"Something's gone wrong in the happy-go-lucky world of Nintendo!"Warning! Challenger approaching!Super Smash Bros.
, known in Japan as Dairantō Smash Brothers
(literally Great Melee Smash Brothers
), is Nintendo
's and Masahiro Sakurai
's very own Massive Multiplayer Crossover Platform Fighter
with a twist. Remember all those times when, as a kid, you put all your Transformers
, G.I. Joe
, Masters of the Universe
and Teenage Mutant Ninja Turtles
toys together and made them fight
(and you know
you did)? Super Smash Bros.
takes that idea and runs with it.
Characters from Nintendo's large stable of games, from Mario
and 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. 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 Donkey Kong
, to beam swords
, Super Stars
, the old SNES Super Scope, and even Pokémon
and characters from other games
to help you out. Instead of simply trying to inflict damage, players are attempting to knock their opponents off 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 A Twinkle in the Sky
, 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 better games available for the system. The sequel
, Super Smash Bros. Melee
(2001) for the GameCube featured even more characters
, such as the oft-rescued princesses Zelda
and Peach opposite their oft-kidnappers Bowser and Ganondorf
, a side-scrolling Adventure Mode, and collectible trophies. Two hidden characters in the game, Marth
from the Fire Emblem
series 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 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 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 Final Smashes
, brings back the long-absent Pit from Kid Icarus
, and even features third-party characters from outside Nintendo's stable; in this case, Sonic the Hedgehog
and Metal Gear's
Solid Snake, the former fulfilling an over fifteen year-old fanboy
dream, and the latter because of a request by Hideo Kojima
himself. The game is notable for its successor to Melee
's single-player Adventure Mode, called The Subspace Emissary
. 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
Specifically, it serves as the basis of the most extensive console game mod of all time, Project M
(see the trivia tab
A fourth game, titled simply Super Smash Bros for Wii U/Nintendo 3DS
, was released in 2014. It is dual-platform on the Nintendo 3DS
and the Wii U
, 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 Mega Man
to create a once-in-a-lifetime crossover. Namco Bandai
assisted in the development process, lending some of their top staff like the Tekken
developers and the director of the Tales Series
Alongside Mario Kart 8
and Hyrule Warriors
, the fourth game is one of the first to have 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 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. amiibo launched the same day as the Wii U version did in the United States.
The series pretty much kicked off
the Mascot Fighter
sub-genre in one go, and popularized
the Platform Fighter
Each game has an official website, all of which can be visited at the following links:
Some more info on the games can be found here
. See also Smash Wiki and Smashpedia
, which have extensive info on the series and its Meta Game here
, respectively. You can discuss the series here
open/close all folders
Features playable characters from:
- Animal Crossing (Villager)
- Donkey Kong / Donkey Kong Country (Donkey Kong, Diddy Kong)
- Duck Hunt ("Duck Hunt" (primarily the dog from the game), named "Duck Hunt Duo" in PAL regions)
- F-Zero (Captain Falcon)
- Fire Emblem
- Game & Watch (Mr. Game & Watch)
- Ice Climber (Ice Climbers)
- Kid Icarus (Pit, Palutena)
- Kirby (Kirby, King Dedede, Meta Knight)
- The Legend of Zelda (Link, Zelda, Ganondorf)
- Metroid (Samus Aran, Zero Suit Samus)
- Nintendo Entertainment System hardware (R.O.B.)
- Pikmin (Captain Olimar)
- Pikmin 3 (Alph, Primary influence on Wii U/3DS versions)
- Punch-Out!! (Little Mac)
- Punch-Out!! for Wii (Primary influence on Wii U/3DS versions)
- Star Fox note (Fox, Falco, Wolf)
- Star Fox 64 (primary influence on 64 and Melee versions)
- Super Mario Bros. (Mario, Luigi, Peach, Bowser, Rosalina, Bowser Jr./Koopalings)
- Wario Land / WarioWare (Wario)
- Wii Fit (Wii Fit Trainer)
- Xenoblade (Shulk)
- Yoshis Island (Yoshi)
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.
Unmarked spoilers for the unlockable content of all four games will be included in this page. The Subspace Emissary has its own page where all of its own tropes go.
- 1-Up: 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.
- 2˝D: The 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.
- Achievement System: The "Challenges" grid in Brawl, 3DS, and Wii U, which was originally used in Kirby Air Ride and later in Kid Icarus: Uprising. The player can view the details of any achievement that is adjacent to one already obtainednote (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 Cosmetic Award 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.
- Affirmative Action Girls: The roster has worked to improve the gender ratio, and it shows.
- American Kirby Is Hardcore:
- Airborne Aircraft Carrier: The Halberd and the Great Fox.
- Arbitrary Skepticism: 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, Palutena calls him out on it by explaining that several of the powers she grants Pit can be considered supernatural abilities as well.
