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Indentation, again


** In the ''Spirit Tracks'' stage of ''3DS'', a version of Toon Link is usually the one driving the train. But if someone is playing as either Link or Toon Link, Alfonzo will be substituted in instead, even though it'd be easy for the game to get away with having more than one Links due to them being different incarnations of each other.
*** Similarly, Dedede won't show up in the background of the ''Kirby 64'' stage if he's one of the combatants.

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** In the ''Spirit Tracks'' stage of ''3DS'', a version of Toon Link is usually the one driving the train. But if someone is playing as either Link or Toon Link, Alfonzo will be substituted in instead, even though it'd be easy for the game to get away with having more than one Links due to them being different incarnations of each other.
*** Similarly,
other. Also, Dedede won't show up in the background of the ''Kirby 64'' stage if he's one of the combatants.
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caught this tip briefly during the championship stream

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*** Similarly, Dedede won't show up in the background of the ''Kirby 64'' stage if he's one of the combatants.
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** When Roy returned, so did the "Roy's our boy!" chant.

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* TheBusCameBack: Dr. Mario was introduced in ''Melee'', was absent in ''Brawl'', and returned in ''Wii U/3DS''. The same goes for Mewtwo, who was announced as DLC for the Spring of 2015. Lucas having returned in ''Wii U/3DS'' also counts, as although he appeared in ''Brawl'', he was not in the original roster of ''Wii U/3DS'', and it appeared doubtful that he would be added as DLC before the announcement of said DLC.

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* TheBusCameBack: Dr. Mario was introduced in ''Melee'', was absent in ''Brawl'', and returned in ''Wii U/3DS''. The same goes for Mewtwo, who was announced as DLC for the Spring of 2015. Lucas having returned in ''Wii U/3DS'' also counts, as although he appeared in ''Brawl'', he was not in the original roster of ''Wii U/3DS'', and it appeared doubtful that he would be added as DLC before the announcement of said DLC. Along with those, Roy, who was also absent in ''Brawl'', is set to return as DLC.
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** The introduction of 8-Player Smash in ''Wii U/3DS'' has revealed some characters to be excellent in 8-Player Free-for-alls while others are simply hard-pressed to stay in the lead. Characters with Smash Attacks that are slow but have good power and reach (Charizard, Ike, and Shulk) can rack up a lot of damage and KOs when they get in the middle of the crowd and time their attacks right.

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*** [[InASingleBound Jump]] allows him to [[SelfExplanatory jump higher]] but he takes more damage.

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*** [[InASingleBound Jump]] allows him to [[SelfExplanatory jump higher]] higher but he takes more damage.

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*** [[InASingleBound Jump]] allows him to [[ExactlyWhatItSaysOnTheTin jump higher]] but he takes more damage.

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*** [[InASingleBound Jump]] allows him to [[ExactlyWhatItSaysOnTheTin [[SelfExplanatory jump higher]] but he takes more damage.

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Correcting alphabetization.


* AirborneAircraftCarrier: The Halberd and the Great Fox.



* TheAllSeeingAI:
** Assisting items that block the screen, such as the Nintendog and Togepi, have no effect on the AI. They are also immune to any [[InterfaceScrew interface screws]] that get thrown at you. Averted in ''3DS/Wii U'', however; in his description of the [[VideoGame/KirbysAdventure Nightmare]] assist trophy, which blacks out the stage, Sakurai notes that "Blinding and reversal effects even make the computer players mess up."
** The AI knows the exact location of every item that spawns, even if it isn't visible to the player. Some items make a distinct noise when they spawn, but most of them don't. ''3DS/Wii U'' tones this down by zooming out the screen for a moment whenever a powerful item appears.
** In Smash Run on ''3DS'', enemies with long-range attacks will see, aim at, and hit you from outside the player's field of vision on the screen.



* AmazingTechnicolorBattlefield:
** Final Destination, in all games, has swirling and generally trippy backgrounds.
** Battlefield, in the first two games, was more trippy and abstract in appearance in contrast to the more natural theming in the games afterwards.
* AmbidextrousSprite:
** Invoked in ''Wii U/3DS'', where some characters will have their arm and leg positions mirrored when they turn around so that their chest and face are always turned towards the camera, unlike the previous games where they would simply rotate and have their back turned. Significant because achieving this effect with full 3D models is about as tedious as averting this trope for 2D sprites.
** Still averted with most weapon-wielding characters, such as Link, as switching hands with weapons would be rather silly [[VideoGame/StreetFighterIV (not that it hasn't been done...)]].



