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* AfterCombatRecovery: All fighters will be healed to full health after every battle except the "Tower" mode battles, which only applies after you reset your battle chain.

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* AreaOfEffect: Some skills have this instead of being single-target melee or ranged ones.



* HerdHittingAttack: Skills that affect the user's surroundings within a certain radius.

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* HerdHittingAttack: Skills that affect the user's surroundings within a certain radius. Other non-[[AreaOfEffect AOE]] skills can be this too if the hitbox is big enough to damage multiple enemies in a single use.


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* WolfpackBoss: Some stages in the main campaign have you face this. The lead boss is always the DamageSpongeBoss that can take multiple punishment (multiple health bars) before going down, while the rest are as tough as your typical [[EliteMook elite mooks]] (only having a single health bar). These tend to be based on playable fighters.
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* HerdHittingAttack: Skills that affect the user's surroundings within a certain radius.
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* SocializationBonus: Having friends in this game allows you to get free Energy sent by them. You can also do the same to your (listed) friends by sending them Energy once a day.
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* AntiFrustrationFeatures: Like many mobile [=MMOs=] of this type, the game will notify you if there's something important to check, be it fighter upgrades, usable features, announcements, etc. (these are marked by NoticeThis a red bullet)

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* AntiFrustrationFeatures: Like many mobile [=MMOs=] of this type, the game will notify you if there's something important to check, be it fighter upgrades, usable features, announcements, etc. (these are marked by NoticeThis a red bullet)
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* AntiFrustrationFeatures: Like many mobile [=MMOs=] of this type, the game will notify you if there's something important to check, be it fighter upgrades, usable features, announcements, etc. (these are marked by NoticeThis a red bullet)
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* ButtonMashing: If you're only left with your basic attack (all special skills are recharging from use) in a hectic battle, this is what you'll end up with.
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* GameplayAutomation: During battles, you can toggle between automatic movement and manual movement via the Auto button (below the pause button). However, this can put your team at risk much easier as they'll resort to the AttackAttackAttack strategy, often close to enemies if they are strictly close-ranged fighters or decide to go melee (remember that sometimes, distance is a deciding factor of whether you'll survive or not), so be very careful when using it... or play clever by toggling it between on/off depending on the situation.

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* BossOnlyLevel: Stages involving a GetBackHereBoss situation, as no {{Mook}}s are spawned.

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* BossOnlyLevel: BossOnlyLevel:
**
Stages involving a GetBackHereBoss situation, as no {{Mook}}s are spawned.spawned.
** Some stages outright drop you into an instant BossBattle without a "travel" sequence.
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* BossWarningSiren: In the main campaign, every time you encounter a boss enemy, he/she/it will have a brief introduction showing his/her/its name and basic information like his/her/its stats. All while a brief warning music (the "preparing to storm a castle level" sting from ''VideoGame/SuperMario3DWorld'') is played.

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* BossWarningSiren: In the main campaign, every time you encounter a boss enemy, he/she/it will have a brief introduction scene showing his/her/its name and basic information like his/her/its stats. All while a brief warning music (the "preparing to storm a castle level" sting from ''VideoGame/SuperMario3DWorld'') is played.



* {{Freemium}}: The VIP system. A player's VIP level could only be increased by performing an in-app purchase. Said VIP level influenced the item reward system and certain features that are usually off-limits to lower VIP levels.

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* {{Freemium}}: The VIP [[SunkCostFallacy VIP]] system. A player's VIP level could only be temporarily increased by performing an in-app purchase. Said VIP level influenced the item reward system and certain features that are usually off-limits to lower VIP levels.
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* BossOnlyLevel: Stages involving a GetBackHereBoss situation, as no {{Mook}}s are spawned.
* BossWarningSiren: In the main campaign, every time you encounter a boss enemy, he/she/it will have a brief introduction showing his/her/its name and basic information like his/her/its stats. All while a brief warning music (the "preparing to storm a castle level" sting from ''VideoGame/SuperMario3DWorld'') is played.
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'''Super Mario 3D''' (''Chaoji Mali 3D'', [[FanNickname nicknamed]] ''Super Smash Bros. 3D'', ''Super Smash Bros. Mobile'' or ''Pocket All-Star 3D'') was a mobile ActionRPG made using [=Unity3D=] engine. Like ''VideoGame/PocketAllStarSmashBrothers'', this game was made to cash in on the fourth ''VideoGame/SuperSmashBros'' hype, featuring a mix of copyrighted characters from various media (primarily from Creator/{{Nintendo}} franchises). However, this one took the MassiveMultiplayerCrossover UpToEleven, as unlike ''Pocket All-Star'', it also features several non-video game characters, including several instances of ''Franchise/DragonBall'' characters. The game didn't get as much notoriety compared to ''Pocket All-Star'' due to having much less exposure.

