The Wii U and 3DS games also have a Miiverse community accessible from just about anything with an internet connection and a screen. Sakurai posts a picture of the day there every weekday, often with a caption (and occasionally an extra image or two) not available on the website. These pictures along with the caption are now also posted to the game's official Facebook page. All the pics of the day are chronicled on this fansite.
The Legend of Zelda: Twilight Princess (primary influence on Brawl and WiiU/3DS versionsnote Link's brighter colors in WiiU/3DS are part of an overall lightening of the color palette over Brawl rather than a reference to Skyward Sword; his character model is still purely the Twilight version.; plus the Brawl version of Sheik, whose appearance was based on concept art)
Star Foxnote As of Brawl, the Star Fox universe is an amalgam of various points in its history from 64 to Command and the playable characters all have unique designs, particularly Fox himself (Fox, Falco, Wolf)
Star Fox 64 (primary influence on 64 and Melee versions)
Unmarked spoilers for the unlockable content of all four games will be included in this page. Spoilers for The Subspace Emissary and spoilers related to the stories of the games represented may or may not be marked.
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.
Achievement System: The "Challenges" grid in Brawl and 3DS 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 horizontally only in Brawl, horizontally and vertically in 3DS (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, a few in 3DS 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.
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.
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 actually a rather tedious process.
Still averted with most weapon-wielding characters, such as Link, who still holds his sword in his left hand and his shield in his right.
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.
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 the 3DS game, 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 character's 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. This is true even in 4 where the plucking mechanics are changed to be more strategic.
If you're playing SmashRun 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. This makes sense, since his up specialnote which involves Winged Pikmin carrying him to where he needs to be is more effective the less Pikmin he has on him at the time.
Little Mac's KO Punch is almost always an instant KO once his meter is full, but in All-Star mode (in which you only have one life to fight every character in the game), a CPU's punch will do minimal damage and knockback so you aren't frustrated by cheap deaths.
The Artifact: Marth's Distaff Counterpart Lucina speaks English in in this game, yet Marth himself still speaks Japanese. This, despite being a character obtainable as paid downloadable content for Fire Emblem Awakening, a game that, incidentally, 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. In the 3DS and Wii U games, high-level AI characters who respawn within the duration of a hammer item will loiter on the recovery platform until it times out to avoid being hit.
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 Brawl.
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.
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, and Lucina and Robin's was made with the graphic style of Awakening's cutscenes (including Captain Falcon for bonus points, since he was announced in the same trailer and F-Zero is an entirely stylistically different series from Fire Emblem).
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.
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).
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.
The 3DS / WiiU game will feature an official "No items, Final Destination" mode in the online multiplayer component.
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 Although this's Jossed by a (censored for spoilers) "Behind the scenes" screenshot of a video explicitly showing said shooter to be aiming at the fighters themselves and not the dog. If you have a vendetta against the smug pooch, you can also finally shoot him if you're so inclined. In addition, his iconic laugh is used every place where it would fit... In his entrance, as one of his taunts, as one of his victory poses, and as part of his Final Smash in its original 8-Bit form. Between the good mileage from his iconic laugh and the implications that someone's trying to shoot him with the Zapper, Nintendo seems to completely understand why everyone remembers this particular hound.invoked
The Varia suit's trophy in 3DS mentions that Samus's ability to morph into a ball is better than crawling, a reference to a particular Miiverse post.
The message for unlocking all custom outfits for the Mii fighters in 3DS includes "Your body is ready!"
Assist Character: The Poké Balls and Assist Trophies summon Pokémon and other video game characters respectively.
Ness' and Lucas' PSI Magnets absorb energy projectiles (i.e. Mario's Fireballs, Samus' Charge Shot) and heal by the amount of damage the attack would have caused.
Mr. Game & Watch's Oil Panic technique can also simulate this, where energy projectiles are absorbed over time in a bucket (3 energy-based projectiles are then converted into units of oil). When full with 3 units of oil, the bucket can dish out 2.8 times the combined damage of the absorbed attacks, resulting in an attack with high damage and knockback (capped at 200% damage in Melee and 60% damage in Brawl).
Villager does this exactly, plucking attacks out of the air to use against opponents. This includes attacks like Phantom Zelda.
Awesomeness Meter: Smash 64 and Melee give you bonuses at the end of a match for playing in specific ways or doing certain actions; for example, scoring a knockout while standing on the revival platform. These bonuses only have value in a Bonus Mode match or in the one-player modes where they count toward your score.
Badass: Every character. Duh, this is a fighting game.
Badass Adorable: Every character in the game is a skilled fighter, but many of them are also portrayed as adorable as well:
Kirby is a pink ball with Blush Stickers and in cutscenes is one of the biggest badasses.
Most Pokemon qualify for this as well:
Pikachu is just as cute as ever, but still shown as a badass in cutscenes and combat.
Pichu is even more of a Ridiculously Cute Critter, though it's not as much of a threat in gameplay, it can still kick all kinds of ass.
Squirtle, being a fully unevolved Pokemon is incredibly cute, but probably Pokemon Trainer's best Pokemon.
Jigglypuff is a pink floating balloon, but has one of the most deadly single attacks in the series.
Ness and Lucas from Earthbound, thanks largely to the series' distinctive art style and their characterization in Subspace Emissary.
Pit is a slightly Super-Deformed angel in a toga, but fights using a bow that turns into swords and magic rings.
Yoshi, with its Pokémon Speak and exaggerated motions (it's second jump is trying to run on air!) seems like it'd be harmless, but it's anything but.
Toon Link is a cartoony swordsman, but just as good at fighting as his more realistic counterpart. His taunts and win poses emphasize his lighter side, though (how many fighters wave around a conductors baton?).
The Villager from Animal Crossing is a bit stumpy, always smiling, fights with household implements, and kicks ass.
Mega Man. Classic series Mega Man has always had the appearance and personality of a pre-teen boy, which is only exacerbated by his Super-Deformed styling. And yet, he's on some levels a more dangerous fighter than in his own series.
Despite being one of the most hated characters in old-school gaming, a lot of people have found the Duck Hunt Dog to be pretty adorable in this game, specially because of his interactions with his duck partner.
Battle Trophy: In Brawl, "The Subspace Emissary" campaign has the Trophy Stand, an item that, when thrown, turns weakened enemies and bosses into trophies that you can then pick up and add to your collection.
Most of the characters do this, though in the Japanese version only.
Sonic, Snake, and Peach do this in the English version.
Bittersweet Ending: In Classic and All-Star modes in Melee and Brawl, your character is reduced to a trophy as a music box plays a bittersweet rendition of the theme. The ending for Smash 64 was much less of a downer, as it was strongly implied that the game was just a kid playing with some toys. Completely averted in the 3DS version, which is more triumphant with fireworks to celebrate your victory.
"Blind Idiot" Translation: Melee and Brawl have several misspellings and errata in the trophies and stickers, most of which were fixed in the PAL versions. Some of the most obvious are:
Daisy never appeared in the N64 Mario Golf. She was paired with Luigi in NES Open Tournament, a golf game, and didn't appear in the Mario Golf series until Toadstool Tour for the GameCube.
