Smash 64''. Great range, a Thunder attack that had really high knockback, good throws, the third fastest running speed, amazing recovery (in a game where every other character not named Kirby or Jigglypuff has a terrible to mediocre recovery), and a good spacing projectile (Thunder Jolt). In higher-level play, it only gets worse: skilled players know that the hitboxes of most of Pikachu's aerial attacks, and a few of his ground ones (most notably his forward smash) bear absolutely no resemblance to the actual animation of the attack. Combine this with the phenomenal chaining properties of said aerials and the fact that Pikachu's recovery allows for ridiculous off-stage edgeguarding, and in the hands of a skilled player Pikachu becomes a lightning-fast invulnerable combo machine.
* Kirby's Up Tilt comes out faster than almost every other move in the game, including a few jabs, can be chained into itself from 0% for up to 80%, can't be DI'd out of, and can frequently link into a forward smash, which at that sort of damage can be lethal.
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[[folder: ''Melee'']]
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[[folder: Characters ]]

* [[VideoGame/StarFox Fox]] is at the very top of the tier list. With his extremely fast movement and powerful attacks that combo in perfect synergy, he is considered the most efficient fighter in the game. His up smash and up aerial are very fast and especially potent killers (both can KO reliably under 100%), but what's even more devastating is his down special, the [[FanNickname shine]]; it's considered the best attack in the game because it's extremely fast (comes out on 1 frame, and can be be cancelled immediately with a jump), has invincibility frames, is very versatile, it has high hitstun and can combo with many of his other attacks, and it's a semi-spike, never mind the fact that it can reflect projectiles (which is supposed to be the ''point'' of it, judging by its actual name of ''Reflector''). Keep in mind, though, that Fox is very difficult to play well with, so unlike Meta Knight in ''Brawl'', he really only applies at the highest level of skill. (This didn't stop Nintendo from {{nerf}}ing him ''hard'' in future installments, though.)
* Falco, who is second on the tier list, is almost as good as Fox. While Fox is the best at killing, Falco is the best at comboing and approaching. His laser is the best projectile in the game because its stun allows him to easily disrupt his opponents. His shine is different from Fox's, as it is optimized to combo with his vertical attacks rather than semi-spike. It's almost as good as Fox's, though. Falco additionally has a very fast spike that his Reflector easily combos into, that can KO as low as 50% when opponents are hit offstage by it. His recovery is the worst in the top tier, but that doesn't stop him from being second best. Like Fox, he only applies at the highest level of skill.
* [[Franchise/TheLegendOfZelda Sheik]], who is third on the tier list, has very effective juggling combos, a devastating chain throw, a strong, semi-spiking forward-aerial, and a talent for knocking opponents off the stage and keeping them off (using needles).
* [[VideoGame/FireEmblem Marth]], who is fourth on the tier list, is there for having fast and hugely disjointed hitboxes on every attack, due to his long sword. Add in the fact that his movement suite is only eclipsed by Fox, a powerful and combo-able spike, an amazing juggle, the best grab in the game, a long, fast and powerful forward smash and the fact that the majority of his moves can hit below the stage, giving him an amazing offensive combo and gimp game and a major tournament threat. His primary weaknesses are his lack of projectile, linear recovery and punishable moves (should they not hit).
* Jigglypuff, who is fifth on the tier list, has by far the best recovery in the game (despite lacking a recovery special attack), the best offstage offensive game, a talent for surviving spikes and meteor smashes, surprisingly good reach (on forward aerial, back aerial, and side special), and incredible aerial mobility. It also has Rest, a highly risky attack that can KO as low as below 25%, and can be combo'd into.
* [[VideoGame/IceClimber The Ice Climbers]] are a bit lower than the other top tiers on this list, but they qualify because they have a technique no other character boasts: Wobbling (named for tournament player Wobbles, who discovered the tactic), the game's one and only ''infinite combo''. It's a bit situational since it requires your partner to be close, but if you grab your opponent and let your partner keep using side tilt, you can rack up way more damage than is ever necessary. Follow it up with a side smash and you practically have a guaranteed KO tactic. Even without wobbling, chaingrabs are a constant threat, as the dual nature of the character allows handoffs that most other characters would need a teammate for.