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'''Super '''''Super Mario 3D''' 3D''''' (''Chaoji Mali 3D'', [[FanNickname nicknamed]] ''Super Smash Bros. 3D'', ''Super Smash Bros. Mobile'' or ''Pocket All-Star 3D'') was a mobile ActionRPG made using [=Unity3D=] engine. Like ''VideoGame/PocketAllStarSmashBrothers'', this game was made to cash in on the fourth ''VideoGame/SuperSmashBros'' hype, featuring a mix of copyrighted characters from various media (primarily from Creator/{{Nintendo}} franchises). However, this one took the MassiveMultiplayerCrossover UpToEleven, as unlike ''Pocket All-Star'', it also features several non-video game characters, including several instances of ''Franchise/DragonBall'' characters. The game didn't get as much notoriety compared to ''Pocket All-Star'' due to having much less exposure.
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* LoadsAndLoadsOfCharacters: As expected of a MassiveMultiplayerCrossover game.
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** Played straight with Event Bowser, as he literally drops Coins every time he's hit.

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** Played straight with Event Bowser, as he literally drops Coins every time he's hit.

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* SchrodingersPlayerCharacter: Regardless of which Mario brother you picked at the beginning, the game treats whoever you chose as the hero of the story, even if you manage to unlock the other Mario brother later.


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* StaticRoleExchangeableCharacter: Regardless of which Mario brother you picked at the beginning, the game treats whoever you chose as the main hero of the story. The other Mario brother can be unlocked later, but he'll be the supporting character instead.
** Also, your avatar, which defaults to the Mario brother you picked at the beginning, can be exchanged with any other playable character, provided you've unlocked him/her/it.
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* EveryoneHasASpecialMove: Every playable fighter has a [[LimitBreak Final Smash]] of their own.
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* {{Plagiarism}}: This is a Chinese UnlicensedGame that features unauthorized use of copyrighted characters from various media. This even extends to the use of Nintendo official artwork for game UI. Stage assets are also ripped from ''VideoGame/SuperMario3DWorld'' assets.

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* {{Plagiarism}}: This is a Chinese UnlicensedGame that features unauthorized use of copyrighted characters from various media. This even extends to the use of Nintendo official artwork for game UI. Stage assets are also ripped from ''VideoGame/SuperMario3DWorld'' assets. Even the music is all stolen.
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** Played straight with Event Bowser, as he literally drops Coins every time he's hit.

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* GuestStarPartyMember: Present in EscortMission-type stages.



* MassiveMultiplayerCrossover: Of course, as this was made to cash in on the fourth ''VideoGame/SuperSmashBros'' game's hype.

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* MassiveMultiplayerCrossover: UpToEleven due to the inclusion of non-video game characters. Of course, as this was made done to cash in on the fourth ''VideoGame/SuperSmashBros'' game's hype.
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* GuestFighter: There are several non-Creator/{{Nintendo}} characters included in this game, ranging from ''Franchise/SonicTheHedgehog'' to ''Franchise/DragonBall''.

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* GuestFighter: There are several non-Creator/{{Nintendo}} characters included in this game, ranging from Sonic, Tails, and Eggman from ''Franchise/SonicTheHedgehog'' to several characters from ''Franchise/DragonBall''.
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The gameplay is as follows: You build a team consisting of up to five fighters, with one assigned as the leader you can control, two assigned as your primary companions controlled by the AI, and the other two being your backup companions that can be swapped with the primary companions (limited by a cooldown timer). You move your leader character via on-screen controls: The "control stick" on the left controls movement, the BigRedButton on the right unleashes your character's basic attack, while the smaller unique buttons surrounding the basic attack button are your character's skills (plus an auto-aim functionality). Like in the official ''Super Smash Bros.'' games starting from ''Brawl'', every playable fighter has a [[LimitBreak Final Smash]] that requires charging before it can be used. To unleash a Final Smash, tap a fighter's icon when it glows. Companion allies have their Final Smash activated manually like the leader. To swap out companions with the backup, tap the upper right button depicting your backup allies. While on standby/backup, the swapped out allies will slowly recharge their health until they're swapped in again. In the main campaign, a stage's main objective is to defeat a boss (either a GiantMook or an enemy version of a playable fighter), though your stage progress is impeded by the presence of enemies that must be defeated first before the game allows you further progress. Aside from that, the game is built using a generic mobile MMORPG template featuring {{Microtransactions}}, set of daily events, and basic features like the "guild" system, BossBattle mode, gacha feature, etc.