Kaptain K. Rool is King K. Rool in a pirate costume, not his brother.
Baby Mario's trophy shows him wearing overalls, despite the description saying he "lacks" them. He is only seen without overalls in the Yoshi's Island series.
One could make a Drinking Game out of how many times Melee's trophies got the "origin game" of a character or item wrong.
According to Dr. Wright's trophy in Melee', "As a player [in SimCity], you'd have to use your wisdom and experience to give timely advice to the mayor[.]" Actually, you are the mayor; Dr. Wright is your advisor.
The Black Knight's trophy calls his sword "Ettard", while the English name of his sword is Alondite. However, this becomes even more complicated when you go back to Path of Radiance, in which his sword was named "Ettard" in Japan, but changed to "Alondite" in the US release. Then when Radiant Dawn came out, Ike got a new weapon, which in Japan was called...Alondite. Which left the translators no option but to call it Ettard in the US release. So now in the US version, Alondite is Ettard and Ettard is Alondite. Except Sakurai didn't get that memo for the US trophy. Whether this is a case of "Blind Idiot" Translation or Recursive Translation is debatable.
In Snivy's trophy in the 3DS version, the Pokemon Onix is spelled "Onyx". This is a common mistake among people on the internet, especially those who have not had an interest in Pokemon since the first games, but it's a bit jarring to see Nintendo themselves make that error.
Blob Monster: Yellow Devil is back as a boss for Mega Man's stage, looking like he did in the first Mega Man 1 game.
Blocking will not only prevent all damage but can even reflect projectiles if done properly. Every attack blocked weakens it, culminating in a possible stun state.
Several fighters note Marth, Roy, Ike, Lucario, Lucina, Little Mac, Greninja, Palutena, Shulk, and Mii Swordfighter have a move that not only negates all damage, your character will also immediately counterattack.
Boss Battle: In the Nintendo 3DS and Wii U games, bosses show up during battles on certain stages. If a player finishes off a boss, effects will occur that can help the player.
Boss Banter: Metal Face sprouts out commentary while he fights the players on the Gaur Plain stage in Super Smash Bros. for Wii U.
Metal Face: Hey, hey, it's time to DIE!
Boss Bonanza: In higher difficulties in Classic Mode in the 3DS version, you fight Master Hand and Crazy Hand. Deal enough damage to them and Master Core will appear, who has four phases with very powerful attacks. The last phase is a shadow clone of your character. Defeat the four and you have a Smash Ball-like object to knock out. Fail to knock it out and it will knock you out. That's a total of six bosses in one.
All-Star Mode in Melee, Brawl and the fourth game where you fight everyone in the game.
The last battle in Melee pits you against 25 (!) copies of Mr. Game & Watch.
In Brawl, you go through this in chronological debut order: Mr. Game & Watch being first, and Olimar going last. Oddly, this only applies to the debut of the series; perhaps the most egregious example being Ness and Lucas, who are separated by more than a decade in the release dates of their respective games and are gauged by a game neither of them was in (they're placed where Ninten would be).
In the fourth game, you fight characters grouped by the first game they appeared in, in chronological order in the 3DS version, and reverse chronological order in the Wii U version.
Completing Subspace Emissary unlocks an actual Boss Rush, known as Boss Battles Mode. They have a lowered difficulty than from their appearances within Subspace Emissary, but this is justified since sticker boosts don't apply here, you only get one life, and they are all played back-to-back in random order, except for Tabuu, who always comes as the Final Boss.
Boss Warning Siren: The series generally had a klaxon of some sort for Bonus Character battles.
Similarly, a top of the screen ring-out — if the characters don't go off as a Twinkle In The Sky — has them bounce off the camera as they fall. In the 3DS and Wii U version they actually crash against the screen and then slide down.
In Melee's Sudden Death matches that were due to a tie after time ran out: when Bob-ombs drop from the sky, occasionally one will drop right in front of the camera.
The Nintendogs that climb on the screen act like puppies climbing on a glass door.
Also, the crowd cheering and chanting a character's name if he or she is doing well.
When he first appears, Snake says "Kept you waiting, huh?" There was no one there for him to address, so it must have been directed towards the player.
In 3DS, one of Pit's win quotes is "It's Game Over for you!".
Break Meter: The shield which can be used for defense will eventually break if used too much, stunning you for a short duration. Also, when a character reaches 100 damage, his/her/its ledge attack becomes slower.
Breakout Character: Charizard. Throughout all four games, it graduates from Poké Ball Pokémon, to a member of Pokémon Trainer's playable team, to a solo playable Pokémon, likely due to its status as one in its home series.
The Bus Came Back: Dr. Mario was introduced in Melee, was absent in Brawl, and returned in Wii U/3DS. The same goes for Mewtwo, who was announced as DLC for the Spring of 2015
Camera Abuse: Starting with Melee, characters that are knocked out-of-bounds through the top of the stage may bounce off the screen. The 3DS and Wii U iterations up the ante by having characters defeated in this manner stick to the screen for a second before dropping off.
Even in an in-game archive that saw fit to include the Virtual Boy, you'll never find any reference to any ofthe CD-i games.
For the Star Fox series, Command seems to have gone through a slight case of this. Brawl acknowledges that the game exists, but otherwise all the characters are seen with their pre-Command personalities and alignments; notably, Star Fox has not disbanded, Krystal still being a team member, and still being romantically involved with Fox (albeit under constant flirting attempts from Panther), Peppy also remaining with the team and not being a Cornerian General. The Great Fox also has the same traditional appearance, as opposed to more brick-shaped Great Fox II from Command.
For obvious reasons, none of the PlayStation and Sega consoles are mentioned on the information for any Metal Gear or Sonic trophies- games for those systems are listed, but with no system logo next to the titles, unlike the games released on Nintendo consoles.
Melee's All-Star Matches are grouped in Mario characters (Mario, Donkey Kong, Yoshi, Peach, and Bowser), realistically-designed characters (Samus, Link, Zelda, Captain Falcon, Fox), cutesy characters (Kirby, Pikachu, Ness, and Ice Climbers), the more unique secret characters (Marth, Luigi, Jigglypuff, Mewtwo, and Mr. Game & Watch), and the clone characters (Dr. Mario, Falco, Pichu, Young Link, Roy, and Ganondorf).
Brawl's Event Battles that involve fighting "the herd" group the characters in the default veteran characters from the N64 game (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu), most of the default Brawl newcomers (Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong, and the Pokémon Trainer), the N64 secret characters (Luigi, Captain Falcon, Ness, and Jigglypuff), the returning Melee cast (Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco, and Ganondorf), and the rest of the Brawl newcomers (King Dedede, Ike, Lucario, R.O.B., Toon Link, Snake, Sonic, and Wolf). The only Co-op Event Battle decided heck with it and threw everyone at you (with Samus variably appearing as either herself or Zero Suit Samus, and ALL 3 of Pokémon Trainer's mons must be fought).