- The All-Seeing A.I.:
- Assisting items that block the screen, such as the Nintendog and Togepi, have no effect on the AI. They are also immune to any interface screws that get thrown at you. Averted in Wii U/3DS, however; in his description of the 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. The fourth game tones this down by zooming out the screen for a moment whenever a powerful item appears.
- There are elements of this in Smash Run on the 3DS game, as enemies with long-range attacks will see, aim at, and hit you from outside the player's field of vision on the screen.
- Amazing Technicolor Battlefield:
- 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.
- Ambidextrous Sprite:
- 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 (not that it hasn't been done...).
- And Your Reward Is Clothes: In SSB 4, you can win outfits to customize your Mii with.
- Anti-Frustration Features:
- 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 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 Football in the European version of 3DS/Wii U) is an Improvised Weapon 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.
- Art Evolution:
- The series underwent a notable art style change between the original and Melee, from an exaggerated, cartoony style (even more so than the original properties) to the realistic graphics mentioned above, with more realistic coloring and textures in Brawl. Compare Link's artwork in 64◊ with 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 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 Palutena's Guidance on Ike, with Pit noticing him looking different than he remembered.
- Art Shift:
- 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 traditional design◊ to her Brawl◊ and 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 in an 8-bit style, a la the original NES game.
- Toon Link. His 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.
- The Artifact: Marth's Distaff Counterpart Lucina speaks English in the fourth game, yet Marth himself still speaks Japanese. This is despite Marth's game getting an international release, and Marth being an obtainable character in Fire Emblem Awakening as paid and free DLC, a game that includes Lucina as one of the playable characters.
- Artificial Brilliance:
- 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 Beam Spam as Samus, your Samus amiibo will like to Beam Spam too. 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 Counter Attack, requiring the player to be more strategic in order to win the fight.
- Artificial Stupidity:
- 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 (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 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.
- Ascended Extra:
- The Villager from Animal Crossing was originally a spectator in Smashville.
- 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.
- Ascended Meme:
- 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 Zappernote . 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.
- 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
- In the first three games, Captain Falcon's cheer is simply the crowd chanting his name. In WiiU/3DS, the crowd repeatedly calls out his signature Falcon Punch the same way he does when he performs the move.
- Early-Bird Cameo:
- Roy from 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 Metal Gear Solid 4: Guns of the Patriots 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 Yoshi's Woolly World, 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 Wario Land: Shake It!, which was released six months later.
- Early Installment Weirdness: 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. 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 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.
- Easter Egg:
- 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 Star Fox characters to appear, complete with a matching Heads-Up Display for each stage. Corneria and Venom resemble Star Fox 64, and Lylat Cruise resembles Star Fox Assault.
- Snake's smash taunt in the Shadow Moses Island stage will cause a codec conversation to appear, based on Metal Gear Solid. Snake will talk to either Roy Campbell, Mei Ling, or Otacon, depending on who he fighting (he also talks to 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 Kid Icarus: Uprising (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, 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 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.
- The Hylian text in the Wii U version of the Temple stage◊ 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 Donkey Kong Country 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 Super Metroid'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.
- Eldritch Location: Master Fortress, the final form of 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 because you have a time limit that changes for each game. All of the games in this section are on the Virtual Console, and in the Wii U game, you can purchase the games directly off the eShop should you so desire.
- Endless Game:
- The Endless Multi-Man modes. They end when you're KO'd for good. The same goes for Cruel mode, 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.
- Everyone Calls Him Barkeep: 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".
- Everything's Better with Spinning: In Melee, Peach's taunt and Up Smash.
- Exact Words: The Challenges. For instance, one of them (Wii U Version) is "Clear Challenge 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.
- Exploding Barrels, and crates, and capsules, and party balls.
- Exploited Immunity: 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.
- Face Ship:
- Fake Difficulty:
- 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 gang up and 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 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.
- Family-Friendly Firearms: A rule of the Smash franchise — no realistic bullet-shooting firearms allowed; energy weapons and 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 are definitely firing real guns, but they're 8-bit and somewhat cartoony.
- Final Boss:
- 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 Boss Rush 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.
- Fire-Breathing Diner: 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.
- Fire-Forged Friends: 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 Big Bad than each other.
- Fixed Floor Fighting: 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.
- Floating Continent:
- 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 a particlarly large one◊.
- Flunky Boss: 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. And if you've cleared enough turns, Master Hand joins in on the fun too.
- Follow the Leader: 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."
- Force And Finesse: It's a very common pattern for many of the custom specials introduced in the fourth installment to stand in a Force And Finesse 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.
- Four-Temperament Ensemble: 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
- "Freaky Friday" Flip: 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.
- Free Floor Fighting: Most of the stages — Big Blue is a particularly notable example.
- Freeze-Frame Bonus:
- 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 Early-Bird Cameo, 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.
- Friendly Fireproof: 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 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 Friendly Fire. Most of the time, all you have to do is stay out of range and watch as Hilarity Ensues.