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The gameplay is as follows: You build a team consisting of up to five fighters, with one assigned as the leader you can control, two assigned as your primary companions controlled by the AI, and the other two being your backup companions that can be swapped with the primary companions (limited by a cooldown timer). You move your leader character via on-screen controls: The "control stick" on the left controls movement, the BigRedButton on the right unleashes your character's basic attack, while the smaller unique buttons surrounding the basic attack button are your character's skills (plus an auto-aim functionality).functionality), each having its own cooldown timer that shows up each use, with said cooldown timer having longer time the more powerful a skill is. Like in the official ''Super Smash Bros.'' games starting from ''Brawl'', every playable fighter has a [[LimitBreak Final Smash]] that requires charging before it can be used. To unleash a Final Smash, tap a fighter's icon when it glows. Companion allies have their Final Smash activated manually like the leader. To swap out companions with the backup, tap the upper right button depicting your backup allies. While on standby/backup, the swapped out allies will slowly recharge their health until they're swapped in again. In the main campaign, a stage's main objective is to defeat a boss (either a GiantMook or an enemy version of a playable fighter), though your stage progress is impeded by the presence of enemies that must be defeated first before the game allows you further progress. Aside from that, the game is built using a generic mobile MMORPG template featuring {{Microtransactions}}, set of daily events, and basic features like the "guild" system, BossBattle mode, gacha feature, etc.
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* NeverTrustATrailer: Due to utilizing the ''exact same video''[[note]]The "Challenger from the Shadows"/"Mega Man Joins the Battle!" mashup one[[/note]] as the one in ''VideoGame/PocketAllStarSmashBrothers'' as the game's intro, the game basically lied by teasing some characters that don't appear in the game at all.

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* GuestFighter: There are several non-Creator/{{Nintendo}} characters included in this game, ranging from ''Franchise/SonicTheHedgehog'' to ''Franchise/DragonBall''.



* MassiveMultiplayerCrossover: Of course, as this was made to cash in on the fourth ''VideoGame/SuperSmashBros'' game's hype.



* ShownTheirWork: Despite all the stolen stuff, the developer seems to try to involve some official "canon" into the game.

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* ShownTheirWork: Despite all the stolen stuff, the developer seems seemed to try to involve some official "canon" into the game.

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* AttackAttackAttack: What the AI's battle strategy boils down to. All they care is attacking their opponents. For your own allies, they'll only stop doing this if you deliberately distance yourself away from enemies.



* ShownTheirWork:

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* ShownTheirWork:ShownTheirWork: Despite all the stolen stuff, the developer seems to try to involve some official "canon" into the game.



* TimedMission: All battles are timed, so you can't dawdle in stages at all, even if you intend to heal your companion allies via putting them in backup for some time.



** In this game, Ultraman is as short as the other characters. He's normally a giant in his series.

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** In this game, Ultraman is as short as the other characters. He's normally a giant in his series.series.
* ZergRush: The regular {{Mook}}s' battle strategy, due to their larger number compared to your team.

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* ShownTheirWork: It appears that the developer attempted to emulate some ''Smash'' canon fighters' moves as close as possible. Results may vary, but most, even the basic attacks, look nearly accurate to their ''Smash'' canon depiction. This even extends to [[LimitBreak Final Smashes]], with most characters based on the playable fighters in the official ''Smash'' series having access to their "canon" Final Smashes (like Luigi's Poltergust 5000, Pikachu's Volt Tackle, etc.).