For Classic mode in Brawl: the stages are grouped together by series as well. In order, it goes as such: Zelda, Yoshi or Donkey Kong (Mario spin-off titles), Pokemon, Fire Emblem and Earthbound (formerly Japanese-exclusive RPGs), Target Smash, Kirby, Metroid and Pikmin (space-themed series), Star Fox and F-Zero (same reason), Mario, Pit, R.O.B., Game & Watch, Ice Climbers (classic Nintendo characters), Sonic and Snake (third-party characters) or sometimes Wario (someone had to be there in case Snake and Sonic hadn't been unlocked yet...), Target Smash, Free For All vs. 3 random opponents and then the final battle with Master (and possibly Crazy) Hand.
As noted above, the All-Star mode in Brawl going in order of the character's series' (or add-on's) Japanese premiere (going from Mr. Game & Watch to one or two Olimars, depending on if you are playing solo or co-op.)
In the Subspace Emissary, characters formed pairs or trios going through the story. Mario/Pit, Kirby/Princess (Peach or Zelda, depending on whom you save), Samus/Pikachu, Lucas/Pokémon Trainer, Meta Knight/Marth/Ike, Meta Knight/Lucario/Snake, Fox/Diddy/Falco, etc.
All-Star Mode in the 3DS/Wii U installment groups the characters by their year of origin: 1980-1984 (Mr. Game & Watch, Pac-Man, Mario, Donkey Kong, Luigi, and Little Mac), 1984-1986 (Duck Hunt, R.O.B., Peach, Bowser, Link, Zelda, and Samus), 1986-1990 (Pit, Palutena, Mega Man, Marth, Dr. Mario, Yoshi, and Captain Falcon), 1991-1993 (Sonic, Kirby, King Dedede, Wario, Fox, Falco, and Meta Knight), 1994-1998 (Ness, Diddy Kong, Pikachu, Charizard, Jigglypuff, Sheik, and Ganondorf), 2001-2006 (Villager, Olimar, Bowser Jr., Toon Link, Zero Suit Samus, Ike, and Lucario), and finally 2007-2013 (Rosalina, Wii Fit Trainer, Shulk, Dark Pit, Robin, Lucina, and Greninja). In the 3DS game, you fight from oldest to newest, while you do the reverse in the Wii U version.
Cel Shading: The 3DS iteration of the game features outlines around characters to help them stand out on the handheld's screen (which can be customized to be thin or off). Additionally, team battles will feature colored outlines, allowing players to choose any color pallet they want for their character while still being able to tell who's on what team.
A big selling point of both versions of the fourth game. Every character has access to variants of each of their four special moves adding an element of strategy to competitive play. Palutena and the Mii Fighters however have access to entirely different moves, but fortunately, custom movesets cannot be used in With Anyone mode in online. In addition to that, pieces of equipment can be equipped to each character changing up their stats such as power, speed, or even how powerful certain attacks will be. Likewise, this feature is also prohibited when playing against random people online.
The 3DS exclusive mode Smash Run, runs with this trope as similar to City Trial mode from Kirby Air Ride, the objective is to pimp out your character so to speak with various powerups and even abilities as fast as you can before duking it out in one of several events/matches
In SSB4, the previously-generic impact launch graphics are colored depending on who scored the hit, making it easier to tell who scored in the event of a KO.
The 3DS version of SSB4 is represented by a red flame on the Smash symbol (matching the red "3" on the 3DS' logo), while the Wii U version decorates it with a blue flame instead (matching the blue "U" on the Wii U's logo). Anything that refers to both versions sees the symbol with a red & blue flame (as seen on the logo above).
Color-Coded Multiplayer: Player 1 is red, Player 2 is blue, Player 3 is yellow, and Player 4 is green. Computer Players are gray. Team battles use red, blue, and green. 8-Player Smash in the forth installment added Player 5 as orange, Player 6 as cyan, Player 7 as purple, and Player 8 as black, as well as adding in yellow for team battles.
The Pity Smash, which allows free use of a Final Smash for someone has been KOed multiple times in a match without having KOed anyone.
Lucario does more damage and can hit in wider areas the more damage he takes without getting KOed.
In SSB4, every character gains a boost to their knockback dealt when their damage is at very high percentages.
Competitive Balance: The game is known for the developers (and fans through mods) meticulous work at making a perfectly balanced roster. This also carries over to Character Customization in Smash 4, ensuring that people can develop their own play styles without being categorically better than the default settings.
Equipment badges work in a cycle, buffing offense nerfs defense, increased defense means decreased speed, and more speed means less offense.
Every character also gets two custom moves for each special. Most have a stronger slower version and a weaker faster version of the original. "Stronger" moves usually mean a larger hitbox, more damage/launching power, with bonus effects like fire or super armor. "Faster" moves tend to have shorter start up and cool down and more range/distance traveled, with bonus effects like wind or multiple hits.
Competitive Multiplayer: The main draw of the series. Battles can be waged in a Free-For-All manner (up to four players) or via Team Battle (2-vs-2, 2-vs-1, 3-vs-1, or 2-vs-1-vs-1). The Wii U version has an 8-player mode with a limited set of stages, in free-for-all or with up to four teams.
Composite Character: Characters take attributes from several of their respective games, but this gets complicated with Zelda characters considering their timeline.
Zelda uses spells that are based off of Link's spells in Ocarina of Time. And in Brawl, she uses her Twilight Princess model but can still transform into Sheik from Ocarina of Time. Sakurai stated Sheik's design was recycled from a potential Twilight Princess appearance. In WiiU/3DS, Sheik is split from her but she's still a combination of the Twilight Princess Zelda (appearance), Ocarina Link (spells), and Phantom Zelda from Spirit Tracks (a new special attack).
Mr. Game and Watch is a composite of no less than 20 generic Game & Watch stick figure characters.
In general, the Pokémon universe depicted in Smash is a hybrid of the games and the anime. Misty's Melee trophy uses her original anime outfit instead of the game's swimsuit, Pokemon use Pokémon Speak instead of animalistic cries, Lucario acts like Sir Aaron's Lucario, Mewtwo has the personality it had in the Japanese Pokémon: The First Movie, etc.Explanation This is most likely because the anime was the only fully animated and voiced incarnation of the franchise when Smash 64 was released, and alternate interpretations were only made long after the release of Brawl. Pokémon Trainer was the first character not from the anime to be depicted in the series; in the same game, the playable Charizard was given an original, more realistic animal voice performed by its usual anime voice actor (similar to Bowser). The Pokémon elements in U/3DS are more faithful to the games than ever before, but the game mentions the anime and movies directly for the first time in several trophy descriptions, which all but confirms the "hybrid universe" nature of the Pokémon elements.
For the Star Fox series, everything seems to be a composite. In Brawl, the characters have their Command design (with cues from 64 and Assault), but they enter the stage in their Star Fox Assault-style ships. The Landmaster tank is a blend of 64 and Assault style. The Lylat Cruise stage features a battle between Assault-style Cornerian forces and Androssian/Pirate forces in one section and a dogfight between the Star Fox and Star Wolf teams in their 64-style fighters with the 64-style Great Fox in the middle of it. The returning Corneria stage from Melee is also completely based off of Star Fox 64. To complete the composite, Andross appears in his polyhedral Star Fox SNES form.
