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That One Achievement / Super Smash Bros.

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  • Brawl has its fair share of difficult challenges, the worst of which include clearing the Boss Rush on Intense, clearing 100-Man Brawl with all characters, and probably worst of all, trying to get a set amount of kills on Cruel Brawl. (Actually the last one can be done fairly easily with Jigglypuff as long as you time your floating right: just float a little off stage, go underneath the stage and cling on to the other side; hopefully some of the Mooks fell off trying to attack you.) Luckily, there's the Hammers that auto-clear a challenge for you, but they don't work on some of the achievements (in the US version, that is). After that, there is also the insane amount of time you'll be spending trying to get every sticker in the game. There are seven hundred, and they only appear by random drop.
  • Melee had one trophy (Diskun) received by obtaining every possible bonus you could at the end of a match. While about 90 percent or so were easy to get either through skill or sheer luck, there was one bonus called "Lethal Weapon" which involves you using a character's entire move set on an opponent without using consecutive moves, which means all of the basic moves, special moves, throws, and everything else in that character's arsenal had to connect with an opponent. This is especially difficult with using directional moves since the attacks have properties that restrict buffering additional attacks in weird ways, so you might do another forward attack when you try to do an upward attack, or something like that. The best part about this, is you have to connect all of these moves on one opponent without defeating them. Have fun trying this, and be proud if you ever achieve this bonus.
    • The No-Damage Run bonus, which will frustrate many people. You have to get through either Classic, Adventure, or All-Star mode without taking a single point of damage. The easiest way to do this is to set the difficulty to the easiest level, and go to All-Star mode, considering that any other way classifies as a Self-Imposed Challenge.
    • Beating the 15 minute melee with endless polygon fighters can qualify for this, even with the Donkey Kong earthquake trick, mainly because it can be very exhausting without a turbo controller.
    • Beating Very Hard Mode in All-Star Mode to get the bonus and get the Mew Trophy at the same time, which is just as hard as it sounds. Hope you have a lot of coins handy, because you're going to need them considering this proves The Computer Is a Cheating Bastard on epic levels.
  • Surprisingly, the main unlock condition for a fighter can be this. To unlock R.O.B. in Brawl, the player has to collect 250 trophies. They can't be duplicates, they have to be unique ones too. Brawl has a total of 544 trophies in the game. You have to collect almost half of the trophies in order to unlock R.O.B. This is an extremely tedious method. Some of the trophies are even unobtainable since it requires R.O.B. to be unlocked in the first place, such as the ones for Boss Battles or All-Star Mode. There's only a few ways to get trophies, with the best method being Coin Launchers, but trophies spawn on occasion, or by snagging enemy trophies in The Subspace Emissary, but good luck obtaining trophy stands. You're better off playing 160 Brawl Matches or clearing The Subspace Bomb Factory Part 2 to unlock R.O.B.
  • In the fourth game's Classic Mode, there's the Challenge for beating Classic Mode on Intensity setting 9.0, the highest. In addition to every enemy - from the random first encounter up to Master Hand & Crazy Hand and the True Final Boss Master Core - fighting, hitting, and cheating their hardest, a single loss means you're screwed. Why? Because in addition to deducting from your coin reward and taking away some of your earned prizes, selecting Continue automatically reduces the Intensity by 0.5 with no way to raise it again. And with each run-through of Intensity 9.0 costing 2200 Gold per go, it will cost you if you do badly. Also, you can't use a Golden Hammer on this one. Have fun.
    • The 3DS version of the challenge is a little more forgiving, as it allows you to customize your character. In the Wii U version, for one challenge, customization has to be turned off. The Wii U version also adds in Master Fortress, which adds yet another section onto the madness. Hope you like getting blasted into a deadly wall by those damn laser flowers after enduring all that madness!
  • There's the challenge for obtaining all custom outfits, headgear, and special moves, which will likely be one of the last challenges you beat. 12 custom outfits and 48 custom headgear might seem like a lot, but that's nothing compared to the special moves. Every character except Palutena and the Mii Fighters have eight alternate special moves, so that comes to a grand total of 376 moves. There's no guarantee you'll get a new move when you earn an item, so this one's all up to luck and lots of grinding.
  • The challenges for Cruel Smash. The enemies' AI is at maximum level, they're as durable as normal fighters, and their attacks deal about four times as much knockback. An uncharged smash attack from them is a guaranteed KO at just 30% for most fighters. If you thought you could beat them by jumping off the stage, where they would follow you to their death... they don't do that in this game. They'll huddle by the ledge, waiting for you to come back so they can gang up on you. Just getting one KO in Cruel Smash is cause for celebration. In the 3DS version, you just need two and four KOs... but in the Wii U version, you have to: earn four KOs as Pit, who lacks a counter, survive for one minute as Luigi (far more difficult than it sounds), and the worst, earn eight KOs, one of which specifically requires Lucina (and will happen at the same time, likely). You can't use a Golden Hammer on the one that requires Lucina. It all comes down to luck and spamming counters. But mostly luck.
