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Videogame: Super Smash Bros.

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.

"Something's gone wrong in the happy-go-lucky world of Nintendo!"


Super Smash Bros., known in Japan as Dairantō Smash Brothers (literally Great Melee Smash Brothers), is Nintendo's and Masahiro Sakurai's very own Massive Multiplayer Crossover Platform Fighter with a twist. Remember all those times when, as a kid, you put all your Transformers, G.I. Joe, Masters of the Universe and Teenage Mutant Ninja Turtles toys together and made them fight (and you know you did)? Super Smash Bros. takes that idea and runs with it.

Characters from Nintendo's large stable of games, from Mario and Pikachu to Link and Samus Aran, face off in a four-player fight to the finish.

Unlike other games, however, the Smash Bros. series doesn't leave it at that. Several stages have platforms, bringing the carnage to multiple levels, while others have native dangers, such as rising acid and random airstrikes. In addition, various weapons will appear randomly on the field, from barrels and hammers from Donkey Kong, to beam swords, Starmans, the old SNES Super Scope, and even Poké Balls, which of course, release Pokémon to help you out. Instead of simply trying to inflict damage, players are attempting to knock their opponents off the stage (hence the "Smash" in the title), either by forcing them off the sides or just smacking them higher and higher until they eventually go sailing off as A Twinkle in the Sky, or, more humorously, bouncing off the camera.

The first game, Super Smash Bros. (1999), released for the Nintendo 64, is regarded as one of the better games available for the system. The sequel, Super Smash Bros. Melee (2001) for the GameCube featured even more characters, such as the oft-rescued princesses Zelda and Peach opposite their oft-kidnappers Bowser and Ganondorf, a side-scrolling Adventure Mode, and collectible trophies. Two hidden characters in the game, Marth and Roy from the Fire Emblem series that until then was only released in Japan, led to that series getting a much larger worldwide audience and release, becoming another of Nintendo's worldwide flagship series (it had always been one of their flagship series in Japan). Melee eventually became the GameCube's bestselling game, selling 7.09 million copies.

The third game in the series, Super Smash Bros. Brawl (2008) for the Wii, introduces Final Smashes, brings back the long-absent Pit from Kid Icarus, and even features third-party characters from outside Nintendo's stable; in this case, Sonic the Hedgehog and Metal Gear's Solid Snake, the former fulfilling a nearly two-decade-old fanboy dream, and the latter because of a request by Hideo Kojima. The game also has an actual story. The Subspace Emissary tells of a world in which the characters (as implied in Melee) are trophies that come to life and fight each other, until the Subspace Army appears and tries to take the entire world for themselves by transporting it, piece by piece, into Subspace. The characters team up with each other and battle through worlds inspired by Nintendo games while trying to stop the Subspace Army.

Brawl also happens to be the most extensively modded console game by far that can be played on its original console.note  Specifically, it serves as the basis of the most extensive console game mod of all time, Project M (see the trivia tab for others).

A fourth game, titled simply Super Smash Bros for Wii U/Nintendo 3DS, is currently in development. It has been confirmed to be dual-platform on the Nintendo 3DS and the Wii U, and it has been said that the two games will be able to interact with each other in some fashion. Namco Bandai will be assisting in the development process, lending some of their top staff like the Tekken developers and the director of the Tales Series. Creator Sakurai has pondered the direction he wants the fourth installment to go in, stating that throwing in gimmicks would hurt more than it would help, and as such it has been stated the fourth game will not have a story mode as Brawl did.

One of the reasons Sakurai stopped tweeting as often was that he was tired of posting a game he was playing and fans immediately assuming its characters would be in the new games. He also has said he will include third-party characters, but won't go "overboard" with them. As such, only three playable third-party characters have been confirmed to be in the game as of this writing - Sonic The Hedgehog, as a returning character from Brawl, and newcomers Mega Man and Pac-Man. There are also trophies for certain third-party characters that have prominently appeared on Nintendo consoles, such as Rayman, though it is unclear if these characters will have a greater presence in the game other than these cameos.

This game pretty much kicked off the Mascot Fighter sub-genre in one go. It also codified/inspired the Platform Fighter sub-genre.

Each game has an official website, all of which can be visited at the following links:

See also Smash Wiki and Smashpedia, which have extensive info on the series and its Meta Game here and here, respectively. You can discuss the series here.

    open/close all folders 

    Features playable characters from: 

And third-party characters from:

    Features stages, items, and other game-play elements from series including: 
Note: This list does not include series/games that characters are drawn from, listed above.note 