[[/folder]]

[[folder: Multi-Man Melee ]]

* For every mode that isn't Cruel Melee, Donkey Kong is an absolute monster in Multi-Man due to one thing: his Kong Quake Down+B. With the lowered defense of the Wire Frames, the quake oneshots the whole lot of them with ease. It also helps that the Wire Frames are very stupid; Kong Quake is interruptable by an air attack, but the Wire Frames '''very rarely''' use these unless you're lingering in the air yourself, leading to all of them leisurely walking towards imminent death. Back in the day, this was how most people unlocked Falco from 100-Man Melee. It seems the creators were aware of this during development too, as completing the 15-minute Melee unlocks DK's stage from the 64 game.
* Kirby is also a solid choice for cheesing Multi-Man thanks to two things: his ability to fly high, and his ability to [[AnvilOnHead turn into an incredibly dense object and cave in the skulls of the Wire Frames mindlessly grouping below him]]. We are speaking, of course, of the Stone Down+B move, which like Kong Quake also does enough damage to KO a Wire Frame from the top platform of the stage. Providing you make sure to hit all five of the present Wire Frames at once, it is nearly impossible to lose while doing this. It's also possible to rack up a fair amount of [=KOs=] in Cruel Melee like this, though a bit risky due to their relentless (and smarter) AI.
* Any floaty character (like Jigglypuff and, again, Kirby) or character with an amazing recovery move (like Ness and Mr. Game & Watch) could win a Multi-Man without even trying to hurt the Wire Frames. They can just fly off the edge of the stage and the Wire Frames will jump after them, eventually fumbling and falling to their doom on their own. This was a solid method to handling Cruel Melee because of how reckless the Cruel Wire Frames are and because they don't have a third jump.

[[/folder]]

[[folder: Glitches ]]

* The Freeze glitch [[ExactlyWhatItSaysOnTheTin freezes the opponent in place]]. If Nana grabs the enemy and throws them either forward or up, a little blue spark appears for a single frame (1/60th of a second). If Popo hits forward and B at that exact moment, the enemy will freeze in place and cannot move on his/her own. This allows you to beat them up at your leisure. If you want to unfreeze them, grab them and hit A, then throw them; this will release them from their frozen state. Not only that, if other characters try to use certain throws on Nana, and Popo hits forward stick and B at the right time, he can freeze the enemy and Nana in place as well. While obscenely difficult to pull off in an actual match, the glitch is banned from tournaments for its extreme game breaking properties (such as guaranteeing victory via time out if the Ice Climbers have equal or greater stocks).
* The [[http://www.youtube.com/watch?v=E4IrnB1tWLM Master Hand Glitch]] is bad enough seeing as you can't die, then there's the [[http://www.youtube.com/watch?v=XLUPEZrVOOg Master Hand Laser Glitch]] where you can potentially make all of his moves a one hit kill as well.
[[/folder]]

[[folder: ''Brawl'']]
[[/folder]]

[[folder: Characters ]]

