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%% YMMV and Trivia items should go in the YMMV and Trivia tabs, not here.
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[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/320px-super_smash_bros_4_merged_logo_no_subtitle_7136.png]]
[[caption-width-right:320:'''''[[TitleScream SUPER! SMAAAAAAAAAAAAAAASH BROTHEEEERRRRS!!]]''''']]

->''"Something's gone wrong in the happy-go-lucky world of Nintendo!"''
-->--'''Creator/DonLaFontaine''' in the [[https://www.youtube.com/watch?v=K783SDTBKmg Super Smash Bros. commercial]]

'''Warning! Challenger approaching!'''

''Super Smash Bros.'', known in Japan as ''Dairantō Smash Brothers'' (literally ''Great Melee Smash Brothers''), is Creator/{{Nintendo}}'s and Creator/MasahiroSakurai's very own MassiveMultiplayerCrossover PlatformFighter with a twist. Remember all those times when, as a kid, you put all your ''Franchise/{{Transformers}}'', ''Franchise/GIJoe'', ''Franchise/MastersOfTheUniverse'' and ''Franchise/TeenageMutantNinjaTurtles'' toys together and [[UltimateShowdownOfUltimateDestiny made them fight]] (and you ''know'' you did)? ''Super Smash Bros.'' takes that idea and runs with it.[[note]][[LivingToys Quite literally]]; it more or less depicts what was [[AlternateReality going on inside your imagination when you made them all fight.]][[/note]]

Characters from Nintendo's large stable of games, from [[Franchise/SuperMarioBros Mario]] and [[Franchise/{{Pokemon}} Pikachu]] to [[Franchise/TheLegendOfZelda Link]] and [[Franchise/{{Metroid}} Samus Aran,]] face off in a multiplayer fight to the finish.

Unlike other games, however, the ''Smash Bros.'' series doesn't leave it at that. [[InterestingSituationDuel Several stages have platforms, bringing the carnage to multiple levels, while others have native dangers, such as rising acid and random airstrikes.]] In addition, various weapons will appear randomly on the field, from barrels and hammers from ''VideoGame/DonkeyKong'', to [[LaserBlade beam swords]], [[InvincibilityPowerUp Super Stars]], the old SNES Super Scope, and even [[{{Mons}} Pokémon]] and [[AssistCharacter characters from other games]] to help you out. Instead of simply trying to inflict damage, players are attempting to [[RingOut knock their opponents]] ''[[RingOut off]]'' [[RingOut the stage]] (hence the "Smash" in the title), either by forcing them off the sides or just smacking them higher and higher until they eventually go sailing off as ATwinkleInTheSky, or, more humorously, smacking into the camera.

The first game, ''Super Smash Bros.'' (1999), released for the {{Nintendo 64}}, is regarded as one of the best games available for the system. The {{sequel}}, ''Super Smash Bros. Melee'' (2001) for the GameCube [[LoadsAndLoadsOfCharacters featured even more characters]], such as the [[SaveThePrincess oft-rescued princesses]] [[Franchise/TheLegendOfZelda Zelda]] and Peach opposite their oft-kidnappers [[BigBad Bowser and Ganondorf]], a side-scrolling Adventure Mode, and collectible trophies. Two hidden characters in the game, [[VideoGame/FireEmblemAkaneia Marth]] and [[VideoGame/FireEmblemElibe Roy]] from the ''Franchise/FireEmblem'' series [[MarthDebutedInSmashBros that until then was only released in Japan]], led to that series getting a much larger worldwide audience and release, becoming another of Nintendo's worldwide flagship series (it had always been one of their flagship series in Japan). ''Melee'' eventually became the GameCube's [[KillerApp bestselling game, selling 7.09 million copies]]. Several fans consider ''Melee'' the {{magnum opus}} of the series, thanks to its speed, depth of gameplay, and high skill ceiling; its [[UsefulNotes/FightingGameCommunity competitive scene]] is alive and well and its {{metagame}} is still evolving, even close to fifteen years after its release.

The third game in the series, ''Super Smash Bros. Brawl'' (2008) for the {{Wii}}, introduces [[LimitBreak Final Smashes]], brings back the long-absent Pit from ''VideoGame/KidIcarus'', and even features third-party characters from outside Nintendo's stable; in this case, Franchise/SonicTheHedgehog and ''Franchise/MetalGear's'' Solid Snake, the former fulfilling an over fifteen year-old {{fanboy}} dream, and the latter because of a request by Creator/HideoKojima himself. The game is notable for its successor to ''Melee'''s single-player Adventure Mode, called ''VideoGame/TheSubspaceEmissary''. The cinematic-style story tells of a world in which the characters (as implied in ''Melee'') are trophies that come to life and fight each other, until the Subspace Army appears and tries to take the entire world for themselves by transporting it, piece by piece, into Subspace. The characters team up with each other and battle through worlds inspired by Nintendo games while trying to stop the Subspace Army.

''Brawl'' also happens to be the most extensively modded console game ''by far'' that can be played on its original console.[[note]]PC games are, for many reasons, the easiest and most flexible to modify. A console game mod that could ''actually'' run on the source game's native console, not an emulator on the PC, is ''extremely'' rare.[[/note]] Specifically, it serves as the basis of the most extensive console game mod of all time, ''VideoGame/ProjectM''.

A fourth game, titled simply ''Super Smash Bros. [[StealthPun for]] Nintendo 3DS'' / ''for Wii U'', referred to unofficially by fans as ''Super Smash Bros. 4'', was released in 2014. It is dual-platform on the UsefulNotes/Nintendo3DS and the UsefulNotes/WiiU, and the two games are able to interact with each other. The games notably introduce customization to the series, an optional feature in which fighters can use equipment to change their stats and moveset to obtain advantages and disadvantages. Also included are several third-party characters, bringing back Sonic the Hedgehog and introducing VideoGame/{{Mega Man|Classic}} and VideoGame/PacMan to create a once-in-a-lifetime crossover. Creator/NamcoBandai assisted in the development process, lending some of their top staff like the ''VideoGame/{{Tekken}}'' developers and the director of the Franchise/TalesSeries.

The official site is currently holding a ballot where people can suggest characters they'd like to see added as DLC. To the many who would like a chance at seeing your favorite character in the game, [[https://cp.nintendo.co.jp/us/ now's your chance!]]

Alongside ''VideoGame/MarioKart8'' and ''VideoGame/HyruleWarriors'', [=SSB4=] is one of the first games to have Toys/{{amiibo}} functionality, a series of NFC character figures that unlock special features depending on which game they are used on. ''Smash Bros.'' has its own line [[{{Defictionalization}} based off of the game's collectible trophies]], and you can use an amiibo to create a Figure Player that learns from and adapts to your playstyle. The amiibo launch was the same day ''Super Smash Bros. for Wii U'' launched in the United States.

The series pretty much [[TropeMaker kicked off]] the MascotFighter sub-genre in one go, and [[TropeCodifier popularized]] the PlatformFighter sub-genre.

Each game has an official website, all of which can be visited at the following links:
* [[invoked]] [[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/ The original game]] ([[NoExportForYou Japanese only]])[[note]]There originally was a site for English-speaking territories, but it has been [[LostForever deleted from the internet]]. [[https://web.archive.org/web/19991127081403/http://www.smashbros.com/enter.html An archived version is available, however.]][[/note]]
* [[invoked]] ''[[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/ Melee]]'' ([[NoExportForYou Japanese only]])[[note]]There originally was a site for English-speaking territories for this too, but it too has been [[LostForever deleted from the internet]].[[/note]]
* ''[[http://www.smashbros.com/wii/ Brawl]]''
* [[http://www.smashbros.com/ 3DS/Wii U]]
* The Wii U and 3DS games also have a Miiverse community accessible from just about anything with an internet connection and a screen. The Director's Room hosted a Pic of the Day feature, where Sakurai would post a picture of the game every weekday. These pictures along with their captions were also posted to the game's [[https://www.facebook.com/pages/Super-Smash-Bros/224173137756374 official Facebook page]], as well as [[http://smashbros-miiverse.com/ this fansite]].

Some more info on the games can be found [[UsefulNotes/SuperSmashBros here]]. See also [[TheWikiRule Smash Wiki and Smashpedia]], which have extensive info on the series and its MetaGame [[http://www.ssbwiki.com/ here]] and [[http://supersmashbros.wikia.com/ here]], respectively. You can discuss the series [[http://tvtropes.org/pmwiki/posts.php?discussion=12917049090A88442700&page=1 here]].

[[foldercontrol]]

[[folder:Features playable characters from:]]
* ''VideoGame/AnimalCrossing'' (Villager)
* ''Franchise/DonkeyKong'' / ''VideoGame/DonkeyKongCountry'' (Donkey Kong, Diddy Kong) [[note]]Primary influence on Diddy Kong comes from ''VideoGame/DonkeyKong64''.[[/note]]
* ''VideoGame/DuckHunt'' ("Duck Hunt", the dog and duck from the NES game; named "Duck Hunt Duo" in PAL regions)
* ''VideoGame/{{F-Zero}}'' (Captain Falcon)
* ''Franchise/FireEmblem''
** ''VideoGame/FireEmblemAkaneia'' continuity (Marth) [[note]]Primary influence comes from ''Ankoku Ryu to Hikari no Tsurugi'' and ''Monsho no Nazo'' in Melee/Brawl, and from ''Shin Monsho no Nazo'' in [=SSB4=]. All three of these titles were Japan-only.[[/note]]
** ''VideoGame/FireEmblemElibe'' continuity (Roy) [[note]]Roy debuted in Smash Bros. before ''Fuuin no Tsurugi'' was even released in Japan, as a way of promoting the game.[[/note]]
** ''VideoGame/FireEmblemTellius'' continuity (Ike) [[note]]Primary influence comes from ''Path of Radiance'' in Brawl, and from ''Radiant Dawn'' in [=SSB4=].[[/note]]
** ''VideoGame/FireEmblemAwakening'' (Robin, Lucina)
* ''VideoGame/GameAndWatch'' (Mr. Game & Watch)
* ''VideoGame/IceClimber'' (Ice Climbers)
* ''VideoGame/KidIcarus'' (Pit, Palutena) [[note]]Primary influence for Pit comes from the original NES game in Brawl, and from ''Uprising'' in SSB4.[[/note]]
** ''VideoGame/KidIcarusUprising'' (Dark Pit)
* ''Franchise/{{Kirby}}'' (Kirby, King Dedede, Meta Knight)
* ''Franchise/TheLegendOfZelda'' (Link, Zelda, Ganondorf) [[note]]Primary influence comes from ''Ocarina of Time'' in 64/Melee, ''Twilight Princess'' in Brawl, and ''Skyward Sword'' in [=SSB4=].[[/note]]
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' (Sheik, Young Link)
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' (Toon Link)
* ''VideoGame/{{Metroid}}'' (Samus Aran, Zero Suit Samus) [[note]]Primary influence comes from ''Super Metroid'' in 64/Melee, ''Zero Mission'' in Brawl, and ''Other M'' in [=SSB4=].[[/note]]
* VideoGame/{{Mii}}s
* ''VideoGame/{{Mother}}'', aka ''[=EarthBound=]'' (Ness, Lucas)
* ''VideoGame/{{Pikmin}}'' (Captain Olimar) [[note]]Primary influence comes from the original duology in Brawl and ''Pikmin 3'' in [=SSB4=]. Alph from ''Pikmin 3'' is included as a model swap of Olimar in [=SSB4=].[[/note]]
* ''Franchise/{{Pokemon}}''
** ''VideoGame/PokemonRedAndBlue'' (Pikachu, Jigglypuff, Charizard)
*** with ''Anime/PokemonTheFirstMovie'' (Mewtwo)
*** ''[=Pokémon FireRed and LeafGreen=]'' (Pokémon Trainer)
** ''VideoGame/PokemonGoldAndSilver'' (Pichu)
** ''VideoGame/PokemonDiamondAndPearl'' / ''Anime/PokemonLucarioAndTheMysteryOfMew'' (Lucario)
** ''VideoGame/PokemonXAndY'' (Greninja)
* ''VideoGame/PunchOut'' (Little Mac) [[note]]Primary influence comes from the Wii game.[[/note]]
* VideoGame/RoboticOperatingBuddy, aka R.O.B.
* ''VideoGame/StarFox'' (Fox, Falco, Wolf) [[note]]Primary influence comes from ''Star Fox 64'' with elements from later games occasionally showing up. As of ''Brawl'', the Star Fox universe is an amalgam of various points in its history from ''64'' to ''Command''.[[/note]]
* ''Franchise/SuperMarioBros'' (Mario, Luigi, Peach, Bowser, Rosalina, Bowser Jr.) [[note]]Primary influence on Bowser Jr. comes from the ''New Super Mario Bros.'' subseries. Primary influence on Rosalina comes from ''Super Mario Galaxy''. The Koopalings are included as model swaps of Bowser Jr. in [=SSB4=].[[/note]]
** ''VideoGame/DrMario'' (Dr. Mario)
* ''VideoGame/WarioLand'' / ''VideoGame/WarioWare'' (Wario) [[note]]Primary influence comes from ''[=WarioWare=]''.[[/note]]
* ''VideoGame/WiiFit'' (Wii Fit Trainer)
* ''VideoGame/{{Xenoblade}}'' (Shulk)
* ''VideoGame/YoshisIsland'' (Yoshi)
!!And [[GuestFighter third-party characters]] from:
* ''Franchise/MegaMan'' (Mega Man) (Creator/{{Capcom}})
* ''Franchise/MetalGear'' (Solid Snake) (Creator/{{Konami}})
* ''VideoGame/PacMan'' (Pac-Man) (Creator/{{Namco}})
* ''Franchise/SonicTheHedgehog'' (Sonic the Hedgehog) (Creator/{{Sega}}) [[note]]Primary influence comes from the "modern" Sonic design debuting in ''Sonic Adventure''.[[/note]]
[[/folder]]

[[folder:Features stages, items, enemies, and Assist Trophies from:]]
''Note: This list does not include series[=/=]games that characters are drawn from, listed above. Asterisks denote Third Party Series not owned by Nintendo.''

* ''VideoGame/BalloonFight''
* ''VideoGame/BrainAge''
* ''VideoGame/CluCluLand'' [[note]]The Unira item is based on an enemy from this game.[[/note]]
* ''[[UsefulNotes/ColorTVGame Color TV-Game 15]]'' [[note]]an ancient '70s Nintendo game console that can play fifteen Pong clones[[/note]]
* ''VideoGame/CustomRobo''
* ''VideoGame/DevilWorld''
* ''VideoGame/DillonsRollingWestern''
* ''VideoGame/DigDug''*
* ''VideoGame/DrillDozer''
* ''Electroplankton''
* ''VideoGame/{{Excite}}bike''
* ''[[VideoGame/StreetPassMiiPlaza Find Mii]]''
* ''[[VideoGame/ForTheFrogTheBellTolls The Frog For Whom the Bell Tolls]]'' %% It's here alphabetically no matter which title translation we use
* ''VideoGame/{{Galaga}}''*
* ''[[VideoGame/GoldenEye1997 GoldenEye]]''* [[note]]The Motion Sensor Bomb item was originally taken from this game, although every game after Melee has given it a radically different design. In the English version of ''Melee'', its origin is listed as [[WritingAroundTrademarks TOP SECRET]].[[/note]]
* ''VideoGame/GoldenSun''
* ''VideoGame/JamWithTheBand''
* ''VideoGame/KuruKuruKururin''
* ''VideoGame/TheLegendaryStarfy''
* ''[[VideoGame/NazoNoMurasamejo The Mysterious Murasame Castle]]''
* ''VideoGame/{{Nintendogs}}''
* ''VideoGame/NintendoWars''
* ''VideoGame/PanelDePon''
* ''VideoGame/PerfectDark''* [[note]]The Cloaking Device item in ''Melee'' was taken from this game, and the Japanese version replaces the Motion Sensor Bomb item with the Proximity Mine from this game. Like the Motion Sensor Bomb, the Cloaking Device's origin is listed as [[WritingAroundTrademarks TOP SECRET]] in the English version.[[/note]]
* ''[[UsefulNotes/NintendoDS PictoChat]]''
* ''VideoGame/{{Pilotwings}}''
* ''VideoGame/RallyX''*
* ''VideoGame/RhythmHeaven''
* ''Sheriff''
* ''VideoGame/SimCity''*[[note]]The games only include Dr. Wright, who was only in the SNES and N64 games, both of which were published by Nintendo.[[/note]]
* ''VideoGame/SinAndPunishment''
* ''VideoGame/SteelDiver''
* ''VideoGame/TomodachiLife''
* ''VideoGame/WiiSportsResort''
* ''VideoGame/WreckingCrew''
* ''VideoGame/{{Xevious}}''*
[[/folder]]
----
!!Unmarked spoilers for the unlockable content of all four games will be included in this page. ''VideoGame/TheSubspaceEmissary'' has its own page where all of its own tropes go.