- Furry Confusion: Combined with the Roger Rabbit Effect. Due to its crossover nature, this will come up often. For example, we have Fox, an anthropomorphic fox who flies a Fighter jet spaceship, next to Lucario, a bipedal dog with Aura powers, next to The Dog from Duck Hunt. Plus they can all be fighting on a stage with actual puppies running around in the background.
- Game-Breaking Bug: There are quite a few of these in the Smash games, especially in Melee.
- In Melee there's the infamous 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 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 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 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 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 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 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 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.
- Gangplank Galleon: The Pirate Ship stage. The Paper Mario stage also features the ship from Paper Mario: The Thousand-Year Door.
- Gang Up on the Human:
- 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.
- Genre-Busting: There's still some debate over whether it should be classified as a "true" Fighting Game on par with Street Fighter or Mortal Kombat, or a multiplayer-party game with Fighting Game elements. Sakurai has said that he thinks of it as a giant party game, although he was likely using it as an analogy.
- Getting Crap Past the Radar:
- 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, 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/Wii U 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) 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 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 Flipping the Bird at you, especially in 4.
- Glowing Eyes of Doom: Whenever a character picks up a Smash Ball in Brawl.
- Goomba Springboard: Goomba itself and Koopas, both in Melee's and Brawl's Adventure Modes, and Brawl's Footstool Jump.
- Graceful Loser: 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.
- Grapple Move: 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. Link and Samus can also use their grab moves (the hookshot and grapple beam, respectively) to grab onto walls and pull themselves up.
- Grandfather Clause: "The Original 12" characters are essentially guaranteed spots in every sequel. More specifically, Jigglypuff, Captain Falcon, and Ness note have perennial spots on the roster despite no longer actually being prominent characters since the first game.
- Gratuitous English: Common in the Japanese versions of the games.
- Gratuitous Japanese: 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.
- Gravity Screw: The Super Mario Galaxy stage requires you to compensate for the gravity emanating from the center of the planet. Windy Hill Zone has odd gravity too, albeit less pronounced.
- Green Hill Zone:
- Green Hill 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 Sonic Lost World, a more traditional example than the trope namer.
- Ground Punch: One of Donkey Kong's moves consists of slapping the ground repeatedly.
- Guide Dang It:
- 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 Good Bad Bug, 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 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 Thoron from 3DS/Wii U was a Power Up Letdown 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.
- Hammered into the Ground:
- Occurs through some methods, particularly through the 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.
- Healing Checkpoint: The last level in the Subspace Emissary story mode of Brawl includes save points that heal you and revive fallen party members. The Boss Rush mode in the same game also has heart containers that you can use between battles.
- Heartbeat Soundtrack: The Master Fortress' cores make a heartbeat sound, especially loud with the last one. Since it's a True Final Boss upon a True Final Bossnote , and losing means dropping difficulty and loot and doing all the bosses over again, it's fitting to say the least.
- Heavy Voice: A character gets this whenever they pick up a Super Mushroom and increase in size.
- Hit Points: 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 Life Meter instead.
- Hoist by His Own Petard: 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 Attack Reflector.
- Homage: Super Smash Bros for Nintendo 3DS has a mode very reminiscent of Tin Pin Slammer.
- Home Run Hitter: A major point in the series, because it is one of four ways to kill someone, the others being self-destruction, stamina mode, and making it impossible for the opponent to recover. Applied with the Home Run Bat, the smash of which OHKOs in such fashion.
- Hood Hopping: "Big Blue" has the fighters fighting on top of F-Zero vehicles, jumping from one to another as they get too far ahead or behind. Sonic, if he's wearing a Bunny Hood, can just run along the raceway itself and keep up.
- Hypocritical Humor:
Viridi (to Chrom): "No point in having characters that are carbon copies. Am I right?"
- I Am Not Shazam: Joked about briefly In-Universe, 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.
- Idiosyncratic Difficulty Levels:
- 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.
- Immune to Flinching: 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 "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 Super Mode.
- Injured Vulnerability: The Trophy Stands in Brawl will only succeed when thrown at weakened enemies.
- In Love with Your Carnage: One of Wolf's communication channel conversations implies that Leon feels this way about Wolf.
- Instant Flight, Just Add Spinning: All the different 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.
- Interesting Situation Duel: At least half of the stage roster.
- Interface Screw:
- 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 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, you pretty much have the fight won. In the Wii U version, it has no health meter at all.
- In-Universe Game Clock: 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.
- Invulnerable Attack: 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.
- It Will Never Catch On: The game itself was thought of this way. Also the various mods getting into tournament play.
- Katanas Are Just Better: Four's Beam Sword takes the appearance of a laser katana.
- Kicking Ass in All Her Finery: Peach, Zelda, Rosalina and Palutena wear their Pimped Out Dresses while in the middle of, well, smashing opponents.
- Koosh Bomb
- Lag Cancel: 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.
- Late-Arrival Spoiler: 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 MOTHER 3, whose stage outright spoils the last chapter of that game, and even has you fight its Final Boss 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 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 Chaos Kin arc from Kid Icarus: Uprising, which is surprising considering that it was four straight chapters of Wham Episode.