    Tropes A-D 
  • 1-Up: The Special Flag grants an extra stock in stock matches if held for long enough. In timed matches, it instead adds a point to the character's KO score.
  • Achievement System: The "Challenges" grid in Brawl 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 horizontally adjacent to one already obtained (but can obtain any one at any time; the game will notify them after a battle); each one provides a Cosmetic Award like new trophies or music for their in-game collection. The player also receives a few "hammer" items to bypass a given Challenge and unlock its reward directly.
  • Acronym and Abbreviation Overload: Competitive players communicate with a developed lingo using terms like "fair"note , "d-smash"note , "WD"note , "DI"note , "SHFFL", "DACUS"note , and "utilt"note , none of which you would find in an official strategy guide. For example, "SHFFL", pronounced as "shuffle", is an advanced technique executed by Short-Hopping, Fast-Falling, and Lag-canceling.
  • Affirmative Action Girls: The roster has worked to improve the gender ratio, and it shows.
  • American Kirby Is Hardcore: Zig-zagged. Kirby himself was not changed for Brawl's American release. Instead, the bright blue sky from the Japanese and European versions of the box art was removed, leaving the starburst-esque light in the background taking up the entire box.
  • Airborne Aircraft Carrier: The Halberd and the Great Fox.
  • The All-Seeing A.I.:
    • Assisting items that block the screen, such as the Nintendog and Togepi, have no effect on the AI. They are also immune to any interface screws that get thrown at you. Averted in 4, 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.
  • Amazing Technicolor Battlefield: The Battlefield, Final Destination, and all of Subspace.
  • Ambidextrous Sprite:
    • Invoked in 4, 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.
  • Anti-Frustration Features: In Super Smash Bros. for Nintendo 3DS, unlocking all the secret characters through the "# of Versus Mode matches played" method is far more lenient than in Melee or Brawl, where you'll have all of the secret characters unlocked by 120 matches, with a secret challenger appearing every 10 matches until then. For comparison, unlocking all of Brawl's secret characters through Versus Mode matches alone would have taken 450 matches, while in Melee it would have taken 1000 matches to unlock everyone.
  • Artificial Brilliance: All CPUs in all 3 Smash games are quite good at grabbing people who are trying to recover.
  • Artificial Stupidity:
    • Smash 64's and Melee's CPU's seem to like the R button a bit too much. Try starting a match against a high-level Samus and notice how often she tries to grapple you.
    • There are spots on every single map in both Smash 64 and Melee that cause CPU level 9s to try and hit you and then kill themselves, sometimes repeatedly until the match ends! This is less common in Brawl.
    • AI Luigis in Melee would always use their Green Missile move to recover, even in situations where the Super Jump Punch would be more convenient.
    • CPU's 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.
  • Art Shift:
    • Most every character that appears in Melee and Brawl has a level of detail miles higher than in their native series. This is most perceptible with Mario characters; compare Peach's more traditional design to her Brawl and Wii U/3DS designs.
    • Also seen in some of the Newcomer Trailers for Super Smash Bros. 4. Little Mac's used a detailed comic book style, Palutena's done in anime style like in the Kid Icarus shorts, 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 is a jarring example of this trope. 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 isn't. In Brawl's grittier, more realistic artstyle, Toon Link just looks off. Fortunately the fourth game's change to a brighter, more colorful art style rectifies it. Somewhat.
  • 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).
  • Ascended Extra:
    • The Villager from Animal Crossing was originally a spectator in Smashville.
    • Gerudo Valley was just background music in Brawl, while in SSB4 for 3DS it is its own stage.
    • Charizard was summoned from a Pokeball in Super Smash Bros. 1 and Melee. In Brawl, he becomes a playable character alongside Squirtle and Ivysaur (summonable by Red), and in 4, 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 (albiet rarely). It's been a Pokéball 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.
  • Ascended Meme:
    • 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 Zapper. 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.
  • Assist Character: The Pokéballs and Assist Trophies summon Pokémon and other video game characters respectively.
  • Ass Kicking Pose: Many of the taunts.
  • Attack Backfire:
    • 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
  • Autobots, Rock Out!: In Brawl, the Final Destination theme is a hard rock arrangement of the main theme of the game.
  • Award Bait Song: "Calling to the Night" (although as you might expect it's a song from another game, Metal Gear Solid: Portable Ops).
  • 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: Let's see...Link, Kirby, Pikachu, Marth, Pit, Meta Knight, Ike, Peach, Yoshi, Zero Suit Samus, Ice Climbers, Lucario, Ness, Toon Link, R.O.B., Jigglypuff and Lucas. Though it often depends on opinion, this is what most people agree on.
  • Badass Boast: Some of the taunts qualify.
  • Badass Princess: Peach and Zelda. Wii U/3DS adds Lucina who may or may not qualify as a "princess" (though she definitely is of royal blood).
  • Banana Peel: One of the items in Brawl.
  • Batter Up: The Home-Run Bat, which can send anything it connects with flying with a Smash attack. This Includes other players.
  • Battle Aura: Anyone with a Final Smash ready.
  • 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.
  • Big Fancy Castle:
  • Big "NO!":
    • 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.
  • "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.
  • 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 Stops All Damage:
    • 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.
    • The Fire Emblem fighters have a counterattack move that not only negates all damage, but (assuming you block a split-second before your opponent's attack) your character will immediately counterattack.
    • In the Wii U/3DS versions, both Little Mac and Palutena also have this in their basic movesets.
  • 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, the ensuing explosion will harm their opponents.
  • Boss-Only Level: "The Ruined Hall" and "Battleship Halberd Bridge".
  • Boss Rush:
    • All-Star Mode in Melee and Brawl, 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).
    • 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.
  • Bowdlerization:
  • Boxing Battler: Little Mac from Punch-Out!!!! is an Assist Trophy who can tear up anyone he comes across with his boxing moves. He's Promoted to Playable in the fourth game.
  • Breaking the Fourth Wall:
    • The characters face the screen for many taunts.
    • Similarly, a top of the screen ring-out — if the characters don't go off as a Twinkle In The Sky — has them bounce off the camera as they fall.
      • 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.
  • 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 from Melee was absent for a full one game before he returned in 4 as an unlockable character.
  • Calling Your Attacks: Several instances. See the Character sheet for details.
  • 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.
  • Canon Discontinuity:
    • Even in an in-game archive that saw fit to include the Virtual Boy, you'll never find any reference to any of the 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.
    • Lucas from MOTHER 3 goes through the same Character Development again.
    • For obvious reasons, none of the PlayStation and Sega consoles are mentioned on the information for any Metal Gear or Sonic trophies- games for those systems are listed, but with no system logo next to the titles, unlike the games released on Nintendo consoles.
  • Cast Herd: The All-Star Event matches in Melee and Brawl are laid out like this:
    • 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, classic Nintendo characters (Pit, R.O.B., Game & Watch, Ice Climbers), third-party characters (Sonic and Snake) 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.
    • Also, 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.)
    • And of course, 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.
  • 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.
  • Character Customization:
    • 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
  • Cherry Tapping / Death of a Thousand Cuts: Tapping A to punch (which is usually a character's fastest unassisted attack, at least in terms of startup, and practically always has the shortest total execution time). The fan (which easily beats the jab by a country mile). Samus's bombs might count too.
  • Chest Monster: The Mimicuties from Kid Icarus: Uprising appear in 3DS' Smash Run.
  • Close-Call Haircut: A variant in Mega Man's introduction video. When he forms his Metal Blades and throws them, they come close enough to Mario's face that he loses coins.
  • Color-Coded for Your Convenience:
    • 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.
  • Comeback Mechanic:
    • 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.
  • 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).
  • Composite Character: Characters take attributes from several of their respective games, but this gets complicated with Zelda characters considering their timeline.
    • In 64 and Melee, Link was mostly composed of Adult Link and Young Link (boomerang) from Ocarina of Time, along with Zelda II: The Adventure of Link's downward and upward midair strikes. In Brawl, his design is mostly The Legend of Zelda: Twilight Princess Link, but appears in a tornado like The Legend of Zelda I Link, and travels with Navi from The Legend of Zelda: Ocarina of Time (or possibly the Wiimote cursor).
    • Young Link is also a composite of Adult and Young Link from Ocarina of Time since he has the Deku Shield and smaller versions of Adult Link's gear, instead of the gear he used in Majora's Mask.
    • The 4th game still uses the Link from The Legend of Zelda: Twilight Princess, but he now ends up channeling his The Legend of Zelda: Skyward Sword look into him due to everyone's brighter colors compared to Brawl.
    • Zelda uses spells that are based off of Link's spells in Ocarina of Time. And in Brawl, she uses her Twilight Princess model but can still transform into Sheik from Ocarina of Time. Sakurai stated Sheik's design was recycled from a potential Twilight Princess appearance. In WiiU/3DS, Sheik is split from her but she's still a combination of the Twilight Princess Zelda (appearance), Ocarina Link (spells), and Phantom Zelda from Spirit Tracks (a new special attack).
    • Mr. Game and Watch is a composite of no less than 20 generic Game & Watch stick figure characters.
    • A good deal of Marth (and Lucina), Roy, and Ike's attacks are drawn from animations of other Fire Emblem classes that they normally can't do in their own game. Similarly, Robin appears as their default class from Fire Emblem Awakening, Tactician. Just like in Awakening, Robin uses swords and magic tomes. Unlike Awakening, though, Robin is able to use Nosferatu, which Tacticians can't. In addition to this, while in their home series Robin would only be able to use a maximum of five different types of attack, in U/3DS they're capable of far more.
    • Ness and Lucas also have attacks from other characters in their games, though Sakurai states that those characters trained them in preparation for participating in Smash Bros.
    • Even though Pokémon Trainer is based off of the Pokémon FireRed and LeafGreen (Generation 3) design of Red and owns the Generation 1 starters, everything written about him on the official website and his character Trophies make him seem as ambiguous as possible, meaning he could be anyone that's ever played a Pokémon game and has no real identity.
    • In general, the Pokémon universe depicted in Smash is a hybrid of the games and the anime. Misty's Melee trophy uses her original anime outfit instead of the game's swimsuit, Pokemon use 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  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 also directly homages Pokémon: The First Movie in (the now unplayable) Mewtwo's trophy description.
    • 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).
    • Palutena's moveset consist of abilities and power-ups used by Pit in Kid Icarus: Uprising. The ones shown in her trailer include Heavenly Light, Explosive Flame, Warp, Rocket Jump, Reflect, Auto-Reticle, Jump Glide, Counter, Super Speed, Angelic Missile, Celestial Fireworks, Lightweight, and for her Final Smash, Black Hole and Mega Laser.
    • "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).
  • The Computer Is a Cheating Bastard:
    • 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.
  • The Computer Shall Taunt You: They usually taunt after KOing you.
  • 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 Melee/Brawl 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.
  • Convection Schmonvection:
    • 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.
  • Co-Op Multiplayer:
    • 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.
  • Cosmetic Award:
    • The various trophies in Melee and Brawl.
    • Dr. Mario in Melee, as even the game acknowledges that the difference between him and the original Mario is almost totally one of taste.
  • The Cover Changes The Meaning:
    • 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.
  • Cute Giant:
    • 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.
  • Dead Character Walking: By a certain glitch in stamina mode, 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.
  • 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.
  • Demoted to Extra: Pichu and Mewtwo were both playable characters in Melee, but were demoted to trophies in Brawl.
  • The Dev Team Thinks of Everything:
    • 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 Fox against Falco or Wolf in Brawl, their usual victory lines change into more personal ones.
    • 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 K Os stop occurring after a certain point, in order to avoid time being wasted by the longer 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  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 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.
    • 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.
  • 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.
  • Distaff Counterpart: Nana is one to Popo; some alternate Ice Climbers even put her in the lead of the duo. Some characters based on player-customizable avatars, the Villager and Robin, are male by default but have female alternate versions. Lucina also serves as a Distaff Counterpart for Marth, being his Moveset Clone; as does Wendy O. Koopa for Bowser Jr. and the rest of the Koopalings, being one of their alts. Inverted for the Wii Fit Trainer, who is female by default but has a male Spear Counterpart alt. Miis also have both genders available, but don't really have a default gender to begin with.
  • Ditto Fighter:
    • 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.
  • Downloadable Content: 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".
  • 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.
  • Dualvertisement: One Japanese ad for Super Smash Bros. for Nintendo 3DS features Mario and company squaring off with Mii Fighter versions of the members of AKB48.
  • 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.

