Game Breaker: Super Smash Bros.

Game Breakers in the Super Smash Bros. series.
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     Items 
Introduced in 64
  • 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; 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. 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. Though, a bigger problem is that, depending on the stage layout and the height of your character's ground jump, you may find yourself completely unable to reach your opponents.

Introduced in Brawl
  • Brawl introduced the much meaner 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. You can bet none of them will check for this willingly.

Introduced in U/3DS
  • 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 (or an extra stock in stock battles), and is ridiculously easy to activate on big stages, drawing out games for much longer than necessary.

     64 
Characters
  • 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. Then comes the fact that you can space his foot-based attacks to have their very tips hit for the sweetspot damage (along with very far ranged aerials), and Kirby has a ton of spacing potential.

     Melee 
Characters
  • 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 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, as he requires very fast fingers due to leaving the ground so quick with his ground jump, and his fast falling speed. He also was despite being a lightweight, the fastest faller in the game with one of the worst horizontal air speeds which lead to poor aerial recovery and easy-combo setups on him. Unlike Meta Knight in Brawl, he really only applies at the highest level of skill. (This didn't stop Nintendo from nerfing 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, especially when done continuously from short-hopping to fire it faster. 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. As an inverse to Fox's up smash and up aerial, he instead has a very solid side smash attack as one of his primary killing moves. His recovery is the worst in the top tier, since he shares Fox's quick falling speed (but it's not the fastest) and his poor horizontal air movement (Falco also actually has along with Captain Falcon, the fastest fast-falling speed), especially since his recovery moves don't travel as far as Fox's despite being a high ground jump. But all of that doesn't stop him from being second best. Like Fox, he only applies at the highest level of skill.
  • Sheik, who is third on the tier list, has very effective juggling combos, a devastating chain throw (depending on if it's the NTSC or PAL version), a strong, semi-spiking forward-aerial, and a talent for knocking opponents off the stage and keeping them off (using needles). Despite her being a typical speedster like the above examples, just like them she too has a solid killing move, which is her properly-positioned up smash.
  • 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 and Falco (in terms of fast falling speed), a powerful and combo-able spike, an amazing juggle, the best grab in the game (even longer than Yoshi's animation, despite what it would suggest), 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.
  • 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 hand-offs that most other characters would need a teammate for.

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 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.

Glitches
  • The Freeze glitch 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 Master Hand Glitch is bad enough seeing as you can't die, then there's the Master Hand Laser Glitch where you can potentially make all of his moves a one hit kill as well.

     Brawl 
Characters
  • The biggest game breaker in Brawl is definitely 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, as all four of his specials can pull this off along with being able to glide), transcendent priority and disproportionately far reach in nearly every sword-based attack (the former makes his attacks impossible to clash with or out-class alike). All of this 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 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) and his glide attack (the strongest glide attack in the game even if it has normal priority) 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 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 Difficult but Awesome 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 Brawl-. It's the primary design goal, after all.

Final Smashes
  • Of all the Final Smashes in Brawl, it's agreed that Sonic's Final Smash, Super Sonic, is 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 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. It got nerfed in 4, being much harder to control while lasting less time, but it's still very hard to avoid.
  • More like a 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.
  • Play DK's Final Smash correctly, and you will earn a guaranteed KO on a stationary stage.

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.

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 movesnote  are boosted by these stickers. Slap a big one on and watch as this adorable child decimates everything in his path.

Boss Battles
  • Lucas, who is considered the overall best character for this mainly because of his PSI Magnet that can absorb certain attacks (such as Master Hand's Bullet Attack and Duon's Pink Laser Attack), which is priceless during a Boss Rush, his powerful attacks such as his PK Thunder and Up-Smash, and the fact that his triple jump hits For Massive Damage and goes through the opponent, which also makes a great evasion tactic. Reason why he seems more prized than Ness is that his said PSI Magnet can both damage upon releasing it and heal even more than Ness' can. Despite Lucas holding his Magnet in front of himself, his version even covers his whole body even if something tries to shoot him from behind, as he can even turn around to absorb behind projectile shots.
  • 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 Tabuu's Off Waves.
  • 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.
  • Ness gets an honorable mention for having the same healing move (the PSI Magnet) as Lucas, as well as some highly spammable damage-dealing moves (PK Fire comes to mind). However, it should be noted that Lucas has overall superior mobility, and Ness' PSI-Magnet heals less than Lucas' and doesn't deal damage.