The Villager is a composite of all the player characters from the Animal Crossing series and the character from Balloon Fight, as well as the Miis as portrayed in Wii Sports.
Solid Snake is based off his Sons of Liberty incarnation, with the facial hair of Naked Snake/Big Boss from Snake Eater. He relies on his classic CQB style from all the pre-Snake Eater games, but uses all sorts of explosive weapons from all Metal Gear games. Shadow Moses Island is based off its appearances in the first Solid game and Guns of the Patriots (acting as Foreshadowing for the latter).
"Duck Hunt" combines the characters from Duck Hunt with elements from other Zapper games, such as Wild Gunman and Hogan's Alley.
Magicant is a mixture of its Mother and EarthBound/Mother 2 incarnations (featuring the pink-seashells-on-pink-clouds appearance from the former with various references to the latter, such as Dungeon Man and shots of the game periodically appearing in the background).
Mega Man uses Robot Master weapons from all the numbered games except Mega Man 5, Mega Man 10, and Mega Man & Bass. He also gets his Mega Upper attack from Mega Man 2: The Power Fighters.
They know where you are in invisible mode, and the situation of the battlefield during Interface Screws. They also know where all the items are, even when they appear off-screen. If you're fighting a one-on-one fight with a CPU character and it suddenly disengages and run away, chances are there's something on the other side of the map it really wants.
Also this. The boss, Giant Purple Diddy Kong, deals damage before "GET READY" fully appears, and scores a KO the instant the match starts.
The fourth games mark the first time where the AI is affected when an Interface Screw is in place.
Conservation of Ninjutsu: In single-player game modes (especially Classic Mode in Melee and Brawl), the more enemies the player has to fight, the weaker they will be. For example, while a battle against a lone Donkey Kong would be rather long and dragged out, ten of them in a row can even be OHKO'd depending on the character and/or attack you use. Only the Cruel Multi-Man modes avert this, with numerous tough enemies one after another.
Continuity Porn: Smash is this for Nintendo as a whole in the form of a fighting game, particularly Brawl.
Falling into the lava or acid (or being hit by erupting lava streams on Norfair) damages you, but being near it is A-OK.
In Brawl, Lylat Cruise is a platform in space that, throughout the background loop, enters Corneria's atmosphere with no ill effects. In a hidden conversation, the Star Fox characters make a Lampshade Hanging about it.
Pioneered with the release of Brawl. All-Star Mode, Adventure Mode: The Subspace Emissary, Events, and the various Stadium modes (Target Smash!!, Home-Run Contest, Multi-Man Brawl, and Boss Battles) all feature solo or co-op compatibility. There are even Events (and by extension, Notices) tailored towards co-op gameplay. In a unique case, Classic Mode is the only mode in Brawl that restricts play to just one player, even though all the activities it contains (Versus Mode matches and Target Smash!!) possess co-op compatibility, evident in the aforementioned co-op modes.
Although the design of Training Mode is geared towards single-player gameplay on the surface, Player 2 can also participate if Player 1 sets the "Enemy" option in the Start menu to Control. This enables human controlling of one of the computer players by Player 2.
In all of the installments, Versus Mode also count as this if Team Battles is activated and 2 or 3 players are on the same team.
The Brawl cover of "Unfounded Revenge" is significantly more lighthearted and cutesy than its original incarnation, which was a theme associated with powerful Pigmask bosses.
Metal Gear's famous "Game Over" tune is used here as a fanfare for whenever Snake wins a multiplayer match.
Crosshair Aware: The Dragoon item and the Halberd's laser, as well as Snake's Final Smash in Brawl and Zero Suit Samus's Final Smash in 4.
Crossover: The series' concept and the commercial for Smash 64. As of Smash 4, there has been roughly 20+ different franchises represented throughout the 15 years and that's just the playable roster. Assist trophies, trophies, and cameos push the limits of this trope.
The series often invokes this with giant versions of small characters. Giant Yoshi was an especially memorable case of this.
Jigglypuff's Final Smash causes her to get absolutely huge in Brawl. A glitch that messes with a lot of Final Smashes can cause her to stay that way.
Doshin The Giant, though his game never made it to North America, did have a trophy in Super Smash Bros Melee.
Damn You, Muscle Memory: The 3DS version has the L Button as Grab, and R as shield. This is problematic to those who played with the Gamecube controller who used the Z button to grab (which is above the R button) and the L button to shield. This can easily be changed though.
By a certain glitch in Stamina mode in Brawl, both Wario and Bowser can become "zombies" where they can still be controlled and beat other players at 0 HP. Bowser could still win, but Wario cannot win at all after using this glitch.
Master Hand, in Super Smash Bros. for the 3DS, can continue fighting at 0 HP if you attack him for exactly the amount of damage as he has HP remaining. Any sort of damage after that, however, will defeat him.
Deader than Dead: In Melee and Brawl, when characters are defeated, they simply revert back into their trophy forms and can be brought back to life with outside help. At the end of Melee's Adventure Mode, Bowser comes back as Giga Bowser this way, but defeating him a second time makes his trophy explode into dust.
Decomposite Character: The fourth game makes Samus/Zero Suit Samus and Zelda/Sheik into individual characters, rather than allowing them to transform from one another as before. This falls in line with how fans perceived the characters in the first place, as many Smash players had a preference for one character's form over the other.
Defeat Equals Explosion: The Yellow Devil on Wily Castle unleashes a massive, growing explosion following its defeat in a similar fashion to the Smart Bomb. If you dealt the killing blow, the explosion harms your opponents while doing nothing to you.
Pichu and Mewtwo were both playable characters in Melee, but were demoted to trophies in Brawl.
In 3DS, many of the former fighters in the series' previous entries were also given this treatment. Lampshaded in Pokémon Trainer's trophy description.
Department of Redundancy Department: It's possible for Mega Man to be either fought in metal form in Classic mode (like all the other fighters) or can pick up the Metal Box to turn into Metal Mega Man. This, despite the fact that Mega Man's technically already made up of metal.
If Peach picks up the Parasol item and uses Peach Parasol, she'll use the one in her hand for the attack instead of her own parasol.
In Brawl Kirby and Dedede's Inhale, and Wario's Chomp is capable of swallowing items sprawled on the field. Food restores you like normal, but eating explosives inflict a bit of damage.
If you pit the Star Fox characters against each other in Brawl or Wii U/3DS, their usual victory lines change into more personal ones. In the latter, the Kid Icarus characters also have lines against each other, as do Robin and Lucina against each other or the other two Fire Emblem characters Marth and Ike.
In the Spirit Tracks stage of 3DS, a version of Toon Link is usually the one driving the train. But if someone is playing as Toon Link, Alfonzo will be substituted in instead, even though it'd be easy for the game to get away with having two Toon Links (Spirit Tracks Link wears his conductor's outfit while playable-Link wears his usual tunic, making gameplay confusion unlikely; and Spirit Tracks features a separate incarnation of Link from the other Toon Link games, Wind Waker and Phantom Hourglass, so continuity isn't an issue).