* AirborneAircraftCarrier: The Halberd and the Great Fox.
* TheAllSeeingAI:
** Assisting items that block the screen, such as the Nintendog and Togepi, have no effect on the AI. They are also immune to any [[InterfaceScrew interface screws]] that get thrown at you. Averted in ''3DS/Wii U'', however; in his description of the [[VideoGame/KirbysAdventure Nightmare]] assist trophy, which blacks out the stage, Sakurai notes that "Blinding and reversal effects even make the computer players mess up."
** The AI knows the exact location of every item that spawns, even if it isn't visible to the player. Some items make a distinct noise when they spawn, but most of them don't. ''3DS/Wii U'' tones this down by zooming out the screen for a moment whenever a powerful item appears.
** In Smash Run on ''3DS'', enemies with long-range attacks will see, aim at, and hit you from outside the player's field of vision on the screen.
* AmazingTechnicolorBattlefield:
** Final Destination, in all games, has swirling and generally trippy backgrounds.
** Battlefield, in the first two games, was more trippy and abstract in appearance in contrast to the more natural theming in the games afterwards.
* AmbidextrousSprite:
** Invoked in ''Wii U/3DS'', where some characters will have their arm and leg positions mirrored when they turn around so that their chest and face are always turned towards the camera, unlike the previous games where they would simply rotate and have their back turned. Significant because achieving this effect with full 3D models is about as tedious as averting this trope for 2D sprites.
** Still averted with most weapon-wielding characters, such as Link, as switching hands with weapons would be rather silly [[VideoGame/StreetFighterIV (not that it hasn't been done...)]].



* ArtShift:
** Most every character that appears in ''Melee'' and ''Brawl'' has a level of detail miles higher than in their native series. This is most perceptible with ''Mario'' characters; compare Peach's more [[http://static2.wikia.nocookie.net/__cb20130625131451/nintendo/en/images/d/de/Princess_Peach_%28Fortune_Street%29.png traditional design]] to her [[http://www.ssbwiki.com/images/d/d4/Peach_SSBB.jpg ''Brawl'']] and [[http://www.ssbwiki.com/images/2/23/Peach_SSB4.png ''for Wii U''/''for [=3DS=]'']] designs.
** Also seen in some of the Newcomer Trailers for ''Super Smash Bros. 4.'' Little Mac's used a detailed comic book style, Palutena's done in anime style like in the Kid Icarus shorts, Lucina and Robin's was made with the graphic style of ''Awakening''[='=]s cutscenes (including Captain Falcon, who is from an entirely stylistically different series), and Duck Hunt's trailer begins [[{{Retraux}} in an 8-bit style,]] a la the original NES game.
** Toon Link. His [[TheLegendOfZeldaTheWindWaker game of origin]] was cel-shaded, and everything from that game in ''Brawl'' (the Pirate Ship stage, the trophies, the Tingle assist trophy) is too; but Toon Link himself isn't. In ''Brawl'''s grittier, more realistic artstyle, Toon Link looks incompatible. The fourth game's change to a brighter, more colorful art style rectifies it.



* ArtShift:
** Most every character that appears in ''Melee'' and ''Brawl'' has a level of detail miles higher than in their native series. This is most perceptible with ''Mario'' characters; compare Peach's more [[http://static2.wikia.nocookie.net/__cb20130625131451/nintendo/en/images/d/de/Princess_Peach_%28Fortune_Street%29.png traditional design]] to her [[http://www.ssbwiki.com/images/d/d4/Peach_SSBB.jpg ''Brawl'']] and [[http://www.ssbwiki.com/images/2/23/Peach_SSB4.png ''for Wii U''/''for [=3DS=]'']] designs.
** Also seen in some of the Newcomer Trailers for ''Super Smash Bros. 4.'' Little Mac's used a detailed comic book style, Palutena's done in anime style like in the Kid Icarus shorts, Lucina and Robin's was made with the graphic style of ''Awakening''[='=]s cutscenes (including Captain Falcon, who is from an entirely stylistically different series), and Duck Hunt's trailer begins [[{{Retraux}} in an 8-bit style,]] a la the original NES game.
** Toon Link. His [[TheLegendOfZeldaTheWindWaker game of origin]] was cel-shaded, and everything from that game in ''Brawl'' (the Pirate Ship stage, the trophies, the Tingle assist trophy) is too; but Toon Link himself isn't. In ''Brawl'''s grittier, more realistic artstyle, Toon Link looks incompatible. The fourth game's change to a brighter, more colorful art style rectifies it.



* DarkerAndEdgier: With more detailed and more realistic graphics, a surprisingly dramatic story mode, and more violent attacks, ''Brawl'' is definitely qualified for this trope compared to the other entries in the series.



* DarkerAndEdgier: With more detailed and more realistic graphics, a surprisingly dramatic story mode, and more violent attacks, ''Brawl'' is definitely qualified for this trope compared to the other entries in the series.

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Correcting Word Cruft, Example Indentation, and non-examples. | A Twinkle In The Sky is already under \"T\". | Brawl\'s theme song is not ominous at all.


** Final Destination, in all games, has swirling and generally pretty trippy backgrounds.

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** Final Destination, in all games, has swirling and generally pretty trippy backgrounds.



* ATwinkleInTheSky: Especially funny when you do this to your opponent on a Pokémon-themed stage, because your opponent will be ''[[AnimeAndManga/PokeMon blasting off again.]]''



* DarkerAndEdgier: With considerably more detailed and exponentially more realistic graphics, a surprisingly dramatic story mode, more violent attacks, and even its own Main/OminousLatinChanting theme song, ''Brawl'' is definitely qualified for this trope compared to the other entries in the series.