[[folder:Tropes A-D]]
* OneUp: In ''Wii U/3DS'' the S-Flag item grants an extra stock in stock matches. In timed matches, it instead adds a point to the character's KO score. The catch? To get the extra life, you have to raise the flag above your character's head for about five seconds, ''without taking any hits in the meantime'', and you can't cancel/guard/dodge your way out once you start the attempt -- you're completely defenseless.
* TwoAndAHalfD: The [[VideoGame/DonkeyKongCountryReturns Jungle Hijinks]] stage from ''Wii U'' is noticeable for its gimmick being the ability for fighters to jump between the foreground layer and the background layer like in its source game.
* AchievementSystem: The "Challenges" grid in ''Brawl'', ''3DS'', and ''Wii U'', which was originally used in ''[[Franchise/{{Kirby}} Kirby Air Ride]]'' and later in ''VideoGame/KidIcarusUprising''. The player can view the details of any achievement that is adjacent to one already obtained[[note]]horizontally only in ''Brawl'', horizontally and vertically in ''3DS'' and ''Wii U''[[/note]] (but can obtain any one at any time; the game will notify them before returning to the character select screen or menu); each one usually provides a CosmeticAward like a new trophy or music for their in-game collection, though a few will unlock stages. The player also receives a few "hammer" items to bypass a given Challenge and unlock its reward directly, but a few Challenges cannot be hammered. In ''3DS'', the challenges are divided into three sets of 35 challenges, while ''Wii U'' puts them all on one screen.
* AffirmativeActionGirl: The roster has worked to improve the gender ratio, and it shows.
* AIBreaker:
** It varies from game to game, but generally the [=AI=] will at least occasionally walk into very slow and powerful attacks that players would be unlikely to, at least not in one-on-one situations. The Home Run Bat swing and the chargeable neutral special attack of most Fire Emblem characters are especially effective. ''3DS/Wii U'' has an equipment attribute that can cause your fighter to become invincible for a few seconds if you are the first to do damage, and the [=AI=] doesn't treat you as invincible if you get this.
** In Melee, there are a number of ways to get level 9 [=CPUs=] stuck in an infinite death loop where they will simply not stop killing themselves. These are most prevalent on Luigi, who will self destruct [[https://www.youtube.com/watch?v=k3oJLGJ3Qsk himself twenty times,]] Fox, who will KO himself up to [[https://www.youtube.com/watch?v=i-b3tCc3sn0 fifty times]], and Roy who will KO himself [[https://www.youtube.com/watch?v=4RpldojemmU over ninety times.]] Surprisingly, level 8 and 7 [=CPUs=] won't get stuck in these loops, only level 9s.
* AlternateReality: As heavily implied and speculated for years and [[http://time.com/3747342/nintendo-ceo-satoru-iwata/ confirmed by Iwata]], ''Smash Bros.'' is a series of imaginary battles between toy versions of the ''Smash'' characters (dolls or trophies), which has been a prime source of EpilepticTrees. This trope applies in that the characters appear as regular living beings most of the time, so the ''Smash'' universe as depicted in-game seem to exist inside the imagination of the toys' owner, with the figures "translating" to imagined versions of the real characters.
* AmericanKirbyIsHardcore:
** Zig-zagged. Kirby himself was '''not''' changed for ''Brawl''[='=]s American release. Instead, the [[http://www.mariowiki.com/File:928518_75946_front.jpg bright blue sky from the Japanese]] [[http://www.mariowiki.com/File:SSBB_EU_box.jpg and European versions of the box art]] was removed, [[http://www.mariowiki.com/File:SSBB_Cover.jpeg leaving the starburst-esque light in the background taking up the entire box]].
** Inverted with Kirby in ''Wii U''. His American ''VideoGame/PunchOut'' arena alias is "The Pink Puffball", while the Japanese and European aliases are "Pink Demon"[[note]]translated, of course[[/note]] and "Gritty in Pink", respectively.
* AirborneAircraftCarrier: The Halberd and the Great Fox.
* TheAllSeeingAI:
** Assisting items that block the screen, such as the Nintendog and Togepi, have no effect on the AI. They are also immune to any [[InterfaceScrew interface screws]] that get thrown at you. Averted in ''3DS/Wii U'', however; in his description of the [[VideoGame/KirbysAdventure Nightmare]] assist trophy, which blacks out the stage, Sakurai notes that "Blinding and reversal effects even make the computer players mess up."
** The AI knows the exact location of every item that spawns, even if it isn't visible to the player. Some items make a distinct noise when they spawn, but most of them don't. ''3DS/Wii U'' tones this down by zooming out the screen for a moment whenever a powerful item appears.
** In Smash Run on ''3DS'', enemies with long-range attacks will see, aim at, and hit you from outside the player's field of vision on the screen.
* AmazingTechnicolorBattlefield:
** Final Destination in all games have swirling and trippy backgrounds.
** Battlefield in the first two games were more trippy and abstract in appearance in contrast to their natural theming in the games afterwards.
* AmbidextrousSprite:
** Invoked in ''Wii U/3DS'', where some characters will have their arm and leg positions mirrored when they turn around so that their chest and face are always turned towards the camera, unlike the previous games where they would simply rotate and have their back turned. Significant because achieving this effect with full 3D models is about as tedious as averting this trope for 2D sprites.
** Still averted with most weapon-wielding characters, such as Link, as switching hands with weapons would be rather silly [[VideoGame/StreetFighterIV (not that it hasn't been done...)]].
* AndYourRewardIsClothes: In ''SSB4'', you can win outfits to customize your Mii with.
* AntiFrustrationFeatures:
** In ''Super Smash Bros. for Nintendo 3DS'', unlocking all the secret characters through the "# of Versus Mode matches played" method is ''far'' more lenient than in ''Melee'' or ''Brawl'', where you'll have all of the secret characters unlocked by 120 matches, with a secret challenger appearing every 10 matches until then. For comparison, unlocking all of ''Brawl'''s secret characters through Versus Mode matches alone would have taken ''450'' matches, while in ''Melee'' it would have taken '''''1000''''' matches to unlock everyone. It's ''Wii U'' counterpart is similar, only you need to do 100 matches instead of 120 (due to some characters already being unlocked by default).
** In previous games, there was no indicator of how much ammo an item had, meaning you could leave yourself vulnerable by firing a weapon that was empty. In the fourth game, if players try to fire a weapon that's out of ammo, the character will automatically throw it instead (unless you are rapid-firing a Super Scope).
** In ''3DS'', several challenges involves playing [=StreetSmash=] (a [=StreetPass=]-based minigame). This may sound annoying for someone who doesn't live in a [=StreetPass=]-friendly area. It turns out, it's possible to obtain all of them simply by using the practice mode of the minigame.
** Certain stages are unlocked simply by using certain characters' respective final smashes. This also works in Training Mode, where one can just spawn a Smash Ball and destroy it while unhindered by the CPU.
** Play as Olimar in the Home Run Contest minigame, and you'll discover that not only can he only pluck Purple Pikmin, the Pikmin most suitable for the minigame, he'll ''start out'' with a team composing only of Purple Pikmin.
** If you're playing Smash Run as Olimar and the minigame for that session is either the racing minigame or the climbing minigame, you'll discover that Olimar starts out with no Pikmin within that mode so his "Winged Pikmin" Special will have maximum effectiveness from the get-go.
** In ''3DS[=/=]Wii U''[='=]s All-Star Mode, Little Mac's [[OneHitKill KO Punch]] and Mr. Game and Watch's Judgement #9 will do minimal damage and knockback if used by the CPU to prevent cheap deaths. A few stages are also modified; for example, [=WarioWare=], Inc. will never enter microgames and Luigi's Mansion is unable to be destroyed.
** One way people abused online gameplay in ''Brawl'' was to set up "taunt parties", where people would spend the whole match doing nothing but taunting, and if anyone actually tried to fight, everyone would gang up on that person. Due to this abuse, ''3DS[=/=]Wii U'' makes it so the player won't be able to taunt anymore until they manage to KO someone, encouraging them to get up and fight.
** After clearing Classic or All-Star in ''3DS[=/=]Wii U'', you have to reveal a picture by hitting credit names. If over 80% is revealed, then the unrevealed areas will flash; if over 90% is revealed, then the unrevealed areas will give off sparks. If you're close to completion but don't quite make it, the entire picture is revealed anyway.
** The Soccer Ball (or [[DubNameChange Football]] in the European version of ''3DS[=/=]Wii U'') is an ImprovisedWeapon in the game that you don't pick up, but instead launch at opponents using strong attacks. It's programmed as of ''3DS[=/=]Wii U'' to automatically respawn itself if it gets knocked off the stage until it expires for real just so that it's readily available.
** When fighting a character to unlock them for the first time, their AI is set to high levels and can be difficult to beat. To make up for this, whenever you fail a character-unlock match, their AI will be set to a lower level each time you rematch them. Even more, you don't have to go through the method to unlock them to fight them again -- just play a Smash match.
** In the fourth game, losing a match in Classic mode reduces the difficulty by .5 of the Intensity scale. However, this may be subverted depending on your playstyle: For those who genuinely need the step-down and are testing their ability against higher difficulty levels, this is a helpful way of meaning you don't have to re-make all your progress. On the other hand, those who can generally play on 9.0 Intensity but make occasional slips may feel penalized by the forced difficulty decrease. Also, for each integer of Intensity added the final boss gains an extra form - so if you want to see them all you have to set Intensity to as high as possible and then lose ''at most'' two matches against the hardest computer setting, including the final boss' various forms that all have very strong, very hard-to-dodge attacks.
** If someone is sufficiently far behind from ''Brawl'' onward, there's a chance that they might respawn with a Final Smash ready to use.
** In the fourth game, modes like Crazy Orders and All-Star will usually punish you for failing by taking away some of your rewards. However, if you fail early in the mode, you'll keep any of the rewards you've earned. This is particularly useful if you've earned a rare CD or a custom move you've sought after.
* ArbitraryMissionRestriction: Some of the challenges in the series fall into this sort of thing--some challenges are even the same as other challenges, but with ''even more'' restrictions. For instance, in the Wii U game, one challenge is to clear All-Star mode on normal difficulty or above without healing; another challenge is to clear All-Star mode on normal or above without healing ''while playing as Captain Falcon''.
* ArbitrarySkepticism: [[VideoGame/KidIcarus Pit]] is revealed to be one if you were to use Palutena's Guidance on Ness due to him saying "Isn't [the supernatural] kinda unscientific?" in response to the Goddess Palutena explaining to him that "[PSI, Ness's power,] is a general term for supernatural abilities". Of course, [[LampshadeHanging Palutena calls him out on it]] by explaining that several of the powers she grants Pit can be considered supernatural abilities as well.
* ArtEvolution:
** The series underwent a notable art style change between the original and Melee, from an exaggerated, cartoony style (even more so than the styles of the source materials) to a very realistic style (see ArtShift), with more realistic coloring and textures in ''Brawl''. Compare [[http://www.ssbwiki.com/File:Link_SSB.png Link's artwork in 64]] with [[http://www.ssbwiki.com/images/b/b8/Link_SSBB.jpg his artwork in Brawl]]. The 3DS version of the fourth game takes on a more cel-shaded/"paint"-like appearance, which according to Sakurai, is there to make the characters easier to see on the small screen contrasting with its Wii U big brother which is closer to ''Brawl'', but has taken on a much more vibrant and colourful style, and the more cartoony characters are much closer to how they look in their source material, and this doesn't take into account the various other visual upgrades, and some upgrades in character animation (this is most prominent in King Dedede, who is now ''very'' expressive, and often hilariously so).
** Also, when a series has its art evolve, then the related ''Smash'' designs will often follow suit to match. This can be best seen with characters from ''Zelda'' (who went from ''Ocarina of Time'' to more detailed ''Twilight Princess'' designs), characters from ''Star Fox'' (whose ''Brawl'' designs started incorporating the much cartoonier ''Command'' art style), Marth, (whose design in the fourth game matches his appearance in [[VideoGame/FireEmblemAkaneia the DS remakes of his games]] which were released after Brawl), and Little Mac (whose ''Brawl'' Assist Trophy was based on his NES version while his ''[=WiiU/3DS=]'' appearance was based on the Wii game).
** Lampshaded if you use [[VideoGame/KidIcarus Palutena's Guidance]] on Ike, with Pit noticing him looking different than he remembered.
* ArtShift:
** Most every character that appears in ''Melee'' and ''Brawl'' has a level of detail miles higher than in their native series. This is most perceptible with ''Mario'' characters; compare Peach's more [[http://static2.wikia.nocookie.net/__cb20130625131451/nintendo/en/images/d/de/Princess_Peach_%28Fortune_Street%29.png traditional design]] to her [[http://www.ssbwiki.com/images/d/d4/Peach_SSBB.jpg Brawl]] and [[http://www.ssbwiki.com/images/2/23/Peach_SSB4.png Wii U/3DS]] designs.
** Also seen in some of the Newcomer Trailers for ''Super Smash Bros. 4.'' Little Mac's used a detailed comic book style, Palutena's done in anime style like in the Kid Icarus shorts, Lucina and Robin's was made with the graphic style of ''Awakening''[='=]s cutscenes (including Captain Falcon, who is from an entirely stylistically different series), and Duck Hunt's trailer begins [[{{Retraux}} in an 8-bit style,]] a la the original NES game.
** Toon Link. His [[TheLegendOfZeldaTheWindWaker game of origin]] was cel-shaded, and everything from that game in ''Brawl'' (the Pirate Ship stage, the trophies, the Tingle assist trophy) is too; but Toon Link himself isn't. In ''Brawl'''s grittier, more realistic artstyle, Toon Link looks incompatible. The fourth game's change to a brighter, more colorful art style rectifies it.
* TheArtifact: Marth's DistaffCounterpart Lucina speaks English in the fourth game, yet Marth himself still speaks Japanese. This is despite [[VideoGame/FireEmblemAkaneia Marth's game]] getting an international release, and Marth being an obtainable character in ''VideoGame/FireEmblemAwakening'' as paid and free DLC, a game that includes Lucina as one of the playable characters.
* ArtificialBrilliance:
** All [=CPUs=] in the first 3 ''Smash'' games are quite good at grabbing people who are trying to recover.
** High-level AI characters who respawn within the duration of a Hammer or other powerful item will loiter on the recovery platform until it times out to avoid being hit.
** A new feature in the Wii U version is amiibo compatibility, which lets you make computer controlled characters that you can train and will actually learn your fighting habits and mimic them. So if you like to BeamSpam as Samus, your Samus amiibo will like to BeamSpam too. [[http://www.kotaku.com.au/2014/12/training-pokmon-in-smash-bros-can-get-messed-up/ One person trained an amiibo to just spam one move constantly. It really does work.]] Even more impressive, they can learn to borrow lives from allies in team games after they've run out.
** During the "New Challenger Approaching!" fights against most unlockable characters, the AI is usually simple enough that it can easily be quickly beaten with pure brute force. However, in the 3DS version, the AI that controls Lucina loves to use her CounterAttack, requiring the player to be more strategic in order to win the fight.
* ArtificialStupidity:
** ''Smash 64's'' and ''Melee's'' CPU's seem to like the R button a bit too much. Try starting a match against a high-level Samus and notice how often she tries to grapple you.
** There are spots on every single map in both ''Smash 64'' and ''Melee'' that cause CPU level 9s to try and hit you and then kill themselves, sometimes repeatedly until the match ends! This is less common in later games.
** AI Luigi in ''Melee'' would always use his Green Missile move to recover, even in situations where the Super Jump Punch would be more convenient.
** [=CPUs=] in ''Brawl'' on a Custom Stage will always go to the lowest part of the stage and fight there, regardless of how inconvenient ([[SpikesOfDoom or worse]]) it may be to stick around that part of the stage. And if there's a fall-through platform over a pit with grabbable ledges, the CPU's will often try to reach the platform instead of the ledges, no matter how out of reach it is.
** In the 3DS All-Star mode, the AI plays a bit too heavy on the defense, resulting in them often holding their shield in place while you stand there and they wear it down to one blow away from shattering. It's not unusual to get four or more shield breaks in a single run through of All-Star.
** Though the amiibo can be impressively strong and smart, they do make some dumb decision sometimes. They might hurl fireballs into a corner as Mario, toss the boomerang randomly as Link, or suicidally charge a character as Little Mac, all because they're trying to mimic you. Even worse is if you use a custom moveset they don't have, they'll treat it as the default, and try, for instance, to use Samus's default neutral special at close range because you use the shotgun version for your Samus. They'll also dumb down considerably if you try to fight on a custom stage.
** Certain Pokéball Pokémon and assist trophies (like [[VideoGame/TheLegendOfZelda Midna]]) have the inability to travel between the foreground layer of the Jungle Hijinks stage and the background layer of the same stage in spite of their attack patterns should logically say otherwise.
** AI Yoshis in the fourth game have an odd tendency to not realize that their up special is, under normal circumstances, not a recovery, and often end up spamming it when they fall off-stage.
* AscendedExtra:
** The Villager from ''VideoGame/AnimalCrossing'' was originally a spectator in Smashville.
** [[VideoGame/TheLegendOfZeldaOcarinaOfTime Gerudo Valley]] was just background music in ''Brawl'', while in ''[=SSB4=]'' for 3DS it is its own stage.
** Charizard was summoned from a Poké Ball in ''Super Smash Bros. 1'' and ''Melee''. In ''Brawl'', he becomes a playable character alongside Squirtle and Ivysaur (summonable by the Pokémon Trainer), and in ''Wii U/3DS'', he's his own character.
** Wario, Captain Olimar, King Dedede, Squirtle, and Pit were just trophies in ''Melee'', and became playables in ''Brawl''.
** King Dedede and Ridley appeared flying in the distant backgrounds of the Dream Land and Zebes stages respectively in the original game, and were trophies in ''Melee''. In ''Brawl'', Dedede becomes playable and Ridley is used as a boss.
** Moltres could be seen flying in the background of Saffron City in the original (albeit rarely). It's been a Poké Ball Pokémon in later games.
** Little Mac appeared in ''Brawl'' as an assist trophy before becoming a playable character in ''[=SSB4=]''.
** Palutena received a short, unvoiced cameo in the Subspace Emissary. Now she's a playable character in ''U/3DS''.
** The Ducks from ''Duck Hunt'' were only a trophy in ''Melee'', but rise to playable status along with the dog in ''U/3DS''.
* AscendedMeme:
** The [=3DS=] / [=WiiU=] game will feature an official "No items, Final Destination" mode in the online multiplayer component, titled "For Glory". Funnily enough, there's also another mode that ''blocks'' the Final Destination stage from being chosen, for those people who are sick to death of it.
** The trailer explaining the Invitational showed off the players in the style of the infamous Challenger Approaching screen and the presenters were shown in the style of the splashes in the new character trailers.
** For a while there was a petition for Reggie Fils-Aime to be playable in Super Smash Bros. Cut to E3 2014, and the first Mii Fighter introduced is the Regginator himself.
** A few of Duck Hunt's moves imply someone's trying to shoot the dog with the Zapper[[note]]Although this's {{Jossed}} by his reveal video explicitly showing said shooter to be aiming at the fighters themselves and not the dog[[/note]]. If you have a vendetta against the smug pooch, you can also finally shoot him if you're so inclined. In addition, his iconic laugh is used every place where it would fit... In his entrance, as one of his taunts, as one of his victory poses, and as part of his Final Smash in its original 8-Bit form. Between the good mileage from his iconic laugh and the implications that someone's trying to shoot him with the Zapper, Nintendo seems to ''completely'' understand why everyone remembers this particular hound.[[invoked]]
** The message for unlocking all custom outfits for the Mii fighters in ''3DS'' includes "Your body is ready!"
** Palutena's Guidance on Shulk has Pit mention the Monado makes everyone look like "a buncha jokers", a memorable line from Reyn.
** Use Palutena's Guidance on Fox, and Pit will say at the end, "Do a barrel roll!"
** In the PAL version, a Wii U event involving Sonic, where everyone is sped up, is titled "Gotta Go Fast".
** One of the random names in ''Wii U'' is "NOJOHNS".[[note]]This means "No excuses", not "No people named John".[[/note]]
** In the first three games, [[VideoGame/FZero Captain Falcon's]] cheer is simply the crowd chanting his name. In ''[=WiiU/3DS=]'', the crowd repeatedly calls out his signature [[MegatonPunch Falcon Punch]] [[CallingYourAttacks the same way he does when he performs the move.]]
%% The Varia suit's trophy in ''3DS'' mentions that Samus's ability to morph into a ball is better than crawling, a reference to a particular Miiverse post.
* AssistCharacter: The Poké Balls and Assist Trophies summon Pokémon and other video game characters respectively.
* AssKickingPose: Many of the taunts.
* AttackBackfire:
** Ness' and Lucas' PSI Magnets absorb energy projectiles (i.e. Mario's Fireballs, Samus' Charge Shot) and heal by the amount of damage the attack would have caused.
** Mr. Game & Watch's Oil Panic technique can also simulate this, where energy projectiles are absorbed over time in a bucket (3 energy-based projectiles are then converted into units of oil). When full with 3 units of oil, the bucket can dish out 2.8 times the combined damage of the absorbed attacks, resulting in an attack with high damage and knockback ([[{{Cap}} capped]] at 200% damage in ''Melee'' and 60% damage in ''Brawl''). The 3DS version gives him a custom version of Oil Panic that can fill instantly if hit.
** Villager does this exactly, plucking attacks out of the air to use against opponents. This includes attacks like ''Phantom Zelda''.
* AutobotsRockOut:
** In ''Brawl'', the [[http://www.youtube.com/watch?v=PLJuT8zPmvA Final Destination theme]] is a hard rock arrangement of the main theme of the game.
** Holds true for the 3DS/Wii U version's [[https://www.youtube.com/watch?v=PV1zwSkdLjw theme for Master Hand]].
** Counts for the Wii U version's [[https://www.youtube.com/watch?v=uQB7i0scxkg Final Destination Ver. 2]].
** The 3DS/Wii U version's theme in general alternates between bombastic orchestral portions and hard-rock portions, for both the opening and menu variants. In the Wii U version's opening movie, the rock portion is used to introduce the third-party characters.
* AwardBaitSong: "Calling to the Night", although as you might expect it's a song from another game, ''VideoGame/MetalGearSolidPortableOps''.
* AwesomenessMeter: ''Smash 64'' and ''Melee'' give you bonuses at the end of a match for playing in specific ways or doing certain actions; for example, scoring a knockout while standing on the [[MercyInvincibility revival platform]]. These bonuses only have value in a Bonus Mode match or in the one-player modes where they count toward your score.
* {{Badass}}: Every character. Duh, this is a fighting game.
* BadassAdorable: Every character in the game is a skilled fighter, but many of them are also portrayed as adorable as well:
** Kirby is a pink ball with BlushStickers and in cutscenes is one of the biggest badasses.
** Most Pokemon qualify for this as well:
*** Pikachu is just as cute as ever, but still shown as a badass in cutscenes and combat.
*** Pichu is even more of a RidiculouslyCuteCritter, though it's not as much of a threat in gameplay, it can still kick all kinds of ass.
*** Squirtle, being a fully unevolved Pokemon is incredibly cute, but probably Pokemon Trainer's best Pokemon.
*** Jigglypuff is a pink floating balloon, but has one of the most deadly single attacks in the series.
** Ness and Lucas from ''Earthbound'' and ''Mother 3'' respectively, thanks largely to the series' distinctive art style and their characterization in Subspace Emissary.
** Pit is a slightly SuperDeformed angel in a toga, but fights using a bow that turns into swords and magic rings.
** Yoshi, with its PokemonSpeak and exaggerated motions (it's second jump is trying to run on air!) seems like it'd be harmless, but it's anything but.
** Toon Link is a cartoony swordsman, but just as good at fighting as his more realistic counterpart. His taunts and win poses emphasize his lighter side, though (how many fighters wave around a conductors baton?).
** The Villager from ''Animal Crossing'' is a bit stumpy, always smiling, fights with household implements, and kicks ass.
** Mega Man. Classic series Mega Man has always had the appearance and personality of a pre-teen boy, which is only exacerbated by his SuperDeformed styling. And yet, he's on some levels a more dangerous fighter than in his own series.
* BadassBoast: Some of the taunts qualify.
* BadassNormal:
** Snake is by far the most prominent example, considering his usage of modern-day military tactics and hardware.
** There's Little Mac, who (besides his Final Smash) is just a boxer.
* BadassPrincess: Peach and Zelda. WiiU/3DS adds Lucina who may or may not qualify as a "princess" (though she definitely is of royal blood), alongside Wendy ([[FlipFlopOfGod Sometimes]]).
* BananaPeel: One of the items in ''Brawl''.
* BatterUp: The Home-Run Bat, which can send anything it connects with flying with a Smash attack. This [[OneHitKO Includes other players]].
* BattleAura: Anyone with a Final Smash ready.
* BattleStrip: Little Mac's entrance animation has him enter in his pink sweatsuit, then throws it off to reveal his boxing gear. The latter obviously doesn't happen if his sweatsuit alternate is chosen.
* BattleTrophy: In ''Brawl'', "The Subspace Emissary" campaign has the Trophy Stand, an item that, when thrown, turns weakened enemies and bosses into trophies that you can then pick up and add to your collection.
* BigFancyCastle:
** Dr. Wily's pad from ''VideoGame/MegaMan2'' makes an appearance.
** [[VideoGame/SuperMario64 Peach's Castle]]
** [[VideoGame/TheLegendOfZeldaOcarinaOfTime Hyrule Castle]]
** A random non-descript castle from ''Franchise/FireEmblem''.
** [[VideoGame/PokemonBlackAndWhite N's Castle]].
* BigNo:
** Most of the characters do this, though in the Japanese version only.
** Sonic, Snake, and Peach do this in the English version.
* BilingualBonus:
** Even in ''Smash Brothers'', [[VideoGame/FireEmblem Marth]] has the exact same personality as in the main games as being a naive, but somewhat noble prince. It's just not obvious to Western audiences because he speaks Japanese within the ''Smash Brothers'' games regardless of language settings.
** The specific names for the different Monado Arts differ slightly with each translation:
*** When Shulk's lines are heard in Japanese, they are roughly translated as "Jumping", "Running", "Protect", "Attacking", "Destroying/Smashing", respectively.
*** When the symbols for the Monado are read in Chinese, they are roughly translated as "Flying", "Faster Than The Wind", "Shield", "Sword/Cutting", "Destroying/Smashing", respectively.
* BittersweetEnding: In Classic and All-Star modes in ''Melee'' and ''Brawl'', your character is reduced to a trophy as a music box plays a bittersweet rendition of the theme. The ending for ''Smash 64'' was much less of a downer, as it was strongly implied that the game was just a kid playing with some toys. Completely averted in the 3DS version, which is more triumphant with fireworks to celebrate your victory.
* BlindIdiotTranslation: ''Melee'' and ''Brawl'' have several misspellings and errata in the trophies and stickers, most of which were fixed in the PAL versions. Some of the most obvious are:
** Daisy never appeared in the N64 ''MarioGolf''. She was paired with Luigi in ''NES Open Tournament'', a golf game, and didn't appear in the Mario Golf series until ''Toadstool Tour'' for the [=GameCube=].
** Kaptain K. Rool is King K. Rool in a pirate costume, not his brother (though this is the case in the Japanese localization of the DKC series, the western localizers didn't bother to change this fact back when localizing Brawl).
** Baby Mario's trophy shows him wearing overalls, despite the description saying he "lacks" them. He is only seen without overalls in the ''VideoGame/YoshisIsland'' series.
** One could make a DrinkingGame out of how many times ''Melee'''s trophies got the "origin game" of a character or item wrong.
** According to Dr. Wright's trophy in ''Melee''[='=], "As a player [in ''VideoGame/SimCity''], you'd have to use your wisdom and experience to give timely advice to the mayor[.]" Actually, you ''are'' the mayor; Dr. Wright is your advisor.
** [[VideoGame/FireEmblemTellius The Black Knight's]] trophy calls his sword "Ettard", while the English name of his sword is Alondite. However, this becomes even more complicated when you go back to ''Path of Radiance'', in which his sword was named "Ettard" in Japan, but changed to "Alondite" in the US release. Then when ''Radiant Dawn'' came out, Ike got a new weapon, which in Japan was called...Alondite. Which left the translators no option but to call it Ettard in the US release. So now in the US version, Alondite is Ettard and Ettard is Alondite. Except Sakurai didn't get that memo for the US trophy. Whether this is a case of BlindIdiotTranslation or RecursiveTranslation is debatable.
** In Snivy's trophy in the 3DS version, the Pokemon Onix is spelled "Onyx". This is a common mistake among people on the internet, especially those who have not had an interest in Pokemon since the first games, but it's a bit jarring to see Nintendo themselves make that error.
** The ''64'' announcer's call of "'''GAME SET!'''" after every battle is clearly a mistranslation of "Game, Set, and Match", which is announced when someone wins all three divisions of a UsefulNotes/{{Tennis}} match; the game, the set of games, and the match of sets. Nintendo apparently forgot the comma, leading the announcer to think that the winner had won a "game set". While fixed in the English versions in ''Melee'' and beyond to just say "'''GAME!'''",[[note]]Unless the Japanese language setting is chosen[[/note]] it remains in the Japanese versions for the sake of GratuitousEnglish.
* BlobMonster: Yellow Devil is back as a boss for Mega Man's stage, looking like he did in the first ''VideoGame/MegaMan1'' game.
* BlockingStopsAllDamage:
** Blocking will not only prevent all damage but can even reflect projectiles if done properly. Every attack blocked weakens the shield, culminating in a possible stun state.
** Several fighters [[note]]Marth, Roy, Ike, Lucario, Lucina, Little Mac, Greninja, Palutena, Shulk, and Mii Swordfighter[[/note]] have a move that not only negates all damage, your character will also immediately counterattack.
* BoringButPractical: Grabbing. From ''Melee'' onward it doesn't have much knockback power or damage in comparison to other attacks. However, it's a great combo starter, and also ignores shielding, counter stances, and super armor.
* BossBanter: [[VideoGame/{{Xenoblade}} Metal Face]] sprouts out commentary while he fights the players on the Gaur Plain stage in ''Super Smash Bros. for Wii U''.
--> '''Metal Face:''' Hey, hey, time to DIE!
* BossBattle:
** There are some in the single player modes in all games. They don't receive knockback like normal fighters and are instead defeated by depleting their life meter in the traditional way. 1P-Mode/Classic Mode in all games for example cumulates in a showdown against Master Hand, and if certain conditions are met in ''Melee'' onwards, Crazy Hand as well.
** In the Nintendo 3DS and Wii U games, bosses show up during battles on certain stages, with Yellow Devil, Metal Face and Ridley also appearing as boss encounters in Smash Tour. If a player finishes off a boss, effects will occur that can help the player:
*** [[VideoGame/MegaMan1 Yellow Devil]]: Unleashes a [[DefeatEqualsExplosion large growing explosion]] that traps and damages anyone who is caught in it before launching them off, with possible points going to whoever dealt the finishing blow to the Yellow Devil. Said explosion also cannot harm that particular player.
*** [[VideoGame/StreetPassMiiPlaza Dark Emperor]]: When he moves to the foreground, whoever "defeats" him will automatically receive a buff.
*** [[Franchise/{{Metroid}} Ridley]]: Whoever attacks him more will have Ridley [[DefeatMeansFriendship temporary side with that player]]. Additionally, whoever lands the killing blow ([[YouHaveOutlivedYourUsefulness including the player that befriended him]]) will gain a point in Time matches.
*** [[VideoGame/{{Xenoblade}} Metal Face]]: Defeating him causes him to burst into flame and fall down through the center of the stage, counting as an extremely high powered attack from whoever dealt the finishing blow.
* BossBonanza: In higher difficulties in Classic Mode in the 3DS version, you fight Master Hand and Crazy Hand. Deal enough damage to them and Master Core will appear, who has four phases with very powerful attacks. The last phase is a shadow clone of your character. Defeat the four and you have a Smash Ball-like object to knock out. Fail to knock it out and it will knock you out. That's a total of six bosses in one. The Wii U version has a TrueFinalBoss after you beat your clone, but you have to be at 8.0 difficulty or above to face it.
* BossRush:
** All-Star Mode in ''Melee'', ''Brawl'' and the fourth game where you fight everyone in the game.
** The last battle in ''Melee'' pits you against 25 (!) copies of Mr. Game & Watch.
** In ''Brawl'', you go through this in chronological debut order: Mr. Game & Watch being first, and Olimar going last. Oddly, this only applies to the debut of the ''series''; perhaps the most {{egregious}} example being Ness and Lucas, who are separated by more than a decade in the release dates of their respective games and are gauged by a game neither of them was in (they're placed where [[VideoGame/{{Mother}} Ninten]] would be).
** In the fourth game, you fight characters grouped by the first game they appeared in, in chronological order in the 3DS version, and reverse chronological order in the Wii U version.
** Completing Subspace Emissary unlocks an actual BossRush, known as Boss Battles Mode. They have a lowered difficulty than from their appearances within Subspace Emissary, but this is justified since sticker boosts don't apply here, you only get one life, and they are all played back-to-back in random order, except for Tabuu, who always comes as the Final Boss.
** The All-Star Battle Events from ''Melee'', ''Brawl'', and ''Wii U'' pits you in an endurance match against groups of playable fighters. The "final" Co-Op Event also pits you in an endurance match against the playable villains/rivals. The true final Co-Op Event in both Brawl and Wii U crosses this with TrueFinalBoss and takes it to the extreme: You and a partner must fight and defeat all of the playable fighters in the game in one go.
* BossSubtitles: The Boxing Ring stage gives every one of the characters a title before their name, for example, Donkey Kong's is "King of the Jungle" and Samus's is "Bounty Hunter Extraordinaire".
* BossWarningSiren:
** The series generally had a klaxon of some sort for Secret Character battles.
** In the Wily Castle stage in ''Super Smash Bros. for Nintendo 3DS / Wii U'', a faint warning siren can be heard before the Yellow Devil makes its appearance.
* {{Bowdlerization}}:
** ''Melee'' featured the return of the Donkey Kong Rap from ''VideoGame/DonkeyKong64'', but with the "hell of a guy" changed to [[GoshDangItToHeck "heck of a guy."]]
** One of Mr. Game & Watch's taunts in ''Brawl'' vaguely resembled him FlippingTheBird. In ''U/3DS'', this taunt was changed to have him sit down and sigh, which was taken from ''Game & Watch: Mario Bros''.
* BoxingBattler: Little Mac from ''VideoGame/PunchOut!!'' is an Assist Trophy who can tear up anyone he comes across with his boxing moves. He's PromotedToPlayable in the fourth game.
* BreakingTheFourthWall:
** The characters face the screen for many taunts.
** Similarly, a top of the screen ring-out -- if the characters don't go off as a TwinkleInTheSky -- has them bounce off the camera as they fall. In the 3DS and Wii U version they actually crash against the screen and then slide down.
** In ''Melee''[='s=] Sudden Death matches that were due to a tie after time ran out: when Bob-ombs drop from the sky, occasionally one will drop right in front of the camera.
** The {{Nintendogs}} that climb on the screen act like puppies climbing on a glass door.
** Also, the crowd cheering and chanting a character's name if he or she is doing well.
** When he first appears, Snake says "Kept you waiting, huh?" There was no one there for him to address, so it must have been directed towards the player.
** In ''3DS'', one of [[VideoGame/KidIcarus Pit]]'s win quotes is "It's GameOver for you!".
** When using Pit's Palutena's Guidance easter egg, the conversations between him, Palutena and Viridi constantly break the fourth wall - as well as show a great deal of MediumAwareness - rather than just LeaningOnTheFourthWall as Snake's CODEC conversations typically did. Among many other things, they point out that characters aren't always named after their games (after Viridi accidentally calls Samus "Metroid," and using Pit's own VideoGame/KidIcarus as an example), mention that Link and Pit's were "born" (ie, their games came out) at around the same time, and joke about how Bowser shows up in a lot of spinoffs but appears particularly mean this time because Smash is a fighting game.
* BreakMeter: The shield which can be used for defense will eventually break if used too much, stunning you for a short duration. Also, when a character reaches 100 damage, his/her/its ledge attack becomes slower.
* BreakoutCharacter:
** Captain Falcon. While his [[VideoGame/FZero home series]] has largely been forgotten, he became a staple member of the ''Smash'' cast and is one of Nintendo's more widely-marketed characters in general, to the point that his inclusion in the fourth game was heavily hyped and showcased even though he had been in the series from the start.
** Charizard. Throughout all four games, it graduates from Poké Ball Pokémon, to a member of Pokémon Trainer's playable team, to a solo playable Pokémon, likely due to its status as one in its home series.
* TheBusCameBack: Dr. Mario was introduced in ''Melee'', was absent in ''Brawl'', and returned in ''Wii U/3DS''. The same goes for Mewtwo, who was announced as DLC for the Spring of 2015. Lucas having returned in ''Wii U/3DS'' also counts, as although he appeared in ''Brawl'', he was not in the original roster of ''Wii U/3DS'', and it appeared doubtful that he would be added as DLC before the announcement of said DLC.
* ButtonMashing: The series flexible gameplay style discourages this, but it's possible to play the games on the lower difficulties using this method, although it can cause trouble sooner or later. Try this style of play on the higher difficulties instead of keeping on your toes and using actual strategy, and your opponents will mop the floor with you.
* CallingYourAttacks: Several instances. See the Character sheet for details.
* CameraAbuse: Starting with ''Melee'', characters that are knocked out-of-bounds through the top of the stage may bounce off the screen. The 3DS and Wii U iterations up the ante by having characters defeated in this manner stick to the screen for a second before dropping off.
* CanonDiscontinuity:
** Even in an in-game archive that saw fit to include the Virtual Boy, you'll never find any reference to [[HotelMario any of]] [[VideoGame/TheLegendOfZeldaCDiGames the CD-i games]].
** For the ''Star Fox'' series, ''[[VideoGame/StarFoxCommand Command]]'' seems to have gone through a slight case of this. ''Brawl'' acknowledges that the game exists, but otherwise all the characters are seen with their pre-''Command'' personalities and alignments; notably, Star Fox has not disbanded, Krystal still being a team member, and still being romantically involved with Fox (albeit under constant flirting attempts from [[CasanovaWannabe Panther]]), Peppy also remaining with the team and not being a Cornerian General. The Great Fox also has the same traditional appearance, as opposed to more brick-shaped Great Fox II from ''Command''.
** Lucas from ''VideoGame/{{MOTHER 3}}'' goes through the same CharacterDevelopment [[SnapBack again]].
** For obvious reasons, none of the [=PlayStation=] and Sega consoles are mentioned on the information for any ''Metal Gear'' or ''Sonic'' trophies- games for those systems are listed, but with no system logo next to the titles, unlike the games released on Nintendo consoles. The Mega Man, Pac-Man, and Rayman trophies simply don't mention games that were released on competing consoles.
* CastHerd:
** ''Melee''[='=]s All-Star Matches are grouped in ''[[SuperMarioBros Mario]]'' characters (Mario, Donkey Kong, Yoshi, Peach, and Bowser), realistically-designed characters (Samus, Link, Zelda, Captain Falcon, Fox), cutesy characters (Kirby, Pikachu, Ness, and Ice Climbers), the more unique secret characters (Marth, Luigi, Jigglypuff, Mewtwo, and Mr. Game & Watch), and the clone characters (Dr. Mario, Falco, Pichu, Young Link, Roy, and Ganondorf). One additional "All-Star" Match restricted you to Ness and had you fight characters known for travelling through space (Samus, Kirby, Fox, Captain Falcon, and Falco).
** ''Brawl''[='=]s All-Star Event Battles group the characters in the default veteran characters from the [=N64=] game (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu), most of the default ''Brawl'' newcomers (Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong, and the Pokémon Trainer), the [=N64=] secret characters (Luigi, Captain Falcon, Ness, and Jigglypuff), the returning ''Melee'' cast (Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco, and Ganondorf), and the rest of the Brawl newcomers (King Dedede, Ike, Lucario, R.O.B., Toon Link, Snake, Sonic, and Wolf). The first Co-op All-Star Event Battle groups the rivals and villains (Bowser, Wario, Ganondorf, Meta Knight, King Dedede, and Wolf). The second and last Co-op All-Star Event Battle decided heck with it and threw ''everyone'' at you (with Samus variably appearing as either herself or Zero Suit Samus, and ALL 3 of Pokémon Trainer's mons must be fought).
** All-Star Battles in the ''Wii U'' version's Event Mode groups the cast members similiarly to ''Brawl'': The newcomers are fought in New Challengers 1 (Rosalina & Luma, Wii Fit Trainer, Little Mac, Villager, Duck Hunt, Bowser Jr., and Lucina) and New Challengers 2 (Shulk, Greninja, PAC-MAN, Mega Man, Robin, Palutena, and Dark Pit). The default veterans from the [=N64=] game (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu) are fought in All-Star Battle: Regulars, the most iconic ''Melee'' veterans (Bowser, Peach, Zelda, Sheik, Marth, Mr. Game & Watch, Falco, and Ganondorf) are fought in All-Star Battle: Melee, and the most iconic ''Brawl'' veterans (Pit, Charizard, Zero Suit Samus, Wario, Diddy Kong, Meta Knight, King Dedede, Olimar, and Lucario) are fought in All-Star Battle: Brawl. All-Star Battle: Secret pits you up against the secret four from the original game and other well-known secret veterans from ''Melee'' and ''Brawl'' (Ness, Luigi, Captain Falcon, Jigglypuff, Dr. Mario, Toon Link, R.O.B., and Sonic). In Co-Op, Final Battle Team-Up pits you against many of the playable antagonists and rivals of the heroes + dark versions of two heroes (The dark alts of Link and Samus, Meta Knight, Dark Pit, Ganondorf, King Dedede, and Bowser) on Final Destination, while The Ultimate Battle pits you against ''everyone'', like in the previous game's True All-Star Battle: It further groups the characters according to the clones first, then the ones who were unlockables in the 3DS version, then the third-party characters, and finally the starters of the 3DS version. The characters within those groups are grouped further according to the newcomers first, then the veterans of Brawl, Melee, and finally the original 64 game.
** The second-to-last event match in both ''Brawl'' and ''Wii U'' pit you against the three evil kings (Bowser, Ganondorf and King Dedede), and the final event pits you against the company mascots (Sonic, Snake, and Giant Mario in ''Brawl'', and Sonic, Mega Man, Pac-Man, and Mario in ''Wii U'').
** For Classic mode in ''Brawl'': the stages are grouped together by series as well. In order, it goes as such: Zelda, Yoshi or Donkey Kong (Mario spin-off titles), Pokemon, Fire Emblem and Earthbound (formerly Japanese-exclusive {{RPG}}s), Target Smash, Kirby, Metroid and Pikmin (space-themed series), Star Fox and F-Zero (same reason), Mario, Pit, R.O.B., Game & Watch, Ice Climbers (classic Nintendo characters), Sonic and Snake (third-party characters) or sometimes Wario (someone had to be there in case Snake and Sonic hadn't been unlocked yet...), Target Smash, Free For All vs. 3 random opponents and then the final battle with Master (and possibly Crazy) Hand.
** As noted above, the All-Star mode in ''Brawl'' going in order of the character's series' (or add-on's) Japanese premiere (going from Mr. Game & Watch to one or two [[{{Pikmin}} Olimars]], depending on if you are playing solo or co-op.)
** In the Subspace Emissary, characters formed pairs or trios going through the story. Mario/Pit, Kirby/Princess (Peach or Zelda, depending on whom you save), Samus/Pikachu, Lucas/Pokémon Trainer, Meta Knight/Marth/Ike, Meta Knight/Lucario/Snake, Fox/Diddy/Falco, etc.
** All-Star Mode in the 3DS/Wii U installment groups the characters by their year of origin: 1980-1984 (Mr. Game & Watch, Pac-Man, Mario, Donkey Kong, Luigi, and Little Mac), 1984-1986 (Duck Hunt, R.O.B., Peach, Bowser, Link, Zelda, and Samus), 1986-1990 (Pit, Palutena, Mega Man, Marth, Dr. Mario, Yoshi, and Captain Falcon), 1991-1993 (Sonic, Kirby, King Dedede, Wario, Fox, Falco, and Meta Knight), 1994-1998 (Ness, Diddy Kong, Pikachu, Charizard, Jigglypuff, Sheik, and Ganondorf), 2001-2006 (Villager, Olimar, Bowser Jr., Toon Link, Zero Suit Samus, Ike, and Lucario), and finally 2007-2013 (Rosalina, Wii Fit Trainer, Shulk, Dark Pit, Robin, Lucina, and Greninja). In the 3DS game, you fight from oldest to newest, while you do the reverse in the Wii U version.
* CelShading: The 3DS iteration of the game features outlines around characters to help them stand out on the handheld's screen (which can be customized to be thin or off). Additionally, team battles will feature colored outlines, allowing players to choose any color pallet they want for their character while still being able to tell who's on what team.
* CharacterCustomization:
** A big selling point of both versions of the fourth game. Every character has access to variants of each of their four special moves adding an element of strategy to competitive play. Palutena and the Mii Fighters however have access to entirely different moves, but fortunately, custom movesets cannot be used in ''With Anyone'' mode in online. In addition to that, pieces of equipment can be equipped to each character changing up their stats such as power, speed, or even how powerful certain attacks will be. Likewise, this feature is also prohibited when playing against random people online.
** The 3DS exclusive mode ''Smash Run'', runs with this trope as similar to ''City Trial'' mode from ''Kirby Air Ride'', the objective is to pimp out your character so to speak with various powerups and even abilities as fast as you can before duking it out in one of several events/matches
* ChestMonster: The Mimicuties from ''Kid Icarus: Uprising'' appear in ''3DS''' Smash Run.
* CloseCallHaircut: A variant in Mega Man's introduction video. When he forms his Metal Blades and throws them, they come close enough to Mario's face that he ''loses coins''.
* ColorCodedCharacters: It's always been subtly there in instruction booklets since ''64'', but official codified in ''3DS/Wii U''. Every character has a specific color that appears as their background on the website, amiibo packaging, promotional posters and other official marketing material. Most match the characters appearance (Marth is a light blue) or color code in their home series (Donkey Kong is yellow), but some are more random (Samus is a dark blue).
* ColorCodedForYourConvenience:
** In ''[=SSB4=]'', the previously-generic impact launch graphics are colored depending on who scored the hit, making it easier to tell who scored in the event of a KO.
** The 3DS version of [=SSB4=] is represented by a red flame on the Smash symbol (matching the red "3" on the 3DS' logo), while the Wii U version decorates it with a blue flame instead (matching the blue "U" on the Wii U's logo). Anything that refers to both versions sees the symbol with a red & blue flame (as seen on the logo above).
* ColorCodedMultiplayer: Player 1 is red, Player 2 is blue, Player 3 is yellow, and Player 4 is green. Computer Players are gray. Team battles use red, blue, and green. 8-Player Smash in the forth installment added Player 5 as orange, Player 6 as cyan, Player 7 as purple, and Player 8 as black, as well as adding in yellow for team battles.
* ComebackMechanic:
** The Pity Smash, which allows free use of a Final Smash for someone has been [=KOed=] multiple times in a match without having [=KOed=] anyone.
** Lucario does more damage and can hit in wider areas the more damage he takes without getting [=KOed=].
** In ''[=SSB4=]'', every character gains a boost to their knockback dealt when their damage is at very high percentages.
* CompetitiveBalance: At a competitive level, Smash games tend to be fairly imbalanced, with only a handful of characters considered viable in high level play.
** Equipment badges in ''3DS/Wii U'' work in a cycle - buffing offense nerfs defense, increased defense means decreased speed, and more speed means less offense.
** Every character also gets two custom moves for each special. Most have a [[MightyGlacier stronger slower version]] and a [[FragileSpeedster weaker faster version]] of the original. "Stronger" moves usually mean a larger hitbox, more damage/launching power, with bonus effects like [[PlayingWithFire fire]] or super armor. "Faster" moves tend to have shorter start up and cool down and more range/distance traveled, with bonus effects like [[BlowYouAway wind]] or multiple hits.
** [[VideoGame/{{Xenoblade}} Shulk]]'s Monado Arts are designed around this concept. To wit:
*** [[InASingleBound Jump]] allows him to [[ExactlyWhatItSaysOnTheTin jump higher]] but he takes more damage.
*** [[FragileSpeedster Speed]] makes him faster but he does less damage and gets less air from his jumps.
*** [[StoneWall Shield]] makes him MUCH heavier and take less damage, but he also becomes slower and does less damage himself.
*** [[GlassCannon Buster and Smash]] Make him do more damage with less knockback and more knockback with less damage respectively. Shulk also takes slightly more damage using Buster and is himself easier to launch in Smash.
* CompetitiveMultiplayer: The main draw of the series. Battles can be waged in a Free-For-All manner (up to four players) or via Team Battle (2-vs-2, 2-vs-1, 3-vs-1, or 2-vs-1-vs-1). The ''WiiU'' version has an 8-player mode with a limited set of stages, in free-for-all or with up to four teams.
* CompositeCharacter: Characters take attributes from several of their respective games, but this gets complicated with ''Zelda'' characters considering their timeline.
** In ''64'' and ''Melee'', Link was mostly composed of Adult Link and Young Link (boomerang) from [[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]], along with VideoGame/ZeldaIITheAdventureOfLink's downward and upward midair strikes. In ''Brawl'', his design is mostly ''VideoGame/TheLegendOfZeldaTwilightPrincess'' Link, but appears in a tornado like ''VideoGame/TheLegendOfZeldaI'' Link, and travels with Navi from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' (or possibly the Wiimote cursor).
** Young Link is also a composite of Adult and Young Link from ''Ocarina of Time'' since he has the Deku Shield and smaller versions of Adult Link's gear, instead of the gear he used in ''MajorasMask''.
** The 4th game still uses the Link from ''VideoGame/TheLegendOfZeldaTwilightPrincess'', but he now ends up channeling his ''VideoGame/TheLegendOfZeldaSkywardSword'' look into him due to everyone's brighter colors compared to ''Brawl''.
** Zelda uses spells that are based off of Link's spells in ''Ocarina of Time''. And in ''Brawl'', she uses her ''Twilight Princess'' model but can still transform into Sheik from ''Ocarina of Time''. Sakurai stated Sheik's design was recycled from a potential ''Twilight Princess'' appearance. In ''[=WiiU/3DS=]'', Sheik is split from her but she's still a combination of the ''Twilight Princess'' Zelda (appearance), ''Ocarina'' Link (spells), and Phantom Zelda from ''Spirit Tracks'' (a new special attack).
** Mr. Game and Watch is a composite of no less than 20 generic GameAndWatch stick figure characters.
** Most of Kirby's attacks are based off of his copy abilities from his home series. Most of them deviate from the Fighter copy ability, but some, like Final Cutter or Hammer are from other abilities. Meta Knight uses some copy abilities as well, but doesn't use as many.
** A good deal of Marth (and [[MovesetClone Lucina]]), Roy, and Ike's attacks are drawn from animations of other ''Franchise/FireEmblem'' classes that they normally can't do in their own game. Similarly, Robin appears as their default class from ''VideoGame/FireEmblemAwakening'', Tactician. Just like in ''Awakening'', Robin uses [[MagicKnight swords and magic tomes]]. Unlike ''Awakening'', though, Robin is able to use [[BlackMagic Nosferatu]], which Tacticians can't. In addition to this, while in their home series [[LimitedLoadout Robin would only be able to use a maximum of five different types of attack]], in U/3DS they're capable of far more.
** Ness and Lucas also have attacks from other characters in their games, though Sakurai states that those characters trained them in preparation for participating in ''Smash Bros''.
** Even though Pokémon Trainer is based off of the ''[[VideoGame/PokemonRedAndBlue Pokémon FireRed and LeafGreen]]'' (Generation 3) design of Red and owns the Generation 1 starters, everything written about him on the official website and his character Trophies make him seem as ambiguous as possible, meaning he could be [[AudienceSurrogate anyone that's ever played a Pokémon game]] [[PlayerCharacter and has no real identity]].
** In general, the ''Pokémon'' universe depicted in ''Smash'' is a hybrid of the games and the anime. Misty's Melee trophy uses her original anime outfit instead of the game's swimsuit, Pokemon use PokemonSpeak instead of animalistic cries, Lucario acts like [[Film/PokemonLucarioAndTheMysteryOfMew Sir Aaron's]] Lucario, SelfDemonstrating/{{Mewtwo}} has the personality it had in the Japanese ''Anime/PokemonTheFirstMovie'', etc.[[labelnote:Explanation]]This is most likely [[TheArtifact because the anime was the only fully animated and voiced incarnation of the franchise when Smash 64 was released]], and [[Anime/PokemonOrigins alternate interpretations]] were only made long after the release of ''Brawl''.[[/labelnote]] Pokémon Trainer was the first character not from the anime to be depicted in the series; in the same game, the playable Charizard was given an original, more realistic animal voice performed by its usual anime voice actor (similar to Bowser). The Pokémon elements in ''[=U/3DS=]'' are more faithful to the games than ever before, but the game mentions the anime and movies directly for the first time in several trophy descriptions, which all but confirms the "hybrid universe" nature of the ''Pokémon'' elements.
** ''Pokémon'' isn't alone in drawing from its AnimatedAdaptation and not just its games, though it does so to a greater extent than any other franchise. The ''Kirby'' elements also draw from [[Anime/KirbyRightBackAtYa their respective anime]]. Meta Knight has his Japanese voice actor from the anime, his sword is named Galaxia just like in the show (as opposed to Master Sword; no relation to [[Franchise/TheLegendOfZelda another Nintendo Master Sword]]), and Dedede's design in ''[=U/3DS=]'' is also inspired by the series; apart from that, Meta Knight is dubbed in English by Eric Newsome rather than Eric Stuart (albeit with a similar accent), and Dedede produces unintelligible noises provided by Sakurai himself rather than speaking in his anime voice. Likewise, [[VideoGame/FireEmblemAkaneia Marth]] is voiced by Hikaru Midorikawa, who originally voiced him in the ''Fire Emblem'' OVA.
** For the ''VideoGame/StarFox'' series, ''everything'' seems to be a composite. In Brawl, the characters have their ''Command'' design (with cues from ''64'' and ''Assault''), but they enter the stage in their ''VideoGame/StarFoxAssault''-style ships. The Landmaster tank is a blend of ''64'' and ''Assault'' style. The Lylat Cruise stage features a battle between ''Assault''-style Cornerian forces and Androssian/Pirate forces in one section and a dogfight between the Star Fox and Star Wolf teams in their ''64''-style fighters with the ''64''-style Great Fox in the middle of it. The returning Corneria stage from Melee is also completely based off of ''VideoGame/StarFox64''. To complete the composite, Andross appears in his polyhedral StarFoxSNES form. In ''Wii U'', Lylat Cruise is unchanged, including using the Assault voice actors and personalities. Simultaneously Orbital Gate Assault uses Star Fox 64 3D voices actors and characterization, despite being coming directly from Assault. Krystal isn't even present at all nor is Star Wolf.
** The Villager is a composite of all the player characters from the ''VideoGame/AnimalCrossing'' series and the character from ''VideoGame/BalloonFight'', as well as the Miis as portrayed in ''Wii Sports''.
** Solid Snake is based off his ''Sons of Liberty'' incarnation, with the facial hair of Naked Snake/Big Boss from ''Snake Eater''. He relies on his classic CQB style from all the pre-''Snake Eater'' games, but uses all sorts of explosive weapons from all ''Metal Gear'' games. Shadow Moses Island is based off its appearances in the first ''Solid'' game and ''Guns of the Patriots'' (acting as {{Foreshadowing}} for the latter).
** Palutena's moveset consist of abilities and power-ups used by Pit in ''VideoGame/KidIcarusUprising''. The ones shown in her trailer include [[LightEmUp Heavenly Light]], [[StuffBlowingUp Explosive Flame]], [[TeleportSpam Warp]], RocketJump, [[DeflectorShields Reflect]], [[MissileLockOn Auto-Reticle]], [[NotQuiteFlight Jump Glide]], [[CounterAttack Counter]], SuperSpeed, [[FoeTossingCharge Angelic Missile]], [[FantasticFireworks Celestial Fireworks]], [[SuperSpeed Lightweight]], and for her [[LimitBreak Final Smash]], [[UnrealisticBlackHole Black Hole]] and [[FrickinLaserBeams Mega Laser]].
** "Duck Hunt" combines the characters from ''VideoGame/DuckHunt'' with elements from other Zapper games, such as ''Wild Gunman'' and ''Hogan's Alley''.
** [[VideoGame/{{Mother}} Magicant]] is a mixture of its ''[[VideoGame/{{Mother1}} Mother]]'' and ''[[VideoGame/{{EarthBound}} EarthBound/Mother 2]]'' incarnations (featuring the pink-seashells-on-pink-clouds appearance from the former with various references to the latter, such as Dungeon Man and shots of the game periodically appearing in the background).
** Mega Man uses Robot Master weapons from all the numbered games except ''VideoGame/MegaMan5'', ''VideoGame/MegaMan10'', and ''VideoGame/MegaManAndBass''. He also gets his Mega Upper attack from ''Mega Man 2: The Power Fighters''.
* TheComputerIsACheatingBastard:
** They know where you are in invisible mode, and the situation of the battlefield during {{Interface Screw}}s. They also know where all the items are, even when they appear off-screen. If you're fighting a one-on-one fight with a CPU character and it suddenly disengages and run away, chances are there's something on the other side of the map it ''really'' wants.
** Also [[http://www.youtube.com/watch?v=sUQfeRyw9_8&t=8m32s this]]. The boss, Giant Purple Diddy Kong, deals damage ''before'' "GET READY" fully appears, and scores a KO the instant the match starts.
** The fourth games mark the first time where the [=AI=] is affected when an InterfaceScrew is in place.
* TheComputerShallTauntYou: They usually taunt after [=KOing=] you.
* ConservationOfNinjutsu: In single-player game modes (especially Classic Mode in ''Melee'' and ''Brawl''), the more enemies the player has to fight, the weaker they will be. For example, while a battle against a lone Donkey Kong would be rather long and dragged out, ten of them in a row can even be OHKO'd depending on the character and/or attack you use. Only the Cruel Multi-Man modes avert this, with numerous tough enemies one after another.
* ConsoleCameo:
** A black Nintendo DS Lite can be seen inside a present in one of ''Brawl's'' Trophy Hoard backgrounds.
** ''Melee's'' Collection features a few Nintendo consoles on the shelf in the background. These include a [=GameCube=], a Nintendo 64, a Game Boy, a Game Boy Advance, and a Game Boy Color. There's also a Famicom and Super Famicom in the Japanese version, which are replaced with an NES and an SNES respectively in every other version. There's also a Virtual Boy in the Japanese version.
** A giant R.O.B. statue can be seen in the background of ''Brawl's'' Port Town Aero Dive stage.
** A [=GameCube=] trophy is obtainable in ''Melee''. "[[BreakingTheFourthWall Rumor has it that Super Smash Bros. Melee is a software title for this wondrous device]]".
* ContinuingIsPainful: In the fourth game's Classic Mode, accepting a Continue when you lose takes away some of your prize money, a few of your earned rewards (from 1 prize at difficulty 2.0 up to '''5''' at 9.0), and automatically lowers the difficulty by 0.5. This last part is particularly infuriating for anyone going for [[ThatOneAchievement the Challenge for beating Classic on 9.0]], because a single Game Over anywhere in your run (including [[NintendoHard Master]] [[MarathonBoss Core]]) means you're totally screwed. Additionally, unlike previous games, there is no benefit to getting a Game Over since the player always has two stock.[[note]]In previous games, if the player got a game over, they would restart with the amount of lives they started the run with, allowing one to replenish their lives.[[/note]]
* ContinuityPorn: ''Smash'' is this for Nintendo as a whole in the form of a fighting game, particularly ''Brawl''.
* ContinuityNod:
** Using [[VideoGame/KidIcarus Palutina's Guidance]] on [[VideoGame/GameAndWatch Mr. Game and Watch]] results in Pit briefly mistaking him for a Shadow Bug, a nod to The Subspace Emissary of Brawl where according to the the Subspace Army's backstory, Shadow Bugs were extracted from Mr. Game and Watch in order to form said army.
** Likewise, using it on Mario has Palutena outright state that Mario was his first ally in the fight against the Subspace Army.
** In the ''PunchOut'' stage in the Wii U version, ROB's nickname is "The Last of His Kind". In the Subspace Emissary, he was the only ROB left at the end of the game.
* ConvectionSchmonvection:
** Falling into the lava or acid (or being hit by erupting lava streams on Norfair) damages you, but being near it is A-OK.
** In ''Brawl'', [[http://www.smashbros.com/en_us/stages/stage04.html Lylat Cruise]] is a platform in space that, throughout the background loop, ''enters Corneria's atmosphere with no ill effects''. In a hidden conversation, the ''VideoGame/StarFox'' characters make a LampshadeHanging about it.
* CoOpMultiplayer:
** Pioneered with the release of ''Brawl''. All-Star Mode, Adventure Mode: The Subspace Emissary, Events, and the various Stadium modes (Target Smash!!, Home-Run Contest, Multi-Man Brawl, and Boss Battles) all feature solo or co-op compatibility. There are even Events (and by extension, Notices) tailored towards co-op gameplay. In a unique case, Classic Mode is the only mode in ''Brawl'' that restricts play to just one player, even though all the activities it contains (Versus Mode matches and Target Smash!!) possess co-op compatibility, evident in the aforementioned co-op modes. However, ''Wii U'' fixed that by making Classic Mode 2-player compatible.
** Although the design of Training Mode is geared towards single-player gameplay on the surface, Player 2 can also participate if Player 1 sets the "Enemy" option in the Start menu to Control. This enables human controlling of one of the computer players by Player 2.
** In all of the installments, Versus Mode also count as this if Team Battles is activated and 2 or 3 players are on the same team.
* CosmeticAward: The various trophies in games since ''Melee''.
* CounterAttack: A small handful of down specials put characters into a "counter stance", where they glow white slightly and take a defensive stance. If they are hit at this time, they unleash a counterattack. If they aren't, then the stance ends and they can't move for a second, making them helpless. Also, grabs won't trigger counterattacks.
* CountryMatters: Notably averted in the fourth game, as the announcer takes great care to pronounce "Duck Hunt" ''veeeery'' slowly and with careful enunciation.
* TheCoverChangesTheMeaning:
** The ''Brawl'' cover of "[[VideoGame/{{MOTHER 3}} Unfounded Revenge]]" is significantly more lighthearted and cutesy than its original incarnation, which was a theme associated with powerful Pigmask bosses.
** ''Franchise/MetalGear''[='s=] famous "GameOver" tune is used here as a fanfare for whenever Snake wins a multiplayer match.
* CripplingOverspecialization:
** Some of the characters are more optimized towards different styles of close combat which gives them a unique advantage at the cost of having no range attack.
** Zelda is a GlassCannon whose magic powers let her hit like a hammer and get back onto the stage easily but is slow on the draw and light as a feather.
** Sheik is fast on her movement and attacks but lacks strength and knock-back. Her platform recovery is poor in comparison to Zelda.
** Little Mac dominates on the ground but suffers incredibly at fighting in the air.
** Shulk's neutral special lets him cycle through statuses that all have their own overspecialization.
*** Jump increases his jump height but lowers his defense
*** Speed lets him run faster but he deals less damage
*** Shield increases his defense but lowers his speed and damage
*** Buster increases his damage but lowers his defense and ability to KO
*** Smash increases his launch ability but lowers his damage and makes him more vulnerable to being launched himself
* CriticalFailure: Jigglypuff is the only character that can self-destruct if her shield gets broken which was an intentional design flaw to balance out her advantages.
* CrosshairAware:
** The Dragoon item and the Halberd's laser, as well as Snake's Final Smash in Brawl and Zero Suit Samus's Final Smash in 4.
** Duck Hunt uses them to make it obvious that hunter's attacking alongside them.
* {{Crossover}}: The series' concept and the commercial for ''Smash 64''. As of ''3DS/Wii U'', there has been roughly 20+ different franchises represented throughout the 15 years and that's just the ''playable'' roster. Assist trophies, trophies, and cameos push the limits of this trope.
* CuteGiant:
** The series often invokes this with giant versions of small characters. Giant Yoshi was an especially memorable case of this.
** Jigglypuff's Final Smash causes her to get absolutely huge in ''Brawl''. A glitch that messes with a lot of Final Smashes can cause her to stay that way.
** DoshinTheGiant, though his game never made it to North America, did have a trophy in ''Super Smash Bros Melee''.
* CycleOfHurting: In ''Smash Bros 1'' when Meowth appears from a Pokeball, it is possible for a character's hitbox to get caught into and overlap with Meowth which results in a massive amount of damage-over-time because the coins are preventing the victim from getting unstuck and coming into contact with the Pokemon itself is causing continuous damage.
* DamnYouMuscleMemory:
** The 3DS version's default button setting has the L Button as Grab, and R as shield. This is problematic to those who played with the Gamecube controller who used the Z button to grab (which is above the R button) and the L button to shield. This can easily be changed though.
** It's easy to forget that Charizard's Rock Smash, a fairly useful move in ''Brawl'' and even better in ''4'', changed commands between the two games and use Flare Blitz by mistake.
** Wavedashing was a very advanced technique in ''Melee'', done by air dodging while moving forwards and landing. What happens if you air dodge then land in ''4''? You get a lot of landing lag, that's what.
* DeadCharacterWalking:
** By a certain glitch in Stamina mode in ''Brawl'' and ''Wii U'', any character that transforms for their Final Smash (i.e. Bowser, Wario, Charizard, Lucario, and Little Mac) can become "zombies" where they can still be controlled and beat other players at 0 HP. Most characters can still win, but Wario cannot win at all after using this glitch.
** Master Hand, in ''Super Smash Bros. for the 3DS'', can continue fighting at 0 HP if you attack him for exactly the amount of damage as he has HP remaining. Any sort of damage after that, however, will defeat him.
* DeaderThanDead: In ''Melee'' and ''Brawl'', when characters are defeated, they simply revert back into their trophy forms and can be brought back to life with outside help. At the end of Melee's Adventure Mode, Bowser comes back as Giga Bowser this way, but defeating him a second time makes his trophy ''explode into dust''.
* DeathOfAThousandCuts: Tapping A to punch (which is usually a character's fastest unassisted attack, at least in terms of startup, and practically always has the shortest total execution time). [[JokeWeapon The fan]] (which easily beats the jab [[SpamAttack by a country mile]]).
* DecompositeCharacter: The fourth game makes Samus/Zero Suit Samus and Zelda/Sheik into individual characters, rather than allowing them to transform from one another as before. This falls in line with how fans perceived the characters in the first place, as many ''Smash'' players had a preference for one character's form over the other.
* DefeatEqualsExplosion: The [[VideoGame/MegaMan1 Yellow Devil]] on Wily Castle unleashes a massive, growing explosion following its defeat in a similar fashion to the Smart Bomb. If you dealt the killing blow, the explosion harms your opponents while doing nothing to you.
* DefeatMeansFriendship:
** On the Pyrosphere stage, Ridley shows up. Initially, he is hostile to all the players, but if one player damages him enough, he'll start fighting on that particular player's side. Interestingly enough, the player that befriended Ridley can still attack him, [[YouHaveOutlivedYourUsefulness and even finish him off for a point towards their score]].
** In Wii U Classic mode, any character that the player has KO'd previously can be chosen as a teammate in team battles, even rivals and intruders, though intruders lose their giant/metal status.
* DemotedToExtra:
** Pichu and Mewtwo were both playable characters in ''Melee'', but were demoted to trophies in ''Brawl''. Mewtwo gets promoted again in ''4''.
** In ''3DS'', many of the former fighters in the series' previous entries were also given this treatment. {{Lampshaded}} in Pokémon Trainer's trophy description.
** Mr. Resetti is demoted from Assist Trophy status to background cameo in Wii U's Town and City stage.
* DepartmentOfRedundancyDepartment:
** It's possible for Mega Man to be either fought in metal form in Classic mode (like all the other fighters) or can pick up the Metal Box to turn into Metal Mega Man. This, despite the fact that Mega Man's technically already made up of metal.
** The switch that changes a stage to its Final Destination form and back can be toggled on ''the'' Final Destination, even though it'll have no effect either way.
** Little Mac can be shrunken by a Poison Mushroom, turning him into Mini Little Mac.
** The Omega forms of Battlefield and Big Battlefield are both exactly the same, which makes sense given the fact that the latter stage is essentially a bigger version of the former stage.
* TheDevTeamThinksOfEverything:
** If Peach picks up the Parasol item and uses Peach Parasol, she'll use the one in her hand for the attack instead of her own parasol.
** Starting from ''Brawl'', Kirby and Dedede's Inhale, and Wario's Chomp is capable of swallowing items sprawled on the field. [[ExtremeOmnivore Almost any item, in fact]]. This means Wario can eat ''his own bike''. Careful though, eating explosives will damage you.
** If you pit the ''VideoGame/StarFox'' characters against each other in ''Brawl'' or ''Wii U/3DS'', their usual victory lines change into more personal ones. In the latter, the ''VideoGame/KidIcarus'' characters also have lines against each other, as does Robin against Lucina, and Lucina against the other two ''VideoGame/FireEmblem'' characters Marth and Ike.
** In the ''Spirit Tracks'' stage of ''3DS'', a version of Toon Link is usually the one driving the train. But if someone is playing as either Link or Toon Link, Alfonzo will be substituted in instead, even though it'd be easy for the game to get away with having more than one Links due to them being different incarnations of each other.
** The game is rendered in [=3D=] but plays in [=2D=]. Moves that take advantage of the third dimension such as the sidestep make the character invincible while side-stepping, meaning the positioning of the sidestep itself is mostly meaningless. Despite this, the hitboxes actually do operate in [=3D=], which makes a difference in rare situations, such as with a couple characters that lose their invincibility before they have completely returned from their sidestep.
** In time matches in ''3DS/Wii U'', star [=KOs=] stop occurring when time is running out, in order to prevent fighters from being saved by the bell while they fly into the distance.
** In the fourth game, [[VideoGame/{{Xenoblade}} Gaur Plain]] has a bottomless pit in the very center of the stage. Ike's Great Aether Final Smash normally sends anyone it's hit by into the air, above the center of the stage, before pulling them to the ground as Ike lands. Because this would obviously KO Ike if done over a bottomless pit, the move is instead performed slightly to the left or right of the stage, where he'll land on solid ground. The same applies to Robin, Greninja, and the Mii Brawler, who all have similar final smashes.
** One of the drawings the [[NintendoDS Pictochat 2]] stage makes is a drawing of a series of pipes. It's possible to travel between them VideoGame/{{Mario}}-fashion by pressing the Circle Pad against them.
** The Super Leaf powerup introduced in ''4'' allows one to temporarily slow their fall like the Raccoon power up it usually gives in the 2D ''VideoGame/{{Mario}}'' games. The power-up even gives brown raccoon ears and tail, though it doesn't give the ability to fly or whack others with the tail. However, certain characters (mostly those with something over their heads already like the eyes of Yoshi or ears of Pikachu, Fox and Sonic) only get the tail. They don't get the raccoon ears due to there being no logical place for the ears to be on their heads. In addition, the tail animates alongside the character's normal animations as if it had always been part of their body.
** If Little Mac wins a team battle and he's in the background within the game's victory screen, Doc Louis ''won't'' appear at all. This's so that he doesn't get in the way of the one in the foreground's victory animation.
** As of ''3DS/Wii U'', if Olimar uses his Pikmin Throw special move and the Pikmin lands near an item, it will drag the item with it as it returns to him. In his home game the primary purpose of throwing Pikmin was item retrieval and latching onto foes for combat was secondary.
** The [[VideoGame/KidIcarus Palutena's Guidance]] Easter Egg in ''Wii U'' (which works somewhat like [[VideoGame/MetalGearSolid Snake]]'s Codec Conversation Easter Egg) accounts for the fact that the alternate costumes of certain characters changes them into entirely different characters and adjusts the dialog accordingly.
** Sakurai {{lampshaded}} this in a Miiverse post for the fourth game, lamenting that his developers had put a ton of effort into modeling the reverse side of a Bumper item (which most players would never see for more than a couple of seconds at a time).
** The Super Mario Galaxy and Sonic Lost World stages are curved, to reflect the GravityScrew that those games are based around. You'd think this would make it hard to use projectile weapons, but some projectiles (including the super scope and the drill arm) actually take the curvature of the stage into account, even if they aren't being used on the ground.
** Usually, songs continue in the background even when the game is paused. However, ''For 3DS'' includes a couple songs from the flight sections in Kid Icarus: Uprising available to play during Smash Run. These songs are each five minutes long, which is also the same length of time players get in Smash Run. Pausing the game will also pause the music, and should the player go through a challenge door, the song will pick up where it would if the player stayed in the main area. No matter what, the music ends exactly at the same time the clock runs out. Some songs synced to their stage's action behave the same way, such as the Paper Mario stage.
** Pac Man can use his Power Pellet side special to eat the stage hazard ghosts on the Pac-Maze stage of ''3DS''.
* DidYouJustPunchOutCthulhu: Since the goddesses [[VideoGame/KidIcarus Palutena]] and [[VideoGame/SuperMarioGalaxy Rosalina]] are playable, it's also possible for them to be knocked out. Master Core, too, since Master Hand is described as the "source of creation in the Smash Bros. universe" in his trophy.
* DifficultButAwesome: Some characters are easy to pick up and play. Others... require a bit more finesse.
** From the first game, Ness is the defining example. His highly nonstandard moveset is powerful and great for catching players off guard, but also very unwieldy, especially the [[PlayerGuidedMissile recovery move]]. It isn't uncommon for an inexperienced Ness player to die from flubbing a PK Thunder recovery more than anything else. Physics engine revamps in the later games make it easier to pull off, though he still ends up screwed by [[AchillesHeel narrow pits]].
** From ''Melee'', the Ice Climbers. The sheer power of Popo and Nana relies on their tandem attacks, which can ''easily'' rack up damage and KOs if done right, and this is without getting into the "separation attack" stuff.[[note]]It is possible to separate the Climbers with some fast fingerwork, allowing the player to attack from two places at once, which is a [[UpToEleven whole other level]] of the trope.]][[/note]] So naturally this is balanced out by having the NPC Climber able to be KO'd; a solo Ice Climber isn't anywhere near as effective, and his/her usually amazing recovery becomes useless. Ice Climbers plays have to take great care to keep both Popo and Nana in play.
** From ''Brawl'', Lucas. While he doesn't have Ness' crippling AchillesHeel[[note]]He has the Rope Snake, which lets him tether-grab platform edges.[[/note]]and is thus made quite difficult to KO, he suffers from a ''horrible'' case of SkillGateCharacter: his high-damaging moves are very slow, his fast moves are very weak, and he doesn't have many in-betweens. Playing him effectively means peppering the enemy with ranged moves while keeping them as far away from you as possible, which is something that the game physics usually work against, though his quirky moveset makes it fully possible. Good Lucas players are rare, but quite dangerous. Also in this game are Olimar, who is almost helpless without his Pikmin, which he must pull from the ground and can be killed, and each color has its own weaknesses and strengths; and Pokémon Trainer, for whom mastery requires three times the effort of other characters because he is effectively three characters who rotate in and out of battle. Only one person is known to use Pokémon Trainer in competitions, and his learning curve is so steep that most {{Game Mod}}s separate his three Pokémon into separate characters. To a lesser extent, there's also Sonic. Everything about him is lightning fast and requires the player to keep up with him.
** From ''U/3DS'', Rosalina and Luma. [[AscendedGlitch Basically the Ice Climbers' "separation" tactic given form]], a lot of Rosalina's versatility comes from her and the Luma being able to attack separately; this alone makes her a lot more complicated than the rest of the cast. Her moveset is also quite strange, relying more on nullifying and redirecting enemy attacks than retaliating. She comes with a steep learning curve for sure, but many people feel she has the potential to be a GameBreaker. There is also Mega Man, who is the most projectile-oriented character to date: not only are most of his specials attacks projectiles, he also creates projectiles through 3 air tilts, his neutral, his strong side tilt, and his smash attack. He's a long-range combatant in a game series that encourages up-close fighting. His up tilt, the [[{{Shoryuken}} Mega Upper]], is also unlike any other such move in the game since it sends him into the air but it can only used on the ground and thus it can't be used as a recovery move. You also can't control Mega Man's trajectory when he recovers from it, unlike every other move in the game that sends the user into the air.
** As far as items go, the Home-Run bat qualifies. Its forward smash attack takes longer than most attacks to come out, but when it connects, it's an almost guaranteed OneHitKO.
** Puff Up, Jigglypuff's Final Smash, causes her to become stationary for several seconds while she expands to cover most of the stage and has a limited attack range after a fixed amount of time has passed. Putting her in the middle will not KO anybody, and savvy players will dodge at the right moment. Instead, good use of Puff Up is about choosing your targets and predicting what they'll do several seconds from then--not an easy task. In a similar vein, use of Jigglypuff's Down-B attack Rest -- one of the most devastating attacks in the game -- leaves you motionless for about five seconds after using it...whether you [[AllOrNothing hit another player or not]]. Pulling off that move without making yourself an easy KO target not only requires proper timing, but also some knowledge of your target's play style.
** Some Final Smashes in general require more skill and/or timing to use than others. Transformation or AoE smashes have no contact requirement, but still require some player input after activation in order to deal damage. Contact Smashes will activate through a mock attack that drags all tagged players into an animation. Activating the latter however, can be difficult as savvy players will evade the Final Smash user or lure them into their own (long-ranged) attacks.
** Kirby amiibo can copy the neutral-B attacks like any other Kirby players. The most optimal way to train amiibo is to fight it using the same fighter as the amiibo. How, then, do you train Kirby amiibo to use Copy Abilities the way you want them to use it? Simple: Play as another character, then use the neutral-B the way you want them to use it. The Kirby will then pick up how you would used the copy ability and will then attempt to mimic it.
** amiibo will pick up how you handle stage hazards and the like and will attempt to mimic those as well. This is useful to, for example, train it so that it will attempt to get Ridley on their side on the [[VideoGame/{{Metroid}} Pyrosphere]] stage, be on the most optimal place on screen (in your point of view) within scrolling stages like [[VideoGame/PacMan Pac-Land]], avoid the gaze of 5-Volt on the [[VideoGame/WarioWare Gamer]] stage, Play ''VideoGame/DuckHunt'' while fighting opponents, etc.
* DigitalPiracyIsEvil: The story mode for the fourth game was cancelled because people kept putting all of ''Brawl'''s cutscenes on YouTube. Sakurai reasoned that it didn't make any kind of business sense to ever make another one since people who only care about the story have no reason to actually buy the game. Instead, the fourth game is taking advantage of the same web video services by making videos introducing new characters for pre-release hype.
* DigitizedSprites: The first game made heavy use of sprites to economize on cartridge memory. Even now, sprites are still used for relatively minor things like food items, smash coins, and even special effects. Despite appearances, this is subverted for Mr. Game & Watch, who is actually a stiffly-animated 3D model given a "flat" effect to resemble a Game & Watch character.
* DistaffCounterpart:
** Lucina serves as a Distaff Counterpart for Marth, being his MovesetClone.
** Robin, the Wii Fit Trainer, and the Villager can be played as either gender.
** Bowser Jr. can be played as Wendy O. Koopa.
* DittoFighter:
** A variation: To choose a fighter randomly in tournament mode, you pick Ditto.
** In ''3DS/Wii U'''s classic mode, this is one of Master Core's forms if you play on a hard enough intensity (appropriate enough, it's named "[[MeaningfulName Master Shadow]]").
* DoorClosesEnding: The first game had a variation on this. After defeating Master Hand on Classic, the camera zooms out to reveal the room from the title sequence, followed by the screen going black to the sound of a door shutting. Cue credits.
* DoubleJump: All characters can do this; some have even more than 2 jumps, and most up specials count as jumps.
* DownloadableContent:
** ''Melee'' had an event in Japan where players could take their memory cards to stores and the employees would put two normally unobtainable trophies on the save file. These trophies are still on the American and PAL versions of the game, and are fully translated, but there is no way to get them without hacking. The trophies are "Unmasked Samus" and "Mario & Yoshi".
** On ''Wii U/3DS'':
*** Mewtwo and Lucas were slated as downloadable characters released on April 28, 2015 and sometime in June 2015, respectively. People who registered both versions of the game on Club Nintendo received free download codes for Mewtwo on April 15, 2015.
*** Additional costumes for the Mii Fighters, including outfits based on ''Series/TheLegendOfZelda'', ''Series/MegaMan'', and ''VideoGame/{{Xenoblade}}'' were made available starting April 15th.
*** The Miiverse stage will be enabled pending a later update of the game, with comments in the background being determined by the game's actual Miiverse threads.
* DropTheHammer: The regular Hammer item and the Golden Hammer in ''Brawl'', as well as those wielded by King Dedede, Kirby, the Ice Climbers, and Mr. Game & Watch.
* {{Dualvertisement}}: One Japanese ad for ''Super Smash Bros. for Nintendo 3DS'' features Mario and company [[https://www.youtube.com/watch?v=jefSTKFHH1s squaring off with Mii Fighter versions of the members of]] Music/{{AKB48}}.
** In general, ''Smash Bros.'' is this for Nintendo; not only a love letter to existing fans, but a way to make people interested in the games involved in the franchise. Characters like Roy and Greninja were included to promote ''[[VideoGame/FireEmblemElibe Fire Emblem: The Binding Blade]]'' and ''VideoGame/PokemonXAndY'' specifically. Similarly, Masterpieces offer playable demos of some of the most iconic games featured in Smash with a direct link to the eShop to buy the full version for Virtual Console.
** In the build up to ''3DS/Wii U'', as many characters as possible were used to commemorate the release of games in their home franchise. Luigi coincided with ''VideoGame/MarioAndLuigiDreamTeam'' (and UsefulNotes/TheYearOfLuigi in general), Toon Link with ''VideoGame/TheLegendOfZeldaTheWindWaker HD'', Sonic with ''VideoGame/SonicLostWorld'', Diddy Kong for ''VideoGame/DonkeyKongCountryTropicalFreeze'' and so on. Interestingly, Princess Peach debuted on the day ''VideoGame/TheWonderful101'' was released, but got a special image holding up Toad with Mario and Luigi beside them on the release date of ''VideoGame/SuperMario3DWorld''.
* DubInducedPlotHole:
** Those who don't know the localization differences between the Japanese version of ''VideoGame/{{Earthbound}}'' and the US version won't know that the Octopus statues from the Magicant stage are supposed to be the Japanese equivalent to the Pencil statues.
** The fact that Videogame/DuckHunt is known as Duck Hunt Duo in Europe makes little sense once it becomes apparent that the character actually consists of a trio instead of a duo [[NonIndicativeName like what their name would imply]].
* DuelingPlayerCharacters: In the Subspace Emissary of ''Brawl'', Mario and Pit face off against Link and Yoshi, after one the teams mistakes the other for having just killed one of the pricesses. Which one is in control of the player depends on which princess was saved earlier.
* DummiedOut:
** Tharja from ''Fire Emblem Awakening'' was among the trophies seen in a leak, but is absent in the final game.
** The April 15, 2015 patch includes a few Dummied Out audio files. These include the N64 Dream Land theme and the ''Kirby Air Ride'' forest theme, victory themes for Roy and Lucas (respectively the Fire Emblem series theme and the MOTHER series theme), and most interestingly, Ryu's stage and victory themes from ''VideoGame/StreetFighterII''.
** Kirby has unused voice clips for using PowerCopying on Palutena's Heavenly Light and Explosive Flame attacks; as it stands, he can only copy Autoreticle.
* DumpStat: When customization is on, for modes vs computer players, speed is the dump stat. Running on the ground quickly and high lateral mobility in the air are less of an asset than normal when fighting computers. Therefore, most "vs cpu" setups will use two pieces of attack equipment to buff attack, and one piece of defense equipment to cover the loss of defense from the attack equipment, or another setup that doesn't involve speed equipment.
[[/folder]]