Sakurai lampshaded this in a Miiverse post for the fourth game, lamenting that his developers had put a ton of effort into modeling the reverse side of a Bumper item (which most players would never see for more than a couple of seconds at a time).
The game is rendered in 3D but plays in 2D. Moves that take advantage of the third dimension such as the sidestep make the character invincible while side-stepping, meaning the positioning of the sidestep itself is mostly meaningless. Despite this, the hitboxes actually do operate in 3D, which makes a difference in rare situations, such as with a couple characters that lose their invincibility before they have completely returned from their sidestep.
In time matches in Smash 4, star KOs stop occurring after a certain point, in order to avoid time being wasted by the longer animation.
Hitting the Starman with Ness' side smash creates the "SMASH'' word art.
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.
When picking up either of the Hammer weapons as King Dedede, he'll dual wield with the hammer he picked up and his own.
In the fourth game, Gaur Plain has a bottomless pit in the very center of the stage. Ike's Great Aether Final Smash normally sends anyone it's hit by into the air, above the center of the stage, before pulling them to the ground as Ike lands. Because this would obviously KO Ike if done over a bottomless pit, the move is instead performed slightly to the left of the stage, where he'll land on solid ground.
One of the drawings the Pictochat 2 stage makes is a drawing of a series of pipes. It's possible to travel between them Mario-fashion by pressing the Circle Pad against them.
The Super Leaf powerup introduced in 4 allows one to temporarily slow their fall like the Raccoon power up it usually gives in the 2D Mario games. The power-up even gives brown raccoon ears and tail, though it doesn't give the ability to fly or whack others with the tail. However, certain characters (mostly those with something over their heads already like the eyes of Yoshi or ears of Pikachu, Fox and Sonic) only get the tail. They don't get the raccoon ears due to there being no logical place for the ears to be on their heads.
The game knows where exactly to spawn SmashRun enemies so that they naturally fit in with the environment as well as, in the case of at least Gordos, Shotzos and Bullet Bills, determine the right attack pattern for them.
SmashRun enemies have details added to them to make them more like the playable fighters in the game:
Enemies that aren't minibosses can be effected by grabs and Special moves that grab enemies in some way (like Kirby and King Dedede's inhale, Wario's Chomp, Bowser's Flying Slam, etc.). In fact, this is the best way get around the guards of Mettaurs, Octoroks and the ghosts from Find Mii. They all use the same "grab" animation no matter the nature of the attack, however.
Many of the enemies can be launched into the air and even be knocked to the ground unconscious for a bit before recovering and resuming their attack pattern.
Enemies can be immediately knocked unconscious by Jigglypuff's Sing.
Enemies low on health would steam just like how a fighter in-game would steam if they accumulate a lot of damage onto themselves.
Enemies can be defeated by ringout just like normal fighters. To prevent frustrations, when this happens, the badges come flying back just so that you can collect them.
Kirby copies Robin's Thunder Tome exactly when he copies him. This includes the Thunder Tome's charge system. Exhaust it, and Kirby would automatically lose the copy ability just like the limited-use abilities from his own games.
In team battle, if you have Little Mac as your partner and he's in the background within the game's victory screen, Doc Louis won't appear at all. This's so that he doesn't get in the way of the one in the foreground's victory animation.
Difficult but Awesome: Some characters are easy to pick up and play. Others... require a bit more finesse.
From the first game, Ness is the defining example. His highly nonstandard moveset is powerful and great for catching players off guard, but also very unwieldy, especially the recovery move. It isn't uncommon for an inexperienced Ness player to die from flubbing a PK Thunder recovery more than anything else. Physics engine revamps in the later games make it easier to pull off, though he still ends up screwed by narrow pits.
From Melee, the Ice Climbers. The sheer power of Popo and Nana relies on their tandem attacks, which can easily rack up damage and K Os if done right, and this is without getting into the "separation attack" stuff.note It is possible to separate the Climbers with some fast fingerwork, allowing the player to attack from two places at once, which is a whole other level of the trope.]] So naturally this is balanced out by having the NPC Climber able to be KO'd; a solo Ice Climber isn't anywhere near as effective, and his/her usually amazing recovery becomes useless. Ice Climbers plays have to take great care to keep both Popo and Nana in play.
From Brawl, Lucas. While he doesn't have Ness' crippling Achilles' Heelnote He has the Rope Snake, which lets him tether-grab platform edges.and is thus made quite difficult to KO, he suffers from a horrible case of Skill Gate Character: his high-damaging moves are very slow, his fast moves are very weak, and he doesn't have many in-betweens. Playing him effectively means peppering the enemy with ranged moves while keeping them as far away from you as possible, which is something that the game physics usually work against, though his quirky moveset makes it fully possible. Good Lucas players are rare, but quite dangerous. Also in this game are Olimar, who is almost helpless without his Pikmin, which he must pull from the ground and can be killed, and each color has its own weaknesses and strengths; and Pokémon Trainer, for whom mastery requires three times the effort of other characters because he is effectively three characters who rotate in and out of battle. Only one person is known to use Pokémon Trainer in competitions, and his learning curve is so steep that most Game Mods separate his three Pokémon into separate characters. To a lesser extent, there's also Sonic. Everything about him is lightning fast and requires the player to keep up with him.
From U/3DS, Rosalina and Luma. Basically the Ice Climbers' "separation" tactic given form, a lot of Rosalina's versatility comes from her and the Luma being able to attack separately; this alone makes her a lot more complicated than the rest of the cast. Her moveset is also quite strange, relying more on nullifying and redirecting enemy attacks than retaliating. She comes with a steep learning curve for sure, but many people feel she has the potential to be a Game Breaker. There is also Mega Man, who is the most projectile-oriented character to date, a long-range combatant in a game series that encourages up-close fighting.
As far as items go, the Home-Run bat qualifies. Its forward smash attack takes longer than most attacks to come out, but when it connects, it's an almost guaranteed One-Hit KO.
Puff Up, Jigglypuff's Final Smash, causes her to become stationary for several seconds while she expands to cover most of the stage and has a limited attack range after a fixed amount of time has passed. Putting her in the middle will not KO anybody, and savvy players will dodge at the right moment. Instead, good use of Puff Up is about choosing your targets and predicting what they'll do several seconds from then—not an easy task. In a similar vein, use of Jigglypuff's Down-B attack Rest — one of the most devastating attacks in the game — leaves you motionless for about five seconds after using it...whether you hit another player or not. Pulling off that move without making yourself an easy KO target not only requires proper timing, but also some knowledge of your target's play style.
Digital Piracy Is Evil: The story mode for the fourth game was cancelled because people kept putting all of Brawl's cutscenes on YouTube. Sakurai reasoned that it didn't make any kind of business sense to ever make another one since people who only care about the story have no reason to actually buy the game. Instead, the fourth game is taking advantage of the same web video services by making videos introducing new characters for pre-release hype.
Digitized Sprites: The first game made heavy use of sprites to economize on cartridge memory.