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* ShownTheirWork: ShownTheirWork:
**
It appears that the developer attempted to emulate some ''Smash'' canon fighters' moves as close as possible. Results may vary, but most, even the basic attacks, look nearly accurate to their ''Smash'' canon depiction. This even extends to [[LimitBreak Final Smashes]], with most characters based on the playable fighters in the official ''Smash'' series having access to their "canon" Final Smashes (like Luigi's Poltergust 5000, Pikachu's Volt Tackle, etc.).).
** Most of the event battles are based on existing battles in the ''Mario'' series, mostly from ''VideoGame/SuperMario3DWorld''. Notable example being Event Bowser where you fight him while chasing him (on his car) down like in that game, though you can damage him with any skill instead of relying on Bowser's bombs, which now act as an obstacle.
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* YouAllLookFamiliar: Enemies based non-generic characters suffer from this. Notably, you can encounter multiple Toadettes, Diddy Kongs, Nesses, Lucases, etc. in one place. Even the ''VideoGame/AnimalCrossing'' Villagers also suffer from this due to their limited character molds.

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* YouAllLookFamiliar: Enemies based on non-generic characters suffer from this. Notably, you can encounter multiple Toadettes, Diddy Kongs, Nesses, Lucases, etc. in one place. Even the ''VideoGame/AnimalCrossing'' Villagers also suffer from this due to their limited character molds.
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* DamageSpongeBoss: All bosses have beefed up health compared to regular enemies. It takes a few health bars to bring him/her/it down.
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* MirrorMatch: Possible in the main campaign if one of your allies is the same as the stage's boss. Even more so in the [=PvP=] mode, as other player might deploy character(s) that are similar to the one(s) you also have in your team.

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* MirrorMatch: Possible in the main campaign if one of your allies is the same as the stage's boss. Even more so in the [=PvP=] mode, as other player players might deploy character(s) that are similar to the one(s) you also have in your team.
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Like with ''Pocket All-Star Smash Brothers'', this game didn't last long. Its servers had been shut down since February 15, 2017, about a month after ''Pocket All-Star'''s shutdown.

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Like with ''Pocket All-Star Smash Brothers'', this game didn't last long. Its servers had been shut down since February 15, 2017, about a month after ''Pocket All-Star'''s shutdown.
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All information is based on memory since the game has been taken down. Currently trying to figure out the developer's name and whether there are other franchises still missing from the list.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/2015092534579653.jpg]]
[[caption-width-right:350:There, [[Franchise/DragonBall Goku]] in ''VideoGame/SuperSmashBros'', just like what you wished! [[{{Cancellation}} No, you can't play this anymore.]]]]
'''Super Mario 3D''' (''Chaoji Mali 3D'', [[FanNickname nicknamed]] ''Super Smash Bros. 3D'', ''Super Smash Bros. Mobile'' or ''Pocket All-Star 3D'') was a mobile ActionRPG made using [=Unity3D=] engine. Like ''VideoGame/PocketAllStarSmashBrothers'', this game was made to cash in on the fourth ''VideoGame/SuperSmashBros'' hype, featuring a mix of copyrighted characters from various media (primarily from Creator/{{Nintendo}} franchises). However, this one took the MassiveMultiplayerCrossover UpToEleven, as unlike ''Pocket All-Star'', it also features several non-video game characters, including several instances of ''Franchise/DragonBall'' characters. The game didn't get as much notoriety compared to ''Pocket All-Star'' due to having much less exposure.

The gameplay is as follows: You build a team consisting of up to five fighters, with one assigned as the leader you can control, two assigned as your primary companions controlled by the AI, and the other two being your backup companions that can be swapped with the primary companions (limited by a cooldown timer). You move your leader character via on-screen controls: The "control stick" on the left controls movement, the BigRedButton on the right unleashes your character's basic attack, while the smaller unique buttons surrounding the basic attack button are your character's skills (plus an auto-aim functionality). Like in the official ''Super Smash Bros.'' games starting from ''Brawl'', every playable fighter has a [[LimitBreak Final Smash]] that requires charging before it can be used. To unleash a Final Smash, tap a fighter's icon when it glows. Companion allies have their Final Smash activated manually like the leader. To swap out companions with the backup, tap the upper right button depicting your backup allies. While on standby/backup, the swapped out allies will slowly recharge their health until they're swapped in again. In the main campaign, a stage's main objective is to defeat a boss (either a GiantMook or an enemy version of a playable fighter), though your stage progress is impeded by the presence of enemies that must be defeated first before the game allows you further progress. Aside from that, the game is built using a generic mobile MMORPG template featuring {{Microtransactions}}, set of daily events, and basic features like the "guild" system, BossBattle mode, gacha feature, etc.

