YMMV / Super Smash Bros.

All unlockable characters will not be spoiler-tagged, nor will characters that did not make it into a specific iteration of the game. View at your own caution.

For information on the Subspace Emissary mode from Brawl, go here.

Tropes with their own pages:

The main games:

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    Tropes A-K 
  • Abridged Arena Array: Provides the page image for a reason. It's well documented how strict the requirements are in tournaments, especially with choosing stages. Tournament-legal stages tend to either have no gimmicks or very mild ones; stages like the Fountain of Dreams with its rising and falling platforms are generally acceptable. Common reasons for banning a stage include:
    • Potential for "camping" — hiding out in a closed-off or far-off area of the stage to stall the match or survive higher damage (Examples: Yoshi's Island 64, Temple)
    • An overly large or irregular layout, which can drag out a match (Examples: 75m, New Pork City, Temple, Palutena's Temple, The Great Cave Offensive)
    • Vertical walls, which easily allow infinite combos (Examples: Fourside, Princess Peach's Castle, Temple)
    • Elements that give a significant advantage or disadvantage towards certain characters (Examples: Saffron City (against Ness), Temple (against anyone slow and/or lacking projectiles)) This includes all stages with walk-off edges automatically, as they give an advantage to characters poor at recovery and/or knockbacknote , along with giving anyone who's a victim of a throw no chance to come back from it.
    • Elements that cause one or more Game-Breaking Bugs (Example: Fountain of Dreamsnote  (in team matches; the Scenery Porn causes lag), any Dummied Out stages in the first game (known to have invisible walls and/or pull opponents past the boundaries randomly), Wuhu Island (the boat has funky collisions that can immediately KO a fighter).)
    • Difficult-to-avoid or overly lethal hazards (Examples: Planet Zebes, Jungle Japes, Icicle Mountain, Rumble Falls, Summit). Stages with predictable hazards that don't affect gameplay too heavily used to be acceptable (namely Rainbow Cruise and Poké Floats) but are increasingly frowned upon as well after several rules revisions.
    • Legal issues with streaming the stage's music (Example: Skyloft and Wuhu Island, as confirmed by EVO 2015 where Nintendo sponsored, though both of them would have been banned anyway)
    • Super Smash Bros. Wii U/3DS is hit hard with this, as the vast majority of stages are even more dynamic than in past games. It tries to address the trope by having two modes of online play when playing with random players. "For Fun" removes Final Destination from the list of stages that can be picked while "For Glory" has people playing nothing but Final Destination and variants of other stages in the game that are a "Final Destination" version, or flat in other words. However, this has also been a controversial move, as contrary to popular belief, Final Destination is known among the metagame-savvy to be one of the least-balanced legal stages in the series; even with the removal of Chaingrabbing in Wii U /3DS, thus taking out the largest game-changer on that stagenote , there is still a noticeable skew in favor of "campy" characters such as the Links due to having no place to dodge their projectiles.
  • Accidental Innuendo:
    • From Brawl:
    Snake: Mei Ling, Samus took her clothes off!.
    • From Bayonetta's trailer (in context and out):
    Pit: Wow! They're huge!
  • Alas, Poor Scrappy:
    • Anything that gets removed, really. There's people mourning the loss of Bonus Matches from Melee (and, previously, Coin Matches from Brawl) despite no one wanting to actually play them.
    • Mewtwo was one of, if not the most, unpopular characters to play in Melee, due to its highly unorthodox design and being considered the worst character in the game at the time. Cue Brawl's release, and a large portion of the fanbase complains about its exclusion, and with the 3DS/Wii U installments, there are those who dearly wished for the return. Thankfully, Sakurai and company listened to the fanbase and released the character as DLC for the fourth game (and even made it free if you bough both versions).
    • The Subspace Emissary mode in Brawl faced a lot of criticism, but with the announcement that the fourth games would not even have a story mode, its absence is definitely felt.
    • The Ice Climbers were among the most divisive characters, especially considering their reliable zero-to-death chaingrab in Brawl. However, when it was discovered that they were cut from 3DS/Wii U, fans were outraged and heartbroken, especially considering that, along with Snake, this is the first time in the series that a universe has lost all playable representation. To make things even worse, they were fully programmed in the Wii U version, but since the development team couldn't find a way to make them work in the weaker 3DS, they were retroactively deleted to keep both versions' rosters the same.
    • Pokémon Trainer, along with Ivysaur and Squirtle. While widely disliked as a character in Brawl due to his impractical stamina/forced switching and type-effectiveness gimmicks, quite a few people missed the Trainer and his two other Pokémon when Charizard was revealed as a full character for the fourth game, especially with some fans claiming that Squirtle and Ivysaur would have been more fun to play as solo characters than Charizard.
  • Alternative Character Interpretation:
    • F-Zero's main character Captain Falcon has a completely different attitude and personality based on Super Smash Bros. He's never been so Hot-Blooded in his home series.
    • The Villager being a cold-blooded sociopath based on his dissonantly serene expression in the trailer for the fourth game went memetic literally within minutes of the announcement.
    • Many characters can undergo this if their personality in Smash is different from, or flanderized from, their canon personality.
  • Americans Hate Tingle:
    • Tingle makes a cameo as part of the "Great Bay" stage in Melee. During gameplay, it's possible to send him for a dip in the ocean, and American players have been known to call a truce in order to do just that.
    • Dark Pit, who is absolutely despised by the American fandom for being a Moveset Clone of Pit, and is generally seen as an "edgy OC". He is also hated for presumably being an example of "Sakurai bias", and made him less popular in Uprising as a whole. However, in Japan, Dark Pit was a very requested character, and is loved there. Note that Dark Pit was very well-regarded in Uprising and the hate mostly comes from Smash Bros players, making this a case of Smash Fans Hate Dark Pit as well.
    • Japanese players did not understand why American players were getting excited about Little Mac becoming playable in the fourth game.
  • Animation Age Ghetto:
    • A common misconception among fans is that children are the primary audience for Smash (as with some of its constituent franchises such as Pokémon and Kirby), with the older fans and competitive players as a Periphery Demographic that Sakurai favors the younger crowd over. While there's no denying that the games are made to be accessible and enjoyable for kids, and that Sakurai favors casual players in general, much of the franchise's marketing (especially in the West) is aimed towards teenagers and older; some kid-oriented marketing is present, but it isn't as prominent as for other Nintendo franchises (being roughly on the same level as The Legend of Zelda's kid-focused marketing). There are very elements in each game are clearly meant for the older crowd, including characters from franchises that kids ignore such as Fire Emblem, Bayonetta and Metal Gear, retro gaming allusions, and Zero Suit Samus' and Shulk's intentionally revealing outfits in the fourth game. The age-18-to-25 group, a mere subset of the older demographic, makes up 30% of the 3DS version's audience in Japan and 50% in the West.
    • The fourth game suffers more from this than previous entries. In North America, it has an E10+ rating rather than its predecessors' T for Teen (possibly for the sake of Amiibo marketing). This, along with its brighter and more colorful palette as opposed to Brawl's comparative use of Real Is Brown (and the absence of Solid Snake) leads quite a few people (both fans and non-fans) to label Smash 4 as a "kids' game". This seems to have ended after all the game's DLC characters were revealed; except for Mewtwo and possibly Lucas, most of them are from series that skew more towards older fans, particularly the third-party characters (especially the M-rated Bayonetta) despite Snake not returning. Even Mewtwo & Lucas' presence could partially be directed at older fans, as Mewtwo is highly popular among fans of the first generation of Pokémon games and is based on the Mewtwo from Pokémon: The First Movie who hasn't reappeared in years, and Mother3 was only released in Japan over a decade ago, making Lucas one of the most obscure characters in Smash and therefore mostly unrecognizable among younger players.
    • This trope, as applied to the games' reputation, leads some fans to argue that "cartoony" characters (usually ones that fit with the Super Mario Bros. aesthetic) are more "deserving" to be represented in Smash than "realistic" ones, which is one reason why Ryu and Cloud were such unexpected characters for quite a few fans. Similarly, some fans expected the Smash Ballot winner to be a character popular with children, such as Shadow the Hedgehog or Steve, when the winner in fact turned out to be the heroine of a lesser-known, M-rated game.
  • Ascended Fanon: The Omega form of the Temple stage in SSB4 bears an uncanny resemblance to a notorious "Tournament-safe" hack of the stage made for Brawl, complete with the rest of the stage lingering in the distance in the background.
  • Author's Saving Throw: Rosalina, Samus, Pac-Man and Mewtwo have all been depicted in controversial ways some time after their debut (Rosalina due to her third voice actress making her sound more like Peach, Samus due to her drastic personality changes in Metroid: Other M, Pac-Man due to the polarizing Pac-Man and the Ghostly Adventures, and Mewtwo due to the original character being apparently replaced and retconned in Pokémon: Genesect and the Legend Awakened ). SSB4 depicts all four characters akin to their early appearances (Rosalina has her second voice actress, Samus has her old voice clips and personality across her two formsnote , Pac-Man has his original design and represents retro Namco games in general, and Mewtwo is based on Pokémon: The First Movie like in Melee, albeit with a new voice actor).
  • Awesome Art: One of the biggest praising points for SSB4 on the Wii U is that it looks beautiful. The 3DS version is no slouch either, with some of the best graphics ever seen on the console - as noted below, it pushes the 3DS's processing power to the limit. While the graphics aren't as crisp, smooth or detailed as their home console counterpart, they're consistently displayed in full 3D.
  • Best Boss Ever:
    • Master Core in 3DS/Wii U. It's long and it's hard, yet the pacing of the fight is faster than any boss in the series, and it breaks all standards that previous bosses established, including multiple phases and picking up Final Destination and dropping it. The presentation is fantastic as well, being one of the ultimate examples of an Eldritch Abomination, revealing the true form of Master Hand, and a satisfying final phase where the player is given free to reign to cut loose.
    • Master Fortress counts, since it adds another layer to the awesomeness (through it is a Wii U-only form).
  • Best Level Ever
    • Fountain of Dreams is very well remembered for not only being legitimately fun to play on while staying tournament legal, but for being absolutely beautiful to look at and having one of the best songs in the game playing on it. Many have mourned its absence from Brawl and 3DS/Wii U.
    • Temple, first appearing in Melee. While it's banned in Tournament Play, it is one of the most beloved stages in non-serious play because there's so much room to move around. It's also got a huge variety of terrain shapes to suit many situations. You have a section with a handful of small platforms, two platforms facing each other over a gap, a long platform with a solid floor under it, two cliffs leading to lower platforms, a tunnel, a small arena with a roof, a vertical tunnel, and a tiny arena with a ceiling over two pits. This lets you do pretty much whatever you want from having air battles with the platforms and cliffs to having close brawls in the tighter arena areas to trying to go defensive when weak in one of the areas with ceilings. The cave/tunnel area in particular is popular for having impromptu "cage matches". Even seriously-heavy-hitting moves like Captain Falcon's "Falcon Punch" or Mr. Game and Watch's "Judgement #9" don't knock enemies out, they just entertainingly bounce around like pinballs due to the walls and ceiling. It's no surprise it returns in both Brawl and Wii U, the former giving it a new song, and the latter giving it a beautiful makeover as well as a plethora of songs, including songs from Zelda stages that didn't make it into SSB4, and from A Link Between Worlds. Of course since this often falls into Complacent Gaming Syndrome in casual play, many consider this That One Level for its overuse.
    • For the competitive community, Smashville is seen in this light. It's widely regarded as the most balanced of any tourney-legal stage, even more so than Battlefield.
    • The Gamer stage, despite never having a chance of tournament play ever, is also considered pretty fun, even if it has a potentially lethal stage hazard. It's fun to dodge the Mother and laugh when unsuspecting players or even yourself get caught by her. Additionally, the stage's layout is randomly generated each time it's played. However, it can be a major pain in Crazy Orders. Just be careful not to hide under the easel.
    • Orbital Gate Assault is pure eye candy. The scenery is beautiful, complete with Arwings flying through space, and there's always something happening. Heck, it took Sakurai's team a year to finish the level. That should tell you something about how great it is.
    • The Boxing Ring has also been ranked among 3DS/Wii U's best stages. The size is just right, not too big and not too small, and with the aesthetics of a sold out crowd cheering on the fighters brings a unique atmosphere that makes any player hyped while playing on it. There's also the added touch of having the fighters being broadcast on the jumbotron ala Punch-Out!! Arcade (complete with aliases for all of the characters ex. Mario = Mr. Video Game Himself, etc.)
    • Duck Hunt for being a relatively simple stage that looks a lot like the original game, and for having stage elements that add to the feel of it while having little if any effect on the actual battle. It also avoids having walk-off edges by having black space to the left and right of it. It's not uncommon for players to stop fighting for a second to attack the ducks. Originally a Wii U exclusive stage, its popularity saw it added to the 3DS version as free DLC.
  • Breather Boss:
    • In Brawl, Crazy Hand. While Master Hand has some of the best boss attacks in the game for his exclusive moves, Crazy Hand instead has some of the worst boss attacks for his exclusives (two of which are heavily telegraphed and can be evaded just by moving away). The rest of his attacks are also ridiculously easy to evade except for the Hand Drill (which he performs later in his attack pattern than Master Hand, making him use it less), and his attacks are extremely weak for a boss (while the few that can KO are again very easy to dodge). Crazy Hand is such an easy boss, that in the team-up with Master Hand at the end of Classic Mode, decent players will have the battle won once they defeat Master Hand regardless of their damage. Then there is his Boss Battles version, which drastically nerfs his HP to the worst among bosses in the game, leaving him a freebie in the mode for any remotely competent player. In the Wii U version, he's fought alone in Crazy Orders, and his battle is sometimes considered far easier than the Crazy Orders matches themselves, as he doesn't possess a particular OHKO attack involving rising platforms like Master Hand. In fact, there's only one attack that is hard to avoid, which is a black hole that gives you the Flower Status, and even then, the only hard part about the battle is probably the characters that assist it (or sometimes, even Master Hand).
    • Master Beast (first phase on 6.0 to 7.4 difficulty, second phase on higher difficulties) phase of Master Core can be considered a Breather Boss for people who know its attacks. Compared to Master Giant preceding it (if fighting at the highest difficulty) and Master/Crazy Hand, this phase has predictable and easily telegraphed attacks that can be easily dodged and avoided with guards and rolling. However, Master Edges/Sabres, the form that follows it, isn't so friendly.
  • Breather Level: There's a one-in-three chance that the Hyrule level in Adventure Mode in Melee will be like this. The goal of the level is to find the Triforce in one of six spawn points — the spawn points that don't have it will have a shadow clone of Link to fight. Two of these spawn points can be reached without any encounters (the others are beyond the second spawn point). Should the Triforce spawn in one of the first two spawn points, you clear the level without any combat whatsoever (making it by far the easiest way to get the Switzerland end-of-level bonus).
  • Casual/Competitive Conflict: Very prevalent. The people who prefer the tournament standard and those who prefer the non-tournament standard are in bitter conflict with each other, which isn't helped by the game's creator favoring casual play.
  • Catharsis Factor: A big enjoyment factor in these games is being able to beat the stuffing out of everyone. A special note goes to the Duck Hunt dog in 3DS/Wii U — many people were celebrating his inclusion because it gave them the opportunity to get revenge on the smug little bastard for laughing at them for decades. Also, with the inclusion of Miis, basically any human could be subject to this.
  • Character Tiers: One of the leading causes of the Broken Base, and often the tiers in these games specifically are often one of the first things brought up whenever the Casual/Competitive Conflict flares. This reached a zenith in Melee, and Brawl got chewed something fierce for having characters who were great in the last game nerfed to where they may as well be a joke when up against someone broken like Meta Knight ended up being (only making Anti-Brawl and Pro-Brawl arguments/flame threads even worse). Great lengths were fortunately taken in 3DS/Wii U to not only make it more competitive than Brawl was, but also ensuring each character in the roster is as balanced as can be so that hopefully no more overpowered characters like Meta Knight will crop up again.
  • Complacent Gaming Syndrome:
    • The NO ITEMS! FOX ONLY! FINAL DESTINATION! meme. This spawned from the belief that all tournament players restrict themselves to the same characters and stages during regular play (though some of the more extreme ones, such as the notorious Dylan Tnga, actually did play this way). Interestingly enough, the "For Glory" mode in 3DS/Wii U encourages this.note  Several matches have Little Mac selected due to his superior ground play.
    • While transforming characters were seen as a neat gimmick, many players often would stick to one form and one alone. The splitting of the forms into separate characters in the fourth game suggests the developers were aware of this Player Tic. While this seems to be the case for Samusnote , Zelda/Sheik's transformation (which is at will, compared to Samus) is still a favorite among another number of players, which is why the removal of the move is still questioned today. See Broken Base above.
    • Character wise, expect to see lots of Pikachu and Kirby in 64, both Star Fox reps in Melee, Meta Knight in Brawl and Sheik, Zero Suit Samus, and Rosalina & Luma in For 3DS/Wii U. DLC wise, Cloud's been making his presence known as well. And let's not talk about Corrin and Bayonetta...
  • Contested Sequel: Brawl, particularly for the competitive scene due to Sakurai's going out of his way to make the game as mainstream accessible as possible, altering a number of physics and mechanics and involving the nightmare of every SSB player, TRIPPING.
    • While general consensus says the Smash 4 games on the casual and competitive side are superior to Brawl (especially competitively, where its competitive scene is multiple magnitudes larger than Brawl's ever was, while it's still growing), some diehard Brawl fans have been vocal about their preference of Brawl and lament for a revival of its competitive scene. On the casual side, you have those who actually liked The Subspace Emissary criticize Smash 4 for its lackluster singe-player mode. On the competitive side, in some irony considering what they faced from Melee players for years, you have Brawl players who lambast Smash 4 for its removal of advanced techniques such as DACUS and glide tossing, and its percieved overall lack of such techniques, claiming it has a lower "skill ceiling" among other things.