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.
  • Snake is also amazing with his up-smash mortar launcher. Position yourself right (specifically, on the right-side platform) and you can kill the most dangerous threats the instant they spawn in.
  • 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 mindlessly jumps into it...

     U/3DS 
Characters
  • After mere months of the game's release, Diddy Kong is generally considered to be this; he hits surprisingly hard and is surprisingly heavy for such a small character, moves quickly, and has an outright overpowered up air, really good in the air and on the ground and a great recovery. The fact that he has a low learning curve helps too. Which sadly makes some remember his placement during his Brawl days, where he was also one of the best characters in that game as well. Thankfully his up air and down throw were nerfed in two balance patches (among other moves); pre-patch Diddy was so broken that it took a ton of nerfs to bring Diddy down to a balanced high-tier level.
    • Even before this Rosalina and Luma during the 3DS days before Wii U patch came out. Her attacks killed relatively early, she couldn't be grabbed because of Luma making it safe to shield and very hard to die, and Luma would retaliate fast enough so that Rosalina was not only unpunishable, but every time you hit her you would be sent off the stage and she would gain the dominant position in neutral. If you killed Luma, Rosalina had good stalling abilities on her own, and Luma would respawn after 8 SECONDS making it very difficult to decide whether it was worth it or not to get rid of Luma at all. After a massive nerf, and pre-patch Diddy keeping her in check, it was commonly agreed she was still a TOP TEN character in the tiers and after nerf Diddy she is often considered one of the top two characters in the game despite her nerfs.
  • In U/3DS, Zero Suit Samus 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 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.
  • Although the Ice Climbers aren't in the game, 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.
  • Anyone has the potential to be a Game Breaker 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 Conservation of Ninjutsu making all of your opponents stupid and rather weak. Characters like Ike and Bowser can easily send anyone flying with a single smash attack, especially in the early stages.
  • 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 on 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.
  • Wanna be a huge Troll to pretty much everyone in the game? Of course you do, so just pick Villager and you're all set. Villager's pocket special can be massively crippling due to how surprisingly overpowered it is. You can pocket pretty much anything, from Diddy's popgun to Samus' missiles. This also makes him a nightmare to fight if you choose Megaman or Robin because the Villager can pocket basically anything you can throw at him and toss it back at you. Just pocket Megaman's critical shot or any of Robin's magic tricks, throw it back at them, and laugh as the player Rage Quits.
    • It should also be noted that Villager gains a few seconds of invincibility while using the pocket move, allowing it to be a dodge of sorts. Also, pocketed items are 1.9 times stronger than the original, so shoot a pocketed charge-shot at a player with one while they shoot theirs, and it will break theirs and hit them instead.
    • Wanna take the Trolling to a new level? Then item trap. If you pocket Wario's bike, Bowser Jr's mechakoopa, Pacman's fruit, R.O.B.'s gyro, Wii Fit Trainer's header ball, or Diddy's banana, then they cannot spawn the item again unless you get KO'd. This can be bad if the player relies on their special item a lot. There is, however, a 30 second time limit, so if you take longer than that, their item will return to them. To avoid this, simply take it out after a few seconds and put it back in to refresh the 30 second time limit, which doubles as Unsportsmanlike Gloating about the whole thing ("You wanted this? Nope!").
  • The Mii fighters, with the right custom specials, can be quite a terror. For example, the Mii Swordfighter is able to have great recovery, quick attacks, a Down-B-counterattack move, and a fairly decent B-projectile attack, all in one character.
  • While a lot of custom special moves are surprisingly balanced, some of them can become this:
    • Diddy's Rocketbarrel Attack. Yes, one of the top characters in the game has one of the best customs as well. The customs trades Diddy's horizontal movement and a bit of vertical distance of his up-B in exchange for an extremely powerful hitbox that lasts throughout the entirety of the move. Factor in Diddy's ease of getting grabs and set-ups/combos into Rocketbarrel Attack, and one of the best characters in the game gets an extremely power option.
    • Lucario's Ride The Wind at base power flies as long as Extreme Speed does at high damage, and at high damage it flies even longer. It's slower, so it's easier to intercept, or so you'd think. The lower speed actually makes it more controllable, letting you swerve around attacks and fly straight to the ledge. You can even use it to fly around the stage to play keep away, even going under stages and across ledges with no problem.
      • Lucario also has the Snaring Aura Sphere, which makes the Aura Sphere much slower, but makes it draw in nearby enemies and doesn't dissapears on a hit. Thing is, the "drawback" of being slower actually makes it better. Still, the Snaring Aura Sphere is actually pretty balanced if you're at low percentages, but it skyrockets into insanity if your Aura is high. First off, it becomes massive, and that coupled with its slow speed and staying time makes it so that if you fire a fully-charged one you have more than enough time to stay inside of it and use it as a shield to charge another one. Second, it deals huge damage and has high knockback as well, plus it can easily be used for combos. Third, its slow speed and range makes it perfect for edge guarding. Fourth, since it doesn't dissapears on a hit and has such great range, it's awesome at crowd control. The only real drawback the move has is its weakness to reflectors and Villager's Pocket special, but even then it retains its usefulness at close quarters and edge guarding. To top it off, it's an absolute monster against the final bosses as well.