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* DarkerAndEdgier: With considerably more detailed and exponentially more realistic graphics, a surprisingly dramatic story mode, and more violent attacks, and even its own Main/OminousLatinChanting theme song, ''Brawl'' is definitely qualified for this trope compared to the other entries in the series.



** The stage Gaur Plain comes close to meeting this trope in that defeating the stage boss, Metal Face, causes him to blow up in an explosion that won't harm whoever defeated him. Unlike with Ridley, this defeat does not count towards the player's KO count.



** It's possible for Mega Man to be either fought in metal form in Classic mode (like all the other fighters) or can pick up the Metal Box to turn into Metal Mega Man. However, being a robot and whatnot, Mega Man is kind of ''already made of metal''.

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** It's possible for Mega Man to be either fought in metal form in Classic mode (like all the other fighters) or can pick up the Metal Box to turn into Metal Mega Man. However, being a robot and whatnot, robot, Mega Man is kind of ''already made of metal''.



** Starting from ''Brawl'', Kirby and Dedede's Inhale, and Wario's Chomp, are capable of swallowing items sprawled on the field. [[ExtremeOmnivore Almost any item, in fact]]. This means Wario can eat ''his own bike''. Careful though, eating explosives will damage you.
*** Wario heals 1% of his damage when he consumes any given item, bike included. Eating items also charges his Wario Waft attack, which is very literally a fart.

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** Starting from ''Brawl'', Kirby and Dedede's Inhale, and Wario's Chomp, are capable of swallowing items sprawled on the field. [[ExtremeOmnivore Almost any item, in fact]]. This means Wario can eat ''his own bike''. Careful though, eating explosives will damage you.
***
Wario heals 1% of his damage when he consumes any given item, bike included. Eating items also charges his Wario Waft attack, which is very literally a fart. Careful though, eating explosives will damage you.
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** Every character also gets two custom moves for each special. Most have a [[MightyGlacier stronger slower version]] and a [[FragileSpeedster weaker faster version]] of the original. "Stronger" moves usually mean a larger hitbox, more damage/launching power, with bonus effects like [[PlayingWithFire fire]] or super armor. "Faster" moves tend to have shorter start up and cool down and more range/distance traveled, with bonus effects like [[BlowYouAway wind]] or multiple hits.

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** Every character also gets two custom moves for each special. Most have a [[MightyGlacier stronger slower version]] and a [[FragileSpeedster weaker faster version]] version of the original. "Stronger" moves usually mean a larger hitbox, more damage/launching power, with bonus effects like [[PlayingWithFire fire]] or super armor. "Faster" moves tend to have shorter start up and cool down and more range/distance traveled, with bonus effects like [[BlowYouAway wind]] or multiple hits.



*** [[FragileSpeedster Speed]] makes him faster but he does less damage and gets less air from his jumps.

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*** [[FragileSpeedster Speed]] Speed makes him faster but he does less damage and gets less air from his jumps.
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** All-Star Mode in the 3DS/Wii U installment groups the characters by their year of origin: 1980-1984 (Mr. Game & Watch, Pac-Man, Mario, Donkey Kong, Luigi, and Little Mac), 1984-1986 (Duck Hunt, R.O.B., Peach, Bowser, Link, Zelda, and Samus), 1986-1990 (Pit, Palutena, Mega Man, Marth, Dr. Mario, Yoshi, and Captain Falcon), 1991-1993 (Sonic, Kirby, King Dedede, Wario, Fox, Falco, and Meta Knight), 1994-1998 (Ness, Diddy Kong, Pikachu, Charizard, Jigglypuff, Sheik, and Ganondorf), 2001-2006 (Villager, Olimar, Bowser Jr., Toon Link, Zero Suit Samus, Ike, and Lucario), and finally 2007-2013 (Rosalina, Wii Fit Trainer, Shulk, Dark Pit, Robin, Lucina, and Greninja). In the 3DS game, you fight from oldest to newest, while you do the reverse in the Wii U version.

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** All-Star Mode in the 3DS/Wii U installment groups the characters by their year of origin: 1980-1984 (Mr. Game & Watch, Pac-Man, Mario, Donkey Kong, Luigi, and Little Mac), 1984-1986 (Duck Hunt, R.O.B., Peach, Bowser, Link, Zelda, and Samus), 1986-1990 (Pit, Palutena, Mega Man, Marth, Dr. Mario, Yoshi, and Captain Falcon), 1991-1993 (Sonic, Kirby, King Dedede, Wario, Fox, Falco, and Meta Knight), 1994-1998 (Ness, Diddy Kong, Pikachu, Charizard, Jigglypuff, Sheik, and Ganondorf), 2001-2006 (Villager, Olimar, Bowser Jr., Toon Link, Zero Suit Samus, Ike, and Lucario), and finally 2007-2013 (Rosalina, Wii Fit Trainer, Shulk, Dark Pit, Robin, Lucina, and Greninja). In the 3DS game, you fight from oldest to newest, while you do the reverse in the Wii U version. DLC characters are slotted in to their place in the timeline as they're downloaded.