A variation: To choose a fighter randomly in tournament mode, you pick Ditto.
In For 3DS's classic mode, this is one of Master Core's forms if you play on a hard enough intensity.
Door Closes Ending: The first game had a variation on this. After defeating Master Hand on Classic, the camera zooms out to reveal the room from the title sequence, followed by the screen going black to the sound of a door shutting. Cue credits.
Double Jump: All characters can do this; some have even more than 2 jumps, and most up specials count as jumps.
Melee had an event in Japan where players could take their memory cards to stores and the employees would put two normally unobtainable trophies on the save file. These trophies are still on the American and PAL versions of the game, and are fully translated, but there is no way to get them without hacking. The trophies are "Unmasked Samus" and "Mario & Yoshi".
Mewtwo is slated to be released as a DLC fighter for people who own both Wii U and 3DS versions of the 4th game around spring of 2015.
Drop the Hammer: The regular Hammer item and the Golden Hammer in Brawl, as well as those wielded by King Dedede, Kirby, the Ice Climbers, and Mr. Game & Watch.
Dub-Induced Plot Hole: Those who don't know the localization differences between the Japanese version of Earthbound and the US version won't know that the Octopus statues from the Magicant stage are supposed to be the Japanese equivalent to the Pencil statues.
Dueling Player Characters: In the Subspace Emissary of Brawl, Mario and Pit face off against Link and Yoshi, after one the teams mistakes the other for having just killed one of the pricesses. Which one is in control of the player depends on which princess was saved earlier.
The Wii U version of the fourth game will have a stage based on Yoshis Wooly World, which is a game set to be released in 2015, compared to the fourth game's 2014 release.
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. Final Destination and Battlefield were in the game... in 1P Mode only. These stages also had simpler gimmicks, and the stage backgrounds were simply background images instead of being 3D rendered.
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.
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.
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.
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 read "A Black van Driven by This Guy Has Been Spodded Diving Recklessly Through Town. Be Careful!", refering 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.
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.
Emulator: In Brawl, 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 Wii's Virtual Console.
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".
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.
Exactly What It Says on the Tin: For Wii U/3DS presents Classic mode's difficulty by numbers from 0.0 to 9.0, with each range of numbers having a difficulty name. 9.0 is titled "Nothing Harder". You can't go higher than 9.0, so there really isn't a more difficult setting.
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.
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.
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.
Many, many pics of the day for the Wii U and 3DS versions are this. Including the 100th one, which is Luigi tipping his nose.
Most egregiously the majority entire month of March 2014 was essentially this. No newcomers or even returning characters were revealed (a first since the site first came up) because of Sakurai saving a good deal of them for the April 2014 Direct.
The month of May 2014. While April revealed a massive five characters, and June (specifically, E3) revealed 3 newcomers, May only had one returning character. Not that fans were really complaining.
The final week of August 2014. Sakurai had posted pictures of gameplay modes/menus fans already knew about (Classic Mode, Spectator Mode), or had strongly speculated would inevitably be in the game (Multi-Man Smash, Challenge Grid). Thankfully, a certain somebody's official confirmation that Friday morning brightened up what was otherwise a dull forgettable week. The same thing happened with the week before the Japanese launch, with the only notable exception being the reveal that Alph was an alternate costume for Captain Olimar. There was that one leak though ...
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 Bigger 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.
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.
Sanguine and Choleric: Falco, Captain Falcon, Ness, and Bowser
Choleric: Fox, Roy, Wario (Brawl), Snake (Brawl)
Choleric and Melancholic: Ganondorf, Wolf (Brawl)
Melancholic: Mario, Marth, Diddy Kong (Brawl)
Phlegmatic: Yoshi, Jigglypuff, Peach, Pit (Brawl)
Sanguine: Luigi, Kirby, Donkey Kong, Ike (Brawl), King Dedede (Brawl)
Leukine: Samus, Game and Watch, R.O.B. (Brawl), Pokemon trainer (Brawl)
"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.
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.
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, and 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 SSB 64 equivalent of the Black Hole glitch.
Also in 64, it is possible to glitch the game into 'freezing' the characters in their current positions when a Captain Falcon strikes all three opponents at once midair. All four characters will be stuck in midair for several minutes, while the 'damage' visual effect and soundwave will continuously display/play, over and over 2-3 times per second. Unfortunately, the characters (except Captain Falcon) will actually take damage every time the 'hit' repeats itself, lasting long after the targets reach maximum damage. Pausing and unpausing will not correct the issue. Fortunately, when the glitch finally does end for whatever reason, the victims will only fly as though they've been struck at their damage percentage prior to the glitch. Retaining the 999%, however, probably means they won't last long.
the 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, make a custom stage where you can separate yourself from the AI in some way where they can't get to you. They will just pace back and forth without ever attacking each other.
Getting Crap Past the Radar: In Melee and Brawl, 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, where the devs blacked out that area on both her and Rosalina specifically so nothing would be visible.
Glass Cannon: 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, but it's incredibly difficult for him to recover from being launched, since his recovery techniques are terrible.
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.
L-cancelling in SSB 64 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 Buginvoked, 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.
Hammered into the Ground: Sometimes even occurs, particularly through Brawl's Pitfall. 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.
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.
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.
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.
Togepi's Night Shade, the Nintendog, to some extent, Tingle's spotlight, Mr. Resetti, and Dialga and Palkia in Brawl.
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-Universe Game Clock: The Smashville stage has an exclusive feature to where the textures loaded depend on the time set on the Wii's built-in clock.
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 in Adventure mode. The only saving grace is that most of this material (trophies about them notwithstanding) was presented without context.
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.
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.
Smash 4 is better about keeping spoilers hidden than Brawl as there is no spoilers for Xenoblade 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.
Lemony Narrator: The descriptions for most of the trophies in the fourth instalment 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.
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.
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, and two different remixes on Brawl's Mushroomy Kingdom.
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.
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.
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, Smash 4 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).
Limit Break: In Brawl and U/3DS, each character is permitted to activate this whenever they manage to obtain/shatter the Smash Ball.
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). That is quadruple of 64's tiny roster and almost double of Melee's 26 character roster.
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.
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. Finally, 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.
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.
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 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 game ditches the shooting mini-games in favor of the player using their character to attack names in the scrolling credits. The more names they attack, the more complete a picture behind them becomes (clear at least 90% and the game will clear the rest automatically at the end), and the more gold they win after the credits are over.
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, Master Core's final form is a copy of your character.
Moveset Clone: Melee featured characters that were "clones" — characters who shared models and animations with another character. Brawl did not feature any "true" clones, since even returning clones had unique animations and models.
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.
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.
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.
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.
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.
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.
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 this doesn't work in 3DS because they no longer jump after you) 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!).
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.
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.
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 other unintelligible noises.
Post Final Boss: Captain Olimar in the All-Star mode of Brawl, because of how the battles are arranged, ends 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.
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.
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.
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.
Random Drop: The Poké Balls and Master Balls make a random Pokémon appear out of them.
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 For 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.