    • Ganondorf's Flame Wave is slower and moves not as far than his Flame Choke. It is still a Command Grab like Flame Choke is, meaning it can hit shielding and dodging opponents, and what differentiates it from the base move is the fact that instead of forcing a knockdown it actually has knockback like a conventional attack. Really powerful knockback. And yes, it is still capable of Ganoncides, only with the kicker that if the Ganon misses and hits the stage you might just die on your own from the killing power the move suddenly has.
      • Ganondorf benefits greatly from two customs moves in particular. Wizard's Dropkick and Dark Fists. While not as gamebreaking as the other examples on the list, these two moves patch up two of Ganondorfs greatest weaknesses, approaching and recovery. Wizard's Dropkick is much less powerful than the standard Wizard's Kick, however the kick sends Ganondorf forward fairly fast and is not as laggy as the regular, making it a much better movement and recovery option. Dark Fists doesn't initiate a Glomp Attack but it insteads goes higher, has super armor, and is a two hit combo with an extremely powerful finisher that will kill most characters around 70% on the ground and at "what am I even looking at" percentages if it hits in the air.
    • Donkey Kong's Storm Punch. He suddenly becomes an Airbender and causes a gust of wind to come out of his punch. An absolutely POWERFUL gust of wind. At full power it is potentially the strongest wind hitbox in the game, killing opponents without actually hitting them. They zip away so fast the opponent might not even be sure what happened.
      • Donkey Kong really starts channeling airbending with his ridiculous custom Kong Cyclone. The move has both super armor and an obnoxious windbox during the entirety of the up-B that makes the move absolutely amazing at punishing and getting away with doing unsafe things DK couldn't do before. What makes it even more annoying is the move can be canceled as long as Donkey Kong lands before he enters free fall state. So long as there is a platform, Donkey Kong can zip around the entire stage with a move that has an enormous hitbox, super armor, and a finicky windbox that can sometimes send you straight down if you get caught in it offstage. It is considered to be the most broken custom move in the game.
    • Bowser's already a Lightning Bruiser. However he gets an even better movement option in Dash Slash. In exchange for the grab and slam, Bowser now dashes forwards and slashes hard. What makes this so good is the little quirk with the move that allows Bowser to act immediately from the move when using the move in the air, allowing combos and surprise burst mobility from Bowser. Additionally, the momentum of the move can be conserved by crouching with the move from the air, allowing a pseudo-wavedash or "waveslash" as the technique has been called.
    • Shulk's Hyper Monado Arts. Sure, the drawbacks of each mode are greater, but who cares when you're zipping around the stage in the blink of an eye with Monado Speed and getting early kills with Monado Smash? Even better, the even lower knockback of Buster is a blessing in disguise, because lower knockback makes it EASIER to combo and follow up, and since that mode is for racking up damage and does it even moreso now, you can build up to killing potentials extremely early.
      • Additionally Shulk has the custom move Power Vision. It turns his counter into one of the most absurdly powerful moves in the game, in exchange for the window of the counter becoming extremely small after one use, becoming almost unuseable. However, the counter still has the full, extremely long, regular duration of the normal counter on the first use making it almost direct upgrade in most cases. Combine this Hyper Monado Smash and you'll start killing off of countered jabs.
    • Pikachu's Heavy Skull Bash. Take a move that is mostly considered worthless beyond recovering and give it a sweetspot at the beginning of the move that hits harder than Ganondorf's Smashes. Heavy Skull Bash takes less time to fully charge, goes faster than normal Skull Bash, and allows Pikachu to punish mistakes brutally. It also heavily aids in Pikachu's general difficultly in killing opponents. Thankfully the move is only ridiculously strong at the beginning part of the move but rapidly loses power with distance.
    • Link's Power Bow. In exchange for a longer 'pull back' time and being virtually useless unless fully readied, you get Smash-level damage and launching power in a nigh-undodgeable, lightning quick projectile. The trade-offs were so laughably minor that they eventually had to patch them to make them more significant. While harder to use now, its still powerful enough to actually Ring Out the final form of Master Core.
    • Helicopter Kick for Mii Brawler. Mii Brawler with only access to his default specials is only an average character, combo-oriented but with slow kill moves and a lackluster recovery. Back Flip helps his recovery decently but Helicopter Kick fixes the kill problem EXTREMELY well. Mii Brawler can combo into the move at low percents from Down Throw where it can already kill off the side if used at the edge at around 20-50%. Thankfully, the only reliable way for Mii Brawler to kill with it is at low percents. Above mid percents, Mii Brawler can no longer combo into it and he's back to having kill problems.
    • Timber Counter for Villager is one of the most annoying custom move to deal with. The axe and the Tree part of the move become extremely weak and while the Tree does reflect damage like Wobbufett, it mostly harmless as it's easily destroyed. However the sapling part is where the moves becomes infamous. The sapling now acts as a permanent banana peel, tripping anyone who touches. The trip has high priority and a surprisingly large hitbox that makes rolling through it unreliable. The sapling allows Villager to control a large amount onstage and forces opponents to jump over it, which Villager has very good anti-air options for answering with.