  • Counterpart Comparison: Ganondorf in Smash is similar to Akuma, as a dark-skinned, black-clothed, red-haired, extremely manly antagonistic Moveset Clone of a well-known fistfighter in his respective series with dark powers.
  • Creepy Awesome:
    • Villager. He can blow up and beat the stuffing out of other people while still having the same cheerful smile on his face. He's seen as a Memetic Psychopath for a reason.
    • Greninja is a human-sized frog that sneaks up on its foes, uses its long, slimy tongue as a ninja scarf, and has creepy-sounding Pokémon Speak. It's also a pretty big fan-favorite, and its array of water weapons add to the "awesome" part.
    • Master Core counts, considering it is an Eldritch Abomination that has multiple forms and attacks formed of a dark shadow, which include copying the player, picking up and dropping the stage, shooting lightning and energy blasts and to top it off, its ultimate form in Wii U is a giant fortress swarming with enemies and deadly acid.
    • Mewtwo, given its ruthless personality and deep, guttural voice. This is exaggerated even further in International versions of Melee and 3DS/Wii U, where its spoken lines were replaced with slightly animalistic Voice Grunting complete with an Evil Laugh.
  • Critical Dissonance:
    • Brawl received many positive reviews with a higher Metacritic score than Melee and sold more copies. Given the ongoing strife in the community and just by looking at this page, you'd be surprised how it sold so well or even got those reviews.
    • While the 3DS version of SSB4 is widely considered inferior to the Wii U version, it completely dwarfs the Wii U version in terms of sales, owing to the 3DS' much larger install base, and is the second best-selling game in the series next to the aforementioned Brawl. It's also the second worst-reviewed game in the series next to the N64 original (though still very well-reviewed at an 85/100 Metascore), but is very widely preferred over Brawl due to its improved mechanics (shared with the Wii U version). Surprisingly, Famitsu readers voted it the best game of 2014, possibly owing to the Japanese market's even greater skew towards handheld systems than the rest of the world.
  • Crosses the Line Twice:
    • Bayonetta's line of "If you want to learn how to talk to a lady, ask your mum," considering roughly a third of the castnote  suffers Missing Mom syndrome, the majority of which are or are heavily implied to be dead (and some of whom had the misfortune of dying in front of their children), and the other two thirds are characters whose parents are hardly touched on (so whether their parents are around or not is a completely different issue). In fact, the number of characters whose mothers have been seen and have survived the events of their games can be counted on one handnote 
    • The commercial for the N64 game. Mario, Yoshi, Donkey Kong, and Pikachu all beating each other up while "So Happy Together" plays in the background.
  • Crossover Ship: Given that this is one big Crossover, fans are bound to do this. See the Crack Ship entry for a list of examples.
  • Demonic Spiders:
    • The Fighting Mii Team if you have Custom enabled: They will (like all characters when you do so) make use of the best equipment you have. On higher Intensities, you are looking at a 10-man army (or a 20-man army in Wii U) who will pursue you relentlessly, beat you senseless like the sandbag you are, send you flying to your doom, replace the fallen to keep up the pressure against you, and who won't go down like the small fries they usually are. What especially makes this worse in comparison to other Team battles in 3DS/Wii U (and in former games) is that this particular team have a class of fighters with disjointed hitboxes (the Swordfighter), and a class that specializes in staying out of your reach and who will KO you with their ranged forward smash while you're busy handling the other two (the Gunner).
    • Whether with customs or not, the Mii Gunner is this, and not just in Cruel Smash. Having a unfairly long ranged side smash and up aerial that have a ridiculous amount of hitstun, so much so that with other Mii's they can trap you in an inescapeable combo that racks up your damage to high percentage without much effort.
    • The Mimicuties in Smash Run are broken. These Chest Monsters are almost completely indistinguishable from real treasure chests, and, once you awaken one, they will proceed to attack you with extremely powerful kicks and spin attacks, being able to KO you at low percentages, and not only are they incredibly fast, but they can take all of your attacks and shrug it off. The worst part? If you try fleeing, they actively chase you down.note 
    • Devil Cars are quite similar to Mimicuties; they're fast, hit hard, and can follow you a good distance through the map. But while Mimicuties can be knocked down from a particularly powerful attack and left helpless like most other enemies, Devil Cars are Immune to Flinching, a trait shared only by special enemies that are nowhere near as fast.
    • Darknuts, again in Smash Run will destroy you without so much as breaking a sweat. They block attacks from the front with their shield, and unlike most AI enemies are more than capable of suddenly countering an attack from behind, not to mention they actually get faster as you strip their armor off, meaning they can take Lightning Bruiser Up to Eleven.
    • Plasma Wisps don't seem too dangerous at first, until they reach their third charge. At this point, they become surrounded by a plasma shield that damages you and renders them completely invincible. They can also launch this shield as a projectile, which is big, fast, and launches you shockingly far. All of this is made worse by the Plasma Wisp being constantly airborne and a very common enemy.
    • Clubberskulls, like in their home game, manage to be the toughest enemy in a game where every enemy is either a Goddamned Bat or a Demonic Spider. Not only do they have a truckload of HP, they hit like one too; Clubberskull's method of walking alone can juggle you and smash your percentages up from zero into the high 100's. This is ignoring their other attacks, which all have massive range, power, and are designed to launch you as far as possible. The only mercy is that they're rare and you actually have to free them to fight them, but good luck beating one if you do. This is taking away that a stray bullet from an enemy might free them by accident anyways.
    • Yet another Kid Icarus enemy, Ornes are absolutely vile. First, they're completely invincible. Second, touching one instantly KOs you (and it doesn't even send you flying, you just get destroyed right there on the spot). Third, while there is music that plays when you're near one, this sometimes works in the Orne's favor: It usually appears just outside your field of vision, so you can't be sure where it is in relation to your character. In your haste to leave the area, it's entirely possible for you to run right into it, unable to react in time and turn around. Worse still, there's a "Survive!" Challenge Door that puts you on a small platform with an Orne, and you have to run from it for several seconds in the limited space available, which can be nigh-impossible if your character is slow.
    • Chain Chomps. Their attack has fairly good reach, and hurts you several times before sending you flying. The Chain Chomps themselves are actually invincible, you have to attack the stake that they're chained to to set them free. However, the Chain Chomps will hop around the stake between attacks, and are some of the few Smash Run enemies to inflict Collision Damage.
    • The Lentheniums (laser flowers). Not much of a threat in Smash Run, but is the biggest threat in Master Fortress, being able to hit you from offscreen, often sending you into the acid.
  • Disappointing Last Level:
    • Or rather, Disappointing Last Event. Many fans consider Brawl Event 41, "The Final, FINAL Battle", to be a lazier, inferior version of Melee Event 51, "The Showdown." It pits the player against an overpowered giant Mario, Snake, and Sonic (in place of Giga Bowser, Ganondorf, and Mewtwo respectively). The battle is ridiculously anti-climatic, as it's possible to trick Giant Mario into falling off the ledge in just a few seconds.
    • Wii U continues the tradition started with Brawl. In this game's "The final, FINAL battle", you face Pac-Man, Mega Man, Sonic, and Fast Mario, two at a time.
  • 8.8:
    • IGN giving the Nintendo 3DS version an 8.8 caused some anger, especially since one of the negative points was the hyped-up Smash Run mode.
    • GamesRadar got flack for giving the 3DS version 3 out of 5 stars, as their main complaints were about the online mode, which no other reviewer has had much issue with aside from occasional lag, and Solo Mode, also something no one's really griped about.
  • Ensemble Darkhorse: Many characters from lesser-known Nintendo series or that are otherwise unimportant to the company's legacy can become hugely popular through Smash.
    • Captain Falcon is one of the most famous examples, as his home series is very obscure and he's hardly one of the most marketed Nintendo characters (in Smash or otherwise), but he has a huge fan following in the Smash community for being a hilarious Fountain of Memes and having one of the most badass designs and movesets.
    • Marth and Roy in Melee, specifically in the West. Their games weren't localized up to that point, but they became popular enough to raise interest in the Fire Emblem franchise to motivate Nintendo to bring it over starting with Blazing Sword.
  • Epileptic Trees:
    • This NeoGAF thread. It picked up a bit of steam back during Ashley's Assist Trophy reveal, and the possible reveal of Palutena. It should be taken about as seriously as any other supposed leaks, but many are taking it as Word of Dante. Some of the information has been revealed false, such as stating that Lyn was no longer an Assist Trophy.
    • Unlike at the time of Melee's release, now there are no fewer than three different animated versions of Mewtwo across the Pokémon franchise — the original version which appeared in Melee, the 16th movie "female" version, and the Pokémon Origins "feral" version. A point of debate is which version would appear in 3DS/Wii U, if any. Nonetheless, Mewtwo was eventually confirmed as DLC, re-igniting the debate after its brief discard, until it was finally confirmed to be the original one (albeit re-cast).
    • The question of Ridley's inclusion in the games is one that's always been hotly debated, but after some showcased footage of Ridley's shadow on the Pyrosphere stage of Wii U with the caption of "Other boss character appearances", the fans got riled up. One side believed that with careful analysis of the shadow, one can notice that Ridley seemed to act more like a player character than a boss due to his animations (him grabbing Pikachu and doing nothing is commonly brought up) and that the shadow made him seem larger than he actually was (he would theoretically be only slightly bigger than Bowser in reality). The other side pointed out that nobody actually knew how the bosses of the game would function as only the Yellow Devil had been revealed until then. While Ridley is absent from the initial 3DS roster, fans have noticed his suspicious absence from being included as a trophy, and look toward certain rumors as evidence that he would be patched in when the Wii U version was released or ending up as a DLC character. It was ultimately revealed that the cloned Metroid: Other M Ridley for the Pyrosphere stage would be both a boss and an assist character, similar to Magicant's Flying Man note . Sakurai eventually revealed in an interview that making Ridley a playable fighter would require various adjustments, but that the end result would not feel like Ridley at all. Naturally, fans are split over Sakurai's reasoning/decision.
    • A particularly famous one for 3DS/Wii U is the Gematsu leaks — which has correctly predicted most of the game's new characters ahead of time — even the out-there choice of the Wii Fit Trainer — but could just as easily have been pure guessing (for instance, it predicted "a Pokémon from X/Y", which describes Greninja but is hardly specific). An example of the crazy theorizing came when Rhythm Heaven enemies were seen in the E3 demo, which some people felt supported the leak's claim of the Chorus Kids/Glee Club. Ultimately, its credibility took a huge hit when Robin and Lucina were revealed, as the leak had predicted Chrom instead. (Another name on the list, Shulk, was revealed later; but by then it was too late for the leak's reputation.)
    • A series of 3DS/Wii U leaks were released shortly before the Japanese release of the 3DS version, and they supposedly revealed the identities the remaining characters, newcomers and veterans alike:
      • The first of these (the ESRB leak) not only revealed the return of several Brawl veterans that hadn't been confirmed yet (Wario, Ganondorf, Falco, ROB, and Jigglypuff; with Lucas, Ice Climbers, and Wolf being notable cuts) but also Dr. Mario; while having Bowser Jr., Duck Hunt, Shulk, and Dark Pit as newcomers.
      • Following this, two other major rumors appeared: one (the Izat True leak) provided video evidence that Shulk and Bowser Jr. were joining the roster, and that Ganondorf would be back. Another leak (the Motherfucking Leaker's leak) claimed that Ridley, Dixie Kong, Mach Rider, and Impa would be newcomers, and that Mewtwo would return, and he later teased characters that would appear as DLC (which he later admitted he made up, drawing ire from the internet and damaging his own credibility). However, another set of rumors (The Ninka/Vaanrose leak) popped up, with an associated 4chan leak supporting the presence of Dixie Kong, Ridley, and Mewtwo, but also brought new support for the presence of Chorus Kids after they were believed to have been discarded by the derailing of the Gematsu leak.
      • Ultimately, Shulk was confirmed four days after the video leak, and he used the same artwork that the ESRB leak utilized, giving more credibility to all of these rumors (with the exception of the Motherfucking Leaker's leak). The game's release finally confirmed the ESRB leak to be veritable.
    • People noted the irregular shape of the ESRB leak, and suspected that that wasn't the final roster — fans took note of the space left and posited that at least five character slots were available to use — and a number of sources reported that Ridley, Dixie Kong, Mewtwo, the Chorus Men, and another character would take up these spaces. They ended up being right — the roster was missing the Mii Fighters, and four empty slots still remained even though that was officially declared to be the final roster by an in-game message. However, shortly after this, a NeoGAF poster claimed that he had an accurate inside source tell him that the characters are in the game, but will only be unlocked through cross-console interactivity between the 3DS and Wii U. This was debunked when both versions of the game came out, and only Mewtwo was available for free for those that had purchased both versions.
    • There was plenty of buzz about the possibility of post-launch DLC for the 3DS/Wii U version, based on Nintendo's experimentation with the model (most notably in Mario Kart 8 and Hyrule Warriors) and the tendencies of Namco-Bandai to include a plethora of DLC with their fighting games. These rumors have since been confirmed with new characters, stages and Mii outfits released as DLC, and an online survey page that allows fans to write Nintendo about what the next downloadable character should be.
    • After the release of the 3DS version, a 4chan rumor posited that the Wii U version would have a new mode called "Tower Of Smash" and that the four characters mentioned by the NeoGAF poster (along with Impa) were playable in the Wii U version, and would eventually be patched into the 3DS version. Another rumor made by the same user leaked the list mentioned that there would be over sixty stages in the Wii U version, some of which were shared with the 3DS version. The 4chan poster was given a degree of support when Sakurai revealed that a Game & Wario stage was Wii U-exclusive, as the leaker indicated; however, the later 50-Fact Extravaganza video ended up killing all credibility.
    • On February 14, 2015, someone uploaded supposed footage of the updated character select screen, with Mewtwo and Rayman. This leak was considered legitimate by some due to its exceptional quality, including video footage with the character select screen's background moving. It also got interest due to quickly being taken down like the ESRB leak. However, the person who started the whole thing debunked it himself the very next day. It's easy to guess the results of that one.
    • A common point of debate is what exactly the characters' nature as dolls/trophies in the real world means (i.e. whether they're actual fighting toys or merely manifest as them outside of their universe), as well as how closely related they are to their canon counterparts (including whether they have the same memories and/or the same consciousness). At least in SSB4, the Palutena's Guidance conversations show close ties to both Kid Icarus: Uprising and The Subspace Emissary, and Uprising shows Palutena herself turning into a statue when the Chaos Kin rips out her soul, which raises some questions on whether the Kid Icarus universe itself (and any one of the other represented universes) is canonically trophy-based. Furthermore, Fire Emblem Fates has the Smashverse versions of Marth, Ike, Robin and Lucina visit the canon Fire Emblem universe if summoned via their amiibo; they seem to have memories of both Smash and some version of their canon appearances, and no reference is made to their nature as trophies in some form/universe.
    • Poking around in update 1.0.6 for 3DS revealed several tidbits. Firstly, there were two new Kirby songs, one of which was the classic N64 Dream Land theme, suggesting that stage DLC is being considered. Digging deeper revealed Lucas's victory theme (basically the Mother victory theme, but labeled under Lucas), despite having yet to appear. But found along with it was a victory theme for Roy (the Fire Emblem one), and, intriguingly, a victory theme for Ryu, along with some music from Street Fighter II, giving way to rumors that Roy and especially Ryu will eventually appear in the game as DLC at some point, which they ultimately did. Further insight also shows that after Mewtwo, there are currently five dummy character slots, presumably to be filled by Lucas, Roy, Ryu, and two mystery characters. Who these two unknown characters would be, if they are going to be from the results of the Smash Ballot or not, or if any more characters are planned afterwards, is up for debate.
    • Upon the closing of the Smash Ballot, lots of theories of who would now get in the game were kicked around by the fandom. With update 1.1.1, the amount of dummy character slots not filled by Lucas, Roy, and Ryu went up to three, which hinted that at least three new characters were in the works. The question on everyone's mind, who could they be? Leaks by a former Nintendo Of America employee suggest that one of these characters is definitely a first party character that likely wasn't the most voted character on the ballot, but was expected to get in the game eventually, leading to all sorts of theories on who this character could be. (It's possible that the character he was referring to may have been the ultimate winner: Bayonetta) When Christoper Miller, the VA for Professor Layton, was asked if the good professor was in Smash when his name was (possibly mistakenly) listed in the list of voice actors on the IMDB page for Smash 4, he couldn't confirm or deny that he was. And another leak showing the new Shovel Knight amiibo among Smash-compatible amiibo also got people talking despite Yacht Games confirming the listing was an error, though they haven't confirmed or denied Shovel Knight's presence in the game either. Ultimately, these rumors were put to rest once the character from the Ballot was announced.
  • Even Better Sequel: So far, each of the installments have been met with this in some form.
    • Melee, regarding the original, with Trophies, more options, characters, stages, modes and a competitive scene. It's considered overall an improvement over the original.
    • Brawl is the most divisive in this regard, although critics and some fans mainly praise it for reasons similar to Melee, minus the competitive aspect. In that scene, the Project M mod of Brawl gets better remake remarks.
    • '3DS/Wii U'' is already getting this reputation from both 'casual' and 'hardcore' fans, due to marrying much of the what is considered the best of both worlds from the previous installments. Even the Wii U version is being considered the far more superior version compared to the 3DS version.