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goofed placement of a word


** In Wii U Classic mode, any character that the player has KO'd previously can be chosen as a teammate in team battles, even rivals and intruders, though intruders lose their giant/metal
status.

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** In Wii U Classic mode, any character that the player has KO'd previously can be chosen as a teammate in team battles, even rivals and intruders, though intruders lose their giant/metal
giant/metal status.

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** Final Destination in all games have swirling and trippy backgrounds.
** Battlefield in the first two games were more trippy and abstract in appearance in contrast to their natural theming in the games afterwards.

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** Final Destination Destination, in all games have games, has swirling and generally pretty trippy backgrounds.
** Battlefield Battlefield, in the first two games were games, was more trippy and abstract in appearance in contrast to their the more natural theming in the games afterwards.



* BatterUp: The Home-Run Bat, which can send anything it connects with flying with a Smash attack. This [[OneHitKO Includes other players]].

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* BatterUp: The Home-Run Bat, which can send anything it connects with flying with a Smash attack. This [[OneHitKO Includes includes other players]].



* BattleStrip: Little Mac's entrance animation has him enter in his pink sweatsuit, then throws it off to reveal his boxing gear. The latter obviously doesn't happen if his sweatsuit alternate is chosen.

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* BattleStrip: Little Mac's entrance animation has him enter in the stage wearing his pink sweatsuit, then throws sweatsuit before throwing it off to reveal his boxing gear. The latter obviously Obviously, this doesn't happen if his sweatsuit alternate costume is chosen.



** In Wii U Classic mode, any character that the player has KO'd previously can be chosen as a teammate in team battles, even rivals and intruders, though intruders lose their giant/metal status.

to:

** The stage Gaur Plain comes close to meeting this trope in that defeating the stage boss, Metal Face, causes him to blow up in an explosion that won't harm whoever defeated him. Unlike with Ridley, this defeat does not count towards the player's KO count.
** In Wii U Classic mode, any character that the player has KO'd previously can be chosen as a teammate in team battles, even rivals and intruders, though intruders lose their giant/metal giant/metal
status.



** It's possible for Mega Man to be either fought in metal form in Classic mode (like all the other fighters) or can pick up the Metal Box to turn into Metal Mega Man. This, despite the fact that Mega Man's technically already made up of metal.

to:

** It's possible for Mega Man to be either fought in metal form in Classic mode (like all the other fighters) or can pick up the Metal Box to turn into Metal Mega Man. This, despite the fact that However, being a robot and whatnot, Mega Man's technically already Man is kind of ''already made up of metal.metal''.



** There's an event in ''Wii U'' called [[ExcitedShowTitle "Duck Hunt!"]] in which you play as Duck Hunt, from the ''Duck Hunt'' universe, and play ''Duck Hunt'' on the Duck Hunt stage against...Falcos.

to:

** There's an event in ''Wii U'' called [[ExcitedShowTitle "Duck Hunt!"]] in which you play as Duck Hunt, from the ''Duck Hunt'' universe, and play ''Duck Hunt'' on the Duck Hunt stage against... Falcos.



** Starting from ''Brawl'', Kirby and Dedede's Inhale, and Wario's Chomp is capable of swallowing items sprawled on the field. [[ExtremeOmnivore Almost any item, in fact]]. This means Wario can eat ''his own bike''. Careful though, eating explosives will damage you.

to:

** Starting from ''Brawl'', Kirby and Dedede's Inhale, and Wario's Chomp is Chomp, are capable of swallowing items sprawled on the field. [[ExtremeOmnivore Almost any item, in fact]]. This means Wario can eat ''his own bike''. Careful though, eating explosives will damage you.you.
*** Wario heals 1% of his damage when he consumes any given item, bike included. Eating items also charges his Wario Waft attack, which is very literally a fart.
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None

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* DarkerAndEdgier: With considerably more detailed and exponentially more realistic graphics, a surprisingly dramatic story mode, more violent attacks, and even its own Main/OminousLatinChanting theme song, ''Brawl'' is definitely qualified for this trope compared to the other entries in the series.
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* DeathOrGloryAttack: Luigi's Super Jump Punch; if it lands a critical hit, it is an almost literally [[OneHitKill 100% guaranteed KO.]]
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** Picking up a Hammer or Golden Hammer as King Dedede will cause him to swing both the item hammer ''and'' his own hammer.
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** The legendary sword of Ragnell gives Ike both high attack power and knockback, allowing him to KO opponents at medium-low percentages. However, his slow movement makes him susceptible to interruptions. Ike is also very susceptible to semi-spike attacks due to his problematic platform recovery.
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** Meta Knight sword strikes are instantaneous with high knockback. Unfortunately, his reach and attack power are both ''point-blank and pitiful''.

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** Meta Knight Knight's sword strikes are instantaneous with high knockback. Unfortunately, his reach and attack power are both ''point-blank and pitiful''.
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** Meta Knight sword strikes are instantaneous with high knockback. Unfortunately, his reach and attack power are both ''point-blank and pitiful''.
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** There's an event in ''Wii U'' called [[ExcitedShowTitle "Duck Hunt!"]] in which you play as Duck Hunt, from the ''Duck Hunt'' universe, and play ''Duck Hunt'' on the Duck Hunt stage against...Falcos.
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** The Japanese version of ''64'' has "organic" hitting sounds which, for some reason, were replaced with "metallic" hitting sounds in the western ports.