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. The fourth game's Master Ball will limit its Pokémon to Legendaries, except for the odd Goldeen.
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 game 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 Riff: Generally speaking, the main theme for any given installment in the series will appear in all future Smash games.
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!!. Since then the stadium has appeared both ways, depending on whether or not Little Mac is in the picture.
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.
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.
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 as Pit and Dark Pit, and Hynden Walch as Viridi in her cameo for Reset Bomb Forest.
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.
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 himself 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.
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, 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, the fourth game is 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.
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.
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.
Nearly every alternate costume a character can put on in the series is one of these, although some are extremely obscure. To name a few:
One of Robin's alt costumes in Wii U/3DS resembles a White Mage
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.
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.
The Duck Hunt has a palette homaging Banjo-Kazooie with a dark brown dog and a red duck.
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 Meleeand Brawl were Peach, Zelda, Samus and Nana (the female Ice Climber). No new females were added between the rostersnote The Ivysaur is female, but under the male Pokémon Trainer, and Zero Suit Samus shares her spot with Samus, 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 created incredibly complex combos and advanced techniques (though it's a little more about responding to the game's physics instead of stringing together quick button combinations for singular attacks). Brawl intentionally avoids this.
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.
Smash Run lets the player invoke this, as every song can be chosen to be the background music.
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.
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 one's a clone, but the other has unique custom specials, tons of Smash Run enemiesnote Though they were mainly chosen because they could work on the 3DS., 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.
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.
Standard Status Effects: In Super Smash Bros. for Nintendo 3DS, the Dark Emperor inflicts these on fighters at random on the StreetPass Quest stage.
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 startraining 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.
Sword Lines: The second type, made evident with the many bladed weapons present in the games.
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.
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 "Starfy, 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.
That One Player: The tier list (the ranking of a character's viability in a tournament setting) is often determined by these guys. If a certain character gets a really good player behind him, you can expect said character to jump quite a few places.
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.
Thick-Line Animation: The characters in the 3DS version to take full advantage of the 3D function and help the characters better pop out.
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 in Brawl.
Mario and Luigi have had their spin attack, complete with a very small tornado around them, since 64. Brawlsubverted this by replacing Mario's with F.L.U.D.D. It's still used now as his DAir.
Smash attacks performed with the Ore Sword in Super Smash Bros. for the Nintendo 3DS will generate whirlwinds that travel horizontally.
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) 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).
Training Dummy: The CPU in Training Mode and Sandbag in the Wi-Fi waiting room.
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 as well.
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.
Crazy Hand could be considered this in Melee and Brawl. He will sometimes appear alongside Master Hand if you beat Classic Mode on at least Normal mode (Hard mode in Brawl) in a fast enough time.
Giga Bowser in Adventure Mode of Melee is unlocked by beating Adventure Mode on Normal or higher in under 18 minutes. 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.
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 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 Master Core assumes a form so massive it becomes a stage in it's own right, a form appropriately named "Master Fortress", in which you venture inside to destroy several weakpoints. Fortunately, the game is kind enough to give you a Heart Container before letting you take it on.
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.
A Twinkle in the Sky: Occasionally happens to your character when he/she/it gets knocked above the upper blast line.
In the original, Captain Falcon and Ness came from out of left field, especially Ness.
Mr. Game & Watch, Roynote his game hadn't come out yet 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.
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.
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 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).
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.
Wham Episode: The Smash Dojo for Brawl and Smash 4'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: The Wii U's Master Fortress mode 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 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.
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 Smash 4. All 3 are from Fire Emblem. Additionally, Palutena from Kid Icarus has long green locks.
Ass Kicking Pose: Besides the taunts, which work here too, many of the cutscenes end with one, as the screen freezes for you to choose the characters you're using.
Back-to-Back Badasses: Marth and Meta-Knight stop their duel to stand together like this against the Subspace Army.
Badass Crew: All of the characters start off divided into their own sub-groups and achieve multiple feats of Badassery before joining together into a Badass Army for the finale.
Badass Pacifist: Peach is rarely seen keen on fighting in the cutscenes and is the one who usually calls for a truce with their enemies (like Fox and Mr. Game&Watch).
Battleship Raid: Snake, Lucario, and Meta Knight storm around the Battleship Halberd to oust the Subspace Army and rescue Peach and Zelda. Peach and Zelda later proceed to assist in the raiding as well. Meanwhile, Falco and Fox shoot the Halberd's turrets from afar.
Berserk Button: The scene where (depending on who you saved from Petey Pirahna) either Link thinks Mario has killed Zelda, or Mario thinks Link has killed Peach. There's no other way to describe the rage that follows.
Beware the Nice Ones: Ness never stops smiling, even when he is kicking the crap out of The Porky Statue when it threatens Lucas.
Big Damn Heroes: A fair few, but the most impressive is Sonic coming out of nowhere to save the day at the end.
Bittersweet Ending: Though it's happy for the most part, but has a sad twist to it. Tabuu is defeated and all of the Subspaced locations are restored in the World of Trophies, but strangely enough, the Island of Ancients doesn't return to the world due to the sheer volume of damage that the area took. Since Tabuu is responsible for the destruction of the R.O.B.s due to the detonation of the Subspace Bombs, this also makes the playable R.O.B. the Last of His Kind.
Blood Knight: As said on the Dojo by Word of God, all of the cast of characters enjoy fighting — even down to those you'd think otherwise, like Peach or Game and Watch. Being defeated and "trophified" is described as being much like death in part because they are unable to fight.
Boss Subtitles: Master Hand and Tabuu, when they first appear, are the only bosses to receive them. The Ancient Minister, the Subspace Emissary's initial antagonist, gets one as well, despite him never actually being featured in a boss fight. Furthermore, although not bosses, each fighter (excluding Mr. Game and Watch) receives one during the first time he/she/it is seen in a Subspace Emissary cutscene.
Cast Herd: The character list is split into several smaller groups that eventually connect together.
Character Development: A few instances as the characters begin working together. A notable example is Lucas, who, through his travels with Pokemon Trainer, eventually gains the courage to stand up to bullies like Wario.
Chekhov's Gun: King Dedede's brooches can revive the characters from their trophy forms after a certain time.
Chekhov's Gunman: King Dedede, Luigi, Ness, and Kirby after obtaining one of Dedede's brooches. Averted with Sonic, who is more of a Giant Space Flea from Nowhere on your side, but his actions during the cutscene indicate that Tabuu dramatically unfurling his butterfly wings before unleashing his Off Waves was not merely showing off. With his wings damaged, Tabuu's power level drops dramatically and his Off Waves can actually be avoided.
The Chessmaster: King Dedede, of all people. As well as his Xanatos Gambit (see below), he protected himself as he went about his plan by appearing to be a bad guy. He made a backup plan for everyone so that just in case everything went horrifically wrong, there would still be someone who could save the day. Also, even if it was only part of the process he did a pretty good job of incapacitating Wario. Even if he isn't much of a Chessmaster in his original series, this is still actually pretty representative of him normally: he appears to do wrong but is actually doing good, does things that are bad in the short term but helpful in the long term, and possesses knowledge that the heroes don't, his badges and moves ahead of them.