[[folder:Tropes E-M]]
* EarlyBirdCameo:
** Roy from ''[[VideoGame/FireEmblemElibe Fire Emblem: The Binding Blade]]'' actually debuted in ''Melee'' first. ''The Binding Blade'' didn't release in Japan till four months after the release of ''Melee''.
** The Gekkos from ''VideoGame/MetalGearSolid4GunsOfThePatriots'' appear in the Shadow Moses stage. ''Brawl'' debuted in January 2008, while ''Metal Gear Solid 4'' debuted in June in the same year.
** The Wii U version of the fourth game has a stage based on ''VideoGame/YoshisWoollyWorld'', a game set to be released in 2015, compared to the fourth game's 2014 release.
** Wario's victory theme in ''Brawl'' is also the first level theme in ''VideoGame/WarioLandShakeIt'', which was released six months later.
* EarlyInstallmentWeirdness: The first game has a very different tone compared to the sequels. It was made on a ''much'' smaller budget, and no one was really expecting it to catch on as well as it did.
** There was only a 12 character roster, with 4 unlockable, and they were all protagonists in their retrospective series.
** There were also fewer stages to fight on, with only one stage unlockable. These stages also had simpler gimmicks, and the stage backgrounds were simply background images instead of being 3D rendered.
** Final Destination and Battlefield were in the game... in 1P Mode only. They also had more "runic, ancient" kind of looks rather than their reincarnations in later installments (Final destination got more of a high-tech look with the universe as the backdrop, while Battlefield was changed to look similar to Final Destination in Melee but became more of a lush, green landscape in Brawl and 4).
** Items and minor characters such as Poké Ball summons and background characters were rendered as 2D sprites instead of 3D models.
** Classic Mode was called "1P Game", and did not feature hidden bosses such as Crazy Hand. [[FinalBoss Master Hand]] also had 300 HP regardless of the difficulty setting. All of the opponents were also fixed.
** Master Hand's design was also different from later games. Instead of his wrist slowly fading into nothingness, it ends with a "cuff".
** Training Mode had its own music theme that overode the normal stage themes, and replaced the backgrounds with the Smash logo.
** The characters were animated dolls instead of trophies. Additionally, instead of a trophy gallery, which contain info on a majority of items, enemies, and other stuff across Nintendo's franchises, you simply get biographies of the playable fighters only.
** Also, a lot of game mechanics that are now mainstays of competitive fighting (like air dodging and side stepping) as well as a side-B move input, which wasn't usable until ''Melee'' (Master Hand has this as an actual full move, but no characters specifically had a unique move as a Side B), so going back and playing ''Smash 64'' can be [[DamnYouMuscleMemory pretty disconcerting at first.]]
** ''Melee'' was the first game to implement a camera where you could take snapshots of people. Unfortunately, it was only restricted to a single mode and only three players could participate while the fourth player takes the pictures. In Brawl and later games, this is implemented whenever you pause in any offline mode and you can take pictures with.
* EasterEgg:
** [[http://www.ssbwiki.com/Smash_Taunt Smash taunts]] are taunts done by pressing the down taunt button for a single frame (often said to be by pressing up and down taunts repeatedly; true for Samus, but simply a method to get the required timing on others). Examples include:
*** Fox, Falco, and Wolf's respective smash taunts (The former two on Corneria or Lylat Cruise, the latter only on Lylat Cruise) will cause a conversation with different ''VideoGame/StarFox'' characters to appear, complete with a matching HeadsUpDisplay for each stage. Corneria and Venom resemble ''VideoGame/StarFox64'', and Lylat Cruise resembles ''VideoGame/StarFoxAssault''.
*** Snake's smash taunt in the Shadow Moses Island stage will cause a codec conversation to appear, based on ''VideoGame/MetalGearSolid''. Snake will talk to either Roy Campbell, Mei Ling, or Otacon, depending on who he fighting (he also talks to [[VideoGame/StarFox Slippy]] if he's fighting Falco).
*** Pit's smash taunt in the Palutena's Temple stage will prompt a conversation between him and either Palutena or Viridi, a la ''VideoGame/KidIcarusUprising'' ([[VideoGame/FireEmblemAwakening Chrom]] also makes an appearance if he is fighting Robin).
** If the camera is turned slightly in the Mushroom Kingdom stage (both the original and Melee), a sign that says "DANGER" can be seen, appropriate, because that's where the blast lines are.
** In the ice portion of Pokémon Stadium 2, a picture of a cat can be seen inside the hut a Snowrunt is hiding in.
** In the Onett stage, there's a sign off-screen that reads "Caution: A black van driven by this guy has been spotted racing recklessly through town. Be careful!", referring to one of the stage hazards. The sign is also in the ''Brawl'' version of the stage, but can't be seen without hacking. However, the text is more blurry due to texture compression. It's also in the Wii U version, but it's no longer hidden, as you can now [[http://img1.wikia.nocookie.net/__cb20141020142726/ssb/images/9/9f/Onett_SSBWU.jpg stand near it]].
** Snake can be seen hiding under the Cardboard Box trophy in ''Brawl''.
** In Luigi's Mansion Stage, under a bed in one of the rooms is a drawing of a Boo. Alluding to the "Monster under the bed" urban legend.
** In the Dream Land stage on the 3DS, the battery light on the Game Boy will start to dim at the last few seconds of a timed match.
** Villager's Timber attack has a chance of spawning an apple or a piece of firewood when the tree is chopped down.
** [[http://i.imgur.com/Ig2HJoG.png The Hylian text in the Wii U version of the Temple stage]] [[BilingualBonus translates to "Smash Brothers".]]
** In ''Melee'' and ''Brawl'', tilting the C-Stick tilts the menu around.
** Almost every stage in ''Melee'' has an extra song that can be heard by holding down the L button while the stage is loading.
** The Barrel Cannon trophy has text on the bottom that reads [="2L84Me"=], which is short for "too late for me". This refers to an old illustration of Cranky Kong's cabin made to promote the original ''VideoGame/DonkeyKongCountry'' that features the same text on a crate in the background.
** The Smashville stage has a patch of flowers in the background that reads "SB", obviously standing for "Smash Bros."
** When Little Mac does a taunt, there's a random chance Doc Louis will say something.
** In the "Jigglypuff Live" event in ''Melee'', if Jigglypuff is on the monitor in the background and uses her Up-Special, all of the other players will fall asleep, regardless of positon.
** The Metal Mario trophy in ''Melee'' has a reflection of the Yoshi's Island stage on it's surface.
** Luigi's down taunt will actually damage an opponent if he's close enough.
** The Metroid trophy in ''Melee'' has a reflection of VideoGame/SuperMetroid's title screen, minus the logo.
** If Shulk is present on the Gaur Plain stage in ''For Wii U'', Metal Face will comment on it.
* EldritchLocation: Master Fortress, the final form of [[EldritchAbomination Master Core]] in the Wii U game.
* {{Emulator}}: In Brawl and the Wii U version of the fourth game, there is a "masterpieces" section, in which you can play some of the games that some of characters originated from. {{Downplayed|Trope}} because you have a time limit that changes for each game. All of the games in this section are on the VirtualConsole, and in the Wii U game, you can purchase the games directly off the eShop should you so desire.
* EndlessGame:
** The Endless Multi-Man modes. They end when you're KO'd for good. The same goes for Cruel mode, [[NintendoHard though it's unlikely you'll last very long.]] Rival Smash in the fourth game also ends only when you are KO'd.
** Also, time battles on Versus mode with the time limit set to ''infinite''. It will never end unless using the reset command in the pause screen. And if that wasn't enough, after unlocking the extra rules, it's possible to turn off the pause function, making turning off the system (or resetting it) the only way out of the game.
* EveryoneCallsHimBarkeep: Any of the Pokémon, Pokémon Trainer, Villager, Wii Fit Trainer, and Duck Hunt. Downplayed with the Ice Climbers, who are still identified individually as Popo and Nana, and the Mii Fighters, addressed as such by the announcer but shown with the name you gave them in battle. Defied by Robin, who goes by his/her default name rather than "[the] Avatar".
* EverythingsBetterWithSpinning: In ''Melee'', Peach's taunt and [[DanceBattler Up Smash]].
* ExactWords: The Challenges. For instance, one of them (Wii U Version) is "Clear Classic Mode without losing a life". It didn't tell you what difficulty to do it on, so you could possibly clear it on 0.0/Effortless and still complete the challenge.
* ExplodingBarrels, and crates, and capsules, and party balls.
* ExploitedImmunity: It's possible (if risky and requiring perfect timing) to grab an enemy and fall off a ledge, throwing them at the edge of the screen at the last second before dying. If done right, it gets you a point before losing it to suicide, while the opponent is left with a lost point.
* FaceShip:
** The Battleship Halberd, which has Meta Knight's face on it. [[ConversationalTroping Discussed]] by Solid Snake and Mei Ling in one of the codec conversations.
** The TropeNamer itself, the Starship Mario, appears in the stage based on ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2''.
* FakeDifficulty:
** Some stages of Classic mode have you fight alongside one or two CPU allies (when you're facing two enemies or a giant enemy). In the harder difficulty settings, while the CPU enemies get stronger and smarter, the CPU allies get weaker and more inept, to the point of standing there waiting to be KO'd or even committing suicide.
** In ''Melee'', the c-stick doesn't function properly in the 1P modes. Instead of acting as a stick to easily input smash and aerial attacks, it instead acts as a camera control in 1P mode, that is completely useless since all this does is screw with your interface while you're fighting [=CPUs=] completely unaffected by interface screw. And with no c-stick to use, many advanced techs become much more difficult, if not impossible, to perform in 1P mode. Play in general also becomes more difficult without the c-stick, as players primarily play on vs mode, where the c-stick functions properly and is utilised heavily. Fortunately this was fixed in Brawl, where the c-stick's function and the controls remained unchanged throughout all modes.
** In the 1 Player modes, explosive items spawn as normal, and can spawn on top of you while you're in the middle of an attack, causing you to inadvertently hit the explosive, often resulting in [=KOing=] you at really low damage to no fault of your own. This is especially bad in the 15 Minute and Endless Multi-Man modes, where endurance is the objective and you're typically in a single spot throwing attacks (thus significantly increasing the probability that an explosive spawns on you), and you can end up getting KO'd as low as 50% from an explosive spawning on you, when you can easily live well beyond 200% in these modes. Many a player had promising runs in these modes cut short to no fault of their own because the RNG decided to spawn a Bob-omb on them.
** Want to unlock Final Destination for use in ''Melee'''s VS mode? For that, you have to beat every Event Match. Good luck, because in the later Event Matches, the CPU will [[GangUpOnTheHuman gang up]] and ''[[PerfectPlayAI absolutely murder you hard]]'', and to make it worse, there's ''no'' difficulty settings to change like in ''Brawl''[='=]s Event Matches. There's a glitch in which allows you to play as Master Hand on matches that allows you to choose your character, which makes it easier to beat most of, but not all of them.
** ''Brawl'' featured tripping, which randomly happened when a character changed directions while running or inputting a Smash attack using the control stick. There's nothing quite like randomly falling over right when you try to deal a KO attack.
** In ''Super Smash Bros. for Nintendo 3DS'', custom moves for each fighter has to be obtained individually. The problem is, is that each custom move is [[RandomlyDrops dropped at complete random]], and to make things ''worse'', a custom move can be obtained only for it to be one you already have.
** Cruel Mode in the Multi-Man stadium features a team of drone figthers that try and gang up on you. Worse yet, their attacks hurt a whole lot more in this mode. Even the tiniest of mistakes will let them pummel you ruthlessly.
* FamilyFriendlyFirearms: A rule of the ''Smash'' franchise -- no realistic bullet-shooting firearms allowed; [[FrickinLaserBeams energy weapons]] and [[StuffBlowingUp explosives]] are okay. Snake's arsenal was limited to explosives as a way of enforcing the trope. However, Duck Hunt's presence might subvert this, since the Wild Gunmen (and the Sheriff assist trophy) are definitely firing real guns, but they're 8-bit and somewhat cartoony.
* FinalBoss:
** Master Hand is the quintessential final boss for the Super Smash Bros. series. In the games proper, he was the boss of 1P Game in the original ''64'' game, and reprises his role as Final Boss in the Classic Mode of all games thereafter. He, alongside Crazy Hand, are also the final bosses of Melee's Events.
** Bowser is the final boss of ''Melee's'' Adventure Mode.
** Mr. Game & Watch is the final boss of ''Melee's'' All-Star Mode.
** Tabuu is the final boss of ''Brawl's'' Subspace Emissary, and Boss Battles Mode.
** Olimar is the final boss of ''Brawl's'' All-Star Mode.
** Bowser, Ganondorf, and King Dedede are the final bosses of both ''Brawl's'' and ''Wii U's'' Events. Both games also feature a BossRush against the playable villains and rivals as part of the final boss battle in Co-Op Events.
** Crazy Hand is the final boss of his very own mode in ''Wii U'': Crazy Orders.
* FireBreathingDiner: An item in ''Brawl'' is a plate of super-spicy curry that lets you breathe fireballs. You also erupt in a fiery aura. If you stand still, you can even get to see the character dance in agony.
* FireForgedFriends: Heroes are willing to work alongside their arch-nemeses in Brawl, while still acting in character, just to illustrate how much more important it is for them to fight the BigBad than each other.
* FixedFloorFighting: Final Destination fits this trope to a 'T', being just one flat platform suspended over the air. This is taken further in the "For Glory" online mode of the fourth game, which turns almost every stage into a flat platform suspended in the air and all hazards removed, in other words, only reskinning Final Destination with the other stages. These stages are referred to ingame as Ω forms.
* FloatingContinent:
** Most stages are floating platforms, others are just tall buildings. Also, there's the Isle of the Ancients in the Subspace Emissary.
** Smash Run in the fourth game takes place on [[http://www.ssbwiki.com/images/e/ea/SmashRun-7.png a particlarly large one]].
* FlunkyBoss: In Crazy Orders mode in ''Wii U'', Crazy Hand will come with one to four minions depending on how many challenge tickets you've completed before fighting him, with both of these minions using the same character. [[spoiler:And if you've cleared enough turns, ''Master Hand'' joins in on the fun too]].
* FollowTheLeader: The appearance and gameplay of ''Battle Stadium D.O.N'', ''Jump Super Stars'', and ''Jump Ultimate Stars'' all feel so similar that the most common conclusion was that "they're all trying to imitate ''Super Smash Bros''."
* ForceAndFinesse: It's a very common pattern for many of the custom specials introduced in the fourth installment to stand in a ForceAndFinesse relation to the original specials. Typically, one custom special option will deal more damage and/or knockback, feature a larger hitbox or extra hitboxes, or pack further offensive effects like entrenchment; the other custom special will be faster, hit in a wider range, offer extra mobility, or in some other way serve as a more flexible choice. Most custom specials make sacrifices in one of these areas in exchange for gains in the other, so that you'll often end up with the original special, a "Force" alternative, and a "Finesse" alternative.
* FourTemperamentEnsemble: Assuming the characters' temperaments don't change from their respective games...
** Sanguine and Choleric: Falco, Captain Falcon (Smash Portrayal only), Ness, King Dedede
** Choleric: Mario, Fox, Wario, Snake (Brawl), Ike, Dark Pit and Bowser
** Choleric and Melancholic: Ganondorf, Wolf (Brawl)
** Melancholic: Mewtwo (Melee), Luigi, Marth, Lucas, Lucina
** Phlegmatic: Yoshi, Jigglypuff, Peach, Palutena
** Sanguine: Diddy Kong, Kirby, Pit, Donkey Kong
** Leukine: Samus, Link, Game and Watch, R.O.B. (Brawl), Pokemon trainer (Brawl), Roy (Melee), Robin, Shulk
* FreakyFridayFlip: In ''Brawl'', the Pokémon Manaphy's Heart Swap move causes you to play as an opponent's character temporarily. However, you have the same lives, so you can't commit suicide to your advantage.
* FreeFloorFighting: Most of the stages -- Big Blue is a particularly notable example.
* FreezeFrameBonus:
** [[https://www.youtube.com/watch?feature=player_detailpage&v=N9ytrX0wweA#t=85 Pausing at the right moment]] lets the viewer see the Mark of Grima on Robin's hand.
** In one of the Japanese trailers for ''3DS/Wii U'', during a scene of Pikachu taunting, you can briefly see Ganondorf. This would also count as an EarlyBirdCameo, as he wasn't officially announced prior to release.
** Several furniture items from Animal Crossing appear during Villager's Final Smash, but their appearances are so brief you won't be able to make them out without pausing repeatedly.
* FriendlyFireproof: Team Battles. Can be turned off and does not work with explosives that also hurt the user.
** Friendly Fire is almost always on in competitive play to prevent horribly abusive strategies (especially involving firing projectiles through your partner).
** The blog for ''Brawl'' discussed strategies that can be used if the Friendly Fire setting is on, such as having a teammate throw projectiles into [[http://www.smashbros.com/en_us/characters/hidden08.html Mr. Game & Watch's Oil Panic bucket]].
*** An alternate use for this is Ness and Lucas' PSI Magnet, which is the only way to heal with items turned off. Turn the Friendly Fire setting on and have a character with energy attacks shoot them when PSI Magnet is up.
** One fun thing to do is set up a human player versus three computers and turn on [[FriendlyFireIndex Friendly Fire]]. Most of the time, all you have to do is stay out of range and watch as HilarityEnsues.
* FurryConfusion: Combined with the RogerRabbitEffect. Due to its crossover nature, this will come up often. For example, we have [[PettingZooPeople Fox]], an anthropomorphic fox who flies a Fighter jet spaceship, next to [[{{Mon}} Lucario]], a bipedal dog with [[KamehameHadoken Aura]] powers, next to [[NearlyNormalAnimal The Dog from Duck Hunt]]. Plus they can all be fighting on a stage with actual puppies running around in the background.
* GameBreakingBug: There are quite a few of these in the Smash games, especially in ''Melee''.
** In ''Melee'' there's the infamous [[http://www.ssbwiki.com/Black_hole_glitch Black hole glitch]]. While a fun glitch to fool around with, it can severely lag the game, and is prone to causing a complete game freeze (especially if the players do "modifications" to the black hole).
** In really early versions of ''Melee'' (the 1.0 versions), there's the [[http://www.ssbwiki.com/Shadow_glitch Shadow glitch]], which allowed players to catch the tiny Shadow Balls thrown by Mewtwo from his forward throw. If one of these balls is thrown after being caught, the game freezes
** Another glitch in Melee with Mewtwo is the [[http://www.ssbwiki.com/Soul_breaker Soul Breaker]] glitch. When Mewtwo uses Confusion on a projectile too strong to reflect (thus causing his reflector to "break") while simultaneously grabbing an opponent with it, the opponent will become permanently stuck to Mewtwo and unable to move, with no way of escape unless Mewtwo is KO'd. Mewtwo can also permanently freeze other characters when the Soul Breaker is activated by using his down throw on them (where he must then use Confusion to unfreeze them). Due to the possibility of Mewtwo being able to autowin matches by activating this glitch (such as if he's ahead and thus can wait out the time to win while the opponent can do nothing), the glitch is banned from being intentionally performed in tournaments.
** Similar to the Soul Breaker glitch above is the [[http://www.ssbwiki.com/Freeze_glitch Freeze glitch]] in ''Melee'', which allows the Ice Climbers to permanently freeze opponents unless they grab them again (though unlike Mewtwo with the Soul Breaker, the Ice Climbers can perform it entirely by themselves). Having the capacity to autowin matches like the Soul Breaker, it too is banned from being intentionally performed in tournaments. Unlike Soul Breaker though, the Freeze glitch can be useful in the 1P modes, particularly the Home-Run Contest (where it's necessary for the Ice Climbers to obtain max distance).
** A more obscure game breaking bug in ''Melee'' is the [[http://www.ssbwiki.com/Box_glitch Box glitch]]. This is a glitch that can only be performed on the Mario Bros., and only by Fox and Falco. If Fox/Falco use their down throw on one of the Mario Bros. in specific locations on stages at certain damage percentages, the Mario Bro becomes stuck in an invisible box that they cannot escape from unless another character grabs and throws them out. Besides completely restricting the affected player's movement, this glitch can be an autowin if the trapped player was behind in the match and the nontrapped player(s) let time run out to win instead of freeing them.
** When playing Master Hand (whether from the [[http://www.ssbwiki.com/Name_Entry_glitch Name Entry glitch]] or from hacking), the game will freeze in vs. mode after a match finishes if Master Hand wins the match. The game will also freeze in Classic, Adventure, and Target Test before anything can be played, and will freeze in the intermission stage of All-Star mode (thus with Master Hand the player can only play one match in All-Star).
** In ''Brawl'', it's possible to [[http://www.ssbwiki.com/Tabuu_Whip_glitch become stuck on Tabuu when he uses his whip grab]]. The player remains stuck and completely unable to move until Tabuu kills the player. The glitch is thus an auto loss in Boss Battles and if the player only had one stock left in SSE.
** In ''Brawl'', some of the available hacks out there can freeze the game under certain conditions. One such common example is if the player has the smash stack file on an inserted SD card but didn't disable custom stages, which will cause the game to freeze when they go on the stage select screen and the game freezes trying to load the smash stack file as if it were a custom stage.
** In ''[=SSB64=]'' there's the [[http://www.ssbwiki.com/Ultimate_glitch Ultimate glitch]], which is pretty much the ''[=SSB64=]'' equivalent of the Black Hole glitch.
** Also in 64, it is possible to glitch the game into 'freezing' the characters in their current positions when a Captain Falcon strikes all three opponents at once midair. All four characters will be stuck in midair for several minutes, while the 'damage' visual effect and soundwave will continuously display/play, over and over 2-3 times per second. Unfortunately, the characters (except Captain Falcon) will actually take damage every time the 'hit' repeats itself, lasting long after the targets reach maximum damage. Pausing and unpausing will not correct the issue. Fortunately, when the glitch finally does end for whatever reason, the victims will only fly as though they've been struck at their damage percentage prior to the glitch. Retaining the 999%, however, probably means they won't last long.
** The fourth game has had some issues related to network features:
*** In the earliest versions, playing as Peach in For Glory and using the Turnip move may cause the system to think the player is using items in a mode that doesn't allow it, resulting in a ban.
*** In rare occurrences, the system would ban a player for ''decades'' by accident.
*** Mewtwo became available in mid April for Club Nintendo players who owned both versions of the game. Fans were happy to see that he works rather seamlessly in all of the single-player modes... until they went online and saw that playing 10-Man smash in the [=WiiU=] version or playing some of the one-player modes in the [=3DS=] version could, if unlucky, cause the game to give a Global Smash Ranking of 0 for the "all characters" ranking in that mode, and make online modes impossible to play due to "irregular save data".
* GangplankGalleon: The Pirate Ship stage. The Paper Mario stage also features the ship from ''VideoGame/PaperMarioTheThousandYearDoor''.
* GangUpOnTheHuman:
** the AI will always favor attacking human targets. Except teammates. And low-level AI won't always follow that rule either.
** In ''Melee'', there are events called "Trophy Tussles" in which you fight against 3 other CPU opponents with the trophy you're trying to win being the stage. The CPU ''really does'' gang up on you during the events. '''All three of them.'''
** In ''Brawl'', the AI was terribly flawed to the point that playing a Free-for-All match alone made it feel like a 1-vs-3 fight instead, ruining the replay value for players who didn't have any friends.
** In Smash Tour mode in ''Wii U'', before the start of a battle, if a computer player chooses to use an item that negatively affects an enemy, it will almost always use it on you.
* GenreBusting: There's still some debate over whether it should be classified as a "true" FightingGame on par with ''Franchise/StreetFighter'' or ''Franchise/MortalKombat'', or a multiplayer-party game with FightingGame elements. Sakurai has said that he thinks of it as a giant party game, although he was likely using it as an analogy.
* GettingCrapPastTheRadar:
** In ''Melee'' and ''Brawl'' (Both rated T), it's possible to look under Peach's dress and see her panties. The same thing can be done to Peach's ''Melee'' trophies. Defied in ''3DS'' (Rated E+10), where the devs blacked out that area on both her and Rosalina specifically so nothing would be visible. The exception is Palutena's panties, which can be seen. Also her side taunt is where she spins around her staff with one leg in the air, [[TheTease kind of reminiscent of a pole dance]].
** In a brief moment during Duck Hunt's introduction trailer, Shulk lands directly next to them while in his swimsuit costume. The dog reacts by covering its eyes.
** In the actual 3DS/WiiU game, Shulk is playable in nothing but tight briefs and shoes. It not only makes his victory poses and right taunt (''I'm really feeling it!'') more ambiguous, getting grab-pummelled by an opponent in some instances has them knee or punch you in your scarcely-covered nether regions.
** Characters who wear skintight suits (Captain Falcon, Sheik, Zero Suit Samus) [[SensualSpandex have their butts and crotches formed]].
** Bowser's down throw since ''Melee'' has the other fighter squirm while he falls onto them, which is a pretty standard wrestling-type move but looks a little... awkward on [[CombinatorialExplosion some fighters]].
** Note that ''[=3DS/WiiU=]'' are rated E10+ in North America, not T like the two previous games.
** Master Hand sometimes seems to be FlippingTheBird at you, especially in 4.
* GlowingEyesOfDoom: Whenever a character picks up a Smash Ball in ''Brawl''.
* GoombaSpringboard: Goomba itself and Koopas, both in ''Melee's'' and ''Brawl's'' Adventure Modes, and ''Brawl's'' Footstool Jump.
* GracefulLoser: On the winner's victory screen, the other players are shown in the background applauding the victor, though with degrees of enthusiasm ranging from sincere congratulations to very grudging.
* GrappleMove: Every character can grab enemies, beat on them while held, and then throw them in any of the four cardinal directions for damage. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} Samus]] can also use their grab moves (the hookshot and grapple beam, respectively) to grab onto walls and pull themselves up.
* GrandfatherClause: "The Original 12" characters are essentially guaranteed spots in every sequel. More specifically, Jigglypuff, Captain Falcon, and Ness [[note]]Ironically three of the four unlockable characters in the original.[[/note]] have perennial spots on the roster despite no longer actually being prominent characters ''since'' the first game.
* GratuitousEnglish: Common in the Japanese versions of the games.
* GratuitousJapanese: Marth and Roy in the English versions, as the games they star in were not (initially) given a worldwide release. Interestingly, Marth still speaks in Japanese in ''[=SSB4=]'' despite the fact that he's been in several games released in English by the time of its release.
* GravityScrew: The ''VideoGame/SuperMarioGalaxy'' stage requires you to compensate for the gravity emanating from the center of the planet. [[VideoGame/SonicLostWorld Windy Hill Zone]] has odd gravity too, albeit less pronounced.
* GreenHillZone:
** [[VideoGame/SonicTheHedgehog1 Green Hill]] [[TropeNamer Zone]] from ''Brawl'' and ''3DS'' only kind of fits; its lamppost hazard and walk-off edges can easily complicate gameplay.
** Battlefield in ''Brawl'' and ''Super Smash Bros. for Wii U / Nintendo 3DS''.
** ''Super Smash Bros. for Wii U'' has Windy Hill Zone, from ''VideoGame/SonicLostWorld'', a more traditional example than the trope namer.
* GroundPunch: One of [[Franchise/DonkeyKong Donkey Kong's]] moves consists of slapping the ground repeatedly.
* GuideDangIt:
** [[http://www.ssbwiki.com/L-canceling L-cancelling]] in ''[=SSB64=]'' and ''Melee''. It's a technique that involves you pressing shield as you land with an aerial attack, completely negating landing lag in the former game and cutting the landing lag in half in the latter game. While an intentional feature that's vital for the competitive play in the two games, the technique isn't mentioned anywhere in the manuals or the games, and isn't even officially acknowledged online, outside the obscure, only in Japanese website for the original game (where it's referred to as Smooth Landing). Because of this, some players thought the technique was unintentional and the result of a bug. It was likely removed in ''Brawl'' because of this.
** Wavedashing is somewhere between this and GoodBadBug[[invoked]], as while it wasn't ''intentionally'' put in, it was discovered by the developers prior to release and left in anyway. Like L-canceling, it's vital for competitive play, but it's never hinted at in the game nor used by the CPU, but again, it's justified as the developers didn't expect it to be that useful.
** In ''Brawl'', there's the really useful pivot grab, a new type of grab not referred to anywhere in the manual nor ingame, and is not performed by the [=CPUs=] at all. Like the L-cancelling example above, the only place it's officially referred to is in a minor blurb in a "quick techniques"§ion on the official website (though this time the official site can be read in more than Japanese).
** How to obtain some of the after match bonuses in ''Melee''. To get the Diskun trophy in Melee, one has to have obtained all the after match bonuses. There are three things with these bonuses that cause them to be this. One and two, unless you look it up, you won't know the bonus exists [[ShapedLikeItself until you obtain it]], and only then will it show up among your collected bonuses, where you then get a short blurb on what gets you the bonus. Three, some of them though are really obscure and/or have unclear conditions to obtaining them that aren't properly explained how to get in the ingame blurb or anywhere (good luck getting the "Lethal Weapon" bonus without any guide, or knowing that "Button Holder" was a bonus).
** The Hammer Throw bonus is particularly bad. To use it, you have to throw away a hammer. And a broken-off hammer head doesn't count. Normally, you can't throw hammers at all, unlike every other weapon.
** A lot of early players (even Japanese players) thought that Robin's [[KamehameHadoken Thoron]] from ''3DS/Wii U'' was a PowerUpLetdown because it takes the longest to charge up, does the same amount of damage of as Elthunder and Arcthunder, and has very little KO power especially when compared to Arcthunder. However, the player is suppose to hold down the B button when firing Thoron which further extends the beam adding an extra 8% more damage and increases KO power. While this is mentioned in one of the tips, because there are hundreds of them, it'll take a while before a player finds it.
* HammeredIntoTheGround:
** Occurs through some methods, particularly through the [[VideoGame/AnimalCrossing Pitfall]] from ''Brawl'' onwards. Getting stuck in the ground prevents characters from moving or attacking until they get un-stuck.
** Waluigi will also the do the same, curb-stomping them several times before whacking them into the distance with a Tennis racket.
* HealingCheckpoint: The last level in the Subspace Emissary story mode of ''Brawl'' includes save points that heal you and revive fallen party members. The BossRush mode in the same game also has heart containers that you can use between battles.
* HeartbeatSoundtrack: The Master Fortress' cores make a heartbeat sound, especially loud with the last one. Since it's a TrueFinalBoss upon a TrueFinalBoss[[note]]upon ''another'' True Final Boss if you count Crazy Hand as one[[/note]], and losing means dropping difficulty and loot and doing all the bosses over again, it's fitting to say the least.
* HeavyVoice: A character gets this whenever they pick up a Super Mushroom and increase in size.
* HijackedByGanon: [[spoiler: Subverted. During the Subspace Emissary, Ganondorf betrays Bowser and prepares to hijack Master Hand only to realize that the true big bad of the game is in control. He is then, promptly turned into a trophy.]]
* HitPoints: Not in normal gameplay - each fighter's damage is tracked with percentages, ranging from a decimal number between 0% and 999%. However, in ''Melee''[='s=] Stamina Mode, ''Brawl''[='s=] Special Brawl "Stamina" option, the final Classic Mode fight (the Hands only), the Subspace Emissary (enemies only), and Boss Battles Mode (boss enemies only), Hit Points are utilized. Only the Stamina Modes and the final Classic Mode fight use visible numerical values; all other instances feature a red LifeMeter instead.
* HoistByHisOwnPetard: One of the easiest ways to take down Meta Ridley in Brawl is by using a character with a reflector. It is possible to kill the boss in seconds, even on the hardest difficulty, by playing as Fox or Wolf, jumping in front of Meta Ridley's mouth as he's about to launch his breath attack, and triggering their AttackReflector.
* {{Homage}}: ''Super Smash Bros for Nintendo 3DS'' has a mode very reminiscent of [[TheWorldEndsWithYou Tin Pin Slammer]].
* HomeRunHitter: A major point in the series, because it is one of four ways to kill someone, the others being self-destruction, [[CriticalExistenceFailure stamina mode]], and making it impossible for the opponent to recover. Applied with the Home Run Bat, the smash of which [[OneHitKill OHKOs]] in such fashion.
* HoodHopping: "Big Blue" has the fighters fighting on top of ''VideoGame/{{F-Zero}}'' vehicles, jumping from one to another as they get too far ahead or behind. Sonic, if he's wearing a Bunny Hood, [[{{Badass}} can just run along the raceway]] itself and keep up.
* HypocriticalHumor:
** ''VideoGame/FireEmblemAwakening'' and ''VideoGame/KidIcarusUprising'' feature some of the most exact clone characters in ''Smash'' to date (Lucina and Dark Pit), but in the Palutena's Guidance for Robin, Chrom makes a surprise appearance explaining his reasons for not being on the roster, prompting this remark from Viridi (note that Dark Pit's Guidance reveals that [[SequelHook he is now working directly under Viridi]]):
-->'''Viridi''' (to Chrom): "No point in having characters that are carbon copies. Am I right?"
* IAmNotShazam: Joked about briefly InUniverse, when utilizing Palutena's Guidance on Metroid- er, Samus. Palutena points out that Link is also not Zelda and Pit is not Icarus.
-->'''Pit:''' Okay, this joke has officially run its course.
* IdiosyncraticDifficultyLevels:
** The CPU players on ''Brawl'' Versus mode are labeled, according to the number (from 1 to 9) as Puny, Wimpy, Weak, Normal, Hardy, Strong, Burly, Mighty and Nasty.
** The difficulty levels on Classic Mode in the fourth game are labeled. As the scale goes from 0.0 to 9.0, with every .1 interval available, the label only changes for every whole number from: Effortless, Easy, Standard, Tougher, Challenging, Heatin' Up, Extra Spicy, Infernal, White Hot, and Nothing Harder.
* ImmuneToFlinching: Many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's [[http://www.youtube.com/watch?v=YoYmG4_6ews "Aether" strike]]) also have short moments in which the character is not interrupted or knocked back by any attacks, even ones which would otherwise KO them.
** Little Mac has this in the fourth game, despite being one of the smaller, quicker characters.
** Collecting a hundred coins in Golden Plains in the 3DS game offers this on top of enhanced strength for your character's SuperMode.
* InjuredVulnerability: The Trophy Stands in ''Brawl'' will only succeed when thrown at weakened enemies.
* InLoveWithYourCarnage: One of Wolf's communication channel conversations implies that Leon feels this way about Wolf.
* InstantFlightJustAddSpinning: All the different [[Franchise/TheLegendOfZelda Links]] use their spin slash attack as a recovery move, making them go upwards when performed in the air.
** Almost every character with a spinning move uses it either as their official B-Up third jump or can at least use it to hover, Mario Tornado, Spinning Kong, Spin Attack, Whirling Fortress etc.
* InterestingSituationDuel: At least half of the stage roster.
* InterfaceScrew:
** Togepi's Night Shade, the Nintendog, to some extent, Tingle's spotlight, Mr. Resetti, and Dialga and Palkia in ''Brawl''. The fourth game adds Skull Kid to the list.
** In the 3DS version, the black fog that makes up [[TrueFinalBoss Master Core]] completely covers its health meter on the bottom screen. You have ''no idea'' how much health it has left while fighting it. It finally dissipates when you get to its final form, but by that point, [[ClippedWingAngel you pretty much have the fight won]]. In the Wii U version, it has no health meter at all.
* InUniverseGameClock: The Smashville stage has an exclusive feature where the textures loaded depend on the time set on the Wii's built-in clock. Also present in Town & City on ''Wii U''.
* InvulnerableAttack: Most Final Smashes.
** There's also Super Armor, which makes the attacker invulnerable to knockback, but not damage.
** Also, the invisibility cloak, which makes the attacker invulnerable to damage, but not knockback.
* ItWillNeverCatchOn: The game itself was thought of this way. Also the various mods getting into tournament play.
* KatanasAreJustBetter: Four's Beam Sword takes the appearance of a laser katana.
* KickingAssInAllHerFinery: Peach, Zelda, Rosalina and Palutena wear their {{Pimped Out Dress}}es while in the middle of, well, smashing opponents.
* KooshBomb
* LagCancel: The lag canceling of aerial attacks was intentional in ''Smash 64'', in which it was officially named Smooth Landing, though better known as Z-canceling. The technique is also present in ''Melee'', but somewhat nerfed in that it only halves landing lag. The technique was removed from Brawl via the reworked air-dodge, though auto-canceling exists.
* LateArrivalSpoiler: Quite a few of the plot points in various games are revealed by stages or trophy descriptions.
** ''Brawl'' gave a particularly bad treatment of this to ''VideoGame/{{MOTHER 3}}'', whose stage outright spoils the last chapter of that [[NoExportForYou game]], and even has you fight its ''FinalBoss'' at one point in The Subspace Emissary. The only saving grace is that ''most'' of this material (trophies about them notwithstanding) was presented without context and said final boss also appeared in ''[[VideoGame/EarthBound MOTHER 2]]'' so it was somewhat easier to cover up that spoiler.
** Palutena's reveal trailer has her and Pit casually discuss the events of the [[spoiler:Chaos Kin]] arc from ''VideoGame/KidIcarusUprising'', which is surprising considering that it was four straight chapters of WhamEpisode.
** Lucina's mere existence [[WalkingSpoiler is a spoiler in and of itself]], but then she blatantly [[spoiler:calls Chrom her father]].
** Zelda's ability to transform into Sheik in ''Melee'' and ''Brawl'' is a pretty huge one.
** Nintendo of America ran an [=eShop=] sale on Virtual Console games featuring fighters during the month preceding the 3DS version's release. One of the games on sale during the first week was ''VideoGame/SuperMario3DWorld'', with the video discussing the week's offerings [[spoiler:spoiling the fact that [[SecretCharacter Rosalina]] is unlocked after one completes the main game]]. The game is also listed in [[spoiler: Rosalina's trophy]].
** ''3DS/Wii U'' is generally better about keeping spoilers hidden than ''Brawl''. The 3DS version has no important spoilers for ''VideoGame/{{Xenoblade}}'' (the Wii U version does, however), and while Lucina's role in ''VideoGame/FireEmblemAwakening'' is outright spoiled, Robin's deeper involvement in the plot is kept hidden, though hinted at in some trophy descriptions. The Skyward Sword trophies also don't reveal [[spoiler:that the old lady is actually Impa, displaced through time.]]. The game does, however, flat out spoil that ''VideoGame/MetroidOtherM'''s Little Birdy is [[spoiler: a younger version of Ridley]] in his trophy description.
* LawyerFriendlyCameo:
** [[StarWars Beam Swords]] and [[VideoGame/GoldenEye1997 Motion Sensor Bombs]]. The latter is Lampshaded in Melee's trophy description. There's also the [[PerfectDark Cloaking Device]].
*** In all of the Japanese versions of ''Super Smash Bros'', the Beam Sword has very distinctive buzzing and cutting sounds which are akin to the Lightsaber. A dead giveaway that the item was directly inspired by Star Wars. The sounds were deleted in the [=NTSC=] and [=PAL=] versions of the first game [[YouWannaGetSued to avoid copyright infringement lawsuits]] from Lucasarts, but they are present in later games.
*** The Japanese Version of ''Melee'' used the Remote Mine model from Perfect Dark instead of the Proximity Mine model from Goldeneye. Even the trophy description verifies the game of origin.
** [[UsefulNotes/ColorTVGame Color TV-Game 15]] ends up being a LawyerFriendlyCameo of ''VideoGame/{{Pong}}'' because of its CaptainErsatz origin.
* LeaningOnTheFourthWall: Done pretty literally in ''4''. The new screen [=KOs=] now have characters slam against the 3DS or television screens for half a second before finally dying (this is also to make them last about as long as a star KO). Some of the more cute characters like Pikachu and Kirby actually press up against the screen, which flattens their body a bit.
* LemonyNarrator: The descriptions for most of the trophies in the fourth installment are definitely more humorous and snarky in contrast to ''Melee'' or ''Brawl''. For example, the 1-Up Mushroom trophy describes a bunch of Marios discussing whether the true goal of their quest was to collect more 1-Ups.
* LethalLavaLand: [[{{Metroid}} Planet Zebes, Brinstar, Norfair]], and [[VideoGame/MetroidOtherM the Pyrosphere]]. Although technically it's acid and not lava for Zebes and Brinstar. Only in the Pyrosphere does the lava not play an active part in battle.
* LethalJokeCharacter: Since the beginning of ''Super Smash Bros.'', Jigglypuff is commonly mocked as being the weakest character in the game. The laughter suddenly stops when the Jigglypuff pro players appear and proceed to ''humiliate'' the unsuspecting opposition.
* LethalJokeItem:
** The fan, since the weapon hits as fast as you can mash the A button, you can deal out high amounts of damage without allowing the victim to escape or retaliate. Not indefinitely though as most characters can jump out of it and most that can't can force a prolonged spammer off the edge. Throwing it at someone also launches them in the air, making it possible to KO them into the sky. Lastly, it's a surprisingly potent shield breaker.
** Mr. Saturn appears to be nothing but a weak throwing item at first, but it has the hidden ability to instantly shatter shields on contact. Broken shields leave the character stunned and completely vulnerable for a few seconds.
** The Gust Bellows cannot do any damage whatsoever, but turn out to be one of the most powerful items in the game for precisely this reason. Because victims don't take damage, they don't get their mid-air jumps back when the Bellows push them away from the stage.
* LetteredSequel: In Japan, ''Super Smash Bros'' is known as ''Great Melee Smash Brothers''. The sequels, ''Melee'' and ''Brawl'', are known respectively as ''Great Melee Smash Brothers DX'' and ''Great Melee Smash Brothers X'' (DX stands for Deluxe).
* LetXBeTheUnknown: The Japanese title of ''Super Smash Bros. Brawl'' qualifies as this: ''Dairantō Smash Brothers X''.
* Level1MusicRepresents: The music for the stages in all games (default music in the case of ''Brawl'') usually follows this trope -- the "Ground Theme" from World 1-1 of ''VideoGame/SuperMarioBros'' serving as the most prominent example, being featured on both ''SuperMario'' stages in ''Super Smash Bros. 64'', the Mushroom Kingdom stage and as part of a mix on Peach's Castle stage in ''Melee'', two different remixes on ''Brawl''[='s=] Mushroomy Kingdom, and is otherwise featured in part or in whole in other medleys from the series.
* LevelEditor: ''Brawl'' lets players build their own stages out of blocks and other features, however, it was subject to an exploit that allows users to load GameMods on the original console. While the editor is missing in ''Super Smash Bros. for Nintendo 3DS'', it reappears in ''Super Smash Bros. for Wii U'', in a far more robust form from ''Brawl'''s: Rather than having a specific set of stage blocks to create a fighting arena like in ''Brawl'', terrain can be freely drawn using the gamepad.
* LevelsTakeFlight:
** ''Melee'' has Poké Floats, Mute City (when you approach the looping on the track) and Rainbow Cruise.
** At one point in ''Super Smash Bros Brawl's'' Subspace Emissary, you're working your way across the side of the Halberd to get to the deck of the flying ship. Also, you're dealing with a constant wind in your face, slowing you down.
** ''Brawl'' has the Halberd, Delfino Isle, and the Rainbow Cruise.
** Although the mechanics don't necessarily represent it, all the various Star Fox stages take place on the back of the Great Fox or other ships.
** ''Smash Bros Wii U'' has a stage where you fight atop the biplanes from ''{{Pilotwings}}'' (both the Super Nintendo and Nintendo 3DS version) as they fly toward and around Wuhu Island, where ''WiiSportsResort'' takes place, as well as a stage which floats around and takes players to various locations within [[VideoGame/TheLegendOfZeldaSkywardSword Skyloft]].
* LifeMeter: Used to display the enemies' HitPoints in ''Brawl''[='s=] Subspace Emissary and Boss Battles modes.
* LighterAndSofter: While as a whole the series is a lot more lighthearted than most fighting games, ''3DS/Wii U' has a generally brighter and more saturated color palette than ''Brawl'', which had a brighter and more saturated color palette than ''Melee'' (which remains the dingiest of the series).
* LightningBruiser: The game has several of them. A few, in no particular order:
** Little Mac. He can rack up combos quickly with his rapid attacks and also is capable of landing a ''very'' powerful uppercut if he gives or takes enough damage, and he's incredibly agile on the ground. However, it's incredibly difficult for him to recover from being launched, since his recovery techniques are terrible.
** Bowser. High weight, high speed, and high damage. All of these things make him a rather formidable foe. Problem is, he's big and easy to combo on.
** Captain Falcon! He has high speed and a bunch of good aerial attacks that can knock back foes hard.
** Yoshi. In Smash 4 he really stepped up his game. He went from being a rather foolish and clumsy character to an outright monster. His aerials are some of the best in the game allowing him to easily spike a foe up or down and all of his attacks now do more damage.
** Wario. Yes, [[{{Acrofatic}} Wario]]. Not only is he incredibly agile in the air, but he has plenty of good attacks at his disposal. From his bike, powerful smash attacks, and surprisingly good aerial game, Wario can definitely be counted among the lightning bruiser team.
* LimitBreak: Final Smashes. In ''Brawl'' and ''U/3DS'', each character is permitted to activate this whenever they manage to obtain/shatter the Smash Ball.
* LivingToys: In each of the games and [[http://time.com/3747342/nintendo-ceo-satoru-iwata/ as confirmed by]] WordOfGod, it is shown that all the playable fighters are really toys or figurines/trophies brought to life to fight one another. Why? [[ExcusePlot It doesn't matter.]] Subverted in that this seems to be a case of the dolls/trophies imagined as AlternateUniverse versions of the real characters rather than figurines literally coming to life and fighting each other in their toy forms.
* LoadsAndLoadsOfCharacters:
** Averted in the first installment which had a small budget as Nintendo had no way of knowing how well at the time it would catch on. Many characters ''were'' considered but only 12 ended up making the cut.
** ''Melee'' essentially doubled the cast from a paltry 12 to 26 and included interesting picks like Ice Climber(s), Mr. Game and Watch, and most famously, Marth and Roy, two swordsmen from a then Japan only series called ''VideoGame/FireEmblem'' See MarthDebutedInSmashBros for more details on that.
** ''Brawl'' pushed the envelope as far as it could possibly go in terms of content and really made its predecessors seem tiny in comparison with a whopping ''39'' characters in total ranging from more {{Unexpected Character}}s such as Pit, R.O.B, and Lucario to even {{Guest Fighter}}s making the roster. Those two being Solid Snake and Sonic the Hedgehog. Talk about diversity!
** The roster count for Wii U and 3DS, not counting potential additions via DLC, clocks in at 49 characters (51 if you assume each of the three fighter archetypes for the Mii Fighter is its own separate character; 53 if you also count upcoming DLC fighters Mewtwo and Lucas). That is ''quadruple'' 64's tiny roster and almost double Melee's 26 character roster.
* LuckBasedMission: Smash Run can be this. It's all about running around the map collecting powerups for a final battle. The only problem is that enemies are more likely to drop one power than another and that the final battle is randomised, so you might have the wrong powerups for the wrong final battle. For instance, you can find a lot of powerups except for speed and jump, and the final battle can be a race to the finish.
** Classic Mode in the 3DS and Wii U versions can be this. With items like the Gust Bellows, Beetle, and Boss Galaga, it's very possible to lose stock very quickly because a computer-controlled player got their hands on one. Dragoons and Daybreaks tend to be more frequent as well.
** Some of the challenges in ''Brawl'' and ''Smash 3DS/Wii U'' can be this, especially when it comes to collecting all of a certain set of item ([=CDs=], stickers, custom moves, Smash Run powers, Mii Outfits/Headgear). A few of these items are collected through other challenges, but the vast majority are [[RandomDrop randomly acquired]]. Adding to the frustration involved in these challenges, it is quite possible that an item dropped happened to be a duplicate of one the player already had; not only does this mean no further progress is gained on the challenges, but for all cases except the stickers in ''Brawl'', duplicates are functionally useless, making their acquisition a complete waste of time.
* MasochistsMeal: The Superspicy Curry.
* MarketBasedTitle: The game series is referred to as ''Dairantou Smash Bros.'' in Japan ("Dairantou" being Japanese for "Great Battle"), with ''Melee'' being ''Dairantou Smash Bros. DX'' and ''Brawl'' being ''Dairantou Smash Bros. X''.
* MeaningfulName: Final Destination.
* MechanicallyUnusualFighter:
** In the first installment 3 of the 12 had at least one quirk making them different form the standard character template. Yoshi's command for third jump was instead a projectile, but he became ImmuneToFlinching during his extended double jump. Ness' third jump was a remote control projectile that you had to hit yourself with to get an aerial boost, and Jigglypuff had no 'third jump' at all, instead a combination of her neutral special and 4 'double jumps' were used for recovery.
** Melee added the Ice Climbers, where one player would control two characters simultaneously, Zelda who could transform mid battle, and Pichu whose attacks damaged itself.
** Brawl made Samus unusual in that her Final Smash triggered a transformation. Olimar, where the majority of his attacks are tied to his Pikmin, Lucario who get's stronger the more damage he takes and points he falls behind, and Pokémon Trainer who not only can rotate between three transformations, but if you stay in any for too long you actually start to get weaker. This makes for about 8 of 35 characters that are different from the typical mold.
** Transformation-style gameplay is [[DefiedTrope defied]] by ''U/3DS''; Samus and Zero Suit Samus, as well as Zelda and Sheik, have been split off into separate character slots, and Charizard became the sole Pokémon Trainer Pokémon to return. Despite these splits, a greater emphasis was placed on fighters with unique attributes. Mega Man's moveset is based almost solely around projectiles or other Robot Master weapons. Rosalina fights alongside a Luma like a sort of Ice Climbers/Olimar mashup. Little Mac has a Power Meter that allows him to unleash a powerful uppercut when full. Palutena and the Mii Fighters are based around customization, and have their twelve custom moves from the start. Robin uses magical tomes for his specials, but much like in [[FireEmblemAwakening the game he comes from]], they can only be used so often before breaking and needing to be recharged. His smash attacks also replace his default Bronze Sword with a Levin Sword, which can be used to perform smash attacks in mid-air and is also subject to breaking from overuse. Shulk is given a unique buff/debuff mechanic using the Monado. Each of the Monado Arts gives a boost to one stat while weakening one or two others. Finally there's the Duck Hunt dog who primarily relies on traps and zoning as opposed to almost every other character who is more rushdown based.
* {{Medley}}: Many of them, although it's possible you might not even be able to recognize some of them, since some songs are remixed heavily. Below-mentioned "[[VideoGame/KirbysAdventure Butter Building]]" song from ''Brawl'', for example, has the Dream Land theme remixed as a sitar-heavy hard rock techno-ish song, compared to Melee's incarnation, which stayed close to the original's techno theme. Shows how much Nintendo is DoingItForTheArt.
** ''Brawl'' has an ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' medley for the Bridge of Eldin stage. The Great Temple theme is a mash of The Great Temple and the normal Temple theme, both from ''VideoGame/ZeldaIITheAdventureOfLink''.
** There's also a ''{{VideoGame/Kirby}}'' "Boss Theme Medley" for the Halberd.
** There are also a number of medleys that aren't labeled as such--for example, "Tal Tal Heights" is a medley of the overworld music for the three Gameboy Zelda games and Tal Tal Mountain Range from Link's Awakening, "Song of Storms" has, in addition to the titular song, Ganondorf's theme and Serenade of Water, "Title (Legend Of Zelda)" has the dungeon music mixed in, "Butter Building" is a medley of Butter Building, Green Greens, and the title screen for Kirby's Dream Land, etc.
** Two of the Mario-themed songs in ''Melee'' were medleys: the overworld theme mashed-up with the underworld theme of ''SuperMarioBros'', and the Rainbow Ride theme of ''SuperMario64'' mixed with the underwater theme of ''SMB''.
*** The fourth game adds some more Mario medleys, such as a compilation of ''SuperMarioBros3'' music and an overworld/underground/castle merging from ''SuperMarioBros''.
** CreditsMedley: The ending credits theme for ''The Subspace Emissary'' in ''Brawl'' is a mix of the ''Super Smash Bros'' credits theme, ''Melee'''s menu and opening theme, and the ''Brawl'' main theme.
*** The fourth game continues the trend, as the credits for Classic and All-Star mode, much like the above medley feature snippets of ''Melee'''s menu and opening theme, as well as both the main themes of ''Brawl'' and itself.
* MercyInvincibility: After you lose a life, after you grab a ledge and when getting up after tripping or having got [[GoombaSpringboard footstooled]].
* MeteorMove: There's a whole category of moves that slam foes right into the ground: [[ExactlyWhatItSaysOnTheTin Meteor Smashes.]] These moves launch the target directly downward, which can cause a KO if done over a BottomlessPit, but the knockback can be cancelled by jumping or using an Up Special after a certain period of time. There are some attacks in ''Melee'' with similar properties, but the downward launch angle is different so the game doesn't recognize them as Meteor Smashes and prevents being able to cancel their knockback.
* MightyGlacier: Slow characters such as Bowser, Ganondorf, etc. tend to have stronger attacks and more super armor.
* MinMaxersDelight: With customization on, the "Risky Respawner" equipment gives on average much better stats than usual. You can possibly get a 70 point difference between what you gain and what you lose. The only downside is that you have no invincibility when respawning, which isn't really a big deal, especially in the solo/group modes, and has ''no effect at all'' in Crazy Orders. You can achieve similar effects with other equipment that debuffs normal combat abilities, though, with varying levels of power.
* MiniBoss: Minibosses are fought in the games' single-player modes:
** In the original's 1P Game, the Fighting Polygon Team is found right before Master Hand. The game also had two minibosses at the middle and before the last bonus minigame: Giant Donkey Kong (who was so massive that you got two allies to help you fight against him) and Metal Mario who was hard to launch and very heavy.
** In ''Melee'', there's the Fighting Wire Frame team as well as the Metal Bros. (Metal Mario and Metal Luigi) in Adventure Mode. Classic Mode has just a fight against the metal version of any character. Some stages also had you fight a playable character after traversing through the stage or after fighting another character, that character being the stage boss.
** In ''Brawl'', minibosses are very plentiful in the Subspace Emissary, and include dark versions of Diddy, Peach, Zelda and (during The Great Maze) all remaining characters that appeared up to that point.
** In ''3DS[=/=]Wii U'', the Fighting Mii Team appears as the penultimate opponent before Master Hand, though you have to choose the path that leads towards them in the 3DS version (otherwise, you fight a Horde Battle consisting of several copies of one character as the penultimate miniboss).
* MiniGame: Target Test, Home-Run Contest, Coin Launcher, and others. ''Brawl'' and ''Wii U'' also lets you play timed demos of several Nintendo "masterpieces".
* MiniGameCredits:
** The original and ''Melee'' have one at the end of Classic Mode where the player shoots the names in order to see exactly what they did.
** ''Brawl'' downplays this trope. While there's no end credits at the end of classic mode, there is a mini game where the player shoots pictures of all the fighters, assist trophies, items, Poké Ball Pokémon, and trophies the player has unlocked.
** The 3DS and Wii U games ditch the shooting mini-games in favor of the player using their character to attack names in the scrolling credits. The goal is to fill the ending image in the background by hitting the developers' names. However, instead of hitting as many names as possible, the player fills the image by timing their attacks so each name is in front of a blank part of the image. The game will automatically clear the rest of the picture if the picture is 90% revealed by the end. The more complete the image is, the more gold they win after the credits are over, at a maximum of 100.
* MirrorMatch:
** This is always the final opponent in 100-Man mode (In the case of ''Brawl'') or all multi man modes where you face an explicit amount of fighters (in the case of ''4''), even if you hack the game to play as Giga Bowser.
** In ''Smash 3DS/Wii U'', Master Core's final form (penultimate if you're playing at Intensity 8.0 or higher on Wii U) is a copy of your character, right down to the custom moves.
* MisbegottenMultiplayerMode: ''Brawl'' and ''Wii U'' have a lot of [[CoOpMultiplayer two-player action]] available in them. Some co-op options are well-done; Event Mode, for example, has events specifically tailored for two players, either by altering single-player events or just making new ones entirely. Some co-op features...don't work so well. In the ''Brawl'' Adventure Mode: The Subspace Emissary, [[WeCannotGoOnWithoutYou the game ends if Player 1 is knocked out]], while Player 1 ''can'' go on without Player 2 if need be (barely [[JustifiedTrope justified]] in that Player 2 is just sort of...there, like Tails in the ''Franchise/SonicTheHedgehog'' series) It's still better than a lot of the other co-op modes, though, especially the NintendoHard [[BossRush Boss Battles mode]] and the ''Wii U'' version of All-Star mode; they end in defeat if ''either player'' is KO'd.
* MisguidedMissile: You can pull this trick on the ROB Launchers and Duon.
* MovesetClone:
** Clone Characters, which share models and animations with another character. It started in the original game (Luigi to Mario), and continued in ''Melee'' (Dr. Mario to Mario, Falco to Fox, Pichu to Pikachu, Ganondorf to Captain Falcon, Young Link to Link, Roy to Marth), ''Brawl'' (Wolf to Fox, Toon Link to Link, Lucas to Ness)[[note]]though some don't consider ''Brawl'' to have "true" clones, since both new and returning clones had unique animations and models; for example, Lucas and Ness share precisely zero non-special moves[[/note]] and ''Wii U/3DS'' (Lucina to Marth, Dark Pit to Pit).
** The fourth entry also takes a very different approach on this to include more characters while economizing on character slots:
*** The seven Koopalings were put in as Bowser Junior's model and color swaps.
*** Olimar's blue variant is replaced by Alph.
*** Villager, Robin, and Wii Fit Trainer all have an opposite-gender model swap.
* MundaneMadeAwesome:
** Orchestrated ''Franchise/{{Pokemon}}'' music (at least the Viridian City song), orchestrated ''VideoGame/{{Tetris}}'' music, and ''Franchise/{{Kirby}}'' ''HeavyMetal''.
** ''Melee'' has a full-blown OrchestralBombing version of the light, silly Gourmet Race theme from the ''Kirby'' series.
** [[http://i.imgur.com/4rGH5Nl.jpg The Wii U game's version of the Trophy Shop]]. Not what anyone expected, but quite amazing.
* MuseumGame: The series is all about referencing the past and present of Nintendo. The game has many locations, characters and music from different Nintendo franchises, as well as a trophy gallery of different characters with information that can be read about them.
* MusicalNod: The main theme for ''Wii U[=/=]3DS'' contains a little nod to the Character Select theme from the original game.
* MythologyGag:
** The ''entire series'' is a love letter to the history of Nintendo and gaming in general, with everything from character movesets to the reveal trailers referencing some aspect of both popular and forgotten franchises. [[https://www.youtube.com/user/CrappyCaptureDevice/videos This Youtube channel covers a mere fraction of the attention to detail found in ''Melee'' and ''Brawl''.]]
** In the Wii U Version of the Boxing Ring stage, Princess Peach's alias is "Princess of Toadstools", a reference to the fact that she was originally called "Princess Toadstool" in the west.[[note]]Nowadays, "Toadstool" is just held as her last name, with "Peach" being her first. This is only apparent in ''VideoGame/SuperMario64'' and its remake where she signed her name under "Princess Toadstool" formally, then right afterwords, signed by it with her first name.[[/note]]
[[/folder]]