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** The Japanese version of ''64'' has "organic" hitting sounds which, for some reason, were replaced with "metallic" hitting sounds in the western ports. The most probable reasoning is that they wanted the violence to feel less real even though the intro had already established the setting as an imaginary fantasy fight between animated toys.
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** Amiibo also have a bad habit of laser focusing on a single character in a free for all match, which means they will try to walk ''through'' other opponents, guard completely open, to get to the one they're focusing on. They would also get hit by attacks they could have easily avoided, just because it was from a character they weren't targeting.
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* The Japanese version of ''64'' has "organic" hitting sounds which, for some reason, were replaced with "metallic" hitting sounds in the western ports.

to:

* ** The Japanese version of ''64'' has "organic" hitting sounds which, for some reason, were replaced with "metallic" hitting sounds in the western ports.
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* The Japanese version of ''64'' has "organic" hitting sounds which, for some reason, were replaced with "metallic" hitting sounds in the western ports.
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** One way people abused online gameplay in ''Brawl'' was to set up "taunt parties", where people would spend the whole match doing nothing but taunting, and if anyone actually tried to fight, everyone would gang up on that person. Due to this abuse, ''3DS[=/=]Wii U'' makes it so the player won't be able to taunt anymore until they manage to KO someone, encouraging them to get up and fight.
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* AlternateCompanyEquivalent:
** ''VideoGame/PlayStationAllStarsBattleRoyale'' is Sony's answer to ''Smash'', as a multiplayer PlatformFighter featuring characters from its biggest franchises.
** ''VideoGame/DisneyInfinity'' is part ''Smash'' and part ''VideoGame/{{Skylanders}}''. While the gameplay is similar to ''Skylanders'', the game is also reminiscent of ''Smash'' as a MassiveMultiplayerCrossover of its respective company's biggest franchises, with the characters depicted as LivingToys[[note]]although ''Infinity'' takes this concept even further than ''Smash'', in that the characters are clearly shown to be animate toys and don't transform/translate to depictions of the "real" characters[[/note]] and summonable in-game using NFC figures (which is also similar to ''Skylanders'').
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* ArsonMurderAndJaywalking: Upon unlocking all characters in [=WiiU/3DS=], you get three consecutive notifications:
-->''All fighters are now available! Let the true battle begin!''
-->''Unlocked the true All-Star solo mode! Find it in Games & More.''
-->''Unlocked all of [[PowerCopying Kirby's copied voice clips and sounds]]!''
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* ATwinkleInTheSky: Especially funny when you do this to your opponent on a Pokémon-themed stage, because your opponent will be ''[[Anime/Pokemon blasting off again.]]''

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* ATwinkleInTheSky: Especially funny when you do this to your opponent on a Pokémon-themed stage, because your opponent will be ''[[Anime/Pokemon ''[[AnimeAndManga/PokeMon blasting off again.]]''
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* ATwinkleInTheSky: Especially funny when you do this to your opponent on a Pokémon-themed stage, because your opponent will be ''[[Anime/Pokemon blasting off again.]]''
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[[foldercontrol]]