- Lucina's mere existence is a spoiler in and of itself, but then she blatantly 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 Super Mario 3D World, with the video discussing the week's offerings spoiling the fact that Rosalina is unlocked after one completes the main game. The game is also listed in Rosalina's trophy.
- 3DS/Wii U is generally better about keeping spoilers hidden than Brawl. The 3DS version has no important spoilers for Xenoblade (the Wii U version does, however), and while Lucina's role in Fire Emblem Awakening 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 that the old lady is actually Impa, displaced through time.. The game does, however, flat out spoil that Metroid: Other M's Little Birdy is a younger version of Ridley in his trophy description.
- Lawyer-Friendly Cameo:
- Beam Swords and Motion Sensor Bombs. The latter is Lampshaded in Melee's trophy description. There's also the 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 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.
- Color TV-Game 15 ends up being a Lawyer-Friendly Cameo of Pong because of its Captain Ersatz origin.
- Lemony Narrator: 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.
- Lethal Lava Land: Planet Zebes, Brinstar, Norfair, and 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.
- Lethal Joke Character: 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.
- Lethal Joke Item:
- 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.
- Lettered Sequel: 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).
- Let X Be the Unknown: The Japanese title of Super Smash Bros. Brawl qualifies as this: Dairantō Smash Brothers X.
- Level 1 Music Represents: 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 Super Mario Bros. serving as the most prominent example, being featured on both Super Mario 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.
- Level Editor: 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 Game Mods 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.
- Levels Take Flight:
- 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 Wii Sports Resort takes place, as well as a stage which floats around and takes players to various locations within Skyloft.
- Life Meter: Used to display the enemies' Hit Points in Brawl's Subspace Emissary and Boss Battles modes.
- Lighter and Softer: 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).
- Lightning Bruiser: 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.
- Limit Break: Final Smashes. In Brawl and U/3DS, each character is permitted to activate this whenever they manage to obtain/shatter the Smash Ball.
- Living Toys: In each of the games, it is shown that all the playable fighters are really toys or figurines brought to life to fight one another. Why? It doesn't matter.
- Loads and Loads of Characters:
- 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 Fire Emblem See Marth Debuted in Smash Bros. 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 Characters such as Pit, R.O.B, and Lucario to even Guest Fighters 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 their own separate character; 52 if you also count upcoming DLC Mewtwo). That is quadruple 64's tiny roster and almost double Melee's 26 character roster.
- Luck-Based Mission: 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 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.
- Masochist's Meal: The Superspicy Curry.
- Market-Based Title: 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.
- Meaningful Name: Final Destination.
- Mechanically Unusual Fighter:
- 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 Immune to Flinching 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 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 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 "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 Doing It for the Art.
- Brawl has an 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 Zelda II The Adventure Of Link.
- There's also a 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 Super Mario Bros., and the Rainbow Ride theme of Super Mario 64 mixed with the underwater theme of SMB.
- Credits Medley: 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.
- Mercy Invincibility: After you lose a life, after you grab a ledge and when getting up after tripping or having got footstooled.
- Meteor Move:
- There's a whole category of moves that slam foes right into the ground: Meteor Smashes. These moves launch the target directly downward, which can cause a KO if done over a Bottomless Pit, 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.
- Mighty Glacier: Slow characters such as Bowser, Ganondorf, etc. tend to have stronger attacks and more super armor.
- Min Maxers Delight: 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.
- Mini-Boss: 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).
- Mini-Game: Target Test, Home-Run Contest, Coin Launcher, and others. Brawl and Wii U also lets you play timed demos of several Nintendo "masterpieces".
- Mini-Game Credits:
- 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.
- Mirror Match:
- 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.
- Misbegotten Multiplayer Mode: Brawl and Wii U have a lot of 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, the game ends if Player 1 is knocked out, while Player 1 can go on without Player 2 if need be (barely justified in that Player 2 is just sort of...there, like Tails in the Sonic the Hedgehog series) It's still better than a lot of the other co-op modes, though, especially the Nintendo Hard Boss Battles mode and the Wii U version of All-Star mode; they end in defeat if either player is KO'd.
- Misguided Missile: You can pull this trick on the ROB Launchers and Duon.
- Moveset Clone: Clone Characters — characters who shared models and animations with another character — are a sticking point that's used by Sakurai's naysayers to rail and grill him for being lazy and unoriginal. It started in Melee (Dr. Mario, Falco, Pichu, Ganondorf, Young Link, Roy) and continued with Brawl (Wolf, Toon Link, Lucas)note and Wii U/3DS (Lucina, Dark Pit). Push comes to shove, however, and Saukrai has taken personal notice and offense to this kind of slander. (See Super Smash Bros. Trivia)
- Wii U/3DS has taken 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.
- Mundane Made Awesome:
- Museum Game: 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.
- Musical Nod: The main theme for Wii U/3DS contains a little nod to the Character Select theme from the original game.