[[folder:Tropes N-Z]]
* {{Nerf}}:
** In ''Smash 64'', throws killed. In ''Melee'', throws are of reasonable strength, as they generally help in building combos rather than finishing. In ''Brawl'', throws are even weaker, and due to changes in physics their overall usefulness was somewhat nerfed as well.
** ''3DS/Wii U'' nerfs the air dodge from ''Brawl''. In ''Brawl'', the air dodge would conserve momentum, being able to do it many times in midair with little in-between lag, and canceled hitstun. ''3DS/Wii U'' retains the momentum conservation and ability to execute multiple times, but it removes the ability to cancel hitstun this way and it adds significant landing lag for carelessly air dodging near the ground, making it far more punishing in that regard.
** The 1.0.4 patch for ''3DS'' (came packaged with ''Wii U'') readjusted some characters, mainly the newer ones. For example, Rosalina's Luma companion now takes a little longer to respawn after being KO'd.
* NintendoHard:
** Mostly, the hardest level in Classic/Adventure/All-Star/Boss Battles and the [[MultiMookMelee Cruel Multi-Man modes]], where you fight against [[DemonicSpiders Those Several Mooks]]. And don't even try abusing button mashing tactics, the opponents will absolutely mop the floor with you if you don't have breakneck reflexes and actual strategy to your fighting.
** Smash Run is not to be taken lightly. Many enemies have attacks that can stun you and rack up your damage, some enemies are immune to certain attacks, some enemies can lower your stats, and there are several mini-bosses that have powerful attacks and have a ton of health, requiring players to be skilled at avoiding attacks in order to do well.
** Master Core, the secret final boss of ''3DS/Wii U'''s Classic mode who is fought at difficulties 5.5 and over. You start by fighting Master and Crazy Hands simultaneously, but after doing about 75 HP of damage to them, they will transform into various forms made of a strange shadowy swarm (the higher the difficulty, the more forms you have to fight). Each form has attack patterns that can be learned, but it will take you quite a long time to learn them. And even so, with the sheer length of the fight, it is very unlikely you will make it through without a hefty amount of damage.
*** Master Fortress in the Wii U version, who can only be fought in Solo Classic after defeating Master Core on difficulties 8 and over. After defeating Master Core's final form, an opening to a horrible EldritchLocation made of the same shadowy swarm will appear, and you must enter with nothing more than a Heart Container. Inside you will find a labyrinth filled with enemies; most notably one carrying a shield, a flower-looking thing that fires an extremely-damaging laser that goes through walls, and a floating ball of energy. You must take out four of the Fortress' "hearts," all the while dodging attacks and avoiding "danger zone" walls that will instakill if you touch them while over 100% damage. To make things worse, two of the hearts are located right next to these zones, forcing you to be extra-careful while attacking them.
* NonStandardCharacterDesign: While all other items upgraded from sprites to 3d models between 64 and Melee, the Food items are flat, high quality pictures of real food.
* NonstandardPrescription: "Dr. Mario is in the house! His prescription? [=KOs=]!"
* NoPlotNoProblem: All of the games, aside from ''Brawl'''s ''Subspace Emissary'' mode. During the making of ''Wii U/3DS'' it was decided there wouldn't be much point to making a story with cutscenes because people would just watch the cutscenes on YouTube instead of buying and playing the game to see them, and it would be better to focus time on delevoping the actual gameplay.
* NostalgiaLevel: Not only of certain game levels, but previous ''Smash'' stages as well.
* NotDrawnToScale: Every character and stage have been compromised to not look weird ([[RuleOfFun and give neither an advantage)]]. Compare the 0.2 m [[{{Kirby}} Kirby or Meta Knight]] to the 5.2 m [[{{Pokemon}} Lugia]]. Play ''VideoGame/SuperMario64'', ''VideoGame/MarioKart64'' or ''VideoGame/SuperMarioGalaxy'' after having played on Princess Peach's Castle on ''Melee''. And even the shortest characters are bigger than an entire floor of the Fourside buildings (measurable when they hang onto them -- Mario, for example, is big enough to take up almost ''two floors''.)
** Also in ''Melee'', a case that overlaps with YourSizeMayVary is with the F-Zero machines: in the Mute City stage, compared to the fighters, they look like radio-controlled jet cars (to the point they can be ''crushed'' with a well-timed blow), but in Big Blue, they are of a more reasonable size, already big enough to fit Captain Falcon inside.
** Luigi's Mansion in Brawl.
** Olimar. In the games he's about two centimetres tall, which obviously wouldn't be a very great fight.
** For a good comparison, check out [[http://th04.deviantart.net/fs71/PRE/f/2014/201/1/3/super_smash_bros_height_chart_by_kumaonioni-d7rh0a4.jpg this height chart]], based on the characters' given heights in their own games. It's easy to see where scale has been compromised in favor of balance.
* ObviousRulePatch:
** In ''Melee'', there where some attacks that were similar to Meteor Smashes but could not have the momentum cancelled by the target due to a technicality concerning the launch angle. ''Brawl'' enlarged the angle that the game considers a Meteor Smash, meaning all downward-launching attacks can now be cancelled.
** ''3DS/Wii U'' removed the ability to chain-grab by implementing a short cool-down period that prevents a character from getting grabbed again.
** ''3DS/Wii U'' also removed the ability to ledge-hog by making it so that whenever a character comes in contact with a ledge, they'll bump off the character that was already on it and grab it themselves.
* OddFriendship: The unlikely pairing of the three ''VideoGame/DuckHunt'' characters as a single unit is lampshaded in the European and Japanese version's VideoGame/{{Punchout}} arena aliases, which are "The Most Unlikely of Partnerships" and "Unique Partners"[[note]]translated, of course[[/note]], respectively.
* OddlyNamedSequel2ElectricBoogaloo: The fourth installment breaks the subtitle trend of previous games, instead using the the less-than-eloquent subtitles ''For Nintendo 3DS'' and ''For Wii U''.
* OldSaveBonus: In ''Melee'', if you had ''{{Pikmin}}'' saved on your memory card, it would unlock the Captain Olimar trophy.
* OminousLatinChanting:
** The [[http://www.youtube.com/watch?v=4l07F9OubjU Final Destination theme]].
** The main theme for ''Brawl'' is in Latin. Helps that this was composed by Creator/NobuoUematsu of all people.
** The main ''Franchise/FireEmblem'' theme in ''Brawl'' is also in Latin, although it isn't very ominous.
** ''3DS/[=WiiU=]'''s remix of "Melee (Menu)" for Final Destination.
* OneHitKill:
** Mr. Game and Watch's Judge. A number pops up over his head, determining the strength of his hammer. A 1 will inflict damage on Game and Watch but doesn't even cause flinching to enemies hit. A 9 will instantly kill anyone.
** Jigglypuff's Rest. Jigglypuff falls asleep, which for some reason, kills anyone next to her. It has a ton of lag time, however.
** Being hit with a Home-Run Bat. The Bat has a long wind up time if used as a Smash attack, but will nearly always KO if it connects. The only way to survive is to lose momentum by bouncing off of the geography multiple times, a totally random and ''very'' rare occurrence.
** Marth and Lucina's Final Smash. Critical Hit knocks anyone it hits off screen, but when used in the air it can cause the user to KO themself if it doesn't connect.
** Once Little Mac's KO meter fills up, it turns his neutral-B move into an uppercut that will send anyone it touches flying off-screen.
* OneHundredPercentCompletion:
** So, you've played throughout the extensive Story Mode, unlocked all the secret characters... or have you? Did you remember to backtrack to that hidden room to fight ([[DefeatMeansPlayable and defeat]]) Wolf? Or [[LethalJokeCharacter Jigglypuff?]] How about Toon Link? After that, there's 544 trophies to find, and after that, 700 stickers to collect! What's worse, one of the trophies can only be found by collecting all 700 stickers! What's even worse is that they all [[RandomDrop randomly drop]]!! Completionists will be foaming at the mouth before long...
** For both ''Melee'' and ''Brawl'', true 100% completion would involve getting all the possible Notices. In both games, one of these Notices is only obtained by '''''playing a million matches.'''''
* OneStatToRuleThemAll: In Smash Run, Speed and Jump are this. Because treasure chests and otherworldly doors (which lead to treasure/challenge rooms) are spread throughout the map, having a good Speed and/or Jump stat makes the searching much easier. What's more, the final battle may not be a battle at all, but a race to the finish or a climbing marathon, both of which make the other stats absolutely useless.
* OneWingedAngel: Master Hand does this in ''[=SSB4=]'' if you defeat him under certain conditions. Called "Master Core", he turns into a black grotesque shape-changing phantom intending to kill the player.
* OrchestralBombing:
** The main theme to ''Brawl'' is almost ludicrously epic.
** [[https://www.youtube.com/watch?v=AcX2aG543og Master Core's theme]], which is equal parts epic and menacing.
* OrnamentalWeapon:
** Ever since the first game, Captain Falcon wears a holster with a handgun to show that he's an armed bounty hunter. He never uses it.
** Sheik wears a short sword but never draws it out.
** Ganondorf never used his sword in ''Melee'' and ''Brawl''. A Custom Special finally allows him to do so in ''Wii U/3DS''.
** Snake is not allowed to use his holstered handgun for "family-friendly reasons".
* OutsideTheBoxTactic: Several exist for the various drone fights. Two of note are for Cruel Melee/Brawl ([[ViolationOfCommonSense jump off the stage]] - the player has a recovery move to get back on stage, but the drones don't but will try to pursue you anyway [[note]]this doesn't work in ''3DS'' because they no longer jump after you[[/note]]) and the 15-Minute mode (run away - since the AI level of the drones improves in proportion with how many have been eliminated, simply avoiding them results in having to dodge very incompetent foes. No one ever said you had to ''fight'' for the entire 15 minutes, just survive!).
* PaperFanOfDoom: The item. [[LethalJokeItem Do not be fooled]], especially in MultiMookMelee mode.
* PartyGame: While ''Smash Bros.'' is often considered a "party game", it didn't take up the more specific definition of the term until ''U''[='=]s Smash Tour mode, where players move their Miis all over the board collecting status boosts and fighters, then play matches when they come into contact with each other.
* PauseAbuse: In ''64'', if you pause after every frame of movement, then the on-screen timer won't clock forward. This makes it possible to complete the Break the Targets and Board the Platforms challenges with a time of 0:00.
* PersonalSpaceInvader: The [=ReDeads=] in ''Melee'' (making a crossover from ''Zelda''), the [=LikeLikes=] in the same level (also making a crossover from the Zelda series), and the Bucculus in Subspace Emissary.
* PinataEnemy: Every enemy in Smash Run is this. Every enemy, no matter what, will drop stat boosts if you can kill it, and sometimes items, equipment, or gold. Stronger enemies (Boom Stompers, Bulborbs, Reapers, etc.) and/or rare enemies (Iridescent Glint Beetle, Sneaky Spirits, etc) drop better awards.
* PlatformFighter: The best known example.
* PocketProtector: The Franklin Badge, as well as the Reflectors used by the Star Fox team.
* PokemonSpeak:
** Most Pokémon retain their voices from the anime, and (except for Mewtwo, Charizard, Lucario and a few Poké Ball Pokémon) can only say their names.
** Yoshi can also only say "Yoshi!" and unintelligible noises.
* PostFinalBoss: Subverted. Captain Olimar in the All-Star mode of ''Brawl'', because of how the battles are arranged, could have ended up being this. The next-to-last stage is ''Franchise/{{Pokemon}}'', and has the player face ''six'' characters (Pikachu, Jigglypuff, Lucario, Squirtle, Ivysaur, and Charizard), as opposed to just Olimar on the ''VideoGame/{{Pikmin}}'' stage. The thing is that Olimar's AI is ramped up compared to the opponents you've fought so far, so players who walk in expecting to get an easy fight will get rather flustered when Olimar avoids their moves and launches them to their death.
* PowerCreepPowerSeep: Inevitable in a crossover series like Super Smash Bros., where characters who are only average in their own series (eg. Jigglypuff) can go toe-to-toe with characters who are very powerful in theirs (eg. Shulk).
* PowerFloats: The Smash Ball itself.
* PowerGlows: Whenever a character picks up a Smash Ball.
* PowerupLetdown:
** Getting Goldeen from a Poké Ball or Master Ball, as it's a fish Pokémon unable to do anything on land.
** When picking up a Hammer, sometimes, its head will fly off while the character who picked it up still uncontrollably swings the handle back and forth, leaving them very vulnerable to attack. Furthermore, opponents can actually pick up the hammer head and then throw them at the poor victim ForMassiveDamage. The Golden Hammer has a similar faulty version that isn't as obvious at first; instead of the head falling off, it makes ''squeaky noises'' when it comes into contact with an opponent while doing no damage.
* PowerUpMotif: Several examples; see the trope page for details.
* ThePratfall: There's a random chance of pratfalling in ''Brawl'' whenever the control stick is hit, discouraging excessive dashing and pivoting.
* PreAsskickingOneLiner: Despite most of the cast being silent, some unleash these during their Final Smashes:
--> '''Meta Knight''': ''Know my power...'' / ''Behold!''
--> '''Capt. Falcon''': ''Come on! Blue Falcon!''
--> '''Lucario''': ''Watch the power of Aura!'' / ''Max Aura!''
--> '''Pokémon Trainer''': ''Take this! [[CallingYourAttacks Triple Finish!]]''
--> '''Fox''': ''Landmaster!''
--> '''Falco''': ''Personally, I prefer the air!''
--> '''Wolf''': ''We're gonna have some fun with this thing...''
--> '''Pit''': ''All troops, move out!'' / ''Equipped!'' / ''Bye now!''
--> '''Snake''': ''It's show time!''
--> '''Sonic''': ''Now I'll show you!'' / ''Super Sonic Style!''
--> '''Robin''': ''Chrom!'' (Followed by Chrom chiming in "On my mark!")
--> '''Lucina''': ''Time to change fate!''
--> '''Shulk''': ''Let's go, everyone!'' / ''Time for a Chain Attack!''
--> '''Dark Pit''': ''Good bye!'' / ''It's time!''
--> '''Wii Fit Trainer''': ''Let's step up the intensity!''
* ProductionForeshadowing:
** The Metal Gears that show up on Shadow Moses Island in ''Brawl'' ended up hinting at ''VideoGame/MetalGearSolid4''. Foreshadowing your work in a ''competitor's'' game takes guts.
** Pit's presence in ''Brawl'' gives this impression since a lot of the elements made for ''Brawl'' were used in ''Kid Icarus: Uprising'', but there was no intention to do another ''Kid Icarus'' until after ''Brawl'' was finished.
* PromotedToPlayable:
** {{Downplayed|Trope}}. Giga Bowser (a BonusBoss from ''Melee'''s Adventure Mode) is Bowser's Final Smash in ''Brawl''. But like all other Final Smashes, it has a time limit.
** Played straight with Charizard, who was originally a Poké Ball Pokémon, Little Mac, who was originally an Assist Trophy, and Palutena, who originally appeared in Pit's Final Smash and in a cutscene in The Subspace Emissary.
* PunBasedTitle: ''Super Smash Bros.'' '''''[[NumberedSequels for]]''''' ''Wii U / 3DS''.
* PunctuatedForEmphasis: The announcer makes a point of clearly enunciating Duck Hunt's name with a gap between the words, probably to avoid [[CountryMatters any possible misinterpretation]].
* RandomDrop: The Poké Balls and Master Balls make a random Pokémon appear out of them. Same with Assist Trophies.
* RandomizedDamageAttack: Mr. Game & Watch's side special attack (called "Judgement") does random damage AND random effects ranging from Mr Game & Watch damaging himself through various StatusEffects to smashing the opponent off the map for a OneHitKill.
* RandomlyGeneratedLoot: Equipment in ''3DS'' and ''WiiU'' works this way. Each character has three equipment slots, and each type of equipment will have one + modifier and one - modifier for attack, defense, or speed, and some will also have a special effect.
* RandomNumberGod:
** Barrels, Crates, Capsules, and Party Balls all have about a 1/8 chance of exploding when hit or thrown.
** Poké Balls will release a Pokémon of variable usefulness... or release the completely useless Goldeen. The new Master Ball in ''Wii U/3DS'', which releases Legendary Pokémon only, is not exempt from the Goldeen misfire.
** Subtly done with Luigi's side special, "Green Missile". There's a 1/10 chance of Luigi misfiring when charging, which gives him a powerful launch regardless of how long it was charged.
** Peach's Side Smash used to randomly swing either a Frying Pan (Power), a Tennis Racket (Balance), or a Golf Club (Range). It changed in ''Wii U/3DS'' where they are used in a set order.
** Peach's down special, "Vegetable", gives her a Turnip with a randomly picked face; its strength is determined by the chosen face, including the very elusive "Stitchface" Turnip which deals 30% damage on contact. She also has a rare chance of pulling out an item instead -- specifically, a Bob-Omb, a Beam Sword, or a Mr. Saturn.
** Mr. Game & Watch's side special, "Judgement", is this. (For example, 1 damages yourself, 7 spawns an apple, and 9 is a OneHitKO.)
** ''Melee'' has a very strange case with its Item Containers; They all had a very low chance of producing a Goomba or a Redead on the field, whether it was during a normal Match or Event Mode.
** Olimar used to pick Pikmin of a random color in ''Brawl''. This has been changed in ''Wii U/3DS'' to a set pattern of colors: red, blue, yellow, purple, white.
** King Dedede's side special, "Waddle Dee Toss", would make him throw a Waddle Dee, a Waddle Doo, or a Gordo. It was replaced with "Gordo Toss" in ''Wii U/3DS''.
** Villager's up and down aerials attack with one, two, or three turnips at random, referencing how the turnips in the original games acted like the stock market (and so put the player at the mercy of the [=RNG=].)
** Random tripping was the [=RNG=]'s unwanted interference in ''Brawl''; essentially, there's a random chance of falling flat on your face every time you run or turn while running. This disrupted gameplay majorly, and the condemnation of this mechanic was so widespread that its removal was the very first detail for ''Wii U/3DS'' that was explicitly confirmed by Sakurai.
* RareRandomDrop: The Legendary Pokémon are this, with a very low chance of appearing compared to the rest of Pokémon. Frustrating because they give the best rewards. ''4'''s Master Ball limits its Pokémon to Legendaries, except for the odd Goldeen.
* RealIsBrown:
** The Mushroomy Kingdom stage is a [[ParodiedTrope parody]] of this trope. It is World 1-1 of the original SuperMarioBros, but decayed over the years. It's entirely brown.
** ''Brawl'' also has a slightly more muted color palette compared to the other games, enough that Sakurai specifically pointed out that the next games will make more use of primary colors. Indeed, the next games dialed back the realism and returned to a brighter, more cartoony look.
** A minor example: The hilt of Toon Link's Master Sword is a brighter blue than the more Realistic Link's one despite them being the same blade.
* RecoveryAttack: When knocked onto the stage, or tripped, some regular attacks behave specifically to allow the player to get up. Alternatively, these can be used to get back up from ledges or back onto the stage. However, once a fighter's damage exceeds 100%, the fighter's ledge recovery attack typically has a slower animation but deals slightly more damage.
* RecurringBoss: Bowser in the Events is your opponent in several of the events after the first (including, in Melee, a harder sequel to the first event), including in one of the obligatory [[BossRush All-Star Battles]] and as part of the final battle (in ''Melee'', his Giga Bowser form was the TrueFinalBoss).
* RecurringRiff: Generally speaking, the main theme for any given installment in the series will appear in all future Smash games. This also applies for the games in which the main theme debuts; in ''Brawl'', it reaches the extent where [[http://www.ssbwiki.com/List_of_SSBB_Music_%28Super_Smash_Bros._Brawl_series%29 it has its own section in the sound test]] dedicated almost entirely to remixes of the main theme.
* RedBaron: The Boxing Ring's Wii U version gives a title and/or explanatory sentence to any character who fights, including Alph, the male Wii Fit Trainer and the Koopalings.
* RedHerring: For months, the boxing ring stage in the Wii U version was a generic ring based on no other franchise having the Smash Bros Logo in the middle of the ring and on the screens. However, with Little Mac's reveal, the boxing ring received a huge makeover to make it themed after ''Punch-Out!!''. In-game, you can choose which of the two styles you want with a button-press as you select that stage.
* ReflectingLaser: Franklin Badge, Gardevoir, and Gray Fox have reflectors that reflect projectiles back at 180 degrees exactly. Likewise, Mario, Pit, every Star Fox character, and both [=EarthBound=] characters have shields or attacks which reflect projectiles (or redirect them in the case of Ness' yo-yo).
* ReplayMode: ''Brawl'' has an option to rewatch all cutscenes triggered in The Subspace Emissary. Since some of the cutscenes are mutually exclusive, the SSE has to be played at least twice to unlock them all.
* RetCanon: Elements of this series have been incorporated into the {{canon}}s of some source series.
** A few moves introduced in Smash went on to be in future titles of the source series. The most famous of these is Captain Falcon's Falcon Punch, which was mentioned briefly in F-Zero GX, and in the anime [[spoiler:was used to finish off Black Shadow for good]].
** Link shoots his bow in the direction he's facing instead of aiming in any direction. But he can charge the bow by holding down the button. This carried over to ''VideoGame/TheLegendOfZeldaFourSwords'', since as a top-down zelda game the arrows are fired in the direction Link's facing. In addition, rolling behind enemies became one of Link's techniques in ''VideoGame/TheLegendOfZeldaTheWindWaker'' and in ''VideoGame/TheLegendOfZeldaTwilightPrincess''.
** Kirby gets a Smash ability in ''VideoGame/KirbyAndTheAmazingMirror'' and ''Kirby's Dream Collection'' which allows him to pull off similar moves like he could in the game. Heck even Master Hand and Crazy Hand appears as bosses in ''Amazing Mirror'', and the former gives Kirby the ability when you beat him as a MiniBoss.
** ''VideoGame/KidIcarusUprising'' a few times references Pit's appearance in Brawl as canon (Though seeing as there is NoFourthWall in that game, whether one takes it seriously is another matter)
** Several palette swaps debuted in this game before being appearing in their home series as well. In the case of Pit, one palette swap became a full fledged character, and then that character made it into the next Smash.
* {{Retraux}}:
** '''Multiple Games'''
*** Mr. Game and Watch is a generic stickman based on the Game & Watch games, appearing in the same monochrome frame-by-frame style. His stages (Flat Zone, Flat Zone 2 and Flat Zone X) are designed in the same style. In fact, zooming out reveals that the stages themselves are essentially one giant Game and Watch.
*** The 8-bit Mushroom Kingdom stages in the Nintendo 64 game and ''Melee'', right down to the background music.
*** The graphics in both [[VideoGame/AnimalCrossing Smashville]] from ''Brawl'' and [[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Train]] from ''3DS'' resemble Nintendo DS graphics, with polygonal models and blurred textures.
** '''Melee'''
*** Mushroom Kingdom II is based on the ''VideoGame/SuperMarioAllStars'' version of ''Videogame/SuperMarioBros2''. The background music that plays on this stage is from the original NES version of the game.
*** The past stages Dream Land, Yoshi's Island, and Congo Jungle closely resemble their portrayals in the previous game.
** '''Brawl'''
*** 75m and Mario Bros. resemble ''VideoGame/DonkeyKong'' and ''VideoGame/MarioBros'' respectively.
** '''Wii U/3DS'''
*** The ''3DS'' Mute City stage, based on the Super Nintendo release of ''VideoGame/FZero'' complete with Mode 7.
*** Dream Land in ''3DS'', which takes place inside a giant Game Boy that's playing ''VideoGame/KirbysDreamLand''.
*** VideoGame/BalloonFight from ''3DS'' and VideoGame/DuckHunt from ''Wii U'' are accurate to their original NES games.
*** Pac-Maze appears to draw visual inspiration from both the original Pac-Man and the somewhat flashier Pac-Man: Championship Edition. Pac-Land is essentially a straight rip of the 1984 arcade game, hilariously bad graphics and all.
*** VideoGame/{{Pilotwings}} in the Wii U version starts off with a Mode 7-esque runway ripped directly from the SNES version. By contrast, it soon transitions to a highly detailed rendition of Wuhu Island from ''Pilotwings Resort''.
*** While the Congo Jungle stage from ''64'' returns for a second time in ''Wii U'', its graphics weren't updated at all, resulting in this trope. In fact, not only is the cannon at the bottom of the stage still a 2D sprite (despite being functionally identical to other cannons), the foliage in the background [[CheatedAngle always faces the camera]].
*** In terms of music, [[http://www.youtube.com/watch?v=jqnd-w1V0Mc Forest/Nature Area]] and [[http://www.youtube.com/watch?v=0-ByQet_Uy4 Escape]] both begin as 8-bit styled remixes before transitioning into new arrangements; [[http://www.youtube.com/watch?v=UO6w2wlnVW4 PAC-MAN]] is done entirely in an 8-bit arcade style.
*** In Smash Run, enemy Cuccos are represented as their sprite from ''VideoGame/TheLegendOfZeldaALinkToThePast''. This is to differentiate them from their item form, which resembles their appearance in ''VideoGame/TheLegendOfZeldaTwilightPrincess''.
* RingOut: The main method of defeating opponents.
* RoleReprisal: The 3DS and Wii U games see the return of most of the voice actors for various characters, a big plus since, in recent years, Nintendo have gone out of their way to have quality dub voices in their games. Returning [=VAs=] include:
%%
%% Check The Other Darrin on the Trivia page before adding things here.
%%
** From ''VideoGame/KidIcarusUprising'', Antony Del Rio returns as Pit and Dark Pit while Creator/HyndenWalch returns as Viridi.
** From ''Franchise/{{Pokemon}}'', Creator/SeanSchemmel as Lucario. While he didn't voice him in ''Brawl'', he did provide his voice in [[Anime/PokemonLucarioAndTheMysteryOfMew the anime]], which was Lucario's very first appearance.
** From ''VideoGame/FireEmblemAwakening'', Creator/DavidVincent as male Robin, Creator/LauraBailey as Lucina, and Creator/MatthewMercer as Chrom.
** From ''VideoGame/{{Xenoblade}}'', Creator/AdamHowden as Shulk and Timothy Watson as Metal Face.
** From ''VideoGame/PunchOut'', Riley Inge returns to voice Doc Louis.
** From ''VideoGame/StarFox64'', Mike West reprises his role as Fox once more (having reprised it once before for the 3DS re-release). Mark Lund, the voice of Falco in the 3DS remake, also returns.
** ''Franchise/SonicTheHedgehog'' has Creator/JasonGriffith for ''Brawl'' and Creator/RogerCraigSmith for ''Wii U/3DS'', who were at the time the voices of Sonic at both game's respective times.
* RoyalsWhoActuallyDoSomething: Quite a few of the fighters can be counted as Royalty or have some kind of royal title: Bowser (King of Koopas), Ganondorf (King of Evil), King Dedede (King of Dreamland), Marth (The Hero King), Peach (Princess of the Mushroom Kingdom), Zelda (Princess of Hyrule), Lucina (Princess of Ylisse) and Bowser Jr. (Prince of Koopas). Other characters are also rulers of their domains, but don't have a royal title, like Rosalina, Palutena and Donkey Kong.
* RuleOfThree:
** To delete your Brawl data, you must say yes three times.
** At E3 2013, the year between E3 2013 and E3 2014, and E3 2014 itself, exactly three newcomers for the series were revealed. E3 2013 revealed Villager, Mega Man, and Wii Fit Trainer. Over the following year Rosalina, Little Mac, and Greninja were revealed, and at E3 2014 Palutena, Mii Fighters, and Pac-Man were shown. Afterwards, Lucina, Robin, and Shulk were revealed before the release date. When the game was released, there were only three newcomers that weren't revealed: Bowser Jr., Duck Hunt, and Dark Pit.
* RuleOfCool: The game's main reason for existing.
* RunningGag: Quite a few in the Dojo updates and Daily Pics from Wii U/3DS. Little Mac and Samus' height contrast, Wii Fit Trainer training the other characters, Donkey Kong's awkward photo ops, {{Groin Attack}}s, Peach stealing Link away from Zelda etc.
* SameContentDifferentRating: Cartoonish XRaySparks are about as violent as the games get, but every game after the first has been rated T (recommended for ages 13+). Officially it's due to the more realistic graphics being more damaging to young children's psyches or something, but they're far more child-friendly than most parents would assume. Humorously, both versions of the fourth game are this to ''Melee'' and ''Brawl'', being rated E10+ despite not really being any less violent.
* SameLanguageDub: In ''U/3DS'', the majority of text is worded differently between the NTSC and PAL versions, including trophy descriptions and gameplay tips.
* SceneryPorn: Achieved in ''Melee'' and to even greater extents in ''Brawl''. And further still in the Wii U game with its gorgeous HD graphics.
* ScrewThisImOuttaHere: In ''Super Smash Bros. for Nintendo 3DS'', smashing apart the cage holding the Mii on the [=StreetPass=] Quest stage causes the Dark Emperor to leave the fight prematurely for a while.
* SelfImposedChallenge:
** ''Melee'' has the [[https://www.youtube.com/watch?v=pbYx4R6wqew "Ganondorf Challenge"]], invented by WebVideo/ProJared. The rules: one-on-one 3-stock match against a CPU Level 9 Ganondorf, his handicap set to 9, yours set to 3, on the Temple stage (Jared's recommended stage).
** ''Melee'''s pro community also has the [[http://www.ssbwiki.com/Bowser_Challenge Bowser Challenge]] where 4 players engage in a 1v3 battle with the lone player playing their main against a team of three Bowsers in an untimed 4-stock match on the Fountain of Dreams stage.
** Challenges like this can really be escalated in the ''[=WiiU=]'' version. Like fighting all seven Koopalings at once in a 1v7 on the normal Battlefield (as opposed to the big one).
* SelfReferentialHumor: There's a soda can with a Smash Ball on it in the background of the [[{{VideoGame/Pikmin}} Distant Planet]] stage in ''Brawl''. The Smash Ball also appears in Mario Circuit's Jumbotron, as well as in a variation of the Boxing Ring stage.
* ShiftingSandLand / UndergroundLevel: Mushroomy Kingdom in ''Brawl'' and ''Super Smash Bros. for Nintendo 3DS''.
* ShipperOnDeck: For promoting ''3DS/U'', Sakurai released a Miiverse picture of Peach looking flirtatiously at Link over his shield with the caption “By any chance, are you hiding something from me?”
** Then there's [[http://i.imgur.com/v7TFDk1.jpg this]] picture from Miiverse.
* ShoutOut:
** The Trophy Room is a veritable treasure trove of shout-outs to Creator/{{Nintendo}}'s library, and the series itself can be considered one massive ShoutOut to everything Nintendo. ''Brawl'' includes a non-videogame shoutout with the song "Go K.K. Rider!", which is a K.K. Slider song inspired by ''Franchise/KamenRider'' theme music.
** Many of the alternate costumes a character can put on in the series is one of these, although some are extremely obscure. To name a few:
*** One of Ike's palette swaps in ''Brawl'' resembles [[GGundam Domon Kasshu]].
*** One of Robin's alt costumes in ''[=Wii U/3DS=]'' resembles a [[Franchise/FinalFantasy White Mage]].
*** One of Mac's in ''[=Wii U/3DS=]'' is his Major Circuit outfit from the Wii version of ''Punch-Out!!'', which was itself a reference to [[Franchise/{{Rocky}} Rocky's]] red, white, and blue trunks.
*** One of Sonic's palette swaps is reminiscent of ''[[VideoGame/NiGHTSIntoDreams NiGHTS]]''
*** Duck Hunt has a palette homaging ''Videogame/BanjoKazooie'' with a dark brown dog and a red duck.
*** Lucina's are based on other characters from ''VideoGame/FireEmblemAwakening''. Namely: Nowi, Cherche, Cordelia, Tiki, Lissa, Tharja, and Sumia.
** Many of the random names include references to characters that didn't make it into the game - [[VideoGame/TheLegendOfZeldaTwilightPrincess MIDNA]], [[MarioAndLuigi FWFUL]], [[PaperMarioTheThousandYearDoor RAWK]], [[VideoGame/PanelDePon LIP]], etc. There's even shout-outs to other big-name franchises in there -- one of the random names in ''Melee'' (at least) is [[StarWars R2D2]].
** [[Memes/{{Politics}} We like]] [[UsefulNotes/DwightDEisenhower Ike!]]
** In Pit's Codec conversation, Snake asks if he is a [[Franchise/{{X-Men}} mutant.]] (Angel, obviously)
** One of Mega Man's normals is a [[{{Shoryuken}} Shory]][[StreetFighter uken]]. This is specifically the Mega Upper from his appearances in the ''VideoGame/MarvelVsCapcom'' series.
** One of the toy blocks in the 3DS' ''Nintendogs'' stage has the ''VideoGame/PanelDePon'' pieces as its sides.
** Greninja's [[http://www.youtube.com/watch?v=gFWxyRin-ds&feature=youtu.be&t=2m14s Final Smash]] in Super Smash Bros. Wii U closely resembles Spider-man's Hyper Combo [[http://www.youtube.com/watch?v=1GvRxJjJRaA Maximum Spider]] from the ''VideoGame/MarvelVsCapcom'' series and more closely to Strider Hiryu's Ragnarok Hyper Combo from the same game.
** [[http://i.imgur.com/LxXkRUZ.png This ending artwork for Mario]] is similar to the upside-down kiss scene from ''Film/SpiderMan''.
** The 3DS/Wii U trophy description for Pokemon Trainer is a complete reference to the theme song of the ''Anime/{{Pokemon}}'' anime.
** [[http://i3.kym-cdn.com/photos/images/original/000/842/529/584.jpg The trophy description for Karate Joe]] from the ''VideoGame/RhythmHeaven'' series references the "Pretty Cool Guy" meme.
** The description of the Fly Guy trophy in the US 3DS version says Fly Guys are "[[Music/TheOffspring pretty fly for a Shy Guy]]"
** The description for the Reaper trophy claims that if you keep your distance and attack from afar, then there's [[Music/BlueOysterCult "no need to fear the Reapers"]].
** Pit's coversation about [[VideoGame/{{Xenoblade}} Shulk]] has him saying that the [[CoolSword Monado]] makes them "look like a buncha jokers", a reference to one of Reyn's infamous lines from Xenoblade.
--> '''Reyn:''' Man, what a buncha jokers!