    Tropes E-M 
  • 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.
    • 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.
  • Easter Egg:
    • In the Corneria, Venom, and Lylat Cruise stages, repetitively pressing the down taunt button with either Fox, Falco, or Wolf (the latter only works in 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.
    • Pressing the up and down taunt buttons repetitively while playing as Snake in the Shadow Moses Island stage will cause a codec conversation to appear, based on Metal Gear Solid 2. 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).
    • 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.
  • 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.
  • Endless Game:
    • The endless Melee/Brawl modes. They end when you're KO'd for good. The same goes for Cruel mode, though it's unlikely you'll last very long.
    • 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 Nananote . Defied by Robin, who goes by his/her default name rather than "[the] Avatar".
  • Exploding Barrels, and crates, and capsules, and party balls.
  • Exploited Immunity: It's possible (if risky and requiring perfect timing) to grab an enemy and fall off a ledge, throwing them at the edge of the screen at the last second before dying. If done right, it gets you a point before losing it to suicide, while the opponent is left with a lost point.
  • Face Ship:
  • Fake Difficulty:
    • Some stages of Classic mode have you fight alongside one or two CPU allies (when you're facing two enemies or a giant enemy). In the harder difficulty settings, while the CPU enemies get stronger and smarter, the CPU allies get weaker and more inept, to the point of standing there waiting to be KO'd or even committing suicide.
    • In Melee, the c-stick doesn't function properly in the 1P modes. Instead of acting as a stick to easily input smash and aerial attacks, it instead acts as a camera control in 1P mode, that is completely useless since all this does is screw with your interface while you're fighting CPUs completely unaffected by interface screw. And with no c-stick to use, many advanced techs become much more difficult, if not impossible, to perform in 1P mode. Play in general also becomes more difficult without the c-stick, as players primarily play on vs mode, where the c-stick functions properly and is utilised heavily. Fortunately this was fixed in Brawl, where the c-stick's function and the controls remained unchanged throughout all modes.
    • In the 1 Player modes, explosive items spawn as normal, and can spawn on top of you while you're in the middle of an attack, causing you to inadvertently hit the explosive, often resulting in KOing you at really low damage to no fault of your own. This is especially bad in the 15 Minute and Endless Multi-Man modes, where endurance is the objective and you're typically in a single spot throwing attacks (thus significantly increasing the probability that an explosive spawns on you), and you can end up getting KO'd as low as 50% from an explosive spawning on you, when you can easily live well beyond 200% in these modes. Many a player had promising runs in these modes cut short to no fault of their own because the RNG decided to spawn a Bob-omb on them.
  • 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.
  • Filler:
    • 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.
  • 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, in other words, only reskinning Final Destination with the other stages.
  • Floating Continent: Most stages are floating platforms, others are just tall buildings. Also, there's the Isle of the Ancients in the Subspace Emissary.
  • Four-Temperament Ensemble: Assuming the characters' temperaments don't change from their respective games...
    • 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.
  • Free Floor Fighting: Most of the stages — Big Blue is a particularly notable example.
  • Freeze-Frame Bonus:
    • Pausing at the right moment lets the viewer see the Mark of Grima on Robin's hand.
    • In one of the Japanese trailers for 3DS/Wii U, during a scene of Pikachu taunting, you can briefly see Ganondorf. This would also count as an Early-Bird Cameo, as he wasn't officially announced prior to release.
  • 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.
  • 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 percents, 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.
  • Gangplank Galleon: The Pirate Ship stage.
  • Gang Up on the Human:
    • the AI will always favor attacking human targets. Except teammates. And low-level AI won't always follow that rule either.
    • In Melee, there are events called "Trophy Tussles" in which you fight against 3 other CPU opponents with the trophy you're trying to win being the stage. The CPU really does gang up on you during the events. All three of them.
    • In Brawl, 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.
  • Genre-Busting: There's still some debate over whether it should be classified as a "true" Fighting Game on par with Street Fighter or Mortal Kombat, or a multiplayer-party game with Fighting Game elements. Sakurai has said that he thinks of it as a giant party game, although he was likely using it as an analogy.
  • Getting Crap Past the Radar: In Melee and Brawl, 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 4, where the devs blacked out that area on both her and Rosalina specifically so nothing would be visible.
  • Glowing Eyes of Doom: Whenever a character picks up a Smash Ball in Brawl.
  • Goomba Springboard: Goomba itself and Koopas, both in Melee's and Brawl's Adventure Modes, and Brawl's Footstool Jump.
  • Graceful Loser: On the winner's victory screen, the other players are shown in the background applauding the victor, though with degrees of enthusiasm ranging from sincere congratulations to very grudging.
  • Grapple Move: Every character can grab enemies, beat on them while held, and then throw them in any of the four cardinal directions for damage. Melee even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. Link and Samus can also use their grab moves (the hookshot and grapple beam, respectively) to grab onto walls and pull themselves up.
  • Gratuitous English: Common in the Japanese versions of the games.
  • Gratuitous Japanese: In the English versions of the Melee and Brawl, Marth and Roy, as the games they star in were not (initially) given a worldwide release.
  • Gravity Screw: The Super Mario Galaxy stage requires you to compensate for the gravity emanating from the center of the planet.
  • Green Hill Zone:
  • Ground Punch: One of Donkey Kong's moves consists of slapping the ground repeatedly.
  • Guide Dang It:
    • 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.
  • 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.
  • Homage: Super Smash Bros for Nintendo 3DS has a mode very reminiscent of Tin Pin Slammer.
  • Home Run Hitter: A major point in the series, because it is one of four ways to kill someone, the others being self-destruction, stamina mode, and making it impossible for the opponent to recover. Applied with the Home Run Bat, the smash of which OHKOs in such fashion.
  • Hood Hopping: "Big Blue" has the fighters fighting on top of F-Zero vehicles, jumping from one to another as they get too far ahead or behind. Sonic, if he's wearing a Bunny Hood, can just run along the raceway itself and keep up.
  • Idiosyncratic Difficulty Levels: The CPU players on Brawl Versus mode are labeled, according to the number (from 1 to 9) as Puny, Wimpy, Weak, Normal, Hardy, Strong, Burly, Mighty and Nasty.
  • 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.
  • Injured Vulnerability: The Trophy Stands in Brawl will only succeed when thrown at weakened enemies.
  • In Love with Your Carnage: One of Wolf's communication channel conversations implies that Leon feels this way about Wolf.
  • Instant Flight, Just Add Spinning: All the different Links use their spin slash attack as a recovery move, making them go upwards when performed in the air.
    • Almost every character with a spinning move uses it either as their official B-Up third jump or can at least use it to hover, Mario Tornado, Spinning Kong, Spin Attack, Whirling Fortress etc.
  • Interesting Situation Duel: At least half of the stage roster.
  • Interface Screw:
    • Togepi's Night Shade, the Nintendog, to some extent, Tingle's spotlight, Mr. Resetti, and Dialga and Palkia in Brawl.
    • The 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.
  • Invulnerable Attack: Most Final Smashes.
    • There's also Super Armor, which makes the attacker invulnerable to knockback, but not damage.
    • Also, the invisibility cloak, which makes the attacker invulnerable to damage, but not knockback.
  • It Will Never Catch On: The game itself was thought of this way. Also the various mods getting into tournament play.
  • Katanas Are Just Better: Four's Beam Sword takes the appearance of a laser katana.
  • Kicking Ass in All Her Finery: Peach, Zelda, Rosalina and Palutena wear their Pimped Out Dresses while in the middle of, well, smashing opponents.
  • Koosh Bomb
  • Lag Cancel: The lag canceling of aerial attacks was intentional in Smash 64, in which it was officially named Smooth Landing, though better known as Z-canceling. The technique is also present in Melee, but somewhat nerfed in that it only halves landing lag. The technique was removed from Brawl via the reworked air-dodge, though auto-canceling exists.
  • Late-Arrival Spoiler: Quite a few of the plot points in various games are revealed by stages or trophy descriptions.
    • Brawl gave a particularly bad treatment of this to MOTHER 3, whose stage outright spoils the last chapter of that game, and even has you fight its Final Boss in Adventure mode. The only saving grace is that most of this material (trophies about them notwithstanding) was presented without context.
    • Little Mac's character page on the Wii U/3DS website shows him in the original Punch-Out!! arcade cabinet, battling Donkey Kong - the Bonus Boss of the series' Wii reboot.