- Mythology Gag:
- 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.
- Many people see Brawl's technical gameplay is extremely nerfed compared to its predecessors due to physics changes, reduction/removal of some advanced techniques, and strength reduction on some moves.
- 4 nerfs the air dodge from Brawl. In Brawl, the air dodge received a lot of criticism for conserving momentum, being able to do it many times in midair with little in-between lag, and the ability to cancel hitstun. 4 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 also readjusts some characters' attacks, mainly the newer ones. Rosalina and Luma especially got hit by this, and Little Mac actually got stronger.
- Nintendo Hard:
- Mostly, the hardest level in Classic/Adventure/All-Star/Boss Battles and the Cruel Multi-Man modes, where you fight against 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 Eldritch Location 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.
- Non-Standard Character Design:
- 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.
- Snake, in comparison to the other 3rd-party-characters (and most of the other characters too).
- No Plot? No Problem!: 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.
- Nostalgia Level: Not only of certain game levels, but previous Smash stages as well.
- Not Drawn to Scale: Every character and stage have been compromised to not look weird (and give neither an advantage). Compare the 0.2 m Kirby or Meta Knight to the 5.2 m Lugia. Play Super Mario 64, Mario Kart 64 or Super Mario Galaxy 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 Your Size May Vary 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 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.
- Odd Friendship: The unlikely pairing of the three Duck Hunt characters as a single unit is lampshaded in the European and Japanese version's Punchout arena aliases, which are "The Most Unlikely of Partnerships" and "Unique Partners"note , respectively.
- Oddly Named Sequel 2: Electric Boogaloo: 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.
- Old Save Bonus: In Melee, if you had Pikmin saved on your memory card, it would unlock the Captain Olimar trophy.
- Ominous Latin Chanting:
- The Final Destination theme.
- The main theme for Brawl is in Latin. Helps that this was composed by Nobuo Uematsu of all people.
- The main Fire Emblem theme in Brawl is also in Latin, although it isn't very ominous.
- 3DS/WiiU's remix of "Melee (Menu)" for Final Destination.
- One Game for the Price of Two: Zigzagged. U/3DS took pains to have a completely identical roster across both platformsnote , and the occasional shared element, but each also offers exclusive content the other version won't have, with the Wii U version obviously getting the lion's share, as well as connectivity options between both platforms.
- One-Hit Kill:
- 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.
- 100% Completion:
- 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 (and defeat) Wolf? Or 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 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.
- One Stat to Rule Them All: 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.
- One-Winged Angel: 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.
- Orchestral Bombing:
- The main theme to Brawl is almost ludicrously epic.
- Master Core's theme, which is equal parts epic and menacing.
- Ornamental Weapon:
- 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".
- Outside-the-Box Tactic: Several exist for the various drone fights. Two of note are for Cruel Melee/Brawl (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 ) 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!).
- Paper Fan of Doom: The item. Do not be fooled, especially in Multi-Mook Melee mode.
- Party Game: 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.
- Pause Abuse: 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.
- Personal Space Invader: 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.
- Pińata Enemy: 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.
- Platform Fighter: The best known example.
- Pocket Protector: The Franklin Badge, as well as the Reflectors used by the Star Fox team.
- Pokémon Speak:
- 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.
- Post Final Boss: 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 Pokémon, and has the player face six characters (Pikachu, Jigglypuff, Lucario, Squirtle, Ivysaur, and Charizard), as opposed to just Olimar on the 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.
- Power Creep, Power Seep: 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).
- Power Floats: The Smash Ball itself.
- Power Glows: Whenever a character picks up a Smash Ball.
- Power-Up Letdown:
- 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 For Massive Damage. 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.
- Power Up Motif: Several examples; see the trope page for details.
- The Pratfall: There's a random chance of pratfalling in Brawl whenever the control stick is hit, discouraging excessive dashing and pivoting.
- Pre-Asskicking One-Liner: Despite most of the cast being silent, some unleash these during their Final Smashes:
Meta Knight: Know my power...
Capt. Falcon: Come on!
Lucario: Watch the power of Aura!
Falco: Personally, I prefer the air!
Wolf: We're gonna have some fun with this thing...
Pit: All troops, move out!
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!
- Production Foreshadowing:
- The Metal Gears that show up on Shadow Moses Island in Brawl ended up hinting at Metal Gear Solid 4. 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.
- Promoted to Playable:
- Downplayed. Giga Bowser (a Bonus Boss 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.
- Pun-Based Title: Super Smash Bros. for Wii U / 3DS.
- Punctuated! For! Emphasis!: The announcer makes a point of clearly enunciating Duck Hunt's name with a gap between the words, probably to avoid any possible misinterpretation.
- Random Drop: The Poké Balls and Master Balls make a random Pokémon appear out of them. Same with Assist Trophies.
- Randomized Damage Attack: Mr. Game & Watch's side special attack (called "Judgement") does random damage AND random effects ranging from Mr Game & Watch damaging himself through various Status Effects to smashing the opponent off the map for a One-Hit Kill.