Cloning Blues: The so-called Shadow Bugs can imitate characters by using their trophy.
Darkest Hour: After Tabuu turns everyone into trophies, you can't replay any stages you've already cleared, and when you go to save your game, you'll find that everybody is gone from your file. Of course, in the only stage available at that point, Dedede saves the day.
Duel Boss: Mario vs. Kirby at the start of the first level, as well as Meta Knight vs. Lucario in "The Glacial Peak". In a twist, you can actually choose to play as either one. For 100% completion and to get every cut scene unlocked, you have to do both. Also King Dedede vs. Bowser in one of the Subspace levels.
Enemy Mine: By the nature of this plot, it's to be expected. The most notable case is between Link, Zelda, and Ganondorf. While standing over Ganondorf's statue, Link and Zelda agree that they do need his help. They awaken him and point him toward the Great Maze. As they walk away, Ganondorf starts loading up an attack to go after them, but realizes that, sadly, he needs their help as much as they need his, and follows along.
Expy: Many of the common Mooks seem to based on existing enemies from various Nintendo games (Mostly Kirby):
After mowing through R.O.B.s by the dozen in previous stages, the characters are completely unable to damage them in a cutscene. The second instance can be justified if you believe that Samus and the others had learned of the R.O.B.'s enslavement at that point, and didn't want to hurt them. But nothing excuses Mario and Pit's wimpiness earlier, nor Kirby, Link and Yoshi's inability to act until the bomb had already gone off.
Averted near the beginning: Zelda teleports onto the field, and later, gets captured in a cage without even trying to escape. However, this is completely accurate to the actual mechanic of the attack, which does not let you go through things, just turn invisible and quickly move in one direction.
The Porky Statue contains an example of Segregation AND Integration. In a cutscene Ness destroys the Porky Statue with PK Flash, which was one of the only two attacks it was truly vulnerable to in Mother 3. However, if you beat the game and replay the stage as Ness you'll find it's still invincible to attacks outside of cutscenes.
Heroic Mime: The entire mode contains no dialogue (which is an interesting variation per se) save one No Fourth Wall moment from Snake. Several characters call their attacks and make some interjections, but that's it.
Heroic Sacrifice: Donkey Kong and Ness each perform one. Donkey Kong saves Diddy Kong from a trophy beam from Bowser by punching him away just in time to take the bullet himself. Ness similarly shoves Lucas out of the way of Wario's trophy beam which leads him to take the bullet.
The Great Maze, which is straight Metroidvania style, in contrast to the linear levels used in the rest of the game. It also counts for roughly one third of your completion percentage. Thankfully, there's no need to do it all at once.
As far as linear levels go, Subspace Factory (Lower) is a long trip. It also has multiple cutscenes, a big turning point in the plot, two potential Last Lousy Points, and Meta Ridley.
The Cave and the first stage of Subspace are relatively short, but the fact that they only consist of one long section rather than multiple short ones makes them strenuous for players who keep getting Game Overs.
Mercy Mode: The first time you start a stage, it defaults to the difficulty level you picked at the beginning of the game; on later attempts you can choose from any difficulty level. This allows you to follow this trope by choosing an easier difficulty for a stage you're having trouble with, or invert it by turning up the challenge (which provides you a greater chance of collecting stickers and trophies).
Party Scattering: There are multiple times where party members are forced to split up (for example, Mario being shot into Skyworld by Petey Pirahna, or DK knocking away Diddy Kong to prevent Bowser from "trophy-fying" him). They all reunite late into the game to enter Subspace.
Playable Epilogue: As the story progresses, Subspace Bomb explosions prevent you from replaying certain levels (including the very first level of the game), and when you finally enter Subspace, the Halberd gets destroyed in the movie building up to it, so you can't replay the Halberd levels either (though you still walk on it at the beginning of the Sea of Clouds level, somehow). The only way to replay these levels at this state is to beat the game.
Sadistic Choice: In the first level, the player has to choose to save Peach or Zelda. (Even if you break both cages at once by attacking Petey Piranha's head only, the game randomly picks a princess and acts as if you chose to save her instead of the other one.) You eventually are able to play the character not chosen later in the game, though.
Sphere of Destruction: Subspace Bombs basically eat perfectly spherical chunks of the universe, sending them into the subspace.
Spiritual Successor: To Kirby Super Star. The enemies fight similarly to Kirby enemies, the bosses are harder than the levels, and the Super Smash Bros. combat system is already similar to that of Kirby Super Star. This mode itself gets one in the 3DS version of the fourth game in the form of the Smash Run mode, as it plays similarly in terms of defeating enemies, has the red doors from this mode, and even some of the subspace army foes reappear as enemies in Smash Run.
Most characters get a moment or two, but this is the Kirby gang's show. Not at all surprising, however, considering Masahiro Sakurai was the creator of Kirby, and that he voices King Dedede, as revealed in a Dojo update.
There's also Mario, Yoshi, Pit, Link and Kirby at the Canyon. Would normally be Big Damn Heroes, until you realise that the rescuees consisted of six people and three Pokémon who probably could've handled it themselves.
The Starscream: Ganondorf. He's secretly planning to usurp power from Master Hand.
Story Breadcrumbs: Since there's no dialogue, the only concrete information you have to go on within Brawl itself are the relevant trophies.
The Glomp: Done by King Dedede to Kirby of all people, when they finally meet just before the Great Maze.
Timed Mission: Oddly averted in part of the second Subspace Bomb Factory stage. In-story, the heroes have to escape from the factory before the Subspace bombs explode, but you aren't timed at all, and even in the room before Meta Ridley, you can practically sit there forever, waiting for the explosion that never comes. However, the plot catches up to the gameplay in Meta Ridley's fight itself, which the player must complete before the explosion hits the Falcon Flyer.
Time-Limit Boss: Meta Ridley. Oddly enough, the timer only applies to the initial fight in the Subspace Bomb Factory; there's no time limit when fighting him in The Great Maze nor Boss Battles mode.
Wave Motion Gun: The Subspace Gunship has one that tears a hole to subspace.
We Cannot Go On Without You: If you play the Adventure Mode with a friend, the game ends if Player 1 is knocked out and has no extra stock left, regardless if Player 2 is alive.
Xanatos Gambit: Played by King Dedede. If the heroes beat Tabuu the first time, well and good. But if they don't, no biggie, Dedede has the trophies of Ness and Luigi to be revived by his badges for just that occasion. It's notable after placing Peach/Zelda's trophy there as well, he gives up his own badge for her trophy, basically sacrificing his own failsafe in the hopes that he will be revived by one of the others. Even though Bowser busts in and steals her trophy anyway, it does allow Kirby to revive later on, since he ate her badge.
alternative title(s): Super Smash Brothers; Super Smash Bros Brawl; Super Smash Bros Melee; Super Smash Brothers Brawl; Super Smash Bros; Super Smash Bros Brawl; Super Smash Bros Melee; Super Smash Bros64; Super Smash Brothers; Super Smash Brothers Brawl