    • Palutena's reveal trailer has her and Pit casually discuss the events of the Chaos Kin arc from Kid Icarus: Uprising, which is surprising considering that it was four straight chapters of Wham Episode.
    • Lucina's mere existence is a spoiler in and of itself, but then she blatantly calls Chrom her father.
    • Zelda's ability to transform into Sheik in Melee and Brawl is a pretty huge one.
    • Nintendo of America ran an eShop sale on Virtual Console games featuring fighters during the month preceding the 3DS version's release. One of the games on sale during the first week was Super Mario 3D World, with the video discussing the week's offerings spoiling the fact that Rosalina is unlocked after one completes the main game.
  • Lawyer-Friendly Cameo:
  • Lethal Lava Land: Planet Zebes, Brinstar, Norfair, and the Pyrosphere. Although technically it's acid and not lava for Zebes and Brinstar.
  • Lethal Joke Item:
    • The fan, since the weapon hits as fast as you can mash the A button, you can deal out high amounts of damage without allowing the victim to escape or retaliate. Not indefinitely though as most characters can jump out of it and most that can't can force a prolonged spammer off the edge.
    • 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.
  • Levels Take Flight:
    • Melee has Poké Floats, Mute City (when you approach the looping on the track) and Rainbow Cruise.
    • At one point in Super Smash Bros Brawl's Subspace Emissary, you're working your way across the side of the Halberd to get to the deck of the flying ship. Also, you're dealing with a constant wind in your face, slowing you down.
    • Brawl has the Halberd, Delfino Isle, and the Rainbow Cruise.
    • Although the mechanics don't necessarily represent it, all the various Star Fox stages take place on the back of the Great Fox or other ships.
    • Smash Bros Wii U has a stage where you fight atop the biplanes from Pilotwings (both the Super Nintendo and Nintendo 3DS version) as they fly toward and around Wuhu Island, where Wii Sports Resort takes place.
  • 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, each character is permitted to activate this whenever they manage to obtain/shatter the Smash Ball.
  • Loads and Loads of Characters:
    • Averted in the first installment which had a small budget as Nintendo had no way of knowing how well at the time it would catch on. Many characters were considered but only 12 ended up making the cut.
    • Melee essentially doubled the cast from a paltry 12 to 26 and included interesting picks like Ice Climber(s), Mr. Game and Watch, and most famously, Marth and Roy, two swordsmen from a then Japan only series called Fire Emblem See Marth Debuted in Smash Bros. for more details on that.
    • Brawl pushed the envelope as far as it could possibly go in terms of content and really made its predecessors seem tiny in comparison with a whopping 39 characters in total ranging from more Unexpected Characters such as Pit, R.O.B, and Lucario to even Guest Fighters making the roster. Those two being Solid Snake and Sonic the Hedgehog. Talk about diversity!
    • The roster count for Wii U and 3DS, not counting potential additions via DLC, clocks in at 49 characters (51 if you assume each of the three fighter archetypes for the Mii Fighter is their own separate character). That is quadruple of 64's tiny roster and almost double of Melee's 26 character roster.
  • Masochist's Meal: The Superspicy Curry.
  • Market-Based Title: The game series is referred to as Dairantou Smash Bros. in Japan ("Dairantou" being Japanese for "Great Battle"), with Melee being Dairantou Smash Bros. DX and Brawl being Dairantou Smash Bros. X.
  • Meaningful Name: Final Destination.
  • Mechanically Unusual Fighter:
    • In the first installment 3 of the 12 had at least one quirk making them different form the standard character template. Yoshi's command for third jump was instead a projectile, but he became Immune to Flinching during his extended double jump. Ness' third jump was a remote control projectile that you had to hit yourself with to get an aerial boost, and Jigglypuff had no 'third jump' at all, instead a combination of her neutral special and 4 'double jumps' were used for recovery.
    • Melee added the Ice Climbers, where one player would control two characters simultaneously, Zelda who could transform mid battle, and Pichu whose attacks damaged itself.
    • Brawl made Samus unusual in that her Final Smash triggered a transformation. Olimar, where the majority of his attacks are tied to his Pikmin, Lucario who get's stronger the more damage he takes and points he falls behind, and Pokemon Trainer who not only can rotate between three transformations, but if you stay in any for too long you actual 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's confirmation strongly implies that Pokémon Trainer will not return.
    • From prerelease material both Mega Man and Rosalina are shaping up to be unusual fighters in Smash 4. Mega Man has projectiles for his basic attacks and Rosalina fights using a Luma as a puppet.
    • 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 forward smash also replaces 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.
  • Medley: Many of them, although it's possible you might not even be able to recognize some of them, since some songs are remixed heavily. Below-mentioned "Butter Building" song from Brawl, for example, has the Dream Land theme remixed as a sitar-heavy hard rock techno-ish song, compared to Melee's incarnation, which stayed close to the original's techno theme. Shows how much Nintendo is Doing It for the Art.
    • Brawl has an Ocarina of Time medley for the Bridge of Eldin stage. The Great Temple theme is a mash of The Great Temple and the normal Temple theme, both from Zelda II: The Adventure of Link.
    • There's also a Kirby "Boss Theme Medley" for the Halberd.
    • There are also a number of medleys that aren't labeled as such—for example, "Tal Tal Heights" is a medley of the overworld music for the three Gameboy Zelda games and Tal Tal Mountain Range from Link's Awakening, "Song of Storms" has, in addition to the titular song, Ganondorf's theme and Serenade of Water, "Title (Legend Of Zelda)" has the dungeon music mixed in, "Butter Building" is a medley of Butter Building, Green Greens, and the title screen for Kirby's Dream Land, etc.
    • Two of the Mario-themed songs in Melee were medleys: the overworld theme mashed-up with the underworld theme of Super Mario Bros., and the Rainbow Ride theme of Super Mario 64 mixed with the underwater theme of SMB.
    • Credits Medley: The ending credits theme for The Subspace Emissary in Brawl is a mix of the Super Smash Bros credits theme, Melee's menu and opening theme, and the Brawl main theme.
  • Mercy Invincibility: After you lose a life, after you grab a ledge and when getting up after tripping or having got footstooled.
  • Meteor Move: All 3 types described on the trope page appear in-game.
  • Mini-Boss: Minibosses are fought in the games' single-player modes:
    • In the original's 1P Game, the Fighting Polygon Team is found right before Master Hand.
    • In Melee, there's the Fighting Wire Frame team as well as the Metal Bros. (Metal Mario and Metal Luigi) in Adventure Mode. Cassic Mode has just a fight against the metal version of any character.
    • In Brawl, minibosses are very plentiful in the Subspace Emissary, and include dark versions of Diddy, Peach, Zelda and (during The Great Maze) all remaining characters that appeared up to that point.
  • Mini-Game: Target Test, Home-Run Contest, Coin Launcher, and others. Brawl also lets you play timed demos of several Nintendo "masterpieces".
  • Mini-Game Credits:
    • The original and Melee have one at the end of Classic Mode where the player shoots the names in order to see exactly what they did.
    • Brawl downplays this trope. While there's no end credits at the end of classic mode, there is a mini game where the player shoots pictures of all the fighters, assist trophies, items, Poké Ball Pokémon, and trophies the player has unlocked.
    • The 3DS 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, and the more gold they win after the credits are over.
  • Mirror Match:
    • This is always the final opponent in Brawl's 100-Man mode, 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.
  • Misbegotten Multiplayer Mode: Brawl has a lot of two-player action available in it. Some co-op options are well-done; Event Mode, for example, has events specifically tailored for two players, either by altering single-player events or just making new ones entirely. Some co-op features...don't work so well. In Adventure Mode: The Subspace Emissary, the game ends if Player 1 is knocked out, while Player 1 can go on without Player 2 if need be (barely justified in that Player 2 is just sort of...there, like Tails in the Sonic the Hedgehog series) It's still better than a lot of the other co-op modes, though, especially the Nintendo Hard Boss Battles mode; they end in defeat if either player is KO'd.
  • Misguided Missile: You can pull this trick on the ROB Launchers and Duon.
  • Moveset Clone: 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.
  • Mundane Made Awesome: Orchestrated Pokémon music (at least the Viridian City song), orchestrated Tetris music, and Kirby Heavy Metal.
  • 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.
  • Mythology Gag:
    • Smash Run in SSB4 is basically a side-scroller version of City Trial from Kirby Air Ride, another game Masahiro Sakurai worked on.
    • In the first SSB4 trailer, the logos of the main franchises of Nintendo are shown and when the "Super Mario" logo appears, it pops up on the screen just like the Super Mario 64 logo did when you started up the game.
    • Luigi has a Palette Swap in the fourth game based on The Great Mission to Rescue Princess Peach, an obscure animated movie from the 80's.