  • Evil Is Cool: Bowser and Ganondorf are two of Nintendo's most iconic villains and are also fan-favorite hard hitters in the Smash series. Mewtwo, while not completely evil, fulfills a similar antagonistic role in its home series and in Smash, and is one of the most popular and well-remembered characters of all.
  • Fandom Berserk Button:
    • The inclusion of the Ice Climber themes into the Wii U version is seen by many as rubbing salt in the wound from removing the Ice Climbers themselves.
    • Calling 3DS/Wii U "Brawl 2.0" is a quick way for people to be angrily swarmed by fans due to generally being used by people who have only watched the gameplay and not actually played it, in addition to being an insult trying to prevent the games from being respected in the competitive scene.
    • Suggesting characters who didn't debut in a video game before any other media for Smash is a good way to light fires that can be seen from space. This is especially true for anime characters like Goku or Naruto. note 
  • Fandom Rivalry:
    • Melee fans generally have a rivalry with fans of the newer games in the series due to the Casual/Competitive Conflict, although it's not unheard of for people to enjoy both.
    • In general, the fandoms for "realistic" and "cartoony" characters are occasionally at odds, and argue about which type of characters are more "deserving" to be represented in Smash, as exemplified in this Awkward Zombie comic.
    • The fanbases for Metroid and Donkey Kong characters have a bit of a rivalry with that for Fire Emblem characters, due to the alleged "underrepresentation" of the former and "overrepresentation" of the latter (largely due to Lucina, Roy and Corrin). Donkey Kong vs. Fire Emblem rivalry is particularly infamous on GameFAQs, where one poster put it as such:
    • It is not uncommon for fans of Smash and fans of more conventional fighting games to clash with each other, often debating on whether Smash should be considered a proper fighting game.
    • Mewtwo fans vs. Lucario fans. When Lucario was announced for Brawl, fans of Mewtwo jumped to the conclusion that Lucario "stole" Mewtwo's spot on the roster, and even insisted that Lucario stole parts of Mewtwo's moveset. Lucario fans thought they were being crazy, and the rivalry has stretched on ever since. The fandom flared back up during 4's development when Lucario was announced as a returning character while Mewtwo was (initially) not in the final roster, though when Mewtwo arrived as DLC later, the rivalry has quiet down again. Well, mostly. Both sides of the fandom enjoy making a show of giving the other's character a No-Holds-Barred Beatdown. (Especially Mewtwo fans who are still stuck on the fact that Lucario got into Brawl instead of Mewtwo.)
  • Fanfic Fuel: Of the "custom fighter" variety. Since Ryu's inclusion sets a precedent that Some Dexterity Required motions for special moves are now fair game, fans are now able to design or propose their dream characters with more special move variety than ever before.
  • Fanon:
    • It is very common for SSB fanfiction to envision the game as a tournament with all characters living in the "Smashers' Mansion" note . While the "mansion" has no basis in the games, the Animal Crossing scene at the beginning of the SSB4 trailer as well as Snake's conversation with Colonel from his E3 reveal trailer lends credence to the "tournament" idea.
    • Going in the opposite direction, since the playable characters are merely imagined versions based on dolls/trophies in-universe, some fans claim that the Smash universe is similar to Toy Story where the characters are literally dolls or trophies that spontaneously come to life. The actual game seems to depict them closer to The LEGO Movienote , where the Smash characters have their own plane of existence in the owner's imagination where they manifest as living beings as opposed to collectibles, and are inanimate in the human world, as acknowledged by Brawl in the Family. Adding to the confusion, The Subspace Emissary depicts "dead" characters' trophies as grayed-out full-size statues, which are quite different from the colorful, smaller collectible trophies that appear as items.
    • Expanding on the above, Master Hand and Crazy Hand are near-universally believed to be how the trophies' owner appears to the Smash characters in their universe - drawing even more similarities to The LEGO Movie, where "The Man Upstairs" was seen by the LEGO characters as a giant hand and depicted as a god-like figure. Some people take this a step further and claim that the Hands are supposed to represent you, the player, and that the Smash fighters are brought to life by the power of your own imagination.
    • This webcomic (animated here) is considered to be the "origin story" for Duck Hunt by some fans. Also, to keep in the spirit of Banjo-Kazooie and Ambiguous Gendernote , some fans like to think of the duck as being female, just like Kazooie.
    • Fan works often depict Samus in her Power Suit with her helmet off, possibly to represent both of her playable forms at the same time.
    • Captain Falcon is sometimes depicted with a variant of Pokémon Speak in fan works for Rule of Funny purposes, where he is only able to say his various catchphrases or extremely simple sentences that start with "Falcon". Not only is he fully articulate in F-Zero GX and the anime, but even Smash 64 (the source of his memetic quotes) gave him an additional written line in Engrish at one point ("Thank you for playing. Yes. I am Number One !"). Other fanworks either have him speak proper English (like in F-Zero) or logically expand on his Smash speech patterns to have him speak Engrish at length.
    • It's often believed that the crowd cheer for Ganondorf is him possessing the crowd to cheer for him since the chant for Ganondorf often sounds rather lifeless and dreary.
    • Some believe that the reason why Ganondorf refuses to use the bladed weapons and/or magic blasts that he's famous for in his home series is because he's so arrogant that he uses his bare hands just to give himself a challenge.
  • Fan Hater:
    • The backlash against some of the allegedly "extraneous" Kid Icarus and Fire Emblem characters in the fourth game (Dark Pit, Lucina, Roy and Corrin) has become significant enough so that some overly vocal detractors of those characters go so far as to attack anybody who likes or defends them.
    • Ganondorf's moveset gets a similar treatment, as some fans who want him to get a new moveset will attack people who enjoy his cloned moveset as is. This extends the other way too, with fans of the cloned moveset attacking those who want a new, or at least differentiated moveset.
  • Fan Myopia: A common occurrence in the fandom. Smash fans will often treat the game as if their specific demographic (typically Nostalgia Filter-laden twentysomething Nintendo fans in the United States) is its primary demographic, and that any decision that doesn't specifically cater to them is proof that Sakurai is delusional and/or a Troll who doesn't care about his fanbase.
  • First Installment Wins: Inverted. Though the fanbase is quite divided as to which game is the best, the original Super Smash Bros. for the N64 is never considered to be the best one.
  • Fountain of Memes: Quite literally everything Captain Falcon says or has said is some kind of meme. Everything. The Announcers, Ike, and Shulk are no slouches either.
  • Friendly Fandoms:
    • The Mario Kart series has a rather close relationship with the Smash series. This because they both are multiplayer Nintendo games (that later added online during the 7th generation) with Loads and Loads of Characters. It helps that Smash Bros. carries a lot of Mario Kart related content and Mario Kart has crossover elements in its Downloadable Content, with it having characters and stages from outside of the Mario Universe. They also share similar pet peeves with clone characters, Tier-Induced Scrappy characters, and annoying items.
    • Thanks to being a Gateway Series, Smash has allowed most Nintendo franchise and game communities to be closely linked due to the crossover nature. It even extends beyond Nintendo's home games when you include 3rd party characters like Snake, Sonic the Hedgehog, Mega Man, Pac-Man, Ryu, Cloud, and Bayonetta.
  • Gateway Series:
  • Genius Bonus: Master Core's boss theme includes a short little bit of freaking Morse code. What does it spell? M-A-S-T-E-R C-O-R-E.
  • Germans Love David Hasselhoff:
    • Little Mac from Punch-Out!! was a highly-requested character reveal in much of the world, but drew mostly shrugs in Japan, where he is derisively known as "American Scrub".
    • Metroid and Donkey Kong receive more support and demands for representation outside of Japan than other franchises, to the point complaints about content usually has at at least one person claiming they aren't receiving enough attention, more often than not.
    • In particular, Ridley (the recurring villain of Metroid) is largely ignored in Japan, but has been so commonly requested in the West that it reached memetic levels.
    • Ike's buffed-up design in 3DS/Wii U (originating from Radiant Dawn) is memetically derided in Japan for looking like a gorilla. In America, Ike's design is far more popular for being manly, and became the subject of many positive memes.
    • In Japan, Mario is more popular than Link as a playable character. The reverse is true in the West, where Link is the more popular of the two, frequently wins popularity polls, and is a more common sight in casual play.
    • While Cloud's reveal drew a lot of attention worldwide, some Japanese gamers noted that he (and Final Fantasy VII in general) appeals more to audiences outside of Japan, and theorized that his inclusion was targeted towards overseas audiences.
    • When she was confirmed for Smash, Sakurai stated that Bayonetta was the most requested character in Europe, and within the top five in America. That's what made her the overall winner of the Smash Bros Fighter Ballot.
  • Goddamned Bats:
    • Buckots deserve an honorable mention since they fly, they're fast, they always try to get on top of you, and their white-hot ingots are very damaging. Super-irritating cheap-shot flying bastards.
    • Metal characters in Classic Mode in 3DS CAN become this, the thing is that not only they go for the obvious "higher resistance but more weight" that would usually be asociated with them, but they come with the annoying advantage of not flinching when hit with normal attacks, which means that characters whose usual weakness is being frail become a Lightning Bruiser and characters with slow charging but powerful smash attacks now can't be stoped by just hitting during the charge, they also can use items with the same ease as a player and now their extra weight is not really that much, which means you can't just throw them out of the stage and watch as they are helplessly dragged down by their own weight while trying to recover.
    • Smash Run is infested with these.
      • Chandelure becomes stronger if it's hit by one of the many fire-based attacks in Smash Bros, Cryogonal's Ice Beam instantly freezes you and is hard to dodge, Gastly can't be hurt if your character doesn't have a projectile, Koffing has a large attack radius and can lower your stats, and Petilil can put you to sleep.
      • Eggrobos will either fire a quick blast or a laser that covers the entire screen while moving up or down. This is made worse by being a very common Airborne Mook that will back away if you get too close.
      • Fire Bubbles and especially Ice Bubbles are difficult to fight due to being covered by an aura that will burn you or freeze you if you don't time your attacks perfectly. Being common airborne enemies that will actively charge you doesn't help.
      • If you damage a Cucco too much, it will summon a flock of invincible Cuccos that will attack you relentlessly, making it difficult to accomplish anything. Even a defeated enemy bumping into one will provoke it, and they love to spawn right next to a group of enemies, making it very easy to hit them by accident.
      • All of the Skuttlers have a ton of health and are quite common. The regular Skuttlers are aggressive attackers who will flinch you with a quick attack or launch you with a stronger one. The Skuttler Cannoneers fire homing rockets that launch you, bombs that launch you, or lasers that flinch you. The Skuttler Mages have an unblockable ranged attack that will lower your stats if you don't dodge at the right time, or a multi-hit melee attack that also lowers your stats and is nearly impossible to escape if you get caught.
      • Paratroopas can be very annoying to deal with, particularly in large numbers, as they attack rather quickly, and in large numbers, they may not give you enough time to dodge before another one attacks you. Of course, large waves of them is the game's preferred way of spawning them, making dealing with them all the more difficult.
      • Bacuras. They don't deal that much damage (only 4%), but they make up for that by hitting with a meteor smash. Also, they are completely invincible and can reflect projectiles. What makes them a real pain to deal with is that they can easily get in the way of navigating the Smash Run area. When trying to go up, they can be hidden off screen and be ready to hit with only a split-second's worth of time to react to. If they are among the randomly-selected enemy roster, they will also spawn frequently too and always show up in groups.
    • In a non-Smash Run example there are characters who can pull off combos that can render you helpless. The fighting Miis in the Multi-Mook Melee are severe offenders. This is particularly egregious when you're trying to do the challenge where you have to defeat a set number of them in three minutes, as it wastes your precious seconds.
    • In the online For Glory mode, lower-skill players become this. These players tend to constantly roll around, throwing out a projectile or Smash attack every so often, then continue rolling. Even when the other player is far more skilled, the defensive, low-skill player will still manage to draw out the match even if they eventually lose, which becomes an annoyance to the higher-skill player.
  • Good Bad Bugs:
    • There's a glitch in Melee that lets you, among other things, play as Master Hand (who is invincible outside Stamina Mode, which can be exploited to clear Event matches and some of the Multi-Man modes), though it is prone to crashing. Note that this glitch went undiscovered for seven years; it involves synchronized use of the A and B buttons to confuse the "go to name entry menu" and "back to main menu" commands, causing the game to give up and skip ahead to the stage select menu. If a player has not selected his or her character by the time this happens, it will default to the character with the ID value of "0" — him.
    • A related bug by the same method but with other circumstances allows "shadow players" (start a team match with all four characters on the same team, causing the recolor mechanic to become confused) and one-player matches.
    • There's an A.I. bug in Melee that causes all computer opponents to come to a complete standstill if the player stands still in certain locations on stages. This can be heavily exploited in the Multi-Man modes, particularly in Cruel Melee.
    • The Freeze glitch, while a Game-Breaking Bug in normal gameplay, is this in the Home-Run Contest, where players have been able to exploit it to get the maximum distance in HRC with the Ice Climbers.
    • The "wavedash" exploit in Melee allows a character to slide along the ground by air dodging into it diagonally. Since the character is considered "idle" during the movement, it allows players to do Smash attacks or other moves that require standing still while approaching opponents.
    • The fact that he had a few of these is one of the reasons why Yoshi is considered top tier in 3DS. They were patched out though.
    • Wario's air control in the 3DS version can, in certain cases, allow him to fly. Usually, his flight takes him right to the blast line.
    • A particularly nasty — but nonetheless amusing — glitch can occur during 3DS online play that can get you banned from participating in matches for over a century. Luckily, since that the 3DS version has a patching feature, it's likely that this will be fixed eventually.
    • In the Wii U version, should a timed match including Wario as the player character on a team with someone else end as Wario's Final Smash is timing out, he'll be able to move around in the victory screen. (Though there's only so much you can do there, this also works with other transformation Finals.)
    • Brawl has the "Smash Stack" exploit, which is the most common way to load mods for that game. However, it can also be used to install other homebrew. Unlike the Twilight Hack, it still works with newer firmware, as well as the Wii U's Wii Mode.
  • Ho Yay:
  • Holy Shit Quotient:
    • People outright freaked out when the battle against Master Core in Smash 4 was initially found and shown on a livestream. It's Master Hand's One-Winged Angel form! It has numerous phases! Its health is invisible! It just picked up Final Destination and dropped it! Keep in mind, this was discovered after all the unlockable newcomers were found and people thought the game had no surprises left for them to see.
    • Really, almost any time a fighter is announced; it's the biggest reason why we have a special And the Fandom Rejoiced page for this series, mind you. For example, many fans truly lost it when Mewtwo was announced to return as DLC.
    • The announcement of Cloud, an Unexpected Character of the highest order.
    • And then the reveal of the ballot winner Bayonetta comes along, blowing the minds of fans. Some thought that she wouldn't have a chance due to her home games' mature content.
    • Wii U modding has begun. This is and of itself isn't the HSQ, but when one Smash 4 modder, sort of, gave Falco his melee moveset back. That's how Project M got started.
  • Hype Backlash:
    • Melee is the one game in the series that hasn't drawn significant criticism on its own merits. However, the general elitist attitude of a portion of the Melee player base, which includes bashing any or all of the other games in the series (except the N64 original), takes the Casual/Competitive Conflict aspect of the Smash fanbase to new levels and discourages quite a few new players from trying out Melee.
    • Playable characters in the roster - such as Mario, Link, Captain Falcon or Cloud - can turn some people off due to their popularity and end up being slapped with the "overrated" label.
  • Ink-Stain Adaptation: Dark Pit's and Lucina's inclusion as very controversial Moveset Clones has somewhat damaged their overall reputations as characters, even if Smash helped bring them to a wider audience. This is especially notable in Lucina's case, in that she was one of the most-loved characters among the Fire Emblem Awakening fanbase before her inclusion in Smash; while she still is, she has become more of a divisive character than she was before her inclusion. Ganondorf also suffers from this to an extent, at least to people unfamiliar with the Zelda series.
  • Internet Backdraft:
    • Mentioning anything associated with the Casual/Competitive Conflict (Wavedashing, Edgehogging, Brawl vs. Melee and by extension Project M, Character Tiers, Abridged Arena Arrays, For Fun vs. For Glory) in circles not heavily dominated by one camp can lead to Flame Wars.
    • Mentioning the Gemastu leaks of the fourth game, as while they aren't reflected in the final roster fans continue to debate whether they're from an earlier point in development or a straight-up Urban Legend of Zelda.
    • The Fighter Ballot for the fourth title has been a repeated source of controversy and infighting amongst the fandom. Sakurai revealed that he would use the ballot as a basis to consider a future fighter as DLC and this immediately erupted into arguments over who the fandom should vote in. A veteran who didn't make a final cut? An older classic Nintendo character? A popular third-party character? A newer indie character? There were no right answers (it was pretty much Everybody vs Everybody, and There Can Be Only One) and any suggestion would bring about accusations of you wasting a vote. Come the final Smash Direct, this all came to a head when it was revealed that Bayonetta was chosen as the victor.
  • It Was His Sled: All of the unlockable characters in every game — usually before the games even launch. Taken for granted by the inclusion of Sheik as a transformation of Zelda.
    Tip: Sheik's real identity is Ze… I won't spoil it for you.
    • The developers must have been aware of this when making the Wii U and 3DS games, as various characters that are usually unlockables are available from the start in those games, plus the process of unlocking all the characters is much quicker.
  • It's the Same, Now It Sucks: The fourth game features stages from the original Nintendo 64 title, which were conspicuously absent from Brawl. However, it's a straight port, with no attempt to graphically improve the stages (other than a higher video resolution), making the high-definition fighters and items look out-of-place against the bare polygonal shapes and blurry textures (through it was probably intentional). This is especially annoying considering the gorgeous remakes of these stages featured in Project M, including Hyrule Castle and Peach's Castle.