* The biggest game breaker in ''Brawl'' is definitely [[Franchise/{{Kirby}} Meta Knight]], who is usually either outright banned or handicapped in competitive play to compensate for the fact that he's so much better than every other character in the game. To wit: he has by far the best recovery in the game (his recovery is so far distanced and has so many options that it's nearly impossible to edgeguard him), transcendent priority and disproportionately far reach in nearly every attack, which makes him difficult to approach, a nearly-unstoppable ledge game (which explains the oft-maligned ledge grab rule), excellent killing and edgeguarding/gimping ability, the ability to glide under the stage repeatedly to stall for time, and a series of particularly devastating moves. In particular, up aerial (being the shortest duration aerial in the game and part of the reason his ledge game is so incredible, as well as being an amazing juggler), down aerial (which gets gimps on characters with poor recoveries, and is incredibly fast), Mach Tornado (which is highly damaging and fast, has an incredibly large hitbox that blocks attacks and covers everywhere but above Meta Knight, and is difficult to punish), Shuttle Loop (which is incredibly fast, has invincibility frames, and its incredibly high base knockback allows it to get very early kills when near the blastline and on lighter opponents), neutral air (highly damaging, incredibly fast, and a reliable finisher), down smash (incredible reach, reliably [=KOs=] around 125% with the back slice and 140% with the front slice, and [[RunningGag is incredibly fast]]), and down tilt (which is excellent for attacking shields and has a chance to trip, and it can lock knocked down opponents) are just plain painful to deal with. Also, there is a glitch (which was banned even when the character was allowed in tournaments) to become permanently invincible (and invisible) by utilising a control exploit to extend Dimensional Capes. Meta Knight's only non-negligible weakness is his low weight and poor momentum cancelling causing him to die very early. But with how difficult it is to hit and string successive hits on Meta Knight, and his godlike recovery preventing any early kills from edgeguarding, Meta Knight doesn't have any problems surviving. Add to the fact that he can be mastered pretty quickly compared to others and you got a real Game Breaker. He even gets his own tier, SS Tier. Bear in mind that S Tier is the 'God' Tier normally. Hence the [[FanNickname occasional term]] 'All aboard the SS Meta Knight'.
* The Ice Climbers in ''Brawl'' are usually considered right under Meta Knight. The main (if only) reason is their chain throws. By exploiting their ability for each Climber to grab the opponent immediately after the other Climber throws them, they can infinitely chain throw any character from zero to death (other than another pair of Ice Climbers). As such, if a player is skilled enough with performing their chain throws, they can literally take a stock from just landing one grab. The Ice Climbers are also horrendously difficult to approach, with desynced Ice Blocks and Blizzards walling opponents, and the threat of losing a stock if grabbed making it very disconcerting for players to approach. The Ice Climbers do have some significant weaknesses, though, mainly the fact the Climbers can be separated (permanently for the stock if the easily KO'd Nana is eliminated), where a solo Climber loses their infinite chain throws, their walling capabilities, their recovery, and has their damage output effectively reduced to half. The Ice Climbers also have a few poor matchups, with the few characters that are capable of easily separating them while being able to mostly attack them safely (such as the aforementioned Meta Knight, Snake, and Peach). The Ice Climbers are additionally a strong case of DifficultButAwesome with very few players in the world being capable of taking stocks with one grab (thus the Ice Climbers aren't nearly as dominant as Meta Knight is in tournaments).
* '''''Everyone''''' in [[http://www.ssbwiki.com/Brawl- Brawl-]]. [[EnforcedTrope It's the primary design goal]], after all.

[[/folder]]

[[folder: Final Smashes ]]

* Of all the [[LimitBreak Final Smashes]] in ''Brawl'', it's agreed that Sonic has the most broken of them. Supposedly, the attack was designed so that players would have a hard time controlling Super Sonic's incredible speed, but the truth is, Super Sonic can turn on a dime, which pretty much invalidates any evasion strategy by just mashing the control stick left and right through the opponent. As [[http://www.youtube.com/watch?v=_tw2-32wK5g this video]] notes, a ''good'' Sonic player has access to the only unavoidable Final Smash in the game, and even a merely "okay" Sonic player will give you trouble.
* More like a [[DownplayedTrope Specific Parts Of The Game Breaker]], but if used in the right place Jigglypuff's Puff Up Final Smash can cover the entire stage and all landable ground, making it physically impossible for all but the best recovering/most lucky characters to survive.