    Tropes N-Z 
  • Nerf:
    • In Smash 64, throws killed. In Melee, throws are of reasonable strength, as they generally help in building combos rather than finishing. In Brawl, throws are even weaker, and due to changes in physics their overall usefulness was somewhat nerfed as well.
    • 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.
  • Never Trust a Trailer: In early trailers and screenshots for the Spirit Train level, Toon Link could be shown conducting the train - unless Toon Link was one of the combatants used for the level, at which point Alfonzo would be taking over train-running duties. Neither are present in the final product.
  • Nintendo Hard: Mostly, the hardest level in Classic/Adventure/All-Star/Boss Battles and Cruel Melee/Brawl, where you fight against Those Several Mooks. And don't even try abusing button mashing tactics in Very Hard mode; even with Fox, the opponents will absolutely mop the floor with you if you don't have breakneck reflexes and actual strategy to your fighting.
  • Non-Standard Character Design: Well, item rather than character. 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.
  • No Plot? No Problem!: All of the games, aside from Brawl's Subspace Emissary mode. The upcoming release was originally planned to have a campaign mode, but it was decided there wouldn't be much point because people who wanted a story would just watch the cutscenes on YouTube instead of buying the game and it would be better to focus on making something for people to play with their friends.
  • Nostalgia Level: Not only of certain game levels, but previous Smash stages as well.
  • Not Drawn to Scale: Every character and stage have been compromised to not look weird (and give neither an advantage). Compare the 0.2 m Kirby or Meta Knight to the 5.2 m Lugia. Play Super Mario 64, Mario Kart 64 or Super Mario Galaxy after having played on Princess Peach's Castle on Melee. And even the shortest characters are bigger than an entire floor of the Fourside buildings (measurable when they hang onto them — Mario, for example, is big enough to take up almost two floors.)
    • Also in Melee, a case that overlaps with Your Size May Vary is with the F-Zero machines: in the Mute City stage, compared to the fighters, they look like radio-controlled jet cars (to the point they can be crushed with a well-timed blow), but in Big Blue, they are of a more reasonable size, already big enough to fit Captain Falcon inside.
    • Luigi's Mansion in Brawl.
    • Olimar. In the games he's about two centimetres tall, which obviously wouldn't be a very great fight.
    • For a good comparison, check out this height chart, based on the characters' given heights in their own games. It's easy to see where scale has been compromised in favor of balance.
  • Old Save Bonus: In Melee, if you had Pikmin saved on your memory card, it would unlock the Captain Olimar trophy.
  • Ominous Latin Chanting:
  • 100% Completion:
    • So, you've played throughout the extensive Story Mode, unlocked all the secret characters... or have you? Did you remember to backtrack to that hidden room to fight (and defeat) Wolf? Or Jigglypuff? How about Toon Link? After that, there's 544 trophies to find, and after that, 700 stickers to collect! What's worse, one of the trophies can only be found by collecting all 700 stickers! What's even worse is that they all randomly drop!! Completionists will be foaming at the mouth before long...
    • For both Melee and Brawl, true 100% completion would involve getting all the possible Notices. In both games, one of these Notices is only obtained by playing a million matches.
  • Orchestral Bombing:
    • The main theme to Brawl is almost ludicrously epic.
    • Master Core's theme, which is equal parts epic and menacing.
  • 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) and the 15-Minute Melee/Brawl (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).
  • 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.
  • Paper Fan of Doom: The item. Do not be fooled, especially in Multi-Mook Melee mode.
  • 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.
  • Platform Fighter: The best known example.
  • Pocket Protector: The Franklin Badge, as well as the Reflectors used by the Star Fox team.
  • Pokémon Speak:
    • Most Pokémon retain their voices from the anime, and (except for Mewtwo, Charizard, Lucario and a few Poké Ball Pokémon) can only say their names.
    • Yoshi can also only say "Yoshi!" and 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.
  • Power Floats: The Smash Ball itself.
  • Power Glows: Whenever a character picks up a Smash Ball.
  • Power-Up Letdown: If you get Goldeen from a Poké Ball or Master Ball.
  • Power Up Motif: Several examples; see the trope page for details.
  • The Pratfall: There's a random chance of pratfalling in Brawl whenever the control stick is hit, discouraging excessive dashing and pivoting.
  • Pre-Asskicking One-Liner: Despite most of the cast being silent, some unleash these during their Final Smashes:
    Meta Knight: Know my power...
    Capt. Falcon: Come on!
    Lucario: Watch the power of Aura!
    Pokemon Trainer: Take this! Triple Finish!
    Falco: Personally, I prefer the air!
    Wolf: We're gonna have some fun with this thing...
    Pit: All troops, move out!
    Snake: It's show time!
    Sonic: Now I'll show you!
  • Production Foreshadowing:
    • The Metal Gears that show up on Shadow Moses Island in Brawl ended up hinting at Metal Gear Solid 4. Foreshadowing your work in a competitor's game takes guts.
    • Pit's presence in Brawl gives this impression since a lot of the elements made for Brawl were used in Kid Icarus: Uprising, but there was no intention to do another Kid Icarus until after Brawl was finished.
  • Promoted to Playable:
    • Downplayed. Giga Bowser (a Bonus Boss from Melee's Adventure Mode) is Bowser's Final Smash in Brawl. But like all other Final Smashes, it has a time limit.
    • Played straight with Charizard, who was originally a Poké Ball Pokémon, Little Mac, who was originally an Assist Trophy, and Palutena, who originally appeared in Pit's Final Smash and in a cutscene in The Subspace Emissary.
  • Pun-Based Title: Super Smash Bros. for Wii U / 3DS.
  • Random Drop: the Pokéballs make a random Pokémon appear out of them.
  • 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.
  • Real Is Brown:
    • The Mushroomy Kingdom stage is a parody of this trope. It is World 1-1 of the original Super Mario Bros., but decayed over the years. It's entirely brown.
    • Brawl also has a slightly more muted color palette compared to the other games, enough that Sakurai specifically pointed out that the next games will make more use of primary colors. Indeed, the next 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.
    • The most famous of these is Captain Falcon's Falcon Punch, which was mentioned briefly in F-Zero GX, and in the anime was used to finish off Black Shadow for good.
    • Link shoots his bow in the direction he's facing instead of aiming in any direction. But he can charge the bow by holding down the button. This carried over to The Legend of Zelda: Four Swords, since as a top-down zelda game the arrows are fired in the direction Link's facing.
    • 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 which both of them gives Kirby the ability.
  • Ring Out: The main method of defeating opponents.
  • Role Reprisal: The 3DS and Wii U games see the return of most of the voice actors for various characters, a big plus since, in recent years, Nintendo have gone out of their way to have quality dub voices in their games. Returning VAs include:
  • Rule of Three:
    • To delete your Brawl data, you must say yes three times.
    • At E3 2013, the year between E3 2013 and E3 2014, and E3 2014 itself, exactly three newcomers for the series were revealed. E3 2013 revealed Villager, Mega Man, and Wii Fit Trainer. Over the following year Rosalina, Little Mac, and Greninja were revealed, and at E3 2014 Palutena, Mii Fighters and Pac-Man himself were shown. If the pattern keeps up, there should be no more character reveals after Lucina, Robin, and Shulk before release day.
  • Rule of Cool: The game's main reason for existing.
  • Running Gag: Quite a few in the Dojo updates and Daily Pics from Wii U/3DS. Little Mac and Samus' height contrast, Wii Fit Trainer training the other characters, Donkey Kong's awkward photo ops, 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.
  • Scenery Porn: Achieved in Melee and to even greater extents in Brawl.
  • Self-Referential Humor: There's a Coke can with a Smash Ball on it in the background of the Distant Planet stage in Brawl.
  • Shifting Sand Land / Underground Level - Mushroomy Kingdom.
  • Shipper on Deck: For promoting 3DS/U, Sakurai released a Miiverse picture of Peach looking flirtatiously at Link over his shield with the caption “By any chance, are you hiding something from me?”
  • Shout-Out:
    • 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 Ike's palette swaps in Brawl resembles Domon Kasshu
      • 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.
    • We like Ike!
    • In Pit's Codec conversation, Snake asks if he is a mutant. (Angel, obviously)
    • One of Mega Man's normals is a Shoryuken. This is specifically the Mega Upper from his appearances in the Marvel vs. Capcom series.
    • One of the toy blocks in the 3DS' Nintendogs stage has the Panel de Pon pieces as its sides.
    • In Little Mac's trailer for the Wii U game, he performs a Liver Blow on Samus, one of Ippo's signature attacks.
      • Mac's moveset seems to be based on Dudley's. This is specially noticeable with their Counter moves (Slip Counter and Cross Counter, respectively), where both users fake getting hit, then counterattack.
      • Mac's Triple-A Jab seems to be based on Dudley's Machinegun Blow, even down to the finishing uppercut!
    • One of Mac's images on the site is eerily similar to one of the poses Jonathan makes during one of his HHA attacks in Jojo's Bizarre Adventure: All-Star Battle. This is also present on one of the Mii Fighters' images on the official site.
    • 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.
    • Mega Man's reveal trailer had him mimic the poses for Metal Man and Flame Man's official art when using their attacks.
    • The Duck Hunt character has a palette homaging Banjo-Kazooie with a dark brown dog and a red duck.
    • This ending artwork for Mario is similar to the upside-down kiss scene from Spider-Man.
  • Shown Their Work: Mixed with Continuity Porn. Nintendo won't leave the smallest aspects of other games out. The series could fill its own page with this trope. A YouTube channel will have to do in the meantime.
  • Shows Damage: The fourth game has the particle emit variety, in which heavily damaged characters start to emit steam.
  • Signature Sound Effect: The Ping sound, which plays whenever high-damaging attacks are used.
  • Slippy-Slidey Ice World: The Ice Climber stages, Pokémon Stadium's ice transformation, and anything made with the ice blocks in Stage Builder.
  • The Smurfette Principle:
    • Samus Aran was the only confirmed female character in the original game.
    • The second and third games are this to a lesser, though still notable, extent: the only females in Melee and Brawl were Peach, Zelda, Samus and Nana (the female Ice Climber). No new females were added between the rostersnote , making the male-to-female ratio even more jarring.
    • As of U/3DS, this is entirely averted as a large number of female characters have been introduced to the scene, some of which even have opposite-gendered counterparts as an alternate costume of sorts. Rosalina, Palutena, and Lucina join in, the Villager, Wii Fit Trainer, and Robin are available as either gender, and there are now separate character slots for Zero Suit Samus and Sheik. Bowser Jr. also has a female option, as one of his alternate costumes turns him into Wendy O. Koopa.
  • 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.
  • Soundtrack Dissonance:
    • The TV commercial for the first installment showed Mario, DK, Pikachu and Yoshi engaging in vicious beatings to the sounds of "Happy Together" by the Turtles.
    • Calling to the Night, a slow, somber tune, plays in Shadow Moses, an action packed stage with lots of destruction.
    • Brawl is the only fighting game the "Uta" Pikmin songs could even remotely fit in as background music.
    • One of the two songs available for the Lumiose City stage is the city's theme itself, taken exactly from the games (and thus, not remixed). In other words, it's still has the same "vibe-like" feel as before, only now, it plays while the fighters battle each other within the city.
  • Space Zone: Lylat Cruise.
  • Splash Damage: Alongside the various explosives, there are some attacks that have hitboxes that extend farther than what you'd expect, and are capable of hitting multiple opponents.
  • Spoiler Opening:
    • Ness and Marth, being secret characters, appear in Brawl's opening, and the Green Hill Zone battle stage not only appears in said opening, but on the back of the game's box too. The Guest Fighters Snake and Sonic are excused since even though they are heavily featured in the promotion, Sakurai outright said that they're unlockable to begin with, and Snake's stage was one of the game's default stages.
    • Some of the cutscenes from the Subspace Emissary appear in the opening which could spoil which characters team up with each other, and maybe a few other things from the story.
  • Spoony Bard: Some fighters have unique traits compared to others. Subverted in they tend to be more or less as effective as the more straightforward characters.
  • Spotlight-Stealing Crossover:
    • The title is a play on Super Mario Bros., and that franchise gets the most representation by far (even if you're generous and count characters with spin-off titles - Yoshi, Donkey and Diddy Kong, and Wario - as coming from their own series instead of Mario's). Nintendo's other major cash cows, The Legend of Zelda and Pokémon, aren't too far behind. In Brawl, the entire cast of Mario Kart 64 is playable (excluding Toad), let alone the fact that Toad actually appears in one of Peach's moves.
    • Kid Icarus gets this in the fourth game, with the sudden spike in representation with Pit's new moves, many new items, two new characters, and tons of Smash Run enemies. 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 Pokéballs are rendered as 2D sprites.
  • Standard Female Grab Area: Male characters are grabbed by the chest or clothes near the chest, while female characters (excluding Jigglypuff) are grabbed by the arm. Justified because grabbing a female by the chest would lead to some Unfortunate Implications.
  • Sticky Bomb:
    • The Gooey Bomb.
    • If he's close enough to his opponent when he executes the attack, Snake can stick a C4 onto his opponent.
    • The Crash Bomb returns in the Wii U / 3DS version.
  • Sudden Death: In the event of a tie, rankings are decided by a round in which everybody has 300% damage. The last player to get knocked off the stage wins. If a Sudden Death match goes on for too long, Bob-ombs start raining from the sky.
  • Sugar Apocalypse: Especially on stages from cutesier stages the fights can result in this.
  • Super Mode: Several characters' Final Smashes.
  • Super Move Portrait Attack: Most Final Smashes use the alternate version.
  • 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.
  • Take That:
    • Sakurai wrote a Dojo post for Brawl's website that includes a screenshot of a battle with the caption "I'm finished registering." Rather than translating it properly, Nate Bihldorff switched it entirely to say "Real men use items!", a jab at the no-items-allowed playstyle of some players.
    • Some people think that Starfy's general uselessness as an Assist Trophy is a jab at the Starfy series. The line "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.
  • There Is No Kill Like Overkill: Fan fan fan fan fan fan fan fan fan fan fan fan fan fan fan fan fan fan fan fan
  • Thick-Line Animation: The characters in the 3DS version to take full advantage of the 3D function and help the characters better pop out.
  • Throwing Your Sword Always Works:
    • Melee weapons like the beam sword can instead be thrown for fairly absurd damage and knockback.
    • Ike's Special Move Aether involves him tossing his sword up into the air and the Super Armour on it will make sure it always does work.
  • Timed Mission: Target Breaking, Zebes Escape, and Home Run Contest, among others.
  • Time Keeps On Ticking: At least in Break the Targets, and probably the other Timed Missions.
  • 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.
  • Tornado Move:
    • With the Gale Boomerang, Link can throw it to create small tornados to attack opponents with.
    • One of Meta Knight's attacks is spinning himself rapidly to become a tornado, a la Taz-Mania.
    • Mega Man's Top Spin from Mega Man 3 and Air Shooter from Mega Man 2.
    • Mario and Luigi have had their spin attack, complete with a very small tornado around them, since 64. Brawl subverted this by replacing Mario's with F.L.U.D.D. It's still used now as his DAir.
  • 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 Megaman'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.
  • Tremor Trampoline: The POW Block in all of its appearances has this in one way or another:
    • In Super Smash Bros., it appears in the unlockable Mushroom Kingdom stage, and once struck, does major damage to all characters on the ground and sends them high into the air, potentially KO'ing characters at high percentages.
    • In Super Smash Bros. Brawl, it appears in the Mario Bros. stage. This time it does no damage when stuck, but it does bounce characters standing on the ground up gently, potentially interrupting Smash attacks, as well as flipping every enemy on the ground 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.
  • True Final Boss: 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, a scorpion, several floating swords, before transforming into a shadowy clone of your current character. 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.
  • 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.
  • Ultimate Showdown of Ultimate Destiny: Comes with the game being a Massive Multiplayer Crossover.
  • Unexpected Character: Tons. What, you thought Nintendo was just going to go for popular characters?
    • In the original, Captain Falcon and Ness came from out of left field, especially Ness.
    • Mr. Game & Watch, Roynote  and Ice Climbers in Melee. Marth also qualifies, but only for western audiences (as a Fire Emblem game had yet to leave Japan).
    • Nobody expected Snake, a third-party character, to appear in Brawl. Sonic was a bit of this, but due to the introduction of the former, the surprise was diluted a bit. R.O.B. was also unexpected, albeit to a lesser extent.
    • The 3DS and Wii U game has quite a few. To wit:
      • Sakurai stated that the Wii Fit Trainer was added to Smash Bros 4 specifically for this reason. They wanted someone that absolutely no one suggested or predicted.
      • Another example can be found in The Villager, especially since the Animal Crossing games were used as an example of the type of series where characters would not be added from, and that Sakurai himself once said that he didn't see any of the characters working as fighters.
      • Rosalina is also this, though to a lesser extent due to her previous playable experiences.
      • Nobody expected that Greninja would be the new Pokemon character.
      • Pac-Man was also quite unexpected, but not to the same extent. While Namco Bandai helped develop the game, Sonic and Mega Man had already been announced before Pac-Man was, leading several fans to believe that no more guest fighters would join. However, many people had long since speculated that because of Namco's involvement with helping make the game, it was inevitable that somebody from one of Namco's gaming franchises would make the cut.
      • People were expecting a representative from Fire Emblem Awakening in the form of Chrom. What they got, however, were two representatives: Lucina and Robin. The arrival of two newcomers in a single trailer especially caught people off-guard, as many thought that the trailer would only focus on a single new character. At the very least, Chrom shows up for Robin's Final Smash.
      • Very few if any players expected the dog and a bird from Duck Hunt to team up together as one character.
      • In terms of Non Playable Characters, the Kremlings are this, appearing in the 3DS version's "Smash Run" as enemies. They've been missing in the Donkey Kong Country series ever since Retro Studios revived it with Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze .
      • As for Assist Trophies, Color TV Game 15 certainly qualifies as one of these, especially considering the fact that it was released in 1977, before even the first Game and Watch games were released. This makes it the oldest game to have been represented in the Smash series.
      • In a stage example, one of Pac-Man's stages is based of the relatively obscure Pac-Land game.
      • Even normal Trophies are not exempt from this trope, as the Wii U version features a trophy of Rayman, despite the fact that UbiSoft does not have a playable representative in the game. Incidentally, Rayman's trophy is also the first reference to a series purely developed by a Western Third Party Developer.
  • Unstable Equilibrium: Ledge recovery attacks become slower but stronger if the player's character is at or over 100% damage. Removed in Wii U/3DS for game balance purposes.
  • The Unfought:
    • Jigglypuff, Ness, and Captain Falcon could not be fought in the original game's Classic mode. They will show up as allies in the Mario Bros./Giant Donkey Kong battles, however.
    • In Melee's Classic Mode, the player will never battle Roy or Ganondorf. All other characters have a chance of showing up.
    • In Melee's Adventure mode, Dr. Mario, Ganondorf, Young Link, Marth, Roy, Mewtwo, Mr. Game and Watch cannot be battled under any means.
  • Versus Character Splash
  • Victory Pose:
    • The winner of each match does one at the results screen, and some of the taunts count. Also, you gain bonus points for taunts after a KO in Smash 64 and Melee.
    • You also got points for attacking someone who's in the middle of a taunt.
    • Thanks to Luigi having a damaging and knockback-causing taunt, there are two Luigi-exclusive bonuses: one for damaging a foe with a taunt, and one for KO'ing a foe with a taunt.
  • Video Game 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 do).
  • 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.
  • 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.
  • Writing Around Trademarks: Due to Rare Ware being bought by Microsoft, the Proximity Mine trophy in Melee replaces what the item originated from with "TOP SECRET".
  • X-Ray Sparks: Most characters when hit by an electric attack in the first game, although some (like Kirby and Jigglypuff) simply get ash-faces.
  • "YEAH!" Shot: Many cinematics end in a variation of this as the player gets to choose which of the available characters to play. Also, the camera zooms in on the player and takes a snapshot for the results screen of Classic matches. The player can set up some good victory shots with this.
  • Yin-Yang Bomb: Master Hand and Crazy Hand are supposedly the antithesis of each other, but when one fights them simultaneously, they coordinate their attacks.
  • You 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.
  • Zero-Effort Boss: In Super Smash Bros. for Nintendo 3DS, Master Core's final form is a sphere resembling a Smash Ball that is almost completely incapable of harming you. However, while the timer stops at this phase, if you take far too long to smash it off of the stage, it floats up and promptly unleashes massive waves of energy that instantly sends your character flying off of the screen not unlike Tabuu's Off Waves, which means the only way to lose now is to purposely jump off of the stage or take way too long to finish Master Core off.