  • Just Here for Godzilla:
    • The biggest example being Snake and Sonic in Brawl as Guest Fighters. This has attracted a large amount of fans to get the game just to use them. In the Wii U and 3DS games, this is likely be the case as well with Mega Man, Pac-Man and Sonic (again) being in the starting roster, as well as Ryu, Cloud and Bayonetta being DLC.
    • The series itself runs on this. Many players initially got into Smash Bros. not for the actual gameplay, but because it's a Massive Multiplayer Crossover of Nintendo characters.

    Tropes L-S 
  • Lady Mondegreen: Some serious misinterpretations in the worst possible way might come from Duck Hunt's name, which sounds like "da cunt" if said very fast. According to the announcer, Xander Mobus, this is why there's a noticeable pause in between the two words when he says it in-game.
  • Launcher of a Thousand Ships:
    • Samus gets shipped both ways with many of the characters, especially as of the U/3DS roster. Lucina is also starting to experience this, though given her series it isn't that surprising.
    • On the male side, you have Link (whose an example of this in his home series), Captain Falcon, Marth, Snake and Shulk.
    • The Villager deserves a special mention as there are eight different designs (four boys, four girls), meaning that pairings where one of the pair is a Villager are particularly common. It also helps that they aren't stated to have an exact age.
  • LGBT Fanbase: Many of the male characters have amassed quite the gay following. Ganondorf, Bowser, and Captain Falcon have been perennial Bara Genre favorites since the beginning, as are Ike and Little Mac in SSB4 with their statuses as Hunks.note  In addition to Link and the existing Star Fox fanbase, there's Shulk, whose swimsuit outfit makes him a poster boy for The Twink archetype. Snake exists in a tier of his own, considering he's already a huge gay icon in his own series.
  • Memetic Badass:
    • Captain Falcon. He has a devastating punch (a meme in itself), a move where he hip thrusts you with enough force to flip off of you twice WHILE there are small explosions, and a move where he thrusts his knee out, and if you get hit by this knee, your character will look like they were just electrocuted and they will go flying. Lucina and Robin's reveal trailer lampshades this for Falcon managed to hand Chrom his ass off-screen and nearly Lucina's as well on-screen without breaking a sweat and while grinning, too.
    • Ganondorf, naturally, due to being a clone of Falcon. Despite being a low-tier character except in Melee, he is usually considered the hardest-hitting character in the series overall, and is met with similar worship to Falcon by quite a few fans. He's popularly known as the "King of Disrespect" due to how flashy and hard-hitting he is when punishing foes' mistakes, with some players going out of their way to be as flashy and hard-hitting as possible with him (even to the point of impracticality and overkill). It helps that he was already a massive badass in the Zelda games.
    • Meta Knight, due to being widely considered a massive Game Breaker in Brawl to the point where not only does he get his own tier in that game, but that incarnation of him often considered to be the best character in the entire series. He's so badass that tournament players cower in fear unless he's explicitly banned from character selection.
    • The Animal Crossing Villager became this practically within minutes of being announced due to his axe and constant smiling expression (for example). Thanks to this, fans have interpreted him as an Ax-Crazy serial killer.
    • The Wii Fit Trainer is headed in this direction as well, just look at the Memes page.
    • Yoshi's become one as of 3DS/Wii U, because of this victory animation which brings Akuma to mind. It's Older Than They Think though, as he's had that victory animation ever since 64.
    • Roy, in contrast to his reputation in his game of origin, is regarded as a badass character thanks to "t3h ph1r3"note . Even more so in the fourth game, where he's a genuine Lightning Bruiser and has a cooler, more mature and slightly more muscular design.
    • Bayonetta has been getting this treatment due to the massive flame war she's causing in the competitive community. Not even that long in and some areas have already either banned or consider banning her. Many people have taken to her just being so unbelievably badass that people can't handle her and need to ban her.
  • Memetic Loser:
    • Chrom, due to his treatment in the trailer and in Palutena's Guidance on Robin. The most common joke is that he got Falcon Punched so hard, he was knocked out of the roster. The ribbing only got worse when it was revealed that he would be included as a Mii costume. And when Corrin of Fire Emblem Fates was announced as DLC, the teasing became even worse, with many people snarking about how Chrom has been passed over yet again, this time for a character whose game was only six months old at the time of the announcement.
    • Little Mac has also been getting this treatment due to the major Hype Backlash he got when it was discovered he wasn't a Game Breaker but instead a very lopsided and easy to handle Skill Gate Character. The revelation from Sakurai that Little Mac wins far less than he loses online doesn't help much nor are the many YouTube videos making fun of his poor recovery. Also, Mac just happens to be on the receiving end of Ryu's Shin Shoryuken in the latter's Final Smash trophy, so it's possible Nintendo has caught on to this one.
    • Greninja also gets this treatment due to receiving the biggest nerf in the first balance patch, to the point where jokes are made about it every time people discuss current or upcoming balance patches. It's now discredited due to his later buffs.
    • Zelda, for being a low-to-bottom-tier character in all her appearances, and for initially being nerfed in the transition from Brawl to SSB4 despite her being one of the worst characters in Brawl. Some fans treat her similar to Greninja in this respect. What really adds salt in the wound, however, is that her alter ego, Sheik, is considered top-tier in Melee and the fourth game.
    • Ganondorf, for those who don't consider him a Memetic Badass. While he's still an extremely well-built and menacing Evil Overlord in Smash from Brawl onwards, some fans liken him to a fat, out-of-shape elderly man due to his fatter build than in Meleenote , run animation and overall slow movement speed; his being the worst character in Brawl only made things worse. The official site for Brawl even started the trend and joked that he pants while jogging, although it only likened him to a middle-aged man rather than elderly. This is justified, since Ganondorf's animations and sword taunt imply that he isn't using his abilities to the fullest, so of course he'd come across as an underpowered loser.
    • In a similar vein to Ganondorf being seen as a middle-aged has-been, Marth is sometimes jokingly cited as an overly feminine "pretty princess" despite not intentionally being portrayed as such. Comparing him to the manly Ike has only made things worse in this respect, and he is often claimed to be more feminine than Lucina, his own Distaff Counterpart.
    • Pichu and the Melee version of Kirby are easily the most infamous low-Tier-Induced Scrappy characters in the series, with their diminutive "cutesy" designs not helping matters, and having very poor stats all around. No matter how awful other bottom-tier characters in the series may be (with Brawl Ganondorf having a worse matchup spread than those two), Pichu and Melee Kirby will forever be viewed by the fandom as the weakest and most pathetic characters in the series. While Kirby is only an example due to poor balancing, Pichu's case might have been fully intentional.
    • Ridley is frequently made fun of thanks to the fact that he's not been made playable yet, something that was theorized since as far as Melee, what with him being a major character in the Metroid series as well as being featured in the opening cutscene. A common theory back then was that he suffered from size issues and wouldn't properly fit into the game. This ridiculous explanation then evolved into Memetic Mutation status, and "Ridley is too big!" jokes became a staple of the fandom. This whole situation has not been helped by the fact that Sakurai did state that Ridley had some specific quirks that made his potential inclusion harder.
    • Mewtwo, especially in 3DS/Wii U, for being the second-lightest character in the game and being extremely easy to kill while not offering much in the way of compensation. Like with Ganondorf, this wouldn't be so much of a point of mockery if Mewtwo wasn't presented as an unstoppable legendary creature, particularly in the Pokémon franchise. However, this depiction has gradually died down after Mewtwo received numerous much-needed buffs in subsequent patches.
    • Palutena is frequently mocked by fans for being a generally bad and boring character since release and being heavily (albeit indirectly) nerfed by the changes to shield mechanics in late 2015, which possibly leaves her as the worst character in the game and is bizarre considering her status as the Goddess of Light.
  • Memetic Molester:
    • Captain Falcon's Falcon Dive special is literally a Glomp Attack. As a consequence of this, Ganondorf is also a Glomp Attacker.
    • The Villager, believe it or not. The Wii Fit Trainer to a much lesser extent.
    • Robin's Nosferatu causing more damage from behind has also caused him to be seen as this, especially due to their status as a canon Launcher of a Thousand Ships in their home game.
    • Bayonetta is often depicted as this towards Pit.
  • Memetic Psychopath: The Villager was hit with this mere hours after he was announced due to his smiling expression hardly changing, even while attacking. The Wii Fit Trainer also became this, as some found her porcelain white skin and gray eyes very unsettling.
  • Memetic Troll: Ganondorf players in 3DS/Wii U, thanks to his slow but hard-hitting attacks, and for his aerial Flame Choke always stocking the opponent first, making him a poster boy for disrepect and salt. This fits with Ganondorf's canon portrayal in Ocarina of Time, where he was smug, condescending and frequently talked down to the heroes. Him keeping his artifact moveset is sometimes seen as him trolling his "Canondorf" fans.
  • Misblamed: Moveset Clones are often blamed for "taking up roster space" that such and such more popular character could have used to be in the game. In actuality Moveset Clones are one of the very last things to be added; if a character you like wasn't included, it was decided long before the moveset clones were drafted up.
  • Most Annoying Sound:
    • Ness' "Okay!" taunt, especially when taunt dashing. "OKAY!OKAY!OKAY!OKAY!OKAY!OKAY!"
    • Kirby's "Hiiii!" taunt can be this sometimes, although it's somehow a whole lot less irritating in Brawl and 4 than in the 64 and Melee versions.
    • Pokémon Speak: Pikachu's taunt(s). "Pika-Pikaaa!" over and over. Jigglypuff's taunt(s) can qualify as well. Also, Greninja's Final Smash: "JAHJAHJAHJAHJAHJAHJAHJAHJAHJAHJAHJAHJAH!" Oddly enough, Greninja's other voice clips seem to be meant to avert this, since most of its attacks use a random voice clip (sometimes none at all) rather than using the same one every time.
    • Sonic: "YOU'RE TOO SLOW!" "C'MON STEP IT UP!" and "NOW I'LL SHOW YOU! HUAAAAAAAAAAAAAAAA!"
    • Pit's Kiai during Angel Ring, which differs in English and Japanese copies of the game. "HAYAYAYAYAYA!"
    • Peach's "La-la-la-la-la-la!" taunt in Brawl. Her "Ohhhhhh, did I wiiiiiiiiin~?" victory quote is also infamous for how salt-inducing it is.
    • The sound of tripping.
    • Sheik's jumping noise in Melee, gets even worse in competitive play as competitive play often involves a lot of jumping. A match will be full of Sheik going TU TU TU TU constantly. Captain Falcon has a similar jumping noise, but people usually view it as part of the character's bizarre charm.
    • With the exception of Zelda (who doesn't say much to begin with), any character whose primary attacks consist of casting magic spells via some sort of incantation. Hearing 'Auto-Reticle' or 'Arcfire' over and over and over again gets quite grating after about 30 seconds.
    • True to form, the Duck Hunt Dog's mocking laughter is bound to irritate players. The stage Duck Hunt in Wii U features the original 8-bit sound clip of the dog laughing (naturally, when you miss a duck or two depending on how many have appeared on the screen), which can be really irritating, especially when most of the time, you and your opponent(s) aren't trying to shoot the ducks.
    • Equipment with auto-heal capability. Sure having a Healing Factor is incredibly useful but hearing the heal noise every few seconds is completely grating.
    • In the competitive play for 64, Melee, and 3DS, the music choice(s) for any neutral stage (which are by definition the most commonly picked in the game), most notoriously Battlefield and Final Destination in Melee, can become grating after a time. Even worse in the Japanese ruleset for SSB 64, where Dream Land is the only legal stage. Hope you like Gourmet Race.
    • In Wii U, which has around 450 songs, the online waiting room always plays the same short loop. This means you're all but forced to mute the game and find something outside of the game to listen to if you join a regular tournament early to claim a spot.
    • Any top-tier or otherwise annoying/overpowered character to fight can have this if they have specific sound clips associated with attacks, especially if said noises are stereotypically grating (such as being high-pitched or cutesy). Diddy Kong, who makes chimpanzee screeches, got a lot of flak for this back when he was a Tier-Induced Scrappy.
    • Certain Assist Trophy characters can be this when you weren't the one who activated them, such as Phosphora ("Yes, you called?"), the donk-donking noises of the Sheriff, and the barking of a Nintendog…but in the case of that last one, the barking's bound to be just as annoying if you summoned it anyway as you're headed for its counter-intuitive Interface Screw powers.
    • "Hoooooooo... HAH!" One of the few sounds that can make someone resent Mario of all characters, not helped by the fact that he says it during two of his victory poses. Thanks to his large playerbase and low learning curve, one would likely play against him a lot, and lose to him a lot. For some people, it even brings back bad memories of pre-patch Diddy Kong out of sheer coincidence, due to Diddy's most infamous throw combo being nicknamed the "Hoo-Hah".
    • While Bayonetta herself is a Base Breaker, her screams when she takes damage at high percents are a different matter entirely. They sound louder than most cries character's make when damaged (to the point some think this is an honest oversight by the developers), this being especially noticeable if she gets air juggled, where you'll be hearing the same painful scream over and over again.
  • Most Wonderful Sound:
    • The soothing KREEENG of the Home-Run Bat in all three games, which is also used for Ness's side smash bat in both Smash 64 and Melee. Unless, of course, you're on the receiving end of it.
    • Whenever you get a Notice, unlock a new character or stage, or complete a Challenge in Melee, as shown here.
    • The "COMPLETE!" and/or "A NEW RECORD!" announcement upon successfully finishing a Target Test, Board The Platforms, Race to the Finish, or Home-Run Contest session.
    • The announcer's call of "Wow! Incredible!" for clearing 1P Game (the original game)/Classic Mode (Melee onward) on the hardest difficulty!
    • Doing really well in a match, and hearing the audience cheer for you (unless they're cheering for your opponent). And the little bit of music at the end of a match played for the winner can be so satisfying and so rewarding.
    • Little Mac's ding ding noise that signals that his K.O. punch is ready. Especially fun for the opponent if it plays right as Mac gets knocked out himself. The sound that the KO punch makes upon connecting can be one of these as well (for the person playing Little Mac if it connects with a fighter, and for everyone else if it connects with an obstacle such as Duck Hunt Duo's can).
    • In 3DS/U, Meteor Smashes now make an unique noise when they connect. This sound feels good knowing you just sent your opponent into the pits.
    • If you're lucky enough to stop the roulette in Smash 4's Classic mode on 5 trophies or 5 custom moves, the spinner makes a strange yet smile-inducing noise.
    • The retro "dee-ding" that plays when Limit Break is finished charging.
    Cloud: Genaki wo koeru!note 
  • Narm:
    • Because Greninja made its first fully-voiced appearance in Smash, some fans attested that its slightly silly voice and Pokémon Speak made it sound unthreatening when juxtaposed with its Badass design and moveset.
    • Some of male Robin's dialogue comes off as this, which isn't that surprising considering the spotty voice acting which has, up until much later, plagued the series he hails from. "It would seem our fates are joined" in particular has a very similar inflection to Ike's infamous "I fight for my friends" (itself a source of Narm) and is noticeably worse than Robin's voice acting in Awakening proper. Thankfully averted for Female Robin, though.
    • Fox's voice acting in U/3DS is provided by Mike West, the man who previously voiced him in Star Fox 64 3D. The problem is his voice has clearly aged beyond the youthful voice Fox has in the original Star Fox 64, making the character sound rather strained and dorky rather than cocky. His voice in Melee isn't much better, considering he sounds exactly like a Japanese man speaking English with an accent.note 
    • Male Corrin's dialogue comes off as this, no thanks to the delivery of lines such as "I win!" in an incredibly jarring child-like tone.note  Female Corrin, like female Robin above, averts this trope with a more fitting attitude for combat.
      • Male Corrin's KO cry sounds more like he was scared by a ghost. note 
      • The voice acting in his announcement trailer was rather…off. Especially Elise, who sounds less like a concerned sister and more like a snotty brat. It's not as Narmy in Fates itself, when the voice-acting of the Decision cutscene was redone with much better performances (including Elise's).
    Elise: He's my brother!
    • Bayonetta's screams when she is hit. Granted, She also does this in her original games but unlike there where you don't hear it well, and also very often, here, you're gonna hear it a lot.
  • Narm Charm:
    • Some fans of Star Fox are fine with the voice actors for Fox and Falco in 4, either due to nostalgia for Star Fox 64 or pointing out that the Star Fox games like 64 aren't full of great voice acting in the first place.
    • In the Wii U version, Ganondorf's up taunt looks very silly at a certain angle, but otherwise is a rather cool taunt.
    • Ike's lines are poorly-delivered and very Narmy (his most famous line is "I fight for my friends" said in a very flat monotone), but just like Captain Falcon, his quotes reached memetic status and made him into a popular character.
    • It's hard not to love the questionable delivery on some of male Robin's lines, especially during his reveal trailer.
      "It looks like our fates have joined."
    • Similarly, male Corrin's sheer enthusiasm makes his dialogue rather endearing, despite the somewhat jarring tone and dissonance with his expressions. It helps that it's technically in-character for him.
  • Older Than They Think:
    • In a rare instance of the developers themselves doing this, the April 8th Nintendo Direct gave a comprehensive rundown of Mega Man's moveset and where nearly each attack of his originates from, but erroneously attributed the Mega Upper to the original Marvel vs. Capcom (1998). It actually first appeared in the arcade fighter Mega Man 2: The Power Fighters (1996).
    • When Ike was confirmed for 3DS/Wii U, some people talked about the more muscular design as if it was brand new. They weren't aware of the design's actual origin, which is Fire Emblem: Radiant Dawn for the Wii, which predates the former game by eight years.