- Randomly Generated Loot: Equipment in 3DS and Wii U 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.
- Random Number God:
- 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 One-Hit KO.)
- 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.
- 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.
- Rare Random Drop: 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.
- Real Is Brown:
- The Mushroomy Kingdom stage is a parody of this trope. It is World 1-1 of the original Super Mario Bros., 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.
- Recovery Attack: 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.
- Recurring Boss: 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 All-Star Battles and as part of the final battle (in Melee, his Giga Bowser form was the True Final Boss).
- Recurring Riff: 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 it has its own section in the sound test dedicated almost entirely to remixes of the main theme.
- Red Baron: 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.
- Red Herring: 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.
- Reflecting Laser: 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).
- Replay Mode: 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.
- Ret Canon: Elements of this series have been incorporated into the canons 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 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 The Legend of Zelda: Four Swords, 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 The Legend of Zelda: The Wind Waker and in The Legend of Zelda: Twilight Princess.
- Kirby gets a Smash ability in Kirby and The Amazing Mirror 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 Mini-Boss.
- Kid Icarus: Uprising a few times references Pit's appearance in Brawl as canon (Though seeing as there is No Fourth Wall 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.
- 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 Smashville from Brawl and Spirit Train from 3DS resemble Nintendo DS graphics, with polygonal models and blurred textures.
- Mushroom Kingdom II is based on the Super Mario All-Stars version of Super Mario Bros. 2.
- The past stages Dream Land, Yoshi's Island, and Congo Jungle closely resemble their portrayals in the previous game.
- Wii U/3DS
- The 3DS Mute City stage, based on the Super Nintendo release of F-Zero complete with Mode 7.
- Dream Land in 3DS, which takes place inside a giant Game Boy that's playing Kirby's Dream Land.
- Balloon Fight from 3DS and Duck Hunt 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.
- 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 always faces the camera.
- In terms of music, Forest/Nature Area and Escape both begin as 8-bit styled remixes before transitioning into new arrangements; PAC-MAN is done entirely in an 8-bit arcade style.
- In Smash Run, enemy Cuccos are represented as their sprite from The Legend of Zelda: A Link to the Past. This is to differentiate them from their item form, which resembles their appearance in The Legend of Zelda: Twilight Princess.
- Ring Out: The main method of defeating opponents.
- Role Reprisal: 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:
- From Kid Icarus: Uprising, Antony Del Rio returns as Pit and Dark Pit while Hynden Walch returns as Viridi.
- From Pokémon, Sean Schemmel as Lucario. While he didn't voice him in Brawl, he did provide his voice in the anime, which was Lucario's very first appearance.
- From Fire Emblem Awakening, David Vincent as male Robin, Laura Bailey as Lucina, and Matthew Mercer as Chrom.
- From Xenoblade, Adam Howden as Shulk and Timothy Watson as Metal Face.
- From Punch-Out!!, Riley Inge returns to voice Doc Louis.
- From Star Fox 64, Mike West reprises his role as Fox once more (having reprised it once before for the 3DS re-release). Mark Lundi, the voice of Falco in the 3DS remake, also returns.
- Sonic the Hedgehog has Jason Griffith for Brawl and Roger Craig Smith for Wii U/3DS, who were at the time the voices of Sonic at both game's respective times.
- Rule of Three:
- 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.
- Rule of Cool: The game's main reason for existing.
- Running Gag: 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 Attacks, Peach stealing Link away from Zelda etc.
- Same Content, Different Rating: Cartoonish X-Ray Sparks 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.
- Same Language Dub: In U/3DS, the majority of text is worded differently between the NTSC and PAL versions, including trophy descriptions and gameplay tips.
- Scenery Porn: Achieved in Melee and to even greater extents in Brawl. And further still in the Wii U game with its gorgeous HD graphics.
- Screw This, I'm Outta Here!: 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.
- Self-Imposed Challenge:
- Melee has the "Ganondorf Challenge", invented by 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 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).
- Self-Referential Humor: There's a soda can with a Smash Ball on it in the background of the 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.
- Shifting Sand Land / Underground Level: Mushroomy Kingdom in Brawl and Super Smash Bros. for Nintendo 3DS.
- Shipper on Deck: 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 this◊ picture from Miiverse.
- The Trophy Room is a veritable treasure trove of shout-outs to Nintendo's library, and the series itself can be considered one massive Shout-Out 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 Kamen Rider 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 Domon Kasshu.
- One of Robin's alt costumes in Wii U/3DS resembles a 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 Rocky's red, white, and blue trunks.
- One of Sonic's palette swaps is reminiscent of NiGHTS
- Duck Hunt has a palette homaging Banjo-Kazooie with a dark brown dog and a red duck.
- Lucina's are based on other characters from Fire Emblem Awakening. 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 - MIDNA, FWFUL, RAWK, LIP, etc. There's even shout-outs to other big-name franchises in there — one of the random names in Melee (at least) is R2D2.