[[/folder]]

[[folder: Tactics ]]

* In ''Brawl'' competitive play, planking, which is camping at a ledge in order to utilize the ledge grab's invincibility frames, is also a subject of debate. It was resolved by restricting the number of times that the player is allowed to grab a ledge during the match. In most cases, the limit is 50 ledge grabs per match, with Meta Knight's (whose planking is especially powerful) ledge grab limit being 35 or less.

[[/folder]]

[[folder: The Subspace Emissary ]]

* If you're okay with using Stickers, Lucas becomes one of the most broken characters in the ''Subspace Emissary''. He's already great to use in the adventure mode, but the "PK" stickers turn him into a monster; ''all but three'' of his moves[[note]]the forward smash, down tilt, and up aerial, all of which can be safely ignored in SSE anyway[[/note]] are boosted by these stickers. Slap a big one on and watch as this [[BadassAdorable adorable child decimates everything in his path]].

[[/folder]]

[[folder: Boss Battles ]]

* [[VideoGame/{{MOTHER3}} Lucas]], who is considered the overall best character for this mainly because of his healing move that can absorb certain attacks (such as Master Hand's Bullet Attack and Duon's Pink Laser Attack), which is priceless during a BossRush, his powerful attacks such as his PK Thunder and Up-Smash, and the fact that his triple jump hits ForMassiveDamage and ''goes through the opponent'', which also makes a great evasion tactic.
* Charizard is second on this list because his Rock Smash cuts through the bosses' health bars like a hot knife through butter. Combined with the fact the Pokemon Trainer's Down-B move switch the Pokemon out, it also makes a good evasion tactic against a lot of the bosses' attacks, including [[ThatOneAttack Tabuu's Off Waves]].
* [[Franchise/DonkeyKong Donkey Kong]] is third here, mainly because of how powerful he is and his great reach. His combination of Spinning Kong and Kong Quake along with the occasional Up-Smash and Forward-Smash tears the bosses up in record time.
* Marth is fourth on the list for the fact that he's fast, has a good amount of power and reach, and the most important reason of all, '''his counter attack!''' This allows you to dodge and attack the bosses for a nice amount of damage after they try to hit you with a physical attack, which makes most of the bosses a trivial aspect.

[[/folder]]

[[folder: Multi-Man Brawl ]]

* Smarter AI means Donkey Kong's literally foundation-shaking method of blowing through Small Fry Corps. doesn't work so well here, since the Alloys attack in the air more often than their armorless counterparts. That said, however, it's still not very often, so it's still entirely possible to win just by hiding under a platform and slapping the ground until the match ends. The Kirby Stone and "flying-off-the-edge" strategies still work wonders as well, though they fall off the stage less often.
* Lucas continues to be very useful in the side-modes, as his PK Thunder recovery goes right through the enemies and thus is very hard to interrupt, which is a godsend in Cruel Brawl; using this, he can just blast through the Alloys repeatedly until they're KO'd. Ness can do this as well, but with less success since his PK Thunder stops when it hits an enemy, so if one of them [[OhCrap mindlessly jumps into it...]]
[[/folder]]

[[folder: ''U/[=3DS=]'']]
[[/folder]]

[[folder: Characters ]]