    • This isn't the first time something Duck Hunt related appeared in a 3D game. The ducks make a cameo in Wii Play's "Shooting Range". You can even hear the dog barking before they appear.
    • "I'm really feeling it" was one of Shulk's battle quotes from Xenoblade.
    • Ryu's Dancing Bear of being able to switch between light/heavy attacks by changing the length of the button held dates back to some versions of Street Fighter I; there, too, it was used to make up for the absence of more direct commands in two-button ports.
    • Despite many detractors insisting that Ganondorf is not a brawler in his home series, he has used brawling moves ever since Ocarina of Time (albeit as an Shockwave Stomp instead of a direct punch), used a kicking attack as the final boss of Wind Waker, and used an elbow strike (like his F-smash) and a kick as the final boss of Twilight Princess as well as moves resembling the Flame Choke and Melee Warlock Punch in an earlier cutscene.
    • Smash 4 isn't Cloud's first appearance on a Nintendo console - he makes appearances in Kingdom Hearts: Chain of Memories (first released on the Game Boy Advance), Theatrhythm Final Fantasy, & Final Fantasy Explorers (both of which are on the 3DS).
      • A lot of Smash players don't realize that Cloud's Omnislash predates Ike's Great Aether. Sakurai, on the other hand, most likely did, hence why Ike is on the receiving end of Omnislash in the trailer.
    • Fox and Falco's unique victory quotes against each other, as well as Falco's "Hands off my prey!" Catch Phrase, originated in the Japanese version of Melee rather than Brawl.
    • Corrin's inclusion in 3DS/Wii U to promote Fire Emblem Fates was predated by Roy's appearance in Melee as a promotion for Fire Emblem: The Blinding Blade.
  • One True Pairing:
    • Snake/Samus in Brawl. Others will attest to Captain Falcon/Samus, however, due to both of them being space-faring bounty hunters and having many other similarities. This was supplemented by an arc in Brawl in the Family, with Samus dating the Captain and Snake having an Alternative Character Interpretation as a Casanova Wannabe and Abhorrent Admirer for Samus. With Snake being cut from the fourth game, quite a few fans stuck with Falcon/Samus.
    • There are those who will attest to Ike/Samus, Marth/Samus, Link/Samus, Marth/Peach, Little Mac/Samus etc.
    • Ness/Lucas was almost omnipresent among fans of Brawl, and it only got bigger once Lucas was set to return for 3DS/Wii U. The situation has become so bad that the ship has even leaked into the Mother fandom itself.
    • Shulk/Robin (called Shobin by its shippers) has been picking up steam ever since the former's reveal, and it was already considered to be a somewhat popular ship in the fandom. Interestingly enough, Shulk is shipped almost exclusively with male Robin due to their similar appearances and both being unique swordfighters.
    • Lucina/M!Robin are a popular pairing, especially since they can actually marry and have a child together in the game they come from, with many shippers coming straight from the Fire Emblem Awakening fandom where the ship is extremely popular. Same goes with Chrom/F!Robin, with her Final Smash being a demonstration of how well they work together as a Battle Couple. Inevitably, this also applies to Chrom/M!Robin as well, even if they can't actually marry in-game.
    • Marth/Rosalina had fans before the fourth game even came out and it has gained a following since the release of the game.
    • Kirby/Jigglypuff is a popular pairing largely due to their appearances being similar to one another.
    • Lucina/Palutena became quite popular among Yuri Fans, due in large part to a somewhat suggestive image posted on Lucina's page from the official site; some of them even attest (however sincerely) that it's canon and that Sakurai himself ships the characters due to said screenshot. Despite this, the ship became popular enough to cause some Broken Base outside of the yuri demographic, mostly due to how frequently and widely it's mentioned despite the lack of context apart from the image, and among those who believe a lesbian relationship is Out of Character for the apparently straight Lucinanote  - especially since at least some "Palucina" supporters use sparse evidence to claim that Lucina may be canonically bisexual.note 
    • Samus/Wii Fit Trainer is also a fairly popular pairing with the yuri crowd, by virtue of one being an incredibly fit warrior while the other is...well...a trainer.
    • Ike/Marth and Marth/Roy are extremely popular among yaoi shippers, to the point they have become notorious for their popularity, not helped by the fact Marth is one of the few Smash Bros. characters to have a canonical wife. They seem to have started from limited Fire Emblem knowledge, especially during the Melee era, leading to the belief that they come from the same universe. In actuality they all come from completely different continents with no connection whatsoever.
  • One True Threesome:
    • Ever since their reveal, Villager, Wii Fit Trainer, and Mega Man have been put together in a massive amount of fan art.
    • Link/Marth/Roy was this in Melee.
  • Pandering to the Base: 3DS/Wii U is taking immense steps to play accessibly to tournament fans. Almost every stage will be available in a Final Destination-style format with a level playing field and no platforms or hazards; character movesets can be adjusted; characters with randomness involved are altered (Olimar's Pikmin now come out in a set order; transformations were given separate slots); and the online "For Glory" mode is a competitive selection with no items, the option for one-on-one fightsnote , and utilizing Final Destination.
  • Periphery Demographic:
    • There are plenty of competitive gamers playing what was originally meant to be a party game first and foremost.
    • Pac-Man's inclusion in the fourth game has been known to attract older adults (parents, grandparents, etc.) that fall outside the demographics that Smash is generally marketed towards, however broad.
  • Play the Game, Skip the Story: Particularly, Super Smash Bros. Brawl. The overarching plot of The Subspace Emissary was mostly ignored by players. It doesn't help that a lot of detail is left vague due to all of the characters being Heroic Mimes. One of the last updates at the official website clarifies these and also reveals that some exposition had to be cut out of the game entirely. Pirated versions of this game usually cut out the Subspace Emissary cutscenes, among other things, so the game can fit on a single-layer disc. And since it's one of the most popular games for the most pirated seventh generation console
  • Polygon Ceiling: Defied, as Sakurai has stated the series won't go 3D for the heck of it.
  • Rescued from the Scrappy Heap:
    • R.O.B. was originally considered to be a rather forgettable Trojan Horse that was used to sell NES consoles. In Brawl, however, he's got a number of fans. The fact that he was the most tragic character in The Subspace Emissary probably didn't hurt. The same could apply to the Ice Climbers, whose game was also seen as forgettable.
    • Wii Fit Trainer, an unexpected character, was initially called a wasted character, until her trailer came out.
    • Mewtwo, in the competitive scene as one of the least-popular characters in Melee (albeit one of the most popular among casual players), but one of the most missed characters from Brawl. When it was announced to be returning as free DLC for the Wii U and 3DS games a few months after the release of the game, fans were ecstatic.
    • Many people weren't happy with Samus' Combat Stilettos in Metroid: Other M. How does Sakurai fix that? Turn them into much cooler-looking and mechanical rocket stilettos. In fact, while still the subject of a Broken Base, the Other M designs became a bit less of a Brown Note for some fans due to their being used in a context without any of the game's more controversial elements, with Samus keeping her classic personality and Brawl quotes rather than inexplicably switching to her Other M characterization.
    • Pac-Man and Miis were not popular characters to suggest, and still have their share of hatred, but once their trailers were released, a lot of fans started warming up to them. Part of the case for Pac-Man's post-reveal upswing was that Smash uses a very traditional design for him, when many feared that he would have a hip modern redesign along the lines of the Ghostly Adventures cartoon.
    • Many people who thought 3DS would be inferior to the Wii U version came around to support it after the 2014 Comic-Con 3DS Tournament.
    • The Duck Hunt dog is one of the most popular newcomers in the fourth game, despite being one of the most iconic Scrappies in video game history. Some of these reasons include finally giving players a chance to beat him up, reminding a lot of players of Banjo-Kazooie due to being paired up with a duck, referencing several NES games that used the Zapper in his moveset, and being the perfect Troll character thanks to his reputation and infamous laugh. It doesn't hurt that he looks quite a bit cuter compared to his original appearance, as well, and also looking like a cartoon dog.
    • Ganondorf. While he's one of the most iconic, popular, and Badass video game villains of all time in his home series, he was hated for being a Moveset Clone of Captain Falcon, for being bottom-tier in Brawl, and for using none of the magical techniques or swordplay that the character is known for. Then SSB4 threw him a bone by giving him a custom neutral special where he uses the Sword of Sages, which is more true to his character, and many (though still not all) fans are finally satisfied with this change. In fact, Ganondorf's custom moves in general, many of which are more potent than his default moves and/or have added magical effects, helped a lot with this.
    • Dr. Mario, while he did have a rather small fanbase in Melee, was generally considered among the least original and most lazy clones. Cue him making a surprising return two games later, and many seem to be happy to have him back. The fact that he keeps his old down-special unlike Mario, adding another difference between the two, has been particularly well-received.
    • Bowser. In Melee and Brawl, generally considered a bad, slow character. In the fourth installment, he's been both significantly buffed and now resembles his in-universe incarnation (standing up straighter and with much brighter colors).
    • Bowser Jr. In his debut game, he was derided for being a Replacement Scrappy to the Koopalings as well as being an annoying character in general. His appearance in Smash, on the other hand, has been fairly well received due to his usage of the Koopa Klown Car setting him apart from other fighters. It helps that the previously mentioned Koopalings are also playable as alternate characters, along with his trailer making him (and the Koopalings) genuinely intimidating.
    • Roy. Although not as popular a character in the Fire Emblem series and despite being an initial clone of Marth, his special moves such as Flare Blade (which can practically send a character flying off a stage) and Blazer (which is more powerful than Marth's Dolphin Slash and easier to maneuver than Ike's Aether) are quite unique. Project M understood this and brought him back into Brawl's roster. Needless to say, SSB Roy has built up a fanbase that really wishes he would return as a DLC character. A wish that has been granted in a leak just before the June 14th Smash Bros Direct!
    • F.L.U.D.D. was widely disliked for replacing Mario's Tornado in Brawl and being a charge move that doesn't even deal damage, only pushing the opponent back a few inches. He was given custom specials in 3DS/Wii U featuring a F.L.U.D.D. that does damage and one with a much stronger push effect.
    • Mega Mewtwo Y was a Base Breaker in the Pokémon fanbase for its strong association with the controversial Replacement Scrappy Mewtwo from Pokémon: Genesect and the Legend Awakened . The fourth game gives it to the original and far more beloved Mewtwo character, weakening the link.
    • Upon his debut in Brawl, Wolf was disliked by fans for being partially inspired by Fox and not being Krystal. When he failed to return for 4, most of the hate diminished, more so when Mewtwo, Lucas and Roy all returned as DLC and Wolf didn't.
  • Saved by the Fans: While Mewtwo and Lucas didn't make it into the initial roster for the 3DS/Wii U iteration of the game, they were included as the first and second DLC characters due to fan request. Shortly after Lucas's announcement, a write-in poll for future DLC characters was implemented onto the main site, allowing potentially every character that had been cut from a previous game to return (in addition to possible newcomers).
  • Scapegoat Creator: It's Sakurai's brainchild, yes, but he's not directly responsible for every last thing, good or bad, that makes it into the games.
  • The Scrappy:
    • Moveset Clone characters sometimes get labelled as this due to people feeling that they don't really represent anything new in the roster or the characters having unique properties that aren't used to differentiate them from the person they were cloned from. Though most of them get away with Base Breaker status, two in particular receive scorn:
      • In the Melee and Brawl eras, Pichu was agreed to be the absolute worst character for being an intentional Joke Character whose electricity-based attacks damaged itself. Despite this consideration, he is barely ever on the absolute bottom of a tier list, with Mew2king saying he's highly underrated and believes at least seven characters, including Mewtwo, the one in his username, are worse.
      • With the fourth game, Dark Pit has gotten exceptional hate (at least in the West) for being not only a Moveset Clone but also a Palette Swapnote , with the same character model as regular Pit and the only major differentiating factor between them being different Final Smashes (and even then, as far as mechanics go, Dark Pit Staff is painfully identical to Zelda's/Sheik's Light Arrow).
    • Diddy Kong managed to become this in some circles in Wii U/3DS prior to the 1.0.6 patch. Widely considered a broken character in the fourth game due to his overpowered and annoying "hoo-hah" combo (down throw to up air) and the fact that he was one of the least technical and most boring characters in competitive play, he has also been subject to criticism for his monkey noises and goofy appearance not helping matters. You'd better believe people were happy when he got nerfed. While more of a Base Breaker in his debut in Brawl (Considering Meta Knight and the Ice Climbers were more broken and his high tier status came late in the scene), he still took plenty of flack for his juvenile appearance complimenting a ridiculously effective moveset. While balance patches have removed his overwhelming advantages, his previous stigma persists with some players. As one Reddit commenter put it:
    • A non-character example is the Pac-Land stage in the Wii U version. While not an example of That One Level, it is viewed as one of the ugliest and least appealing stages in the series, with many comparing the stage's 8-bit visuals to something right out of MS Paint.
    • When it comes to the Assist Trophies, the Nintendog is Nintendo's new Duck Hunt Dog. The dog blocks a large portion of the screen, giving the human players no benefit to it. The computer players, on the other hand, will have no ill effect from this trophy (whereas other Interface Screw Assist Trophies introduced in 3DS/Wii U such as Skull Kid and Nightmare are programmed to avert The All-Seeing A.I. by affecting computer players too). For this reason, it's considered the worst Assist Trophy.
  • Scrappy Mechanic:
    • Melee:
      • Among casual players and some competitive players of the future less-technical Smash games, the game's infamous advanced techniques. Such consider these techniques an unnecessary technical addition to the game with Loads and Loads of Characters and Mascot Fighters.
      • The most contested such technique is L-cancelling, a mechanic that will allow you to cut the landing lag of your aerial moves in half if you press shield as you land. Detractors see it as something that heightens the technical barrier just for the sake of technical skill, as the same effect could be achieved by a universal landing lag reduction without any extra button presses, and unlike something like wavedashing where the technique has unique applications and must be used intelligently to be effective, there's never a time where you wouldn't want to l-cancel your aerials. Even some Melee players would rather have universally reduced landing lag instead of l-cancelling in the game, and there's been debate in the Project M community on if l-cancelling should have been implemented, with the mod's developers seriously contemplating not bringing it back.
      • Inverted with buffering. This is retroactive. Brawl and Smash 4 "buffers" attack inputs, while Melee does not, making the game feel stiffer and unresponsive to people who primarily play these games.
      • For Melee's 1P modes, there's the C-stick acting as a camera control. This removes a vital control option, introducing an element of Fake Difficulty in Melee's 1P mode, in exchange for a useless camera control that will only distort your vision of the screen and aid The All-Seeing A.I..
      • Jumping with the control stick. Although the X and Y buttons were made more convenient jump buttons, this still remains, creating a large risk of mechanical errors such as jumping and doing an up aerial instead of doing an up smash. Later games include this, but unlike in Melee, it can be turned off.
      • The eight-frame meteor-cancelling window. Because of this, what should be a risky, yet rewarding maneuver becomes almost worthless except for the strongest meteors at unreasonably high percents. It really says something that out of all of Melee's minor mechanics, this one was not brought back for Project M.
    • Brawl:
      • Tripping. Whenever a player makes a dash input, they may, by completely random chance, trip over and leave themselves vulnerable. While a disruptive annoyance in general, this commonly causes players to trip and get hit by attacks they would have avoided otherwise to no fault of their own. This only applies to random tripping, not forced tripping caused by attacks, as the latter is triggered by players and can be part of legitimate strategies. There was much rejoicing when random tripping was removed from the fourth game.
      • Hitstun cancelling is the most detested mechanic in Brawl after tripping. Whenever a player is hit by an attack, they can do an air dodge after 12 frames of hitstun, or an aerial after 25 frames, regardless of the knockback they sustained. This mechanic meant players suffer barely any practical hitstun regardless of what they were hit by, which caused multiple detrimental aspects in the game. The first is that combos were almost nonexistent, and the few that remained were mostly from chain throws or extremely weak yet fast attacks that could chain multiple hits into itself. The second was that many attacks could result in the player getting punished for hitting with them at low damages, and the player was always at risk for perusing an opponent they just launched. The third is that it allowed momentum cancelling; since characters could act so early out of hitstun, they would be able to make actions while in knockback that redirected it, reduced its distance, or even completely negate it, allowing characters to survive to far higher damages than they were intended to. This mechanic was the main culprit for why Brawl was such a slow-paced and defensive game, as it both simultaneously made it more difficult to rack up damage and more difficult to KO opponents.
      • The revamped air dodge. Removal of wavedashing aside, the fact that Brawl air dodge is highly spammable and hard to punish makes it too effective for its intended use, which, combined with ledge planking and camping, turns Brawl into a game of turtling instead of the offensively-oriented Melee. This is alleviated in the 4th installment; the air dodge is still momentum-conserving like in Brawl, but you can no longer air dodge out of hitstun, and air dodging near the ground now produces significant landing lag for all characters, making it much more punishable.
      • "Autosnap" ledges, which made ledges much easier to grab and allowed characters to grab them from much farther away, to a degree that is commonly seen as a Game Breaker.
      • The significant amount of invincibility grabbing a ledge grants, that can be indefinitely replenished by regrabbing the ledge. While abuseable in prior games, the easier to grab ledge, floatier falling speeds, and generally improved recoveries, made the act of "planking" (i.e. repeatedly letting go and regrabbing the ledge to exploit its invincibility) much more prominent. This made being on the ledge, which should normally be one of the most disadvantageous places to be, an extremely safe spot, and some characters could abuse it to a degree where they were nearly unhittable, to where they could reliably utilise it to stall out a match they are winning (Meta Knight, already generally deemed a Game Breaker, was especially notorious for his game breaking planking). This led to almost all tournaments adopting a "ledge grab limit" rule (the tournament would have a limit on the amount of times you can grab the ledge in a game, and should a match timeout, the result screen will be checked and a player who went over the limit automatically loses regardless of their lead). Smash 4 would address this by making it so that regrabbing the ledge without getting hit or landing on the stage first will result in no invincibility whatsoever, leaving you extremely vulnerable to eating a heavy punish.