Like with ''Pocket All-Star Smash Brothers'', this game didn't last long. Its servers had been shut down since February 15, 2017, about a month after ''Pocket All-Star'''s shutdown.

[[folder:Features characters from:]]
* ''VideoGame/AnimalCrossing'' (enemy representation only)
* ''Manga/AstroBoy''
* ''Manga/{{Doraemon}}''
* ''Franchise/DragonBall''
* ''VideoGame/EarthBound''/''MOTHER'' series (enemy representation only)
* ''Franchise/{{Kirby}}''
* ''Franchise/TheLegendOfZelda''
* ''Franchise/MegaMan''
* ''Franchise/{{Pokemon}}''
* VideoGame/RoboticOperatingBuddy (enemy representation only)
* ''Manga/RurouniKenshin''
* ''Franchise/SailorMoon''
* ''Franchise/SonicTheHedgehog''
* ''Franchise/StreetFighter''
* ''Franchise/SuperMarioBros''[[labelnote:*]]Also includes characters from the ''VideoGame/WarioWare'' universe, ''VideoGame/DonkeyKongCountry'' universe, and ''VideoGame/YoshisIsland'' universe.[[/labelnote]]
* ''Series/{{Ultraman}}''
[[/folder]]

!!This game provides examples of:
* OneHundredPercentCompletion: Encouraged in the main campaign, as a world hands out rewards based on the number of Stars you collected from its stages (requires NoCasualtiesRun). If a world is fully 3-starred, you can claim all the rewards from a world.
* AdaptationalVillainy: Normally neutral or heroic (or otherwise lawfully-aligned) characters, like Diddy Kong, Toad, Toadette, Villager, Ness, and Lucas, are unrecruitable enemies on the same level as Goombas and Koopa Troopas in this game.
* AntiPoopSocking: As expected of games with this template, the Energy system. Some Energy is consumed whenever you play a stage in the main campaign. Energy is replenished over time if it's under a certain max amount.
* AssistCharacter: Some fighters can summon a special ally exclusive to that fighter, like Doraemon capable of summoning Dorami. This kind of fighter is weaker and only serves as a distraction.
* BossBattle: All stages in the main campaign end with this. There are also certain in-game events where you fight special characters for rewards.
* BribingYourWayToVictory: As expected for games like this. You can buy Gems, this game's premium currency, via the in-game shop using real money.
* DemBones: Living skeleton {{Mook}}s exist in this game.
* DuelBoss: One special battle against Bowser only allows you to deploy one fighter.
* EscortMission: Some stages give you a GuestStarPartyMember separate from your companions, meaning he/she/it is not affected by the "companion swap" feature. While that fighter can attack on their own, stages with this objective will fail if said fighter is KO'ed.
* {{Freemium}}: The VIP system. A player's VIP level could only be increased by performing an in-app purchase. Said VIP level influenced the item reward system and certain features that are usually off-limits to lower VIP levels.
* GetBackHereBoss: Some stages have the target boss running away from you, never fighting back. You have to defeat said boss before he/she/it reaches the end of the stage. Thankfully, stages with this objective spawn no enemies, meaning that all you need to worry is your team's strength.
* GiantMook: Most bosses in the main campaign are the giant version of a regular {{Mook}}, like Giant Spinies and Big Boos.
* HealerSignsOnEarly: Peach is an early companion that you start off with. She's a CombatMedic whose [[LimitBreak Final Smash]] heals all nearby allies.
* KingMook: King Bob-omb is one of the possible bosses in this game.
* LevelGrinding: Applied to both the player and his/her fighters. The former is harder the higher the player's level is as player EXP is minuscule if you choose to grind via the main campaign (the only other source of player EXP is by completing daily tasks and obtaining achievements), while the latter can be more easily done via the stored EXP system, but it still requires grinding anyway if you want to reach higher levels.
* LimitBreak: The Final Smashes, which require filling up a special gauge before allowing it to be used.
* {{Microtransactions}}: This game operated using this business model, combined with the {{Freemium}} system (the VIP system, to be specific).
* MirrorMatch: Possible in the main campaign if one of your allies is the same as the stage's boss. Even more so in the [=PvP=] mode, as other player might deploy character(s) that are similar to the one(s) you also have in your team.
* MoneyGrinding: You pretty much have to do this all the time, since Coins are mainly used not only for shopping, but also upgrading fighters in some way, including their skills.