- We like Ike!
- In Pit's Codec conversation, Snake asks if he is a mutant. (Angel, obviously)
- One of Mega Man's normals is a Shoryuken. This is specifically the Mega Upper from his appearances in the Marvel vs. Capcom series.
- One of the toy blocks in the 3DS' Nintendogs stage has the Panel de Pon pieces as its sides.
- Greninja's Final Smash in Super Smash Bros. Wii U closely resembles Spider-man's Hyper Combo Maximum Spider from the Marvel vs. Capcom series and more closely to Strider Hiryu's Ragnarok Hyper Combo from the same game.
- This ending artwork for Mario◊ is similar to the upside-down kiss scene from Spider-Man.
- The 3DS/Wii U trophy description for Pokemon Trainer is a complete reference to the theme song of the Pokémon anime.
- The trophy description for Karate Joe◊ from the Rhythm Heaven series references the "Pretty Cool Guy" meme.
- The description of the Fly Guy trophy in the US 3DS version says Fly Guys are "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 "no need to fear the Reapers".
- Pit's coversation about Shulk has him saying that the 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!
- Shown Their Work: Mixed with Continuity Porn. Nintendo won't leave the smallest aspects of other games out. The series could fill its own page with this trope. A YouTube channel will have to do in the meantime.
- Hitting a Starman with a powerful attack creates the famous "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 Mega Man 1.
- 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 the hand preference of every Mega Man ever.
- In Brawl and Wii U, if, for whatever reason, 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. Unlike the other Pikmin types, the Blue Pikmin is amphibious in that it can both swim and breathe underwater.
- Shows Damage:
- 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.
- Sigil Spam: 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...
- Signature Sound Effect: The Ping sound, which plays whenever high-damaging attacks are used.
- Situational Damage Attack:
- Lucario's Aura attack gets stronger the more damage he takes, 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 Meteor Move depending on which frame the attack is executed and hits the target.
- Slippy-Slidey Ice World: The Ice Climber stages, Pokémon Stadium's ice transformation, and anything made with the ice blocks in Stage Builder.
- The Smurfette Principle:
- 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 rostersnote , 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.
- SNK Boss: 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 SNK Boss to Perfect-Play A.I.
- Socialization Bonus: 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.
- Some Dexterity Required - While Smash 64 and Melee were intended to be simple fighting games with easy controls, the competitive community 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.
- Soundtrack Dissonance:
- 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.
- Calling to the Night, a slow, somber tune, plays in Shadow Moses, an action packed stage with lots of 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 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 Wrecking Crew from Wii U features mellow tunes like Balloon Fight Medley, Icicle Mountain, and Lip's Theme on a noisy stage that's all about Stuff Blowing Up.
- Smash Run lets the player invoke this, as every song can be chosen to be the background music.
- Space Zone: Lylat Cruise and Sector Z.
- Splash Damage: Alongside the various explosives, there are some attacks that have hitboxes that extend farther than what you'd expect, and are capable of hitting multiple opponents.
- Spoiler Opening:
- Ness and Marth, being secret characters, appear in Brawl's opening, and the Green Hill Zone battle stage not only appears in said opening, but on the back of the game's box too. The Guest Fighters 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.
- Spoony Bard: Some fighters have unique traits compared to others. Subverted in they tend to be more or less as effective as the more straightforward characters.
- Spotlight-Stealing Crossover:
- The title is a play on Super Mario Bros., 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, The Legend of Zelda and Pokémon, aren't too far behind. In Brawl, the entire cast of Mario Kart 64 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 charactersnote , tons of Smash Run enemiesnote , 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.
- Sprite/Polygon Mix: 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.
- Standard Female Grab Area: 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.
- Standard Status Effects: In Super Smash Bros. for Nintendo 3DS, the Dark Emperor inflicts these on fighters at random on the StreetPass Quest stage.
- Stealth Pun: 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.
- Sticky Bomb:
- 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 Crash Bomb returns in the Wii U / 3DS version.
- Sudden Death: 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, Bob-ombs start raining from the sky.
- Sugar Apocalypse: Especially on stages from cutesier stages the fights can result in this.
- Suicide Attack: After beating all of its forms, if you take too long to finish off the Master Core, it will start unleashing One-Hit Kill shockwaves. Evade them all, however, and the Master Core will self-destruct.
- Super Mode: Several characters' Final Smashes.
- Super Move Portrait Attack: Most Final Smashes use the alternate version.
- Sword Lines:
- 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 make their effective ranges obvious.
- Marth's 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.
- Take a Third Option: Nintendo CEO Satoru Iwata and series creator Masahiro Sakurai discussed which platform to develop the next Smash Bros. on. Sakurai went with both the 3DS and Wii U and planned to have some connectivity between the two.
- Take That:
- Sakurai 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 some players.
- Some people think that 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 Mission Control Is Off Its Meds thing like "I need scissors! 61!".