      • Pokémon Trainer's stamina and forced switching mechanic. If a player uses one Pokémon for too long, that Pokémon will gradually lose strength, forcing the Trainer to switch them out regularly. Symbolically, this represents Pokémon fighting as a team. Mechanically, this becomes a tactical nightmare in tournaments, and made the Trainer especially vulnerable to turtling tactics. This is also believed to be one of the major reasons why fan-favorite Pokémon Charizard failed to garner a significant Smash-based fanbase.
      • Type Effectiveness. The Trainer's Pokémon are also affected differently by their respective weaknesses/resistances, just like in the Pokémon games; Charizard, Squirtle, and Ivysaur sustain more knockback from water, grass, and fire-based attacks respectively, while they sustain less knockback from grass, fire, and water-based attacks respectively. Since Squirtle and Ivysaur are the only characters in the game with water and grass attacks, this weakness only really mattered to Squirtle and Charizard in Pokemon Trainer dittos, but since many characters have fire-based attacks, this left Ivysaur at an innate and exploitable disadvantage no other character had against the rest of the cast, bolstering its low-tier scrappiness.
      • Excessive stale-move negation. In layman's terms, spamming any move causes said move to get weaker, knocking back enemies less and less. This effect is much more severe in Brawl than it is in the previous games, as while the previous games just reduced damage, Brawl also reduces a move's knockback. Among average players, this mechanic is hated for widening the gap between characters with several reliable finishers and those with few. But with competitive players, the main problem this introduces is it allows some moves to combo into themselves far longer than they reasonably should, making certain stale moves in certain situations more useful than the fresh move, and in some cases, can completely break certain matchups, such as Sheik's forward tilt or Pikachu's down throw on the Star Fox characters.
      • While the lack of buffering can be a scrappy lack-of-mechanic for primary Brawl players, buffering becomes a Scrappy Mechanic for dedicated Melee players, since due to the way the system works, it can cause unintended inputs that lead to grave mistakes, particularly accidental neutral air attacks that give the player no chance to recover.
    • 3DS/Wii U
      • Unlocking custom moves is extremely tedious in this game. The only way you can unlock custom moves is by winning them as rewards in the single player modes, and that's mixed in with a bunch of costumes, equipment, and other trophies that are more cosmetic awards. And since there are 376 custom moves in total, that means you'll have to play single player a bunch in order to get every single one of them. What the worst part about all of it is that it's possible to get repeats of a custom move, which means there's a very high possibility that you could go through a perfect run of single player and not get any new moves out of it because the Random Number God decided to screw you over. The fact that so few people will likely ever get every single custom move is the main reason people are wary of implementing them in Tournament Play.
      • Equipment (often called "loot" for simplicity) has similar issues with acquisition; it works like a simplified Diablo, which in some aspects works great, but it means that two players will have a lot of trouble fighting each other on exactly even terms while still using fancy equipment - for example, maybe you want to speed up the game by equipping loot that adds up to +whatever to speed and as small as possible change to the other attributes, but the chances of both of you getting the exact same numbers for this are slim to nil, since in the 3DS version you can't trade or loan other's equipment, even while you're fighting with them (in the Wii U version, everyone can pick from a shared pool, but this equipment can't be passed on to other Wii Us). Also, the equipment could have been organized a little better, and you can't mark favourites like you can with powers. Fortunately, all this is completely optional in multi-player and not as problematic in single-player. A few final nails in the coffin are that you can still get worthless Level-1 equipment no matter how high your difficulty level is in Adventure, All-Star, and Master Orders. Turning the perceived belief that you have a better chance at getting rarer equipment on the hardest difficulties into a blatant lie.
      • Another complaint that many people have are the emphasized stage bosses/interferances in the game that turns the stage into "playing against each other" to "surviving against the stage". Notable hazards are Koume & Kotake in Gerudo Valley, Yellow Devil in Wily's Castle, Flying Men in Magicant, and the Dark Emperor from Find Mii. Many people feel like these bosses make the stage very obnoxious and unfun, and although there is an "Omega Form", people feel that it causes the stage to go in the other direction and become too boring. Many people were hoping for an off switch against these stage bosses. In the Wii U version, the Yellow Devil is still there, but we get Metal Face in Gaur Plain - although the stage is crazy enough already, Ridley in Pyrosphere (many people thought that Pyrosphere was going to be a Neutral stage until Ridley was revealed), and Nabbit in Mushroom Kingdom U. Although not as bad as the 3DS version, Nabbit is considered to be very annoying as he pull a Boss Galaga/Beetle on opponents. To add insult to injury, the January 2015 patch for the Wii U version turns off stage hazards for some stages… but only so those stages can support matches with 5 or more players, with no actual switch available to turn them off for matches with fewer fighters.
      • The revamped C-stick/Right stick mechanics has come under a lot of criticism. The fact that it charges a Smash attack instead of throwing out an instant, uncharged Smash is seen as an obnoxious feature that hurts a previously convenient control feature. But this isn't as bad as the fact that using the C-stick to use a directional aerial causes you to halt your momentum. This would be justified for Robin, since he has the ability to use aerial Smash attacks, but the problem is that every character is subject to this inconvenience. Currently, the only way to alleviate this problem is to switch the C-stick from 'Smash' to 'Attack' which will allow you to keep your momentum while using the C-stick, but loses the ability to throw out a quick Smash attack.
      • In the initial 3DS release, vectoring. When launched by an attack, instead of traditional DI, you can direct the knockback you sustain by pressing the control stick towards where you wanted to go, including with and against the knockback by a significant amount. This had a practical effect similar to hitstun cancelling in Brawl; you could effectively increase your launch distance when hit by setup moves, making combos very difficult to achieve, and you could effectively decrease your launch distance when hit by potential KO moves, allowing you to survive much longer, exacerbated by the stages in the 3Ds version having very large blastzones (characters could almost survive as long as characters with proper DI and momentum cancelling could in Brawl). The first balance patch, version 1.0.4, that came with the release of the Wii U version, significantly nerfed the impact vectoring had on horizontal knockback, and completely eliminated the ability to vector vertically, making combos a lot more prevalent and K Os require a lot less damage.
      • The game having ledge trumping instead of edge-hogging; unlike prior games, where grabbing a ledge prevented another character from being able to grab it, a character will now be bumped back off the ledge if another character comes in contact with the ledge. Ledge trumping, when combined with the fact a trumped character won't have their ledge invincibility restored, can be used by edge-guarders to their advantage like edge-hogging. However, it's a lot more difficult to utilise in such a way, as a recovering character can always prevent being trumped by buffering a getup option when they grab the ledge, and a trumped character can act almost as fast as the trumper can. So for it to be successful, a trumper has to catch an opponent offguard, and then usually get a good read after that to convert off it. As such, many players lament the replacement of the much more simpler-yet-effective edge-hogging.
      • The mechanic known by fans as Rage; in Smash 4, as a character's damage rises, all their attacks start dealing gradually increasing knockback, capping at 150% damage where the attacks will have about a 15% knockback bonus. The simple effect is that characters can KO at lower damages the higher their own damage is. For why it's disliked by so many players varies; some deride it simply because they claim it's a "comeback mechanic" that "rewards" a player for "losing", while some others claim it unfairly rewards the winning player by giving the player who gets the first KO an advantage (as the player who K Os first will be damaged and thus have rage boosting their knockback, while the other player will be fresh and thus have to build their rage again). Then you have players who don't like it because it can make combos harder to pull off (or easier in certain cases), and then there are players who don't like the "jank" early K Os that can happen when the rage effect is applied to a move with especially high base knockback near a blastline (this is especially notorious with some multi-hitting recovery moves, where they tend to have initial hits that deal obscene set knockback to launch the opponent into the followup hits, which can then potentially KO at ridiculously early damages when they get boosted by rage and miss the followup hits, as seen in this infamous video).
      • In the Wii U version only, you can't change the default controls. Instead, you have to associate any control changes to a nameplate, which then has to be selected every time you start playing any mode if you want to keep your customized controls. A less important but related lack-of-feature is that the Wii U version won't remember the most recent Palette Swap you've used with each character, even if you do enter your name. However, this has been changed in the patch that added Mewtwo, where nameplates are saved for each controller port.
      • The fact that saved replay videos become unusable whenever the game is updated. With the 3DS version having only been out since October and already seeing six updates, it becomes pointless to even save replays of fights, as another update is surely around the corner, especially with the introduction of DLC.
      • DLC characters being integrated into the All-Star mode. It makes the mode and the challenges associated with it a bit tougher to complete, especially since they're congregated in certain stages. Also, despite DLC characters being downloaded in patches whether one buys them or not (so they can be fought against online), the DLC opponents still don't appear in All-Star unless purchased, possibly giving people reason to delete and re-download their DLC repeatedly, as they get more points with the DLC but easier challenges without.
      • Smash Run occasionally has Enemy Fests, where every onscreen enemy disappears to make way for waves of a specific type of enemy. On paper, it doesn't sound too bad, and a Souflee Fest is extremely welcome. However, the player might have been about to defeat a strong enemy like a Darknut or a Clubberskull after a grueling battle, only for it to suddenly be replaced with Shy Guys or Bullet Bills, and thus denied a great bounty of stat boosts, while keeping the accrued damage and waste of several powers.
    • Every game in the series has Star KOs. They're visually interesting, flashy, and satisfying, but there's a good two- or three-second delay between the time the character leaves the screen and the time the KO is actually counted. Maybe not so bad for casual play, but in the timed matches often found in competitive environments, this could very well spell the difference between victory for one player and loss for the other. Alleviated in the fourth game, where Star KOs are specifically programmed to no longer occur within the final seconds of a match. Also new in Smash 4, Screen KOs are designed to take the same length of time as Star KOs.note 
    • The Multi-Man modes in Melee and Brawl had items. Sure, things like Pokéballs and Home-Run Bats were useful, but many find that the TRUE danger of both modes isn't trying to beat all the opponents (in 100-man) or survive (in 15-minute), but hoping that a rogue Bob-Omb or explosive capsule doesn't spawn right next to you. This is alleviated in 3DS/Wii U, where items are instead granted via a separate floating platform instead of the usual random spawning, and even then, these items are far less disruptive to your run than previously.
  • Scrub: With so many characters, stages, tactics, and ways to play, Smash Bros. is commonly subjected to this and is also notable for the rabid fanbase the series has garnered over the years.
  • Seinfeld Is Unfunny:
    • The original Smash 64 feels unbalanced (seriously, Link's recovery is pathetic), clunky, and feature-barren by modern standards. That said, there are various reasons why this game spawned one of the most famous fighting game franchises on Earth.
    • Character additions suffer from this down the line, especially third-party characters; the hype that they generate eventually dies down, leaving them to be treated like any other character. The most extreme example is Sonic the Hedgehog, who went from the single most hyped and rejoiced addition to Brawl to a very divisive Tier-Induced Scrappy and one of the less popular third-party characters in 3DS/Wii U. Many of Sonic's detractors forget how much of a phenomenon his Brawl announcement was (or weren't even aware of the hype at the time).
  • Self-Fanservice: The male and especially female characters both get this in fan art, but it's especially notable for causing characters who otherwise had very little or non-existent fan art before their debut in Smash to skyrocket in popularity among the artists.
  • Sequel Displacement: When Melee was young, a number of fans failed to realize that there was a game that came before it, despite the information being in Melee.
  • Ship-to-Ship Combat: While the vast majority of the Smash fanbase does not focus on shipping, there is a notable schism between those who support canon pairings vs. pairings that would make sense given canon (such as Samus/Captain Falcon) vs. Crack Pairings, opposite-sex pairings vs. same-sex pairings, and so on. Lucina/Palutena vs. Lucina/M!Robin is a notable example; the former pairing became explosively popular simply due to a slightly suggestive image posted on the official website, while the latter is popular due to canon and the fact that the pairing has lots of context in Fire Emblem Awakening to near Official Couple levels. As such, fans of either pairing will argue in support of theirs and against the other.
  • Silent Majority: Players who weren't particularly upset about the revised game mechanics introduced in Brawl or Melee. Sakurai has stated he prefers these players and specifically designed Brawl with them in mind. Often defined as the "casual fanbase" which, while it can and often is a self-identifier, is commonly used as an insult due to being often erroneously perceived by the other side as Scrubs.
  • Special Effects Failure:
    • An unfortunate side-effect of the 3DS's limitations, animations for Assist Trophies and Pokéball Pokemon in Smash for 3DS run at 30 frames per second, making them appear to move more choppily than the rest of the game. This is especially obvious with Nintendog since it takes up the whole screen. Olimar's Pikmin are also weighed down by this limitation, and the effect is more glaringly obvious, since Pikmin are in constant play.
    • Unlike the other characters with capes or flowing outfits in the 3DS version, Cloud's "Cloudy Wolf" outfit's coat end and belts are seemingly attached to Cloud's leg and don't move like the capes do, which looks strange.
  • “Stop Having Fun” Guys: The series is often looked down on for having one of the most notable subcultures of this trope. In a meta example, several competitive fans of other fighting games have looked down on people who play Smash Bros.
  • Suspiciously Similar Song:
    • Some find the menu theme from Melee to sound like the title screen music in Terranigma. More directly, it's based off of the Bowser level theme from Super Mario 64.
    • The opening theme from Melee has also drawn comparisons to the Butter Building theme from the Kirby series.

    Tropes T-Z 
  • Tainted by the Preview:
    • While it was said that the fourth installment's gameplay would be a mix of Melee and Brawl, many fans are already decryed it for not immediately appealing to their playstyle. The effect worsened with the actual demo, with a few irrational fans throwing out "Brawl 2.0" for it not being exactly what they want or merely feeling like Brawl despite being in simple terms everything said game should have been competitively-speaking. (Scrappy Mechanics like tripping, acting out of hitstun, gliding, etc. that weighed Brawl down and made it unappealing for the competitive players have been removed in 4 - the only thing that was left to not like is the overall floaty Brawl engine.note .)
    • Lucario's return in Smash Bros. 4 caused this for certain fans who view it as a substitute for Mewtwo in Brawl and were anticipating a quick return for Mewtwo. Greninja also caught some of this due to its trailer being framed in a manner to suggest Mewtwo being confirmed.
    • The Smash Direct had this in regards to Ridley, one of the most highly-requested characters in the Smash and Metroid communities. When the Direct implied that Ridley would return as a boss, the fanbase was predictably scattered in pieces, with many Ridley fans calling foul on Sakurai for "misleading" them after months of speculation.note 
    • Some detractors of the Pokémon anime series hoped that 3DS/Wii U wouldn't use voices and portrayals from the series as has been tradition. When it was shown that the game would continue to use anime portrayals for Pokémon (particularly Greninja having unexpectedly silly and childish Pokémon Speak), some fans took issue. This was mostly rectified when Mewtwo was confirmed to be based on its portrayal from the first movie and Melee; given that the anime had introduced a second, more controversial Mewtwo as a Replacement Scrappy and that the original Mewtwo hadn't been used in any material since 2001, its return came as a pleasant surprise for nostalgic fans.
    • Similar to the Ridley example, the reveal of King K. Rool as a Mii costume caused many fans to become disillusioned with the game and/or Sakurai himself, and soured K. Rool fans' expectations and opinions of the Smash Ballot.
  • Take That, Scrappy!: A lot of people like the Duck Hunt dog's inclusion because it means that they'll finally have revenge on the damn animal for laughing at them after all those years. Oddly enough, this also overlaps with Rescued from the Scrappy Heap — the character seems to have entered a Love to Hate status of some kind, especially since now the dog can laugh with the player rather than at them.
  • That One Achievement:
    • The Challenges in the Wii U version make the Challenges in the 3DS Version look like a walk in the park. Almost all of the ones in the top two rows that aren't of the "collect all X" variety are downright nasty. Here's a sampler:
      • Clear Classic Mode on 9.0 Difficulty without losing a single lifenote .
      • Clear Classic on intensity 9.0 without any customizations.
      • Clear Classic on intensity 9.0 with Marth within 12 minutes.
      • Clear All-Star Mode on Hard with all charactersnote .
      • Clear the true Solo All-Star mode on hard while playing as Duck Huntnote .
      • Clear Kirby's Crazy Appetite on Hard.
      • Score more than four KOs in Cruel Smash with Pit.
      • Play Cruel Smash alone with Luigi and survive for a single minute.
      • Score more than eight KOs in Cruel Smash, first with anyone and then with Lucina. note 
      • Hit the Sandbag between 1640 and 1656 feet in Home-Run Contest with R.O.B.
      • Complete the reward conditions for all of the Solo Eventsnote .
      • Clear "Crazy Orders" after surviving 20 rounds as Marionote .
      • Break 50000 blocks in Trophy Rush note .
    • From Melee, there's the "No Damage Clear" bonus, which you can only get by beating Classic, Adventure, or All-Star without taking any damage whatsoever.