Team Battle
  • A Pikachu/Mr. Game & Watch team is basically unstoppable in doubles if Friendly Fire is turned on, 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. 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.
    • However, in wake of the patch and Game & Watch's release from the Doubles ban, a new Game & Watch team surfaced in Sheik/Game & Watch, specifically the "Vanish Bucket" strategy. Just like the above team, it requires Friendly Fire, but it is arguably considered worse thanks to Sheik's ability to rack up damage and the moves used for the setup, making it near-impossible to stop. Take a move like Vanish that can fill up Bucket in one or two shots, has high knockback, makes Sheik invincible, has a moderately powerful windbox at the end, and can auto-cancel (meaning they can move immediately when the move ends). Combine that with a move like Oil Panic, which also makes Mr. Game & Watch invincible while absorbing an energy-based projectile, such as Vanish's explosion, and has a power relative to the knockback of the move absorbed, and you have a force that can come out on frame 1, can't be reflected, and can one-shot nearly anything, even at 0%. It says a lot when the only strategy viable to beat the Sheik/Game & Watch team is another Sheik/Game & Watch team.
      • In fact, it's so powerful, that Sheik/Game & Watch teams ended up being banned from EVO 2015 simply because it's such a game breaker.
  • A pair of Villagers on the same team is Rage Quit 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 Crosses the Line Twice, but it stops being funny after the first few times...
  • A pair of Pac-Mans (Pac-Men?) can inescapably stall out the match, which pretty much means victory since not only are they avoiding you, they're avoiding the Bob-Ombs dropped once Sudden Death starts dragging. There are ways to stop this before it starts, and a few characters hard counter it, but if those aren't options, you're just waiting for death.