[[folder:A]]
* AchievementSystem: The "Challenges" grid in ''Brawl'', ''3DS'', and ''Wii U'', which was originally used in ''[[Franchise/{{Kirby}} Kirby Air Ride]]'' and later in ''VideoGame/KidIcarusUprising''. The player can view the details of any achievement that is adjacent to one already obtained[[note]]horizontally only in ''Brawl'', horizontally and vertically in ''3DS'' and ''Wii U''[[/note]] (but can obtain any one at any time; the game will notify them before returning to the character select screen or menu); each one usually provides a CosmeticAward like a new trophy or music for their in-game collection, though a few will unlock stages. The player also receives a few "hammer" items to bypass a given Challenge and unlock its reward directly, but a few Challenges cannot be hammered. In ''3DS'', the challenges are divided into three sets of 35 challenges, while ''Wii U'' puts them all on one screen.
* AffirmativeActionGirl: The roster has worked to improve the gender ratio, and it shows.
* AIBreaker:
** It varies from game to game, but generally the [=AI=] will at least occasionally walk into very slow and powerful attacks that players would be unlikely to, at least not in one-on-one situations. The Home Run Bat swing and the chargeable neutral special attack of most Fire Emblem characters are especially effective. ''3DS/Wii U'' has an equipment attribute that can cause your fighter to become invincible for a few seconds if you are the first to do damage, and the [=AI=] doesn't treat you as invincible if you get this.
** In ''Melee'', there are a number of ways to get level 9 [=CPUs=] stuck in an infinite death loop where they will simply not stop killing themselves. These are most prevalent on Luigi, who will self destruct [[https://www.youtube.com/watch?v=k3oJLGJ3Qsk himself twenty times,]] Fox, who will KO himself up to [[https://www.youtube.com/watch?v=i-b3tCc3sn0 fifty times]], and Roy who will KO himself [[https://www.youtube.com/watch?v=4RpldojemmU over ninety times.]] Surprisingly, level 8 and 7 [=CPUs=] won't get stuck in these loops, only level 9s.
* AlternateReality: As heavily implied and speculated for years and [[http://time.com/3747342/nintendo-ceo-satoru-iwata/ confirmed by Iwata]], ''Smash Bros.'' is a series of imaginary battles between toy versions of the ''Smash'' characters (dolls or trophies), which has been a prime source of EpilepticTrees. This trope applies in that the characters appear as regular living beings most of the time, so the ''Smash'' universe as depicted in-game seem to exist inside the imagination of the toys' owner, with the figures "translating" to imagined versions of the real characters.
* AmericanKirbyIsHardcore:
** Zig-zagged. Kirby himself was '''not''' changed for ''Brawl''[='=]s American release. Instead, the [[http://www.mariowiki.com/File:928518_75946_front.jpg bright blue sky from the Japanese]] [[http://www.mariowiki.com/File:SSBB_EU_box.jpg and European versions of the box art]] was removed, [[http://www.mariowiki.com/File:SSBB_Cover.jpeg leaving the starburst-esque light in the background taking up the entire box]].
** Inverted with Kirby in ''Wii U''. His American ''VideoGame/PunchOut'' arena alias is "The Pink Puffball", while the Japanese and European aliases are "Pink Demon"[[note]]translated, of course[[/note]] and "Gritty in Pink", respectively.
* AirborneAircraftCarrier: The Halberd and the Great Fox.
* TheAllSeeingAI:
** Assisting items that block the screen, such as the Nintendog and Togepi, have no effect on the AI. They are also immune to any [[InterfaceScrew interface screws]] that get thrown at you. Averted in ''3DS/Wii U'', however; in his description of the [[VideoGame/KirbysAdventure Nightmare]] assist trophy, which blacks out the stage, Sakurai notes that "Blinding and reversal effects even make the computer players mess up."
** The AI knows the exact location of every item that spawns, even if it isn't visible to the player. Some items make a distinct noise when they spawn, but most of them don't. ''3DS/Wii U'' tones this down by zooming out the screen for a moment whenever a powerful item appears.
** In Smash Run on ''3DS'', enemies with long-range attacks will see, aim at, and hit you from outside the player's field of vision on the screen.
* AmazingTechnicolorBattlefield:
** Final Destination in all games have swirling and trippy backgrounds.
** Battlefield in the first two games were more trippy and abstract in appearance in contrast to their natural theming in the games afterwards.
* AmbidextrousSprite:
** Invoked in ''Wii U/3DS'', where some characters will have their arm and leg positions mirrored when they turn around so that their chest and face are always turned towards the camera, unlike the previous games where they would simply rotate and have their back turned. Significant because achieving this effect with full 3D models is about as tedious as averting this trope for 2D sprites.
** Still averted with most weapon-wielding characters, such as Link, as switching hands with weapons would be rather silly [[VideoGame/StreetFighterIV (not that it hasn't been done...)]].
* AndYourRewardIsClothes: In ''[=SSB4=]'', you can win outfits to customize your Mii with.
* AntiFrustrationFeatures:
** In ''Super Smash Bros. for Nintendo 3DS'', unlocking all the secret characters through the "# of Versus Mode matches played" method is ''far'' more lenient than in ''Melee'' or ''Brawl'', where you'll have all of the secret characters unlocked by 120 matches, with a secret challenger appearing every 10 matches until then. For comparison, unlocking all of ''Brawl'''s secret characters through Versus Mode matches alone would have taken ''450'' matches, while in ''Melee'' it would have taken '''''1000''''' matches to unlock everyone. It's ''Wii U'' counterpart is similar, only you need to do 100 matches instead of 120 (due to some characters already being unlocked by default).
** In previous games, there was no indicator of how much ammo an item had, meaning you could leave yourself vulnerable by firing a weapon that was empty. In the fourth game, if players try to fire a weapon that's out of ammo, the character will automatically throw it instead (unless you are rapid-firing a Super Scope).