* Although most players seem to agree that ''U/3DS'' is very well-balanced, Bowser ranks high on many players' lists because of his [[{{Lightning Bruiser}} high weight, high speed, and high power]]. He can KO from relatively low percentages with a wide variety of moves, he's ImmuneToFlinching from weak attacks when his damage is low, and has really good air and ground game complimented by excellent throws. His only disadvantages are that his specials and recovery are a bit mediocre, and because he usually stays on the ground, certain counters like Little Mac can wreck him.
* In ''U/3DS'', Zero Suit Samus [[https://www.youtube.com/watch?v=VpHDN522MDo has a nasty Robin-specific combo that is impossible to escape once they get caught in it]]. If she manages to paralyze them, using either her down smash or her neutral special, she can use her down special to [[GoombaStomp footstool them]] into the ground, which is impossible to tech out of. Then she can use her neutral special to paralyze them, forcing them to stand up instead of rolling or attacking. During this state, she can paralyze them again, rinse and repeat for an infinite combo. This was patched in 3DS version 1.04.
* On that note, [[SkillGateCharacter Little Mac]] can be absolutely ridiculous. Take the above complaints and flaws about Bowser and double them. In a free-for-all, Little Mac can be a pain, but is likely to accidentally kill himself as well. One-on-one, this changes: Little Mac becomes a lightning-fast monster that can be everywhere at once. This is compounded online when playing "For Glory", which makes every stage into a single, flat platform, allowing Little Mac to make everyone suffer his superb ground game with no way to get away from him or take advantage of his weaknesses. Many have flat out quit playing this mode because it is infested with Little Mac players who exploit this. It's so bad that [[https://www.change.org/p/masahiro-sakurai-patch-little-mac-in-super-smash-bros-for-3ds-wii-u a petition was made to get this patched]].
** Surprisingly enough, however, despite claims of Little Mac being overpowered, Sakurai has stated that Little Mac's win ratio is [[http://kotaku.com/little-mac-is-smash-bros-biggest-loser-1658263617 significantly lower]] than every other player. According to him, while he ''can'' easily defeat fighters, he is difficult to consistently win with. This is likely due to inexperienced players hearing about Little Mac being overpowered and using him without knowing how to use him well. Thus, it is unlikely that he will be nerfed as long as this ratio exists.
* Although the Ice Climbers aren't in the game, [[https://www.youtube.com/watch?v=qeT1rN4MLX0 some people have discovered that Rosalina and Luma]] can pull an infinite on Sheik and Captain Falcon in a case similar to Zero Suit Samus.
* Of all characters, Yoshi is considered top tier in this one. A main reason being that he can take advantage of certain beneficial glitches (essentially making him the [[{{Marvel Vs Capcom 2}} Magneto]] of the game). At least one of these, [[http://youtu.be/kwzd36mWN-I?t=10s the Egg Throw Teleport Glitch]], was patched out however.
* Shulk-Kirby is, potentially, one of the most broken versions of Kirby. For example, Monado Jump makes Kirby's already-great recovery even better, and Shield Kirby helps mitigate his low defense.
* Anyone has the potential to be a GameBreaker now thanks to the customization system. Want Bowser only faster, with a better recovery, ''and'' a projectile move? Done! How about jump boosts that eliminate Little Mac's poor recovery? That's easy! Or how about a light, agile character like Pikachu who hits like a tank and has even stronger moves? Say you want a character who's skilled in all areas? By selecting the best potential moves and giving them a balance of high-powered and/or super-power granting equipment, you can make a fighter who has powerful attacks, a superb recovery, and nothing but pluses to their stats.
* Heavy characters in general are fantastic in All-Star Mode, due to the ConservationOfNinjitsu making all of your opponents [[ArtificialStupidity stupid]] and rather weak. Characters like Ike and Bowser can easily send anyone flying with a single smash attack, especially in the early stages.
* [[https://www.youtube.com/watch?v=HXDd-XizmJU The Ganondorf trick]] makes the King of Evil perfect for clearing all the Home Run Contest challenges.
* Amiibos are starting to be considered broken, as higher leveled Amiibos do considerably more damage than regular computers and human players. This is bringing up debates whether or not they should be banned in tournaments that are a mixture of Amiibos and humans, although there are people talking about just having Amiibo only tournaments.

[[/folder]]

[[folder: Team Battle ]]

* A Pikachu/Mr. Game & Watch team is basically unstoppable in doubles, because Game & Watch's Oil Panic move can be filled up by a single use of Pikachu's Thunder. The filled bucket can then be used to one-shot just about anybody in the game. [[https://www.youtube.com/watch?v=x60Rvt4kjXg&list=UU5WNBHwgluAwWJE5QV-5_TA Here is such a team winning in 17 seconds]]. It's so ungodly powerful that Mr. Game & Watch is the first character in the series to get banned ''on the spot'' from competitive doubles. It was patched as of ''3DS'' version 1.04, where Thunder now counts as only one projectile and thus can't fill up Oil Panic with just one use.
* A pair of Villagers on the same team is RageQuit worthy, simply because they can Pocket each other's attacks; this leads to situations like carrying each other's Timber! trees all over the place, or playing catch with a Pocketed Thoron from both ends of the map. Granted it usually CrossesTheLineTwice, but it stops being funny after the first few times...