** One of Little Mac's {{Idle Animation}}s is the [[UsefulNotes/MuhammadAli Ali Shuffle]].
** Lucario's [=WiiU=] All-Star congratulations screen is a picture of a female villager [[Anime/PokemonLucarioAndTheMysteryOfMew sharing chocolate with him]].
** There's even one to ''WesternAnimation/SouthPark'' of all things in Toon Link's Down Air Attack Tip
* ShownTheirWork: Mixed with ContinuityPorn. Nintendo won't leave the smallest aspects of other games out. The series could fill its own page with this trope. [[http://www.youtube.com/user/CrappyCaptureDevice/videos A YouTube channel]] will have to do in the meantime.
** Hitting a Starman with a powerful attack creates the famous ''"[[VideoGame/{{Earthbound}} SMAAAAAASH!!]]"'' word art and accompanying sound effect.
** Hitting the Yellow Devil with Electricity-based attacks is one of the best ways to defeat him, which is a reference to a certain weakness he had in ''VideoGame/MegaMan1''.
** Mega Man's appearance, and especially the trailer, are one huge love song to the franchise with some incredible attention to detail, especially blink-and-you-miss-it moments like Guts Man's serial number, the cooldown needed on attacks using both blasters, and even ''[[AmbidextrousSprite the hand preference of every Mega Man ever]]''.
** In ''Brawl'' and ''Wii U'', if, for whatever reason, [[VideoGame/{{Pikmin}} Olimar]] finds himself swimming within water, all the Pikmin he has on him will immediately die, except for Blue Pikmin, who will swim alongside Olimar until either he drowns or he jumps out of the water. [[SuperDrowningSkills Unlike the other Pikmin types]], the Blue Pikmin is amphibious in that it can both swim and breathe underwater.
* ShowsDamage:
** The fourth game has the particle emit variety, in which heavily damaged characters start to emit steam.
** Little Mac's face gets bruised and bandaged up the higher his percent gets and the more times he's K.O'd, much like in his own games.
* SigilSpam: The Smash logo is everywhere. Coins, trophy stands, difficulty levels, items unique to Smash (bats, beam swords, smash balls, etc.) Master Core's final form, the cardboard box that Snake hides in...
* SignatureSoundEffect: The [[http://www.ssbwiki.com/Ping Ping]] sound, which plays whenever certain high-damaging attacks are used.
* SituationalDamageAttack:
** Lucario's Aura attack gets stronger the more damage he takes, [[http://www.awkwardzombie.com/index.php?page=0&comic=042808 as illustrated here.]]
** Marth and Roy's attacks do more damage depending on what part of their swords hit their target (the tip and the base respectively).
** Some characters' moves become a MeteorMove depending on which frame the attack is executed and hits the target.
* SlippySlideyIceWorld: The Ice Climber stages, Pokémon Stadium's ice transformation, and anything made with the ice blocks in Stage Builder.
* TheSmurfettePrinciple:
** Samus Aran was the only confirmed female character in the original game.
** The second and third games are this to a lesser, though still notable, extent: the only females in ''Melee'' '''and''' Brawl were Peach, Zelda, Samus and Nana (the female Ice Climber). No new females were added between the rosters[[note]]Zero Suit Samus shares her spot with Samus[[/note]], making the male-to-female ratio even more jarring.
** As of ''U''/''3DS'', this is entirely averted as a large number of female characters have been introduced to the scene, some of which even have opposite-gendered counterparts as an alternate costume of sorts. Rosalina, Palutena, and Lucina join in, the Villager, Wii Fit Trainer, and Robin are available as either gender, and there are now separate character slots for Zero Suit Samus and Sheik. Bowser Jr. also has a female option, as one of his alternate costumes turns him into Wendy O. Koopa.
* SNKBoss: All of the bosses have much larger hitboxes than regular fighters. The "clone" form of Master Core is a more traditional example, playing like your fighter, except being much larger, making most of its moves and special moves far superior. As it takes hits, it shrinks and gets smarter, transitioning from SNKBoss to PerfectPlayAI
* SocializationBonus: [=StreetPassing=] with the 3DS version earns you rival tokens to play against in [=StreetSmash=], a side game which has you knocking them off a field. You can earn coins based on the number of tokens you knock off, and some challenges require you to complete certain tasks in [=StreetSmash=], but you can complete them in Practice mode if you can't get [=StreetPasses=].
* SomeDexterityRequired - While ''Smash 64'' and ''Melee'' were intended to be simple fighting games with easy controls, the competitive community [[GameplayDerailment found a wide number of tactics and techniques]] that require fast, precise button inputs on top of lightning reflexes, and these games can be ''very'' technically difficult at high levels of play. A large part of the design focus in ''Brawl'' and ''3DS/Wii U'' went into keeping the games as easy to play and as newcomer-friendly as possible.
* SoundtrackDissonance:
** The TV commercial for the first installment showed Mario, DK, Pikachu and Yoshi engaging in vicious beatings to the sounds of "Happy Together" by the Turtles.
** ''[[VideoGame/MetalGearSolidPortableOps Calling to the Night]]'', a slow, somber tune, plays in Shadow Moses, an action packed stage with lots of [[StuffBlowingUp destruction]].
** ''Brawl'' is the only fighting game the "Uta" Pikmin songs could even remotely fit in as background music.
** One of the two songs available for the [[VideoGame/PokemonXAndY Lumiose City]] stage is the city's theme itself, taken exactly from the games (and thus, not remixed). In other words, it's still has the same "vibe-like" feel as before, only now, it plays while the fighters battle each other within the city.
** The level based on ''VideoGame/WreckingCrew'' from ''Wii U'' features mellow tunes like VideoGame/BalloonFight Medley, [[VideoGame/IceClimber Icicle Mountain]], and [[VideoGame/PanelDePon Lip's Theme]] on a noisy stage that's all about StuffBlowingUp.
** Smash Run lets the player invoke this, as every song can be chosen to be the background music.
* SpaceZone: Lylat Cruise and Sector Z.
* SplashDamage: Alongside the various [[StuffBlowingUp explosives]], there are some attacks that have hitboxes that extend farther than what you'd expect, and are capable of hitting multiple opponents.
* SpoilerOpening:
** Ness and Marth, being secret characters, appear in Brawl's opening, and the GreenHillZone battle stage not only appears in said opening, but on the back of the game's box too. The {{Guest Fighter}}s Snake and Sonic are excused since even though they are heavily featured in the promotion, Sakurai outright said that they're unlockable to begin with, and Snake's stage was one of the game's default stages.
** Some of the cutscenes from the Subspace Emissary appear in the opening which could spoil which characters team up with each other, and maybe a few other things from the story.
* SpoonyBard: Some fighters have unique traits compared to others. {{Subverted}} in they tend to be more or less as effective as the more straightforward characters.
* SpotlightStealingCrossover:
** The title is a play on ''Franchise/SuperMarioBros'', and that franchise gets the most representation by far (even if you're generous and count characters with spin-off titles - Yoshi, Donkey and Diddy Kong, and Wario - as coming from their own series instead of Mario's). Nintendo's other major cash cows, ''Franchise/TheLegendOfZelda'' and ''Franchise/{{Pokemon}}'', aren't too far behind. In ''Brawl'', the entire cast of ''VideoGame/MarioKart64'' is playable (excluding Toad), let alone the fact that Toad actually appears in one of Peach's moves.
** ''Kid Icarus'' gets this in the fourth game, with the sudden spike in representation with Pit's new moves, many new items, two new characters[[note]]one's a clone, but the other has unique custom specials[[/note]], tons of Smash Run enemies[[note]]Though they were mainly chosen because they could work on the 3DS.[[/note]], and two 5-minute songs while hardly any other songs surpass 3 minutes. Sakurai had previously worked on ''Kid Icarus Uprising'' before working on ''U/3DS''.
** The ''Fire Emblem'' series exhibits this to some extent. The 3DS and Wii U games have four ''Fire Emblem'' representatives in their roster, and a fifth (Roy) was present in ''Melee.'' Justified as the popularity with Western audiences of Marth and Roy in ''Melee'' led to Nintendo's decision to begin localizing the ''Fire Emblem'' series, which had to that point been Japan-only.
* SpritePolygonMix: The playable fighters in ''Smash 64'' are rendered as 3D models, but items and minor characters such as Pokémon summoned from Poké Balls are rendered as 2D sprites.
* StandardFemaleGrabArea: Male characters are grabbed by the chest or clothes near the chest, while most female characters are grabbed by the arm.
** That is, unless your character is being grabbed by Mega Man. He just singlehandedly holds whoever he's grabbing over his head by the back.
* StandardStatusEffects: In ''Super Smash Bros. for Nintendo 3DS'', the Dark Emperor inflicts these on fighters at random on the [=StreetPass=] Quest stage.
* StealthPun:
** One of the ways to unlock Dr. Mario in ''U'' is to complete a Master Order on hard. In other words, a doctor's order. The same character has a challenge to get 8 fevers in one Trophy Rush.
** Lucas' reveal in ''Wii U/3DS'' says [[TheUnexpected "Lucas comes out of nowhere!"]]. Where does Lucas hail from? The Nowhere Islands!
* StickyBomb:
** The Gooey Bomb.
** If he's close enough to his opponent when he executes the attack, Snake can stick a C4 onto his opponent.
** The [[VideoGame/MegaMan2 Crash Bomb]] returns in the Wii U / 3DS version.
* SuddenDeath: In the event of a tie, rankings are decided by a round in which everybody has 300% damage. The last player to get knocked off the stage wins. If a Sudden Death match goes on for too long, [[StuffBlowingUp Bob-ombs start]] [[RocksFallEveryoneDies raining from the sky]].
* SugarApocalypse: Especially on stages from cutesier stages the fights can result in this.
* SuicideAttack: After beating all of its forms, if you take too long to finish off the Master Core, it will start unleashing OneHitKill shockwaves. Evade them all, however, and the Master Core will self-destruct.
* SuperMode: Several characters' Final Smashes.
* SuperMovePortraitAttack: Most Final Smashes use the alternate version.
* SwordLines:
** They appear for all bladed weapons from ''Super Smash Bros. Melee'' and ''Brawl''. The 3DS and Wii U games do this for ''all'' swinging-type attacks, which is intended to [[HitboxDissonance make their effective ranges obvious]].
** Marth's [[http://www.ssbwiki.com/Dancing_Blade Dancing Blade]] technique is a prime example of this trope, as the color of the blade's trail in ''Brawl'' is dependent on the input of the Control Stick/Directional Pad, with red being neutral/forward/side, blue being up, and green being down.
* TakeAThirdOption: Nintendo CEO Satoru Iwata and series creator Masahiro Sakurai discussed which platform to develop the next ''Smash Bros.'' on. Sakurai went with both the [[Nintendo3DS 3DS]] and WiiU and planned to have some connectivity between the two.
* TakeThat:
** Sakurai [[http://www.smashbros.com/en_us/gamemode/wi-fi/wi-fi03.html wrote a Dojo post]] for ''Brawl'''s website that includes a screenshot of a battle with the caption "I'm finished registering." Rather than translating it properly, Nate Bihldorff switched it entirely to say "Real men use items!", a jab at the no-items-allowed playstyle of [[StopHavingFunGuys some players]].
** Some people think that [[TheLegendaryStarfy Starfy's]] general uselessness as an Assist Trophy is a jab at the ''Starfy'' series. The line "Stafy, why did you even come here?" in his Dojo update is probably what cemented the idea.
** In Snake's codec call for Luigi, the Colonel essentially give lots of these. 'Oh, you mean the King of Second Bananas. Look at that pale skin. Comes from standing in his brother's shadow so long.' Of course it's a MissionControlIsOffItsMeds thing like "[[MetalGearSolid2SonsOfLiberty I need scissors! 61!]]".
* TechnologyPorn: The close up shots of Mega Man's weapons transforming in his debut.
* TempleOfDoom: The ''Zelda''-themed "Temple" stage, the Ruins from the Subspace Emissary, and the Smash Run stage. Palutena's Temple also qualifies, with some hazards typical of the trope dotted around too.
* ThemeAndVariationsSoundtrack: The main theme of ''Brawl'' is remixed into several version, each for a different situation. The game's opening version, the main menu version, the Final Destination version, the custom stage version, a variation for two of the boss battles in Adventure Mode, etc.
* ThemeMusicPowerUp: In the Mega Man trailer, the music starts off as the Mega Man 2 main theme, but when the Blue Bomber gets his second wind and breaks out the Robot Master powers, the fan-favourite Dr. Wily's Castle 1 theme from the same game plays.
* ThreeStatSystem: In ''3DS\[=WiiU=]'', when customization is turned on. The seven possible combinations are acknowledged in-game.
** Attack increases the damage and knockback of attacks. Buffing it reduces defense.
** Defense decreases damage to the fighter and shields. Buffing it reduces speed.
** Speed allows the fighter to run walk and run faster on the ground and move faster laterally in the air. Buffing it reduces attack.
* ThreeStrikeCombo: Several characters' jab is three consecutive strikes just by tapping the basic attack button. When possible, the animation matches their three strike combo's in their home series.
* ThickLineAnimation: The characters in the 3DS version to take full advantage of the 3D function and help the characters better pop out.
* ThrowAwayGuns:
** You automatically toss away guns in ''4'' when they run out of ammo. Usually forward, meaning your foes will be hit by it.
** Robin tosses away their Levin Sword/Tome if it runs out of durability. The discarded item can hurt, making for close saves where an incoming attack is stopped by your broken Levin Sword.
* ThrowingYourSwordAlwaysWorks:
** Melee weapons like the beam sword can instead be thrown for fairly absurd damage and knockback.
** Ike's Special Move Aether involves him tossing his sword up into the air and the Super Armour on it will make sure it always does work.
* TimedMission: Target Breaking, Zebes Escape, and Home Run Contest, among others.
* TimeKeepsOnTicking: In Break the Targets and the other minigames, time passes even when the game is paused, likely because pausing allows you to see the entire map.
* TimeLimitBoss: Any of the non-Subspace Emissary mode bosses, such as Master Hand, have the standard 5 minute time limit that the rest of the stages have. Special mention goes to [[spoiler:Master Core]], the fight has the standard 5 minute time limit like normal, but upon reaching its final form, the time limit actually ''freezes''. However, this final form has a ''second'', invisible time limit; while the final form has seemingly no attacks, take too long to defeat it, and it rises up and attempts to OneHitKill you using screen-wide shockwaves in a similar vein to Tabuu's Off Waves. You can, however, dodge all the shockwaves with skillful timing, at which point it simply self-destructs.
* TinyGuyHugeGirl: Not romantically, but Sakurai first pointed out the visual contrast between Little Mac and Samus when the former was an assist trophy in Brawl. Since becoming a playable character, it's become a RunningGag to pair them up.
* TitleScream: Both in ''Smash 64'' and in ''Melee'', but not since ''Brawl''.
* TornadoMove:
** With [[VideoGame/TheLegendOfZeldaTwilightPrincess the Gale Boomerang]], Link can throw it to create small tornados to attack opponents with.
** One of [[VideoGame/{{Kirby}} Meta Knight]]'s attacks is spinning himself rapidly to become a tornado, a la WesternAnimation/TazMania.
** Mega Man's Top Spin from ''VideoGame/MegaMan3'' and Air Shooter from ''VideoGame/MegaMan2''.
** Mario and Luigi have had their spin attack, complete with a very small tornado around them, since 64. ''Brawl'' {{subverted|Trope}} this by replacing Mario's with [[VideoGame/SuperMarioSunshine F.L.U.D.D]]. It's still used now as his [=DAir=], and Dr. Mario can still use it in ''3DS'' and ''Wii U''.
** Smash attacks performed with the Ore Club in ''3DS'' and ''Wii U'' will generate whirlwinds that travel horizontally.
** One of the Mii Swordfighter's neutral specials shoots out a tornado projectile that both damages and pushes back enemies.
* TournamentPlay: ''Melee'' introduce a tournament mode and has a thriving tournament scene to this day. ''Brawl'' and its mods have tournaments as well.
* TrailerSpoof: Despite opening with the flaming Smash Bros logo, first scene in all trailers (except Mega Man's and Bowser Jr.'s) will either look like it's for a different game altogether or a different character than the one being revealed. The debut trailer opened with Animal Crossing to introduce the Villager. Wii Fit Trainer's was, of course, ''Wii Fit U''; Rosalina's was a mix of ''Kirby's Air Ride'' and ''Mario Kart 8''; Little Mac had a PunchOut trailer complete with a motion comic artstyle; Greninja was introduced in a Charizard trailer, and further appeared in shadow causing many to mistake him for Mewtwo; Robin is introduced in the same trailer as Lucina, appearing while she fights Captain Falcon, while Chrom laments his exclusion from Smash (at least as a playable character; he's still in as part of Robin's Final Smash), and Duck Hunt's trailer literally starts with the original VideoGame/DuckHunt.
* TrainingDummy: The CPU in Training Mode and Sandbag in the Wi-Fi waiting room.
* TremorTrampoline:
** The POW Block in all of its appearances has this in one way or another:
*** In ''Super Smash Bros.'', it appears in the unlockable Mushroom Kingdom stage, and once struck, does major damage to all characters on the ground and sends them high into the air, potentially KO'ing characters at high percentages.
*** In ''Super Smash Bros. Brawl'', it appears in the ''Mario Bros.'' stage. This time it does no damage when stuck, but it does bounce characters standing on the ground up gently, potentially interrupting Smash attacks, as well as flipping every enemy on the ground.
*** It appears again in ''Super Smash Bros. 4'', this time as a fully fledged item. Once thrown by a character, it damages all ground bound opponents and throws them into the air, like in the first game, but the user themselves (as well as any potential team-mates) is also harmlessly affected, being bounced gently into the air as well.
** The [[VideoGame/IceClimber Polar Bear]] in Smash Run also causes this when it jumps, damaging and launching you up if you're caught on the ground.
* TrophyRoom: The Trophy Vault from ''Melee'' onward, but ''Wii U'' groups related trophies together in Trophy Boxes.
* TrueFinalBoss:
** Crazy Hand could be considered this in ''Melee'' and ''Brawl''. He will sometimes appear alongside Master Hand if you beat Cl0assic Mode on at least Normal mode (Hard mode in ''Brawl'') in a fast enough time without continuing.
** Giga Bowser in Adventure Mode of ''Melee'' is unlocked by beating Adventure Mode on Normal or higher in under 18 minutes without continuing. He's twice as big as Bowser, he cannot be grabbed, and he can usually take over 300% damage before being smashed off the stage. He's also this for ''Melee's'' Event matches, being the main opponent alongside Ganondorf and Mewtwo in the secret final Event of the game.
** For the ''Brawl'' and ''Wii U'' Events, Mario and the [[VideoGame/SonicTheHedgehog third]] [[VideoGame/MegaMan party]] [[VideoGame/PacMan mascots]] serve as the TrueFinalBoss in the single-player Events. In the Co-Op Events, the TrueFinalBoss ends up being every playable character.
** On higher intensities on Classic Mode in ''Super Smash Bros. for Nintendo 3DS'', you fight Master Hand and Crazy Hand on Final Destination like in most other ''Smash'' games, however, midway through the battle, Crazy Hand suddenly dissipates while Master Hand goes into a violent spasm, before exploding and revealing the ''real'' final boss, a shadowy being known as Master Core. Master Core has several forms it fights with, including a [[BackgroundBoss gigantic multi-armed being]] named "Master Giant", a [[ScaryScorpions fanged scorpion]] with the name "Master Beast", several floating swords under the name "Master Edges" ("Master Sabres" in the PAL version), before transforming into a [[MirrorBoss shadowy clone of your current character]], entitled "Master Shadow". After that, you fight its true form, a sphere resembling a Smash Ball that has to be damaged enough so you can smash it off of the screen in the traditional way.
** Taken UpToEleven in ''Super Smash Bros. for Wii U'', where after defeating Master Shadow, Master Core assumes a form so massive it '''becomes a stage in its own right''', a form appropriately named "Master Fortress", in which you venture inside to destroy several weakpoints whist fighting against "swarm" versions of select enemies from the 3DS game's Smash Run mode. Fortunately, the game is kind enough to give you a special Heart Container that heals all damage like in All-Star Mode, before letting you take it on. There is no additional boss after that; after the fortress is cleared by destroying the final weakpoint, the game proceeds to Master Core's [[ClippedWingAngel spherical form]] like normal.
* TryNotToDie: Falco says this before the second fight on the Great Fox in ''Melee''[='=]s Adventure Mode.
--> ''"Try to stay alive, huh Fox?"''
* TurnsRed: In ''U/3DS'', everyone deals more knockback the higher their damage percentage is.
* TwinkleInTheEye: Every fighter upon being selected on the fighter select screen. For the Duck Hunt Duo, both the dog and the duck have one.
* ATwinkleInTheSky: Occasionally happens to your character when he/she/it gets knocked above the upper blast line.
* UltimateShowdownOfUltimateDestiny: Comes with the game being a MassiveMultiplayerCrossover.
* UnexpectedCharacter: ''Tons''. What, you thought Nintendo was just going to go for popular characters?
** In the original, Captain Falcon and Ness came from out of left field, especially Ness.
** Mr. Game & Watch, Roy[[note]]his game hadn't come out yet[[/note]] and Ice Climbers in ''Melee''. Marth also qualifies, but only for western audiences (as a ''Fire Emblem'' game had yet to leave Japan).
** ''Nobody'' expected Snake, a third-party character, to appear in ''Brawl''. Sonic was a bit of this, but due to the introduction of the former, the surprise was diluted a bit. R.O.B. was also unexpected, albeit to a lesser extent.
** The 3DS and Wii U game has quite a few. To wit:
*** Sakurai stated that the ''Wii Fit'' Trainer was added to Smash Bros 4 specifically for this reason. They wanted someone that absolutely '''no one''' suggested or predicted.
*** Another example can be found in The Villager, especially since the ''Animal Crossing'' games were used as an example of the type of series where characters would not be added from, and that Sakurai himself once said that he didn't see any of the characters working as fighters.
*** Rosalina is also this, though to a lesser extent due to her previous playable experiences.
*** Nobody expected that Greninja would be the new Pokemon character.
*** Pac-Man was also quite unexpected, but not to the same extent. While Namco Bandai helped develop the game, Sonic and Mega Man had already been announced before Pac-Man was, leading several fans to believe that no more guest fighters would join. However, many people had long since speculated that because of Namco's involvement with helping make the game, it was inevitable that ''somebody'' from one of Namco's gaming franchises would make the cut.
*** People were expecting a representative from ''VideoGame/FireEmblemAwakening'' in the form of Chrom. What they ''got'', however, were '''two''' representatives: Lucina and Robin. The arrival of two newcomers in a single trailer especially caught people off-guard, as many thought that the trailer would only focus on a single new character. At the very least, Chrom shows up for Robin's Final Smash.
*** Very few if any players expected the dog and a bird from ''VideoGame/DuckHunt'' to team up together as one character.
*** In terms of {{Non Playable Character}}s, [[VideoGame/DonkeyKongCountry the Kremlings]] are this, appearing in the 3DS version's "Smash Run" as enemies. They've been missing in the ''Donkey Kong Country'' series ever since Creator/RetroStudios {{reviv|al}}ed it with ''VideoGame/DonkeyKongCountryReturns'' and ''VideoGame/DonkeyKongCountryTropicalFreeze''.
*** As for Assist Trophies, UsefulNotes/ColorTVGame 15 certainly qualifies as one of these, especially considering the fact that it was released in 1977, before even the first ''Game and Watch'' games were released. This makes it the oldest game to have been represented in the ''Smash'' series.
*** In a stage example, one of Pac-Man's stages is based of the relatively obscure ''Pac-Land'' game.
*** Even normal Trophies are not exempt from this trope, as the Wii U version features a trophy of {{Rayman}}, despite the fact that {{UbiSoft}} does not have a playable representative in the game. Incidentally, Rayman's trophy is also the first reference to a series purely developed by a Western Third Party Developer. Taken further by the reveal of a [[VideoGame/BitTRIP Commander Video]] trophy, an IndieGame character.
* UnstableEquilibrium: Ledge recovery attacks become slower but stronger if the player's character is at or over 100% damage. Removed in ''Wii U/3DS'' for game balance purposes.
* TheUnfought:
** Jigglypuff, Ness, and Captain Falcon can not be fought in the original game's Classic mode. They will show up as allies in the Mario Bros./Giant Donkey Kong battles, however.
** In ''Melee'''s Classic Mode, the player will never battle [[Franchise/FireEmblem Roy]] or Ganondorf. All other characters have a chance of showing up.
** In ''Melee'''s Adventure mode, DrMario, [[Franchise/TheLegendOfZelda Ganondorf, Young Link]], [[Franchise/FireEmblem Marth, Roy,]] Mewtwo, Mr. Game and Watch cannot be battled under any means.
** The Mii Fighters in the ''3DS/[=WiiU=]'''s All Star mode.
* VersusCharacterSplash
* VictoryPose:
** The winner of each match does one at the results screen, and some of the taunts count. Also, you gain bonus points for taunts after a KO in ''Smash 64'' and ''Melee''.
** You also got points for attacking someone who's in the middle of a taunt.
** Thanks to Luigi having a damaging and knockback-causing taunt, there are two Luigi-exclusive bonuses: one for damaging a foe with a taunt, and one for KO'ing a foe with a taunt.
* VideoGameCrueltyPotential: More prevalent in ''Brawl'', where you can pick up a Bonsly and throw it into any number of hazards (such as lava, or pits, but especially water, where it immediately sinks offscreen with it being part rock-type), and on the Great Bay stage in ''Melee'', one could wait until Tingle floated over water and then pop his balloon, resulting in him plummeting into the water, back when characters couldn't float.
* VideoGameFlight: Winged characters can glide in ''Brawl''. It's [[NotQuiteFlight not quite "flight"]], but close. Played straight with certain character's Final Smashes, like Sonic and Yoshi for example (though they only last for a limited amount of time like all Final Smashes).
* TheVoiceless: Unsurprisingly, the Mii Fighters. Rather more surprisingly, MegaMan.
* {{Wallbonking}}: The computer players in ''Brawl'' have a problem with being addicted to the spike traps that can be placed on [[LevelEditor custom stages]]. They'll frequently drag out a match, gaining over 900% damage quickly -- if you can ''catch'' them at this point, they'll invariably die in one hit.
* WallJump: Most that can do it in their games do it here and many others gain the ability.
* WarmUpBoss:
** The Events of ''Melee'', ''Brawl'', and ''Wii U'' has the first event pit you as Mario up against Bowser to teach you how Event Mode works.
** Mr. Game & Watch in ''Brawl's'' All-Star Mode and in ''3DS's'' True All-Star Mode.
** Pac-Man in ''3DS's'' All-Star Mode, though he's faced alongside Mario and Donkey Kong. In True All-Star Mode, Mr. Game & Watch becomes the first opponent and Donkey Kong comes in after one of them is [=KOed=].
** Greninja in Wii U's All-Star Mode, though like Pac-Man above he's faced alongside Robin and Shulk. In True All-Star Mode, Lucina becomes the second opponent and Shulk comes in after one of them is defeated.
* WhamEpisode:
** The Smash Dojo for ''Brawl'' and ''3DS/Wii U''[='s=] website (as well as the series's Miiverse community) had a feature called "Pic of the Day", which was a new article/development screenshot every day from Monday to Friday. Being daily posts running for several months, they would usually be joke pictures, or show something relatively minor like a new item, making for a big surprise when one of these posts introduced something major, such as Sonic's inclusion.
** The 50 Fact Extravaganza was also a huge one, namely regarding the reveal that there would indeed be DLC for the games.
** And then there's the April Fools Day Nintendo Direct, which revealed that not only was ''another'' veteran fighter coming back, but that Nintendo was now taking suggestions on ''who else to put into the game.'' Game changer indeed.
* WombLevel: Master Fortress in the Wii U version has the player navigating a giant, bodily fortress made of Master Core's Swarm.
* TheWorfEffect: Seems to be the general rule for Newcomer trailers in ''[=WiiU/3DS=]'': a bunch of previously-shown Smashers (mostly veterans) gangs up on the newcomer, who proceeds to kick their asses. The exception is Lucina's intro, wherein she gets [[CurbStompBattle dismissed]] by Captain Falcon until Robin shows up.
* WreakingHavok: The Trophy Rush feature of ''Super Smash Brothers 4'' makes it a lot more obvious that the game uses a physics engine in-game due to the blocks that fall conforming to physics typical of that from tech demos containing blocks succumbing to gravity.
* WritingAroundTrademarks: Due to RareWare being bought by Microsoft, the [[PerfectDark Proximity Mine]] trophy in Melee replaces what the item originated from with "TOP SECRET".
* XRaySparks: Most characters when hit by an electric attack in the first game, although some (like Kirby and Jigglypuff) simply get ash-faces.
* YeahShot: Many cinematics end in a variation of this as the player gets to choose which of the available characters to play. Also, the camera zooms in on the player and takes a snapshot for the results screen of Classic matches. The player can set up some good victory shots with this.
* YinYangBomb: Master Hand and Crazy Hand are supposedly the antithesis of each other, but when one fights them simultaneously, they coordinate their attacks.
* YouAllLookFamiliar: In ''Super Smash Bros. for Nintendo 3DS'', the Miis fought during Multi-Man Smash will all be one of four Miis randomly chosen at the start of the match, who will then spawn over and over again, as oppose to being a constant stream of random Miis from your collection. Considering how the game pushes the limits of the 3DS, this is likely to save on every drop of memory the game can to keep things running smoothly, by not having to constantly access new faces throughout the match.
* YouGottaHaveBlueHair: Total number increasing by 1 in each game. None in ''Smash 64'', just Marth in ''Melee'', to Marth and Ike in ''Brawl'', to Marth, Ike, and Lucina in ''3DS/Wii U''. All 3 are from ''[[Franchise/FireEmblem Fire Emblem]]''. Additionally, Palutena from ''VideoGame/KidIcarus'' has long green locks.
* ZeroEffortBoss: In ''Super Smash Bros. for Nintendo 3DS'', [[TrueFinalBoss Master Core]]'s final form is a sphere resembling a Smash Ball that is almost completely incapable of harming you. However, while the timer stops at this phase, if you take far too long to smash it off of the stage, [[http://www.youtube.com/watch?v=WXK0FDsSx-g it floats up and promptly unleashes massive waves of energy]] that [[OneHitKill instantly sends your character flying off of the screen]] not unlike Tabuu's Off Waves, which means the only way to lose now is to purposely jump off of the stage or take way too long to finish Master Core off.
[[/folder]]


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'''''[[AWinnerIsYou CONGRATULATIONS!!]]'''''
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