* MoneySpider: Averted with the generic enemies. Bosses, meanwhile, drop loot. Even then, Coins are a common reward for clearing stages even if you don't get any items.
* NoCasualtiesRun: Required for a perfect Star rating in a stage. Stars obtained are decreased if you didn't make it with a fully-intact team (including backup fighters if any). 3-starring a stage by successfully doing this allows it to be raided to get free loot without going through the battle sequence.
* OffModel: The characters' 3D models, even if they're intended to be SuperDeformed, look more like deformed freaks (even simpler ones like Jigglypuff and Kirby) that resemble the supposed characters, bordering on UncannyValley.
* PinataEnemy: Event battles are often the source of better loot compared to the main campaign.
** You can fight an event Bowser (in the style of his BossBattle in ''VideoGame/SuperMario3DWorld'') daily to farm Coins.
** For experience (in the form of collectible Flowers), you can farm them by battling Brolder, also a daily event.
** Other special battles, like against Bowser Jr. and Hisstocrat, drop special loot if they're defeated. Again, these special battles are daily events.
* {{Plagiarism}}: This is a Chinese UnlicensedGame that features unauthorized use of copyrighted characters from various media. This even extends to the use of Nintendo official artwork for game UI. Stage assets are also ripped from ''VideoGame/SuperMario3DWorld'' assets.
* PlayEveryDay: Daily events are reset each day and you can get a free item every time you log in daily, so it's recommended that you boot up the game every day.
* RandomlyDrops: The item drop system. You can either get some or nothing at all except for some Coins and EXP.
* SchrodingersPlayerCharacter: Regardless of which Mario brother you picked at the beginning, the game treats whoever you chose as the hero of the story, even if you manage to unlock the other Mario brother later.
* ShownTheirWork: It appears that the developer attempted to emulate some ''Smash'' canon fighters' moves as close as possible. Results may vary, but most, even the basic attacks, look nearly accurate to their ''Smash'' canon depiction. This even extends to [[LimitBreak Final Smashes]], with most characters based on the playable fighters in the official ''Smash'' series having access to their "canon" Final Smashes (like Luigi's Poltergust 5000, Pikachu's Volt Tackle, etc.).
* SuperDeformed: The in-game characters are supposed to look like this, but instead they look OffModel.
* TalkingAnimal: Pokémon can talk in complete sentences in this game. This can be seen as early as during the tutorial sequence, as you were given a Pikachu as one of the starter companions, and you can set said Pikachu as the leader.
* UnexpectedCharacter: ''Several''. Most notable examples include:
** Some ''Pokémon'' characters. Pikachu, Jigglypuff, Lucario, Charizard, and Mewtwo are a given, Squirtle and Ivysaur may seem random at first until you remember their playable role in ''Super Smash Bros. Brawl'', while Meowth and Mew may be chosen due to their popularity despite their lesser role in the official ''Smash'' games (especially Meowth, due to the [[Anime/{{Pokemon}} anime]]). But then, there are also... Dragonite? Alakazam?? What?
** From ''Sonic the Hedgehog'', aside from Sonic himself, we have... Tails and Eggman??? Sure those two are also major characters in that series, but seeing them playable in a massive crossover like this is still surprising.
** From the non-video game side, we have Astro Boy, Ultraman, Doraemon, and even some characters from ''Rurouni Kenshin''. Generally, even the ''Dragon Ball'' and ''Sailor Moon'' characters can count, down to the former's side characters being playable as well.
* VictoryPose: Winning fighters will play a victory animation.
* YouAllLookFamiliar: Enemies based non-generic characters suffer from this. Notably, you can encounter multiple Toadettes, Diddy Kongs, Nesses, Lucases, etc. in one place. Even the ''VideoGame/AnimalCrossing'' Villagers also suffer from this due to their limited character molds.
* YourSizeMayVary:
** In general, having the character 3D models SuperDeformed tends to cause size inconsistency between this game and canon.
** In this game, Ultraman is as short as the other characters. He's normally a giant in his series.

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