    Subspace Emissary Tropes 
  • Abridged Series: There's the Dubspace Emissary, which adds dialogue to the otherwise silent cutscenes of Subspace Emissary.
  • All The Worlds Are A Stage: Multiple Choice Final Exam Example: The Great Maze.
  • All There in the Manual:
    • This page clears up some of the less obvious parts of the narrative.
    • The various Trophies of Subspace Emissary-affiliated characters help in explaining some details.
  • 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.
  • 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.
  • Big Door: The door to Tabuu's room.
  • Big Good: King Dedede.
  • 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.
  • Bonus Boss: Jigglypuff, Toon Link, and Wolf.
  • Boss Bonanza: The Great Maze is an Unexpected Gameplay Change to Metroidvania. The goal of this area is to find and fight not only the previous seven bosses, but also 31 Mirror Bosses of all the playable characters encountered so far. After you defeated them all, you'll be able to fight Tabuu. Notably, Meta Ridley is no longer a Time-Limit Boss.
  • 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.
  • Bullet Time: Too many instances to count.
  • The Cameo: Since Jigglypuff, Toon Link, and Wolf don't appear in the story, they can be unlocked in the Playable Epilogue.
  • 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.
  • Curb-Stomp Battle : When Luigi goes down in one hit of Dedede's mighty hammer.
  • Cutscene Incompetence: At the beginning of the story, Mario and Pit try to catch Ancient Minister as he flies away with another bomb, but they both fail to jump up and reach him and he gets away.
  • Cutscene Power to the Max: Too many to name.
  • 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.
  • Desolation Shot: "The Ruined Zoo" opens with this.
  • 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.
  • Eldritch Location: Subspace, of course.
  • 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):
    • Auroros = Guay.
    • Bombed = Poppy Bros.
    • Bucculus = Leap.
    • Feyesh = Monoeye.
    • Glire = Flamer.
    • Jyk = Gordo.
    • Primid = Eggplant Man.
    • Puppit = Skull Kid's minions from Twilight Princess.
    • Roader = Wheelie.
  • Faceless Eye: Feyesh are enormous floating goldfish with tentacles and a single large eye where their face should be.
  • Face Nod Action
  • Gameplay and Story Segregation: Many cases:
    • 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.
  • Humongous Mecha: Galleom and Duon.
  • Jump Physics: Jumps and general recovery effectiveness was turned down in this mode to make platforming harder.
  • Marathon Level:
    • 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.
  • Mecha-Mooks: The R.O.B squads. Later revealed to be Slave Mooks.
  • 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).
  • Mooks: Primids, Goomba, basic R.O.B. models, etc.
  • Mook Maker: The swirling vortexes that spawn enemies until they are sufficiently damaged.
  • Only Mostly Dead: Characters become trophies instead of dying. All one has to do is touch their trophy stand in order to revive them.
  • Original Generation: Master Hand, Tabuu, the Fighting Polygon/Wireframe/Alloy teams, and the Subspace Army Mooks.
  • Out-of-Genre Experience: This mode is generally more of a side-scrolling platformer than a fighting game, with most of the enemies being mooks and not Player Characters. "Generally" meaning that there are still portions that use the rest of the game's fighting elements, as well as a Metroidvania level late in the mode. See Unexpected Gameplay Change for more on the latter.
  • Out of the Inferno
  • Party Scattering: Tthere 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.
  • Plot Hole: Pit (who has wings) tries (and fails) to attack the airborne Ancient Minister. This creates a Plot Hole because it is never explained in game that he can't actually fly, at least not for more than a few seconds. The fact that he can fly for nearly ten full seconds when the player is controlling him (more than enough to catch the Ancient Minister) just makes things more confusing.
  • 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.
  • Spotlight-Stealing Squad:
    • 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.
  • Taken for Granite: Played with, where defeated characters are turned into 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.
  • Unexpected Gameplay Change: The final level is done in a non-linear, Metroid-esque style.
  • Unflinching Walk: Princess Peach. Of course, she has her umbrella out, so maybe that's what's shielding her.
  • Unique Enemy: Mizzo, whose trophy description is a Lampshade Hanging.
  • The Very Definitely Final Dungeon: Manages to include one within one!
  • Video Game Setpiece: At certain points during gameplay, the screen suddenly goes purple and you're forced to go through a Multi-Mook Melee in order to bring things back to normal and continue on.
  • Wake-Up Call Boss: Rayquaza, after the breeze of a fight against Petey Piranha.
  • 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.