[[/folder]]

[[folder: Multi-Man Smash ]]

* Donkey Kong and Kirby are still as useful as ever in this mode. Floating and flying tactics, however, don't work anymore, as the Fighting Mii Team is smart enough not to chase you off the edge now, and can springboard off of each other to get to you when going up high... [[OhCrap which makes Cruel Smash a LOT harder]].
** Kirby's still God Tier in Cruel Smash if you [[OutsideTheBoxTactic know what you're doing]], as seen [[https://www.youtube.com/watch?v=jw-kOt13Llc here]].
* For non-Cruel modes of Multi-Man Smash, any character that has a decent mix of range and power can decimate the [[RhymesOnADime Miis with ease]]. Bowser stands out, since you can just spam his Dash+A and boot everyone into the stratosphere.
* For Cruel Smash, most characters with a Counter-esque move are almost a requirement to survive due to the smarter AI. Notable ones are Marth and Palutena, whose Counters also return the knockback that the attack would've done[[note]]which is ''really damn far'' with how hard the Cruel-level Miis' smash attacks hit, and enough to KO them after three countered smashes, sometimes two[[/note]], and Little Mac, whose Counter simply hits very hard. Mac gets special mention for filling the K.O. meter by doing this, letting him quickly KO a Mii that has a decent amount of damage.
** It's worth mentioning that Lucario is '''[[SubvertedTrope not]]''' among these useful characters. While his new Double Team move is good, it requires 100% damage on Lucario to be powerful enough to send the Miis flying, and since the Cruel Miis can KO you at '''30%''', you're probably not going to live that long.

[[/folder]]

[[folder: Smash Run ]]

* Any equipment with the "Auto Healing" ability becomes invaluable in this mode, as permanent automatic healing makes it much easier to survive. The only character who doesn't benefit from this is Rosalina, since the healing causes Luma to de-sync from her, either forcing the player to constantly recall it, or having to spend the entire mode without it.
* The "Spinning Blades" power surrounds your fighter with [[ExactlyWhatItSaysOnTheTin spinning blades]] that rack up damage very quickly, making it extremely effective at fighting the EliteMooks and [[BossInMookClothing Bosses in Mook Clothing]]. As these enemies drop a ton of stat boosts, this allows players to power up very quickly.
* The Homing Missiles are extremely powerful, and lock on to enemies to knock them out incredibly quickly. Even stronger enemies like Bonkers and the Reapers can defeated easily with these equipped.
* The Horizontal Beam is essentially the beginning of Palutena's final smash, except bigger and more powerful and does ''massive'' damage to anything in your path.
* The Launch Ring makes most enemy squad battles a joke, as it can clear the entire screen of lesser enemies in one fell swoop, which almost guarantees success.
* If you are Rosalina or Palutena, the "Climb!" Final Battle is pretty much a lock in your favor considering that they both have ''amazing'' jumping abilities and as long as you avoid the danger zones, you're pretty much set. [[TheresNoKillLikeOverkill This is even worse if you managed to build your jump]] [[UpToEleven even further]] during the smash run.
* If you are Bowser Jr. or Shulk, the "Run!" Final Battle becomes a complete joke. Shulk's Speed Monado (B) and Bowser Jr's Clown Kart Dash (Side B) speeds them up. Shulk goes extremely fast while Bowser Jr.'s unstoppable in the move, making the Danger Zones the only worry, and even then, they don't mess them up that much.
[[/folder]]
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