  • That One Attack:
    • In Brawl, Master Hand's Finger Flick, Hand Swipe, and Hand Drill, all of which have near-instantaneous start-up without any telegraphing (unlike other boss attacks), while either dealing very high knockback (the former two) or dealing extreme damage (the lattermost). Special mention goes to the Hand Drill, which is also flat-out impossible for most characters to evade without going offstage (where they then have minimal time to do so, especially if they're hit by the Hand Drill as it starts up). These attacks are so effective, they bring what would have been a middling boss to perhaps the most difficult in the game, only being contended with by Duon in The Subspace Emissary (at least in Classic Mode; his Boss Battles incarnation has drastically nerfed HP, leaving him with less HP than every other boss except Crazy Hand in that mode, and leaving it so low that most characters can defeat him before he can complete one attack cycle, ensuring players often won't have to deal with these attacks).
    • In Brawl, Tabuu's infamous Off Waves attack. He teleports into the background and briefly materialises his wings… and then unleashes three damaging shockwaves that covers the entire screen and does such immense knockback that one shockwave is enough to instantly defeat your character on any difficulty higher than Easy. The best part? To survive, you need to side dodge all three waves with extremely precise timing each. The Off Waves attack was so infamous that the developers appeared to acknowledge it by sneaking it into 3DS/Wii U as the final attack of Master Core's true form if you don't KO it in time.
    • In 3DS/Wii U, Master Hand has a new attack not seen in previous games; he throws out several orange cards onto the platform, before each one rises up off of the screen in an attempt to lift your character into the upper blast line. Unlike most other attacks, this can very quickly KO your character regardless of your percentage if you cannot get off of them quick enough. And Crazy Hand's grab can bury you into a card.
    • The Mii Gunner's Forward Smash and Up-Air when fighting the Fighting Mii Team, especially in Cruel Smash and on Intensity 9.0. These attacks have ridiculous range, the hitbox hit multiple times and lasts a long time and they have a huge amount of hitstun. This can cause a lot of Mii's to rank up your damage extremely quickly, See more on the Mii Gunner on Demonic Spiders above.
    • All-Star mode in 3DS/Wii U have a few attacks that stand out as frequent sources of Game Overs. Charizard's Flare Blitz has high knockback and can come from far away, and its Cast from Hit Points property doesn't mitigate much in this mode. Ness' PK Flash can easily end a run unless it's looked out for. Dedede's Gordos are fast, long range, and dangerous if not hit back at him, and he loves using them in All-Star. Projectiles in general, in fact, are utter hell, as unlike your foes' melee attacks, they are not nerfed. This extends to anything the game considers to be a projectile, like Villager's Forward Smash, all of Olimar's attacks that involve Pikmin and surprisingly Ness' Yo-Yo. Each version also has a couple of stage hazards that are tricky to avoid and deliver high knockback should the stage be selected; The Wii U's F-Zero racers may be the worst in that regard. Fortunately, the moves that would be the worst, such as Little Mac's Knockout Punch, have their knockback removed in All-Star.
    • Some Assist Trophies and Poké Ball Pokémon can be very annoying to deal with.
      • Sheriff fires bullets that hit very hard (15% damage per hit and a decent knockback even at fairly low damage percentages), which, while not horribly difficult to dodge period, are extremely hard to get through until he despawns without getting hit at least once. If he does hit you, he'll frequently keep firing at you and rack up plenty of damage with a combo this way. The fact that he remains on-screen for quite a long time (about 25 seconds) considering how powerful his attacks can be, it's very easy to get KOed if your opponent summons it.
      • Zoroark teleports next to its target and attempts to hit them with what is essentially Greninja's Final Smash. It does a ton of damage and unlike other enemies with similar attack styles, it doesn't give up if it misses the first time and will try again several more times.
      • Skull Kid is a different version, as unlike most other Assist Trophies, his effects will almost always have a negative impact on everyone on the field, including the one that summoned him.
      • Keldeo has slash attacks that not only take up about a third of the screen on smaller stages, but also have a big enough knockback to put people in danger of KOs at relatively low damage.
      • The Color TV-Game 15, which places almost the entire screen in the middle of a Pong-alike, where the players who didn't summon it will spend almost as much time being knocked around as the ball. It hits hard, can hit pretty much anywhere on the screen, and due to taking things like level geography into account in the game, the way the ball moves is almost completely unpredictable.
  • That One Boss:
    • Master Hand and Crazy Hand:
      • Melee: The Event 50 battle with the duo. In Classic Mode, Master Hand initially shows up alone, and Crazy Hand only appears when he is brought down to half health on at least Normal. This isn't the case with Event 50, where you fight both of them from max health right off the bat, with both of them at their most aggressive. Last but not least, you only get one stock, compared to Classic Mode where you could have up to five.
      • Brawl: The battle with the two at the end of Classic Mode. Master Hand himself in Classic Mode is the most difficult boss in the game after Duon because of the aforementioned attacks, and his high HP in Classic Mode ensures players will have to deal with them. Throw in Crazy Hand to distract you from being able to preemptively prepare for these moves while giving you another full-powered boss to fight, and welp, good luck taking them down on Intense difficulty without any stock loss (Crazy Hand alone himself, however, is a complete pushover, so if you can take down Master Hand, you'll have the fight won).
      • 3DS/Wii U: While the two are stronger than ever, the engine has hampered them via faster game speed and forgiving dodge mechanics. In their stead is Master Core, fought once the Hands' HP has been reduced by 25%, and boy is it one hell of a boss. Master Core hides its high HP in a black swarm, has difficult-to-avoid attacks with not-so-obvious telegraphing (especially Master Giant and Master Edges), and has up to four forms that each take a while to beat. It has a little less HP per form in the Wii U version for a given intensity level, but on intensity 8.0 or higher, there will be an extra form to worry about: Master Fortress. First of all, want some practice? Too bad, you need to defeat all of Master Core's forms at high difficulty just to attempt this thing. How about the battle itself? Well, as the name implies, you have to enter it, and the obstacles within are absolutely merciless and have no problem trapping you into Cycles of Hurting until you're at a ripe 100%, then knock you into a Danger Wall or acid pool that are an instant KO at that value. For each section, you have to reach and destroy a core. Half of the cores are two feet away from a Danger Wall. Think you're coming in ahead because you didn't lose a life against Master Core? Think again.
    • Since beating the game on Normal is a requirement to challenge him, Ness is the only secret character in the original Super Smash Bros. that can't be cheesed into unlocking by fighting on the lowest difficulty. His unorthodox moves — especially his PK Thunder recovery — don't make things any easier.
    • Similar to Ness in the first game, Duck Hunt can be a pain to unlock in Wii U. One of their unlock methods is to get one KO in Cruel Smash, and the other one is to do 100 VS battles. Both of these requirements will cause the character's AI to be turned up to a surprisingly high level, not helped by the fact that their variety of projectiles can make it difficult for some characters to get a hit in.
    • Of all the stage bosses across 3DS/Wii U, Ridley on the Pyrosphere stage especially stands out. Whereas the other stage bosses, such as Yellow Devil and the Dark Emperor, have periods where they stand around for a few seconds, leaving themselves vulnerable, Ridley is in constant motion, and his attacks are far more powerful than the other stage bosses, especially when he moves along the floor constantly swiping his claws, possibly taking out some of the smaller platforms in the process. And then when he clings onto either edge of the stage and absorbs energy to become Meta Ridley, he becomes even stronger. God help you if an opponent attacks Ridley enough so that he joins on their side and teams up on you.
    • Super Smash Bros Wii U's final Co-Op Event makes Brawl's final Co-Op event look like a joke. Both events are a Boss Rush which involves fighting every single character … the Wii U version has about 50 or so characters as compared to Brawl's 35 … and there are no items to help you out like the Brawl version. Remember those free KOs you got on that Final Smash? Well, this time it's based on skill and skill only. Little Mac and Lucario are two characters you should really take caution of, as Little Mac can sneak in a OHKO Punch on you while Lucario is more powerful when he accumulates a lot of damage. The Normal difficulty is tolerable, but the Hard difficulty is one of the hardest in the game. Thankfully, it is not mandatory for Challenges.
    • Any properly built level 50 amiibo can become an absolute nightmare. A Perfect-Play A.I. that is simply faster, stronger, and more resilient than any player character, possibly combined with brutal special abilities like regeneration.
  • That One Level:
    • Game modes:
      • The "Cruel" multi-man matches in all the games from Melee onward. You're forced to fight against several relentless and powered-up AI opponents at once and you are very likely to lose within seconds.
      • The Boss Battles in Brawl.
    • Stages:
      • Hanenbow in Brawl, and not just in Tournament Play. The stage itself is only comprised of small platforms which tilt every which way, with no single "large" platform to stand on. It causes matches played on it to feel very cramped, which is frustrating in a highly mobile game like Smash.
      • Mario Bros. and 75m in Brawl. Mario Bros. looks exactly like the a level from the titular game. The only ways to get KO'd are either from the top or by getting launched into one of the narrow edges. The cramped stage and numerous Shellcreepers and crab mooks make it difficult to play on. 75m could have potentially been a fun stage, being based on the third level of Donkey Kong. However, the stage is very large, very disjointed, has annoying springs that come out every so often, is comprised almost entirely out of tiny platforms, and has a very poor music track list. The latter is returning for the Wii U version, but it's even worse now that the platforms on the left side were shrunk down, making matches even more cramped.
      • Icicle Mountain in Melee, for many. For starters, the stage isn't really much to look at, being a snowy mountain with lots of platforms. Second, the stage randomly moves at speeds ranging from a standstill to incredibly fast, meaning that quite a few characters are at a disadvantage when it comes to maneuvering around in time to keep up. Also, the stage will sometimes go the opposite direction without warning, meaning that, if you were at the very top/bottom of the stage, you could very well find yourself KO'd. The similar Rumble Falls in Brawl is slightly better as the platforms are predictable and the stage always moves up, but like Icicle Mountain, it frustratingly speeds up at completely random times (though it does have the courtesy to warn you first), again putting slower characters at a disadvantage who have a hard time keeping up.
      • Once the fanbase got over their initial excitement and started actually playing the stage, Wily's Castle in the fourth game drew some flack for this. The chief complaint is that the Yellow Devil's attacks are simply too difficult to dodge (yes, even compared to the source material), and the boss takes up too much of the stage, leaving very little room for people to actually play. Worse, while the stage looks just fine visually, the actual layout is a bit lackluster compared to some of the more dynamic stages. Expanding on this, every stage with a "boss" is almost universally hated, since they interfere with the fight and cause unneeded chaos when the players are trying to focus on each other, forcing them to turn on Omega Mode and turn Wily's Castle into a flat, unexciting stage devoid of the unique platforms it would have with Omega Mode off.
      • Magicant in the 3DS version, due to the presence of the Flying Men. They have one fixed spawn location, provide help to the first player to touch them, and pack quite a nasty punch. Matches quickly turn into something closer to King of the Hill than Smash Bros., at least until the five Flying Men per match are all killed off, but by that point the match is usually pretty much decided. However, the stage still gets praise for its beautiful visuals and soundtrack, and being the first Mother stage to reference the original game.
      • The 3DS version of Mute City, mostly for taking the moving platform design of the first Mute City stage and splitting it to two platforms that drift apart and together seemingly at random. There are also two cars underneath them that will often zoom offscreen very suddenly and kill anyone unlucky enough to be standing on them. It also doesn't help that the two upper platforms, which are the safest to stand on in the stage, are fall-through, meaning it's very easy to accidentally drop through them and slam into the road while going for a down attack. That said, the stage was still fairly well received.
      • Paper Mario in 3DS is a transforming stage with three versions. The third version, Bowser's Castle, is very annoying. The only footing in this phase are two up-and-down platforms set far apart from each other with quite a bit of vertical movement and a giant, rotating Bowser head that isn't safe to stand still on for more than a few seconds at a time. The fighters are generally shoved to the outside platforms, which are barely big enough to hold a fight anyway.
      • Pac Land on the Wii U. Many people hate the design for being overall ugly, criticizing it for being "something made on MS Paint" (although it was based on the the arcade game of the same name), and it involves side-scrolling and has some annoying hazards.
      • Smashville on the Wii U version for competitive players, not because of any annoying hazards or anything like that, but because of how often it is played. To explain, the first stage of a match is decided by each player striking out from the 3 available starter stages, Battlefield, Final Destination, and Smashville. Final Destination is already infamous for giving a big advantage to projectile spam characters and being the only stage available for For Glory, so it's usually struck out first. Battlefield's three platform layout greatly aids combo-oriented characters, and the ledges have been known to be finicky at times. This kind of hate most likely wouldn't be as great if Smashville itself had more dynamic visuals and music, being based off of the calm and peaceful Animal Crossing series with calm music as well.
    • Event matches:
      • "Aura Mastery" is one of the hardest events in the game, as it relies heavily on Luck-Based Mission. In the mission, you take on Wii Fit Trainer and Sheik with Lucario alone. Doesn't seem like a big deal, right? Here's the kicker: You start the level at 200% damage, which means even the Wii Fit Trainer's volleyballs can blast you away. Additionally, Wii Fit Trainer and Sheik are invisible, which means you have to fight two foes at once, at a percent you can easily be KO'd from, and you can't even see them. While the event gives you two stocks, they get two as well. See for yourself what an ordeal this is. You have to either be a ledge camping master or pray that the Smash Gods are kind to you provide you with items to improve your odds like the Metal Cap, Lanayru Beetle, or Home Run Bat to have any chance of winning this.
      • "Kirby's Crazy Appetite", an Event match in the Wii U version, is extremely hated by many because you're Kirby and, on the hard difficulty, you have to heal yourself to 0% … from 140%, and a gang of Dededes are chasing after you … and the Event Match is timed. To make matters worse, it takes place in the humongous Great Cave Offensive stage; even with a big HD TV, food entering the stage can easily be missed, and though you can pause to check out the area, actually doing so is painfully tedious. Since the camera is dynamic, food, danger zones, and mine carts barreling at Kirby could be right next to him and still off-camera. You have two minutes. Food is scarce in the first minute. In the second minute, there's a little more food (still far from plentiful), but then more Dededes enter, for a total of five, and now they eat the food. Sound annoying yet? Well, there's also the fact that it's very much a Luck-Based Mission, for many reasonsnote . There's supposed to be an Easy Level Trick: inhale Dedede to copy his inhale ability, which increases the healing power of food. Though, the process of inhaling food this way is so cumbersome for the small benefit that, depending on the player, it might be harder to win this way. The Easy and Medium versions are also among the hardest when compared to other events at the same difficulty, even if you don't bother with customizations on other events (they're allowed in most events, but not this one). It also doesn't help that the music track is the same during each try of the event ("Through the Forest"), and after a while of resetting so you can complete it, it gets really annoying.
      • "Unwavering Chivalry" hasn't won any fans either. In this event, you're Meta Knight on the Halberd and your goal is to KO Marth without KO'ing Peach or Zelda. Unfortunately for you, the ladies are ridiculously aggressive and Marth even more so, and when he's not joining in on the beatdown, Marth is constantly hiding behind them. Even worse, the princess' launch rate is much higher than usual, and an uncharged smash attack can KO them at as little as 25%, making accidental losses extremely easy. And to get the reward, you have to do it on hard difficulty. It is possible to win this one completely by accident by leaving Marth behind when the platform launches upwards to the sky portion of the stage, but the chances of replicating this is fairly slim.
      • "It's Past Your Bedtime!" is an exercise in masochism, even if you're good at playing with Jigglypuff. You have to use Sing to put three opponents to sleep all at once. Sing has very short range, only works on grounded opponents, Jigglypuff is immobile and vulnerable while using it, and even at point-blank it can be easily blocked. Furthermore, Jigglypuff can under the best circumstances put only two opponents to sleep at once, forcing you to chase down the third opponent before the others awaken. And of the three opponents, only Bowser Jr. tries fighting back - Ness and Toon Link run at every opportunity, and Jigglypuff's atrocious speed makes them nearly impossible to catch. And to top it all off, this takes place on the Gamer stage - while getting caught by Mom can damage opponents, making them sleep longer, it can also easily KO them, letting them respawn with full health and undoing all your hard work. Not to mention it can also damage those that are ALREADY ASLEEP, WAKING THEM UP! The only good thing about this is that there is no time limit — but Jigglypuff only has one stock, making it very easy for Bowser Jr. or Mom to end it all with a cheap shot.
      • "When Lightning Strikes" is another annoying example of a Luck-Based Mission. You have to KO 3 giant Pikachu as a small Pikachu, and for the reward you have to do it in under a minute. You're supposed to use the Lightning item to even the odds in your favour… but Lightning has a chance of backfiring and either doing nothing, making you even smaller or making all your foes even bigger. Hitting one of those random chances is basically an auto-fail when going for the reward.
      • "That Elusive 9" is not kidding about the "elusive" part. As Mr. Game & Watch, you have to KO another Mr. Game & Watch by using the character's forward special and pray that the attack rings a 9 for an instant KO. The problem? It's a pure Luck-Based Mission. The opponent has permanent metal status so that you don't accidentally KO him easily and the stage will spawn only Pitfalls and Deku Nuts to help you immobilize him, but it offers little comfort when you're sitting there spamming the required attack until the 9 pops up. Knocking out your opponent by any other method won't count and his damage will be reset to 0% if it happens.Protip 
      • "Fitness Junkie" on Hard. You're the Wii Fit Trainer and you're up against two giant Warios. They hit hard enough and take up enough of the screen that they can easily KO you in under ten seconds. On top of that, it spawns food for them to heal themselves and they rack up damage on you too quickly for it to help you very much.
      • "Keep 'Em Off the Ship!" requires you (and a buddy) to defeat several waves of Mr. Game and Watch as Fox and Falco. The problem is that in order to win, not a single enemy character can make contact with the stage; if one manages to slip by, it's an automatic Game Over. Both partners have to be in perfect synch with one another in order to deal with the sheer number of enemies coming in from all sides - if you're off by even a millisecond it's all over - and for this reason it's considered to be one of the most challenging co-op levels in the game.