And as we face each other in battle, locked in combat... We shine ever brighter.
Dr. MarioThe Year of LuigiStreet Pass Mii Plaza
SimCityCreator/HAL Laboratory    
Wario WorldUsefulNotes/The Sixth Generation of Console Video GamesWave Race
Suikoden IIUsefulNotes/The Fifth Generation of Console Video GamesTekken
Super Robot Wars GCNintendo Game CubeTales of Symphonia
Pokémon ConquestFranchise/PokémonPokken Tournament
Dance Dance Revolution Mario MixFranchise/Super Mario Bros.Nintendo Land
PlayStation All-Stars Battle RoyalePlatform FighterSamurai Gunn
Luigi's MansionTurnOfTheMillennium/Video GamesSWAT 4
Super Paper MarioEveryone RatingTetris
Pokémon StadiumCreator/Nintendo    
Super Pinball II: The Amazing OdysseyVideo Games of the 1990sSyndicate
SuikodenTrope OverdosedTenchi Muyo!
Super Robot Wars 64Nintendo 64 Tamagotchi
Wario: Master of DisguiseUsefulNotes/The Seventh Generation of Console Video GamesTeam Fortress 2
Captain Toad: Treasure TrackerWii UTekken
Super Robot WarsTropeNamers/Video GamesTeam Fortress 2
Dungeons & DragonsPod CastMachine CAST
Strong Bad's Cool Game for Attractive PeopleTeen RatingS.W.I.N.E.
Super Robot Wars UXNintendo 3 DSStreet Fighter IV
Super Monkey BallUsefulNotes/The Eighth Generation of Console Video GamesTomb Raider
Streets of RageBeat 'em UpTekken
Super Robot SpiritsFighting GameSuper Smash Flash
Power RangersCreator/Namco BandaiStar Wars
Cruel MercyImageSource/Video GamesAbridged Arena Array

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
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