- Technology Porn: The close up shots of Mega Man's weapons transforming in his debut.
- Temple of Doom: 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.
- Theme And Variations Soundtrack: 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.
- Theme Music Power-Up: 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.
- Three-Stat System: 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.
- Thick-Line Animation: The characters in the 3DS version to take full advantage of the 3D function and help the characters better pop out.
- Throw Away Guns:
- 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.
- Throwing Your Sword Always Works:
- 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.
- Timed Mission: Target Breaking, Zebes Escape, and Home Run Contest, among others.
- Time Keeps On Ticking: 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.
- Time-Limit Boss: 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 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 One-Hit Kill 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.
- Tiny Guy, Huge Girl: 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 Running Gag to pair them up.
- Title Scream: Both in Smash 64 and in Melee, but not since Brawl.
- Tornado Move:
- With the Gale Boomerang, Link can throw it to create small tornados to attack opponents with.
- One of Meta Knight's attacks is spinning himself rapidly to become a tornado, a la Taz-Mania.
- Mega Man's Top Spin from Mega Man 3 and Air Shooter from Mega Man 2.
- Mario and Luigi have had their spin attack, complete with a very small tornado around them, since 64. Brawl subverted this by replacing Mario's with 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.
- Tournament Play: Melee introduce a tournament mode and has a thriving tournament scene to this day. Brawl and its mods have tournaments as well.
- Trailer Spoof: 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 Punch-Out!! 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 Duck Hunt.
- Training Dummy: The CPU in Training Mode and Sandbag in the Wi-Fi waiting room.
- Tremor Trampoline:
- 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 Polar Bear in Smash Run also causes this when it jumps, damaging and launching you up if you're caught on the ground.
- Trophy Room: The Trophy Vault from Melee onward, but Wii U groups related trophies together in Trophy Boxes.
- True Final Boss:
- 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 third party mascots serve as the True Final Boss in the single-player Events. In the Co-Op Events, the True Final Boss 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 gigantic multi-armed being named "Master Giant", a 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 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 Up to Eleven 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 spherical form like normal.
- Try Not to Die: Falco says this before the second fight on the Great Fox in Melee's Adventure Mode.
"Try to stay alive, huh Fox?"
- Turns Red: In U/3DS, everyone deals more knockback the higher their damage percentage is.
- Twinkle in the Eye: Every fighter upon being selected on the fighter select screen. For the Duck Hunt Duo, both the dog and the duck have one.
- A Twinkle in the Sky: Occasionally happens to your character when he/she/it gets knocked above the upper blast line.
- Ultimate Showdown of Ultimate Destiny: Comes with the game being a Massive Multiplayer Crossover.
- Unexpected Character: 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, Roynote 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 Fire Emblem Awakening 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 Duck Hunt to team up together as one character.
- In terms of Non Playable Characters, 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 Retro Studios revived it with Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze .
- As for Assist Trophies, Color TV Game 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 Commander Video trophy, an Indie Game character.
- Unstable Equilibrium: 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.
- The Unfought:
- 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 Roy or Ganondorf. All other characters have a chance of showing up.
- In Melee's Adventure mode, Dr. Mario, Ganondorf, Young Link, Marth, Roy, Mewtwo, Mr. Game and Watch cannot be battled under any means.
- The Mii Fighters in the 3DS/WiiU's All Star mode.
- Versus Character Splash
- Victory Pose:
- 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.
- Video Game Cruelty Potential: 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.
- Video Game Flight: Winged characters can glide in Brawl. It's 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).
- The Voiceless: Unsurprisingly, the Mii Fighters. Rather more surprisingly, Mega Man.
- Wallbonking: The computer players in Brawl have a problem with being addicted to the spike traps that can be placed on 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.
- Wall Jump: Most that can do it in their games do it here and many others gain the ability.
- Warm-Up Boss:
- 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.
- Wham Episode: 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.
- Womb Level: Master Fortress in the Wii U version has the player navigating a giant, bodily fortress made of Master Core's Swarm.
- The Worf Effect: 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 dismissed by Captain Falcon until Robin shows up.
- Wreaking Havok: 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.
- Writing Around Trademarks: Due to Rare Ware being bought by Microsoft, the Proximity Mine trophy in Melee replaces what the item originated from with "TOP SECRET".
- X-Ray Sparks: Most characters when hit by an electric attack in the first game, although some (like Kirby and Jigglypuff) simply get ash-faces.
- "YEAH!" Shot: 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.
- Yin-Yang Bomb: Master Hand and Crazy Hand are supposedly the antithesis of each other, but when one fights them simultaneously, they coordinate their attacks.
- You All Look Familiar: 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.
- You Gotta Have Blue Hair: 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 Fire Emblem. Additionally, Palutena from Kid Icarus has long green locks.
- Zero-Effort Boss: In Super Smash Bros. for Nintendo 3DS, 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, it floats up and promptly unleashes massive waves of energy that 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.
And as we face each other in battle, locked in combat... We shine ever brighter.