    • All-Star Mode
      • The Pokémon portion in Brawl's All-Star Mode is considered to be the hardest part. You literally have to fight against six Pokémon, meaning you have to face up against all of Pokémon Trainer's Pokémon along with Pikachu, Jigglypuff, and Lucario. It doesn't help that one of the stages that can be chosen is Spear Pillar, which can very easily screw you over with the hazards summoned by Dialga or Palkia.
      • The entirety of the mode in 3DS/Wii U. The sheer amount of characters you have to face (every character you've unlocked except for DLC you haven't purchased, having less recovery than Brawl (one special fully-healing Heart Container [two after unlocking all characters], one Fairy Bottle, and one Maxim Tomato compared to Brawl's three special Heart Containers), and no longer being given the option to continue from a loss with a penalty to score and prizes makes this iteration a nightmarish Marathon Level that can be extremely difficult to complete even at the lowest settings. Special mention goes to the 1994-1998, 2001-2006 & 2007-2015 stages, which have had numerous DLC characters added to each of them post-launch (Mewtwo & Cloud for the first one, Roy & Lucas for the second one and Corrin & Bayonetta for the third one) as well as some stages that can serve as major hindrances, such as Magicant in the 3DS version of the former stage and Mario Circuit in the Wii U version of the latter stage.
  • They Changed It, Now It Sucks:
    • "Engage the Enemy", a song from Xenoblade, was included in Smash Bros. But a few parts of the audio were cut, causing the song to change jarringly as a result — so much that it even sounds kind of bad.
    • Some of the longer songs from Melee, returning for the Wii U version, have been edited down to the now customary 2-minute length, even though this wasn't deemed necessary for Brawl, which had much less disc space. The DK Rap and Pollyanna are the most notable victims of this. Players of Fire Emblem: Radiant Dawn will notice that Crimean Army Sortie and Ike's Theme are also cut short.
    • Making Mega Man's nickname on the Wii U game's Boxing Ring stage "Blue Metal Hero" received much outcry from fans who thought that he should have had his official nickname "The Blue Bomber" or "Super Fighting Robot". It didn't help that Sonic actually had his official nickname "The Blue Blur" on said stage. The European release of the game corrected the title to the former… but changed Sonic's nickname from "The Blue Blur" to "Speed Is His Game", causing an outcry from other fans.
    • Fox's and Falco's voices were well-liked in Brawl, but they were recast to their voices from the Star Fox 64 3DS remake for 3DS/Wii U. Both voices are widely considered to be inferior to their predecessors (Fox especially).
    • The Wii U version's Classic Mode has been getting a lot of flak for changing and/or removing certain elements. Such elements include having a less interesting way to progress Classic mode, removing stadium modes between fights, not having themed battles (at least not intentionally, you could still have fighters on related stages but it comes from random luck), and more opponents per round on average with a dependence on the RNG for what kind of battles you face (you have limited control over how many opponents you face for rounds 1, 2, and 4, but whether you get a team battle or a chaotic free-for-all is up to chance, and you're unlikely to get any more than two 1v1s out of five battles, if that).
    • The Palutena's Guidance conversations in Wii U are disliked by some as replacements for the Snake codec calls in Brawl. A lot of people miss seeing Metal Gear characters, a series so far removed from anything Nintendo, react to the cartoony antics of the rest of the cast (such as Roy Campbell talking about Wario's weaponized flatulence) compared to the more fantastical Kid Icarus characters making jokes or dumb statements, and overall putting less focus on the characters Pit is fighting and even more spotlight on his already highly represented franchise. It also doesn't help that DLC characters have the same conversation clip for each of them (including Lucas, who Pit shouldn't have forgotten about, since they both started in Brawl).
    • Excluding the Wario Bike and Wario Man, Wario's Canon Foreigner moves are this for replacing his actual moves from Wario Land, and Wario World. In particular, the removal of Wario's Signature Move as a forward Smash, the Shoulder Dash, for a generic backhand attack, has angered many of Wario's fans.
    • The returning stage builder in the Wii U version no longer uses the block-based building system from Brawl, instead requiring the player to draw out the stage using the touch screen. This makes it difficult to precisely design platforms, even if it gives more freedom in the overall design process. There also aren't as many stage hazards to place as were in Brawl, with ladders and conveyer belts taken out entirely. This makes designing stages specifically for collecting music CDs both less visually appealing and also less precise.
    • Sandbag no longer dropping CDs, for that matter. Now the only way is for them to spawn randomly or to be dropped by Mew, meaning CD factories are focused on making Master Balls land in a predictable spot.
  • They Just Didn't Care:
    • The representation of two alternate forms of Metroid characters in the fourth game. Samus gets a Gravity Suit trophy that is supposed to represent its appearances across the series, where it is represented as purple (and is worded as such in the PAL version); however, the trophy simply uses the "Gravity Feature" appearance from Other M, which is just her Varia Suit with a purple aura.
    • In the fourth game, Captain Falcon's mouth doesn't move when he performs his memetic side and down taunts. Never mind that his mouth was fully animated in Brawl and is still fully animated for his other moves and victory poses.
  • Ugly Cute:
    • Greninja is a human-sized bug-eyed frog that acts like a super-serious ninja, but it has enough whimsical charm to qualify for this trope, from its cartoonish Pokémon Speak to its tongue scarf to its adorable Substitute plushie.
    • Wario is a stout, obese mustachioed man with a permanent snarl and disgusting habits, but his cartoony design and hilarious moves make him endearing to some people.
  • Uncanny Valley:
    • The Wii Fit Trainer. The porcelain white skin and eyes actually heightens how creepy and unnatural she seems to be (enough for her to be occasionally compared to Slender Man, of all things). Doesn't stop Self-Fanservice and Rule 34 from happening, however.
    • Mega Man has choppy animation that emulates his 8-bit sprites while also emphasizing his robotic qualities. He also has a (sort of) Thousand-Yard Stare as a default expression. Since his default stance is to stand perfectly still, entering his customization screen in 4 gives him almost looking frozen in place, while everyone else is moving.
    • Villager always has the same cheery facial expression. Also gets a Thousand-Yard Stare just like Mega Man.
    • In Brawl, the darker colors and shades used for the characters sometimes make them look rather strange, particularly in regards to characters like Toon Link, where the detail in his character model contrasts the cartoony nature. This is not helped by the fact characters don't emote as well as they should (Dedede and the aforementioned Toon Link had only a few faces with little variety). The fourth game seems to have noticed this, and keeps the characters rather simple and colorful, as well as giving them more expression, including the aforementioned Toon Link and Dedede.
    • Sheik's expressions are different from Zelda, and exaggerated in the fourth game, unsettling fans of the princess more than in previous installments. There's also the matter of Sheik's "Lady Looks Like a Dude" aspect being taken a bit too far in the fourth game, especially after it has been toned down to realistic levels in Brawl, and her appearance in Ocarina of Time 3D note . This is somewhat mitigated by her feminine movements and still feminine voice, but when closing up…
    • Bowser Jr.'s Clown Car, as usual, has a slightly creepy face, especially when attacking. The Koopalings' versions take this a step further by giving the face glowing yellow eyes. The trailer makes all seven Koopalings look intimidating and creepy, especially at the end.
    • As far as assist trophies go, there's the disembodied holographic head of Dr. Kawashima, which is proportioned and detailed in such a way that he looks far more like a real human than the other characters (because he technically is), but is made of such large polygons that he clearly seems off. He also faces the screen directly and doesn't change his expression.
    • Some trophies can fall straight into this, especially in Melee where they are generally off-model and have an unnatural "shine" to them. The fourth game in particular has the Rayman trophies; they're in their Rayman Legends designs, which were clearly designed for 2D, and as such appear very strange if viewed from any angle other than the front.
    • Compare any Mii Fighters with those in the background of the Tomodachi Life-stage. On the 3DS at least, the background Miis are of lower quality and have a different enough anatomy that it becomes rather creepy. Those oversized heads…
    • Most of the characters from the Wii version of Punch-Out have the game's signature cel-shaded art style. The exceptions are Little Mac himself and Doc Louis. While Mac was given a decent makeover to match the rest of Smash 4's art style, the decision to have Doc Louis appear with Mac in his victory poses and thus match the art style as well seems to have been made late in development, as his model isn't nearly as polished. Doc's skin has an unnatural, plastic look to it, and his face is blank and unexpressive, considering how emotive he was in the Wii game.
    • Ganondorf in the 3DS and Wii U games has this problem in close ups. When the victory camera zooms in on his face, he looks very bug-eyed.
    • The Nintendog Assist Trophy, especially as it appears in 3DS. It looks more like a bug-eyed alien than anything.
  • Unfortunate Character Design: Captain Falcon has two buttons on his jacket (golden for his default outfit) that look like nipples. Fortunately, this only added to the fanbase's loving mockery of his character.
  • Viewer Gender Confusion: Mewtwo looks female during its Final Smash, at least in terms of voice/personality rather than biological sex (as Mewtwo is genderless). Mega Mewtwo Y is notably smaller, more graceful and more feminine than both of Mewtwo's other forms (including its default playable form), and was in fact first seen as a transformation for a separate female-voiced Mewtwo in Pokémon: Genesect and the Legend Awakened .
  • Vindicated by History:
    • The Subspace Emissary mode in Brawl received, at best, a lukewarm reception, even being called the "worst part of the game" by a lot of the fans… until 2013, when it was announced there wouldn't be a mode like that in 3DS/Wii U. Fans of the mode started to make their voice heard that they liked it (which was unheard of when it came out) due to it playing with the Smash formula in a good way, all the Awesome Moments in the cutscenes (like the Great Invasion), and the scene where Ganondorf forces the R.O.B.s to blow themselves up being one of the darkest moments in series, if not Nintendo as a whole.
    • This also happened to certain characters who were unpopular picks for whatever reason, but then grew on the fandom:
      • Mewtwo was considered a Tier-Induced Scrappy in Melee due to its large hitbox combined with light weight and "floatiness" making it easy to KO on top of its K Oing options being limited with small range. When it was discovered that Mewtwo wasn't in Brawl, people missed it regardless and wanted it back, and flat out went nuts when they found out it was coming to 3DS/Wii U as DLC.
      • Ice Climbers were seen as a WTF Casting Agency in Melee due to their obscurity. Their exclusion from 3DS/Wii U was met with a negative response, as by then the characters had grown on many players, casual and competitive alike.
      • Wolf was originally chastised as being a "Fox Clone", but his exclusion from 3DS/Wii U was sorely felt regardless since he was different enough from Fox to not be a full-on Moveset Clone.
  • Visual Effects of Awesome:
    • Final Destination. In all of its incarnations, it seems to be an excuse from the devs to make the most insane trip across dimensions as possible, with each trumping the last in sheer eye candy.
    • The FMV segments of Melee's opening were made with the explicit purpose of showing off what the Nintendo GameCube was capable of, and by consequence that this would've been a much bigger game than the 64 incarnation. They succeeded, and the scenes look great to this day.
    • Mr. Game And Watch looks convincingly like a 2-D model, despite the fact that there actually is a 3D model subjected to that visual trickery.
    • Up to Eleven in the 3DS iteration, which pushes the system's graphical capabilities to their limits. Whether it's a faithful recreation of Mode 7-style scrolling for Mute City or the dimensional tear in Magicant, each stage (including the aforementioned Final Destination) looks amazing, and that's before mentioning the fact that it all runs at a silky-smooth 60 frames per second, with full 3D on! This does come at a cost: the game pushes the 3DS's processing power so hard that note  a number of features on the home menu have to be disabled to free up more power.
    • The other two eighth-gen consoles have a number of highly anticipated games that struggle to render single player at 900p & 30 FPS. Smash 4 Wii U is able to support up to 8 players at once, at 60 FPS, at true 1080p (higher than 1080p if you take into account that it also streams to the gamepad in real time), in real life, on a console with roughly a quarter as much RAM reserved for games and much lower processing power overall.
  • Vocal Minority:
    • The fans who are upset when mechanics, characters, or stages they like are removed or added in each sequel. These fans are usually passionate about their playstyles with different characters. Often defined as the "hardcore fanbase" which, while it can and often is a self-identifier, is commonly used as an insult due to being often erroneously perceived by the other side as “Stop Having Fun” Guys. Sakurai is attempting to achieve a balance between what both groups want in the fourth installment.
    • An even smaller minority consists of the fans who complain about the Pokémon anime's influence in the series and, similarly, SSB4!Samus being based on Metroid: Other M design-wise. While most fans are content with what they have, both the Pokémon anime and Other M are known to stir up controversy within their home fanbases, so these kinds of complaints are inevitable.
    • A notable minority consists of fans of the Donkey Kong and Metroid series unhappy that both franchises only have two characters in the fourth installment while series like Fire Emblem and Kid Icarus got more (especially since the last character slot for both franchises, Lucina and Dark Pit, are last minute clones that ascended from character alts), to the point of claiming Sakurai is biased against the two.
    • There is a small group of Kirby fans who believe that Sakurai is biased against the later Kirby games (Sakurai was the original creator of the series, but stopped working on it after Air Ride). All the levels are based on games he personally worked on, especially Super Star and Air Ride, with only minor nods to games like Return to Dream Land; Case in point, the two Kirby stages on the Wii U version are both based on Super Star. Most of these fans tend to be supporters for a new Kirby representative like Bandanna Dee.
    • There's also an even smaller minority of players who complain that certain movesets are not faithful to their actual portrayals in their home series. Wario and Ganondorf get these complaints the most, with the former completely ignoring the Wario Land series and the latter having barely any of the swordplay and long-ranged magic that he's well-known for in the Zelda series. Most players don't really care about this, and many of them feel that their portrayals are already faithful as they are (Wario is already strong and swift like in Wario Land while Ganondorf is overwhelmingly powerful like in the Zelda series with a few moves from his canon appearances).
    • During a certain point in the fourth game's development, there were some people who complained about the amount of Nintendo characters in comparison to non-Nintendo characters. They seem to have died down, though.
    • Bayonetta ended up being The Unexpected victor of the Voters Ballot. Going by message boards posts in the fandom, you'd assume someone like Wolf, King K. Rool, or Banjo were the front runners. Sakurai revealed that not only did Bayonetta finish within the top 5 votes in North America, but was the outright most voted in EU, and the #1 pick worldwide that they could reasonably obtain.
    • Character popularity in general is affected by this, often to the point of Fan Myopia. Among the core fandom, obscure characters like Captain Falcon and Ike are absolutely adored and are among the most popular characters, but they're just that - obscure characters - and aren't as popular or well-known with more casual audiences, who stick to more famous and familiar characters such as Link and Kirby.
  • What Do You Mean, It's for Kids?: While the games are meant for all ages rather than children in particular (due to the fact that they don't exclusively draw from Nintendo's kid-oriented franchises), they are family-friendly and are at least partially marketed to kids. However, later games include quite a bit of content that clearly isn't intended for their demographic. Two characters stand out in particular:
    • 3DS/Wii U has a rating of E10+. Bayonetta somehow managed to get in as a Unexpected Character, and keep in mind that she came from an M rated game.
    • Before that, Snake from Metal Gear Solid, another M rated game got into Brawl.
  • Win Back the Crowd:
    • After trying to get Melee blocked from being streamed at EVO 2013) which did not go over well with the gaming community in general, but the Smash community in particular who had fought tooth and nail to even get Melee added to the pool of competitive fighting games at EVO), many people feel that Nintendo hosting the very first Smash 4 tournament during E3 2014, inviting well known Smash Bros. players such as Ken, HungryBox, etc. as well as surprisingly supporting the very same game they tried to block a year prior during EVO 2014 is their way of apologizing for what they tried to do.
    • 3DS/Wii U is trying to do this for players that prefer Melee without alienating fans of Brawl. For the most part, it seems to be working.
  • Woolseyism:
    • You know those puns in the English character reveal trailers, like "Little Mac punches in!" or "Charizard fires it up!"? In the Japanese versions, those were all "[character name] 参戦note !", literally "[character name] joins the battle!" Only Mega Man's trailer uses a similar phrase in both Japanese and English.
    • The trophy descriptions seem to rely on this in the 3DS version, as the one for the Pokemon Trainer goes all-out in Waxing Lyrical about the original English theme song.
    • Bowser Jr. and all the Koopalings share a Boxing Ring title in the Japanese version, which translates to "All-Purpose Chariot" and merely refers to the Clown Car. The English translations (and other translations) instead give a unique title to each of the Koopalings, describing their role and personality.
  • WTH, Costuming Department?:
    • In a game where most alternate costumes mostly or completely change a fighter's coloration, Sonic's alternate costumes in Brawl are all only slightly different shades of blue, and the main thing distinguishing them is the color of their shoes and wristbands, which can be hard to see in the chaos of a fight. This can make Sonic vs. Sonic matches incredibly irritating for everyone involved, especially on dark stages like the ever-popular Final Destination where the costumes are even harder to tell apart. Smash 4 helped alleviate this by giving him a wider array of costumes, but they're still all visibly bluish. Pac-Man's costumes, similarly, only change his gloves and shoes, not even changing the shade of Pac-Man's yellow body. A possible explanation for this could be, as guest characters, the companies they belong to didn't want their iconic colors changing greatly, while other guest characters Snake, Mega Man, and Ryu already had multiple colors available in their home games.
    • While Cloud's normal and Cloudy Wolf outfits are distinct enough from each other, their own colors have very few noticeable differences, with the only changes being the shirt colors (all very dark colors that blend in with the predominately black outfits), lighter straps, and the second outfit showing a bit more skin with the arm.



http://tvtropes.org/pmwiki/pmwiki.php/YMMV/SuperSmashBros