  • So you managed to beat Classic Mode on Intensity 9.0 without customizing your character? Great, now try clearing that exact same Intensity without losing a single life. At Intensity 9.0 the CPU's defense and offense is nearly perfect. You literally have to be packing the absolute best attack, defense, and speed modifiers in order to get through the challenge and even then there's still the Fighting Mii Team, which has limited knock-back now due to the difficulty, and after all that you have Master Hand, Crazy Hand, and all five parts of Master Core, which you have to be absolutely perfect in defense in order to not be softened up by any of the four forms in order to not lose a life. Oh, and you could get your butt handed to you by a metal or giant opponent who randomly shows up due to the 'intruder alert' mechanic of Classic Mode that was only just introduced.
  • Try beating All-Star Mode (with any fighter and specifically as Zero Suit Samus and Captain Falcon) without healing. You have to go through seven rounds in a row, with six to seven fighters per round, all without losing a single life. Although All-Star Mode reduces the amount of knockback you take from attacks (but not projectiles and stage hazards), you'll easily be in the hundreds of damage by the end. Normally, you will need those healing items. Attempting this one on any difficulty above Easy is just asking for endless pain.
  • Beating All-Star Mode on Hard as Duck Hunt is one of those challenges that seems easy, but ends up resulting in too much effort and pain for something so easy-sounding unless you've mastered the character. Hard difficulty makes the fighters much more aggressive from the very first fight: they won't hesitate to throw you around or gang up on you, and they can dodge and shield like pros. Your limited healing items will really start to bite when you end up having over 100% damage but don't want to waste an item. Now try to do that with a character who has few good launching moves and has smash attacks (about the only good source of knockback) that are extraordinarily difficult to use.
  • Smash Tour has a few challenges dedicated to it, but recovering the stat boosts a Metroid stole from you may be one of the more annoying challenges in the mode, let alone the game. First of all, it is entirely random whether a Metroid will even show up or not. Even if it does, the Metroid has to bump into you. It will then teleport to another part of the map, so you have to bump into it again to receive the stat boosts it stole from you. This is easier said than done because you'll fail the challenge if the Metroid bumps into another opponent, even if you get the stat boosts from them. It's also possible that the Metroid will bump into you to steal your stat boosts, and an opponent will bump into it to steal them from you. It all comes down to extreme luck if the Metroid appears and if you get it to bump into you twice. Oh, and the lower the row of the challenges are, the easier it's supposed to be. This challenge, in particular, is the 3rd row from the bottom. Yikes.
  • Classic on 9.9 in Ultimate is just as tricky as in For 3DS and Wii U, albeit for different reasons. Unlike the previous games, you can't simply set the Intensity to 9.9, you must earn your way to 9.9 from 5.0 through successive Nice Plays, which get progressively tougher to accomplish as the AI scales up in difficulty. The boss battles of each route are also tougher than in previous games, as they are character-dependent and are surprisingly strong and sturdy. Combine all of this with the fact that you only get one life per stage and using a Continue below 9.9 locks you out of getting 9.9 in the first place, and you're in for an incredibly daunting challenge.
  • One Smash challenge involves getting 3 meteor KOs within 3 minutes during a match against 4 Level 9 CPUs. Not only is landing even one meteor KO difficult for a new player to do (since most moves that do so have to be sweetspotted), but having to land three of them in such a short timeframe against a lot of highly aggressive and competent computer players (which also like to Gang Up on the Human) can become pure agony very fast. Even if you are good at landing meteor smashes, the computers tend to congregate around the ledge, making landing most meteor smashes even more difficult. Abusing Bayonetta's down smash (which has the largest meteor hitbox in the game and also punishes this CPU behavior) is about the only way most people who aren't pro Smash players can get this one, and it cannot be bypassed with a Golden Hammer.
  • One of the Spirit Board Challenges requires you to challenge and defeat ten Legend Class Spirits. Not only are Legend Spirits quite rare, many of them are especially difficult without fight-specific cheese strategies (many of which qualify for That One Level). Thankfully, obtaining the Spirit itself is not part of the Challenge, merely defeating them is enough.
  • If you don't intend on using a Golden Hammer to clear it, playing 200 Quick Battles in the Online page is a huge grind and especially bad for people who don't have reliable internet for online play.
  • Winning against an Advanced class 3 times without using a spirit team is pure hell. Without a primary spirit, you are extremely underpowered, and spirit items will barely help you, considering a single weak attack from the enemy would be able to do over 30% while a smash attack won't even do about 10%. Another thing is that this has to be done in the Spirit Board mode, meaning you get no benefits from the Adventure Mode Skill tree and you only get one try per encounter (three as of Version 2.0.0).
  • Doing the entire final stage in World of Light without being KOed once is absolute hell. This means you have to lose no character against Galeem and Dharkon or on the Rise to the Challenge and Boss Rush immediately before. In addition, the fight itself is considered as That One Boss. This is because you have to dodge a lot of attacks coming at once, some of them being very hard to avoid especially on Hard mode. While Critical Health Healing or Great Autoheal coupled with a very powerful spirit make this easier, it can still be a frustrating nightmare trying not to lose any particular fighter, especially considering Galeem has an Off Waves-esque attack that can do a lot of knockback, that needs incredible timing to dodge, and appears in random patterns. However, it's possible to simply turn down the difficulty setting just for this one level, as this doesn't invalidate the challenge. However, this was made less of a hassle in the 4.0.0 Update when Nintendo added a Very Easy option for playing World of Light.

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