Classic Mode
  • In the 3DS version, while at the reward roulette, you can press the Home button to pause the roulette. Using this technique can be helpful for people trying to get Custom Moves.
  • When fighting the Master Core as Mr. Game & Watch, you can collect the energy balls formed by the Master Edges using the Oil Panic attack. Then, defeat the Master Edges themselves. When the Master Core becomes the Master Shadow, you can instantly toss the oil onto him and OHKO.

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... which makes Cruel Smash a LOT harder.
  • For non-Cruel modes of Multi-Man Smash, any character that has a decent mix of range and power can decimate the Miis with ease. Bowser stands out, since you can just spam his Dash+A and boot everyone into the stratosphere.
  • Certain moves have large hitboxes and enough knock-back to kill Miis instantly. Best of all, Miis don't have invincibility frames upon spawning, so if you stand on the inner edge of the outer platforms, they can be KO'd right as they finish appearing! Most of them are up-tilts, such as Donkey Kong's and Shulk's. Rosalina's up-aerial also deals some impressive casualties due to its large hitbox.
  • Funnily enough, some Multi-Man modes provide you with POW Blocks, which are definitely this in this mode, as each hit on the POW Block will instantly KO any Miis touching the ground. Another good example of this is the Gust Bellows, which, if thrown after activation (in addition to being a truly hilarious sight), tends to send any Miis zipping off screen.
  • 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 donenote , and Little Mac, whose Counter simply hits very hard. Mac gets special mention for filling the K.O. meter by doing this (since he's countering the Miis' overpowered attacks), letting him quickly KO a Mii that has a decent amount of damage. Shulk is another nice choice since Vision has an initially forgiving activation time, and has a very wide range compared to other counterattacks.
    • It's worth mentioning that Lucario is not among these useful characters. While his 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.

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 spinning blades that rack up damage very quickly, making it extremely effective at fighting the Elite Mooks and Bosses in Mook Clothing. As these enemies drop a ton of stat boosts, this allows players to power up very quickly. They also last a long time, considering their utility and price.
  • The Homing Missiles are extremely powerful, have a ton of uses for something so 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 and Smart Bombs, you're pretty much set. This is even worse if you managed to build your jump even further during the smash run.
  • If you are Bowser Jr., Shulk, or Sonic, the "Run!" Final Battle becomes a complete joke. Shulk's Monado Speed (B twice) 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. Shulk also has Monado Jump in case you need to go airborne to take a shortcut (and this also makes the above-mentioned "Climb!" Final Battle a cinch). Sonic, being the fastest character in the game if none of the characters enhance themselves with items, badges, and buffing moves, can easily outrun the other characters, and if his Speed stat is heightened enough using both badges and power ups, he can zip around so fast it's as if you've used the fast forward button on your DVD remote to skip to the ending.

Crazy Orders
  • With custom characters, Crazy Orders is not only considerably easier but a great way to collect CDs or large amounts of gold and equipment. While your damage carries over between turns, having a KO Healer badge or Vampire equipment (which heals you as you attack) guarantees that you'll survive much longer. But be careful — the amount of damage you have determines how much additional HP you'll have in the final battle. If you have low damage, you'll be in trouble when you have to face both Hands at once with little more than 150 HP!
  • Having trouble with the challenge that requires you to beat Crazy Orders after 20 turns as Mario? Equip a Home Run badge so you start matches with the home run bat, then equip a First Strike badge so that you gain 10 seconds of invincibility if you land the first hit, then finally give Mario the Fast Fireball custom move. At the start of each match, shoot a fireball at someone to get invincibility, then wail on everyone with your bat for an extremely quick victory. With this strategy, you'll reach 20 turns in no time at all. Here's a video demonstration. It's even possible to clear over 60 turns with this strategy, as demonstrated here.
    • Even better, using the same setup, but replacing item hurler with quick batter, and use Fox since his blaster is a lot quicker than Mario's fast fireballs. The end result is almost guaranteed invincibility at the start of the match, and quick batter makes getting home runs much easier. Using this setup, the same person in the videos above managed to do a run of 100 turns!