** In ''3DS'', several challenges involves playing [=StreetSmash=] (a [=StreetPass=]-based minigame). This may sound annoying for someone who doesn't live in a [=StreetPass=]-friendly area. It turns out, it's possible to obtain all of them simply by using the practice mode of the minigame.
** Certain stages are unlocked simply by using certain characters' respective final smashes. This also works in Training Mode, where one can just spawn a Smash Ball and destroy it while unhindered by the CPU.
** Play as Olimar in the Home Run Contest minigame, and you'll discover that not only can he only pluck Purple Pikmin, the Pikmin most suitable for the minigame, he'll ''start out'' with a team composing only of Purple Pikmin.
** If you're playing Smash Run as Olimar and the minigame for that session is either the racing minigame or the climbing minigame, you'll discover that Olimar starts out with no Pikmin within that mode so his "Winged Pikmin" Special will have maximum effectiveness from the get-go.
** In ''3DS[=/=]Wii U''[='=]s All-Star Mode, Little Mac's [[OneHitKill KO Punch]] and Mr. Game and Watch's Judgement #9 will do minimal damage and knockback if used by the CPU to prevent cheap deaths. A few stages are also modified; for example, [=WarioWare=], Inc. will never enter microgames and Luigi's Mansion is unable to be destroyed.
** One way people abused online gameplay in ''Brawl'' was to set up "taunt parties", where people would spend the whole match doing nothing but taunting, and if anyone actually tried to fight, everyone would gang up on that person. Due to this abuse, ''3DS[=/=]Wii U'' makes it so the player won't be able to taunt anymore until they manage to KO someone, encouraging them to get up and fight.
** After clearing Classic or All-Star in ''3DS[=/=]Wii U'', you have to reveal a picture by hitting credit names. If over 80% is revealed, then the unrevealed areas will flash; if over 90% is revealed, then the unrevealed areas will give off sparks. If you're close to completion but don't quite make it, the entire picture is revealed anyway.
** The Soccer Ball (or [[DubNameChange Football]] in the European version of ''3DS[=/=]Wii U'') is an ImprovisedWeapon in the game that you don't pick up, but instead launch at opponents using strong attacks. It's programmed as of ''3DS[=/=]Wii U'' to automatically respawn itself if it gets knocked off the stage until it expires for real just so that it's readily available.
** When fighting a character to unlock them for the first time, their AI is set to high levels and can be difficult to beat. To make up for this, whenever you fail a character-unlock match, their AI will be set to a lower level each time you rematch them. Even more, you don't have to go through the method to unlock them to fight them again -- just play a Smash match.
** In the fourth game, losing a match in Classic mode reduces the difficulty by .5 of the Intensity scale. However, this may be subverted depending on your playstyle: For those who genuinely need the step-down and are testing their ability against higher difficulty levels, this is a helpful way of meaning you don't have to re-make all your progress. On the other hand, those who can generally play on 9.0 Intensity but make occasional slips may feel penalized by the forced difficulty decrease. Also, for each integer of Intensity added the final boss gains an extra form - so if you want to see them all you have to set Intensity to as high as possible and then lose ''at most'' two matches against the hardest computer setting, including the final boss' various forms that all have very strong, very hard-to-dodge attacks.
** If someone is sufficiently far behind from ''Brawl'' onward, there's a chance that they might respawn with a Final Smash ready to use.
** In the fourth game, modes like Crazy Orders and All-Star will usually punish you for failing by taking away some of your rewards. However, if you fail early in the mode, you'll keep any of the rewards you've earned. This is particularly useful if you've earned a rare CD or a custom move you've sought after.
* ArbitraryMissionRestriction: Some of the challenges in the series fall into this sort of thing--some challenges are even the same as other challenges, but with ''even more'' restrictions. For instance, in the Wii U game, one challenge is to clear All-Star mode on normal difficulty or above without healing; another challenge is to clear All-Star mode on normal or above without healing ''while playing as Captain Falcon''.
* ArbitrarySkepticism: [[VideoGame/KidIcarus Pit]] is revealed to be one if you were to use Palutena's Guidance on Ness due to him saying "Isn't [the supernatural] kinda unscientific?" in response to the Goddess Palutena explaining to him that "[PSI, Ness's power,] is a general term for supernatural abilities". Of course, [[LampshadeHanging Palutena calls him out on it]] by explaining that several of the powers she grants Pit can be considered supernatural abilities as well.
* ArtEvolution:
** The series underwent a notable art style change between the original and ''Melee'', from an exaggerated, cartoony style (even more so than the styles of the source materials) to a very realistic style (see ArtShift), with more realistic coloring and textures in ''Brawl''. Compare [[http://www.ssbwiki.com/File:Link_SSB.png Link's artwork in 64]] with [[http://www.ssbwiki.com/images/b/b8/Link_SSBB.jpg his artwork in ''Brawl'']]. The 3DS version of the fourth game takes on a more cel-shaded/"paint"-like appearance, which according to Sakurai, is there to make the characters easier to see on the small screen contrasting with its Wii U big brother which is closer to ''Brawl'', but has taken on a much more vibrant and colourful style, and the more cartoony characters are much closer to how they look in their source material, and this doesn't take into account the various other visual upgrades, and some upgrades in character animation (this is most prominent in King Dedede, who is now ''very'' expressive, and often hilariously so).
** Also, when a series has its art evolve, then the related ''Smash'' designs will often follow suit to match. This can be best seen with characters from ''Zelda'' (who went from ''Ocarina of Time'' to more detailed ''Twilight Princess'' designs), characters from ''Star Fox'' (whose ''Brawl'' designs started incorporating the much cartoonier ''Command'' art style), Marth, (whose design in the fourth game matches his appearance in [[VideoGame/FireEmblemAkaneia the DS remakes of his games]] which were released after ''Brawl''), and Little Mac (whose ''Brawl'' Assist Trophy was based on his NES version while his ''[=WiiU/3DS=]'' appearance was based on the Wii game).
** Lampshaded if you use [[VideoGame/KidIcarus Palutena's Guidance]] on Ike, with Pit noticing him looking different than he remembered.
* ArtShift:
** Most every character that appears in ''Melee'' and ''Brawl'' has a level of detail miles higher than in their native series. This is most perceptible with ''Mario'' characters; compare Peach's more [[http://static2.wikia.nocookie.net/__cb20130625131451/nintendo/en/images/d/de/Princess_Peach_%28Fortune_Street%29.png traditional design]] to her [[http://www.ssbwiki.com/images/d/d4/Peach_SSBB.jpg ''Brawl'']] and [[http://www.ssbwiki.com/images/2/23/Peach_SSB4.png ''for Wii U''/''for [=3DS=]'']] designs.
** Also seen in some of the Newcomer Trailers for ''Super Smash Bros. 4.'' Little Mac's used a detailed comic book style, Palutena's done in anime style like in the Kid Icarus shorts, Lucina and Robin's was made with the graphic style of ''Awakening''[='=]s cutscenes (including Captain Falcon, who is from an entirely stylistically different series), and Duck Hunt's trailer begins [[{{Retraux}} in an 8-bit style,]] a la the original NES game.
** Toon Link. His [[TheLegendOfZeldaTheWindWaker game of origin]] was cel-shaded, and everything from that game in ''Brawl'' (the Pirate Ship stage, the trophies, the Tingle assist trophy) is too; but Toon Link himself isn't. In ''Brawl'''s grittier, more realistic artstyle, Toon Link looks incompatible. The fourth game's change to a brighter, more colorful art style rectifies it.
* TheArtifact: Marth's DistaffCounterpart Lucina speaks English in the fourth game, yet Marth himself still speaks Japanese. This is despite [[VideoGame/FireEmblemAkaneia Marth's game]] getting an international release, and Marth being an obtainable character in ''VideoGame/FireEmblemAwakening'' as paid and free DLC, a game that includes Lucina as one of the playable characters.
* ArtificialBrilliance:
** All [=CPUs=] in the first 3 ''Smash'' games are quite good at grabbing people who are trying to recover.
** High-level AI characters who respawn within the duration of a Hammer or other powerful item will loiter on the recovery platform until it times out to avoid being hit.
** A new feature in the Wii U version is amiibo compatibility, which lets you make computer controlled characters that you can train and will actually learn your fighting habits and mimic them. So if you like to BeamSpam as Samus, your Samus amiibo will like to BeamSpam too. [[http://www.kotaku.com.au/2014/12/training-pokmon-in-smash-bros-can-get-messed-up/ One person trained an amiibo to just spam one move constantly. It really does work.]] Even more impressive, they can learn to borrow lives from allies in team games after they've run out.
** During the "New Challenger Approaching!" fights against most unlockable characters, the AI is usually simple enough that it can easily be quickly beaten with pure brute force. However, in the 3DS version, the AI that controls Lucina loves to use her CounterAttack, requiring the player to be more strategic in order to win the fight.
* ArtificialStupidity:
** ''Smash 64's'' and ''Melee's'' CPU's seem to like the R button a bit too much. Try starting a match against a high-level Samus and notice how often she tries to grapple you.
** There are spots on every single map in both ''Smash 64'' and ''Melee'' that cause CPU level 9s to try and hit you and then kill themselves, sometimes repeatedly until the match ends! This is less common in later games.
** AI Luigi in ''Melee'' would always use his Green Missile move to recover, even in situations where the Super Jump Punch would be more convenient.
** [=CPUs=] in ''Brawl'' on a Custom Stage will always go to the lowest part of the stage and fight there, regardless of how inconvenient ([[SpikesOfDoom or worse]]) it may be to stick around that part of the stage. And if there's a fall-through platform over a pit with grabbable ledges, the CPU's will often try to reach the platform instead of the ledges, no matter how out of reach it is.
** In the 3DS All-Star mode, the AI plays a bit too heavy on the defense, resulting in them often holding their shield in place while you stand there and they wear it down to one blow away from shattering. It's not unusual to get four or more shield breaks in a single run through of All-Star.
** Though the amiibo can be impressively strong and smart, they do make some dumb decision sometimes. They might hurl fireballs into a corner as Mario, toss the boomerang randomly as Link, or suicidally charge a character as Little Mac, all because they're trying to mimic you. Even worse is if you use a custom moveset they don't have, they'll treat it as the default, and try, for instance, to use Samus's default neutral special at close range because you use the shotgun version for your Samus. They'll also dumb down considerably if you try to fight on a custom stage.
** Certain Pokéball Pokémon and assist trophies (like [[VideoGame/TheLegendOfZelda Midna]]) have the inability to travel between the foreground layer of the Jungle Hijinks stage and the background layer of the same stage in spite of their attack patterns should logically say otherwise.
** AI Yoshis in the fourth game have an odd tendency to not realize that their up special is, under normal circumstances, not a recovery, and often end up spamming it when they fall off-stage.
* AscendedExtra:
** The Villager from ''VideoGame/AnimalCrossing'' was originally a spectator in Smashville.
** [[VideoGame/TheLegendOfZeldaOcarinaOfTime Gerudo Valley]] was just background music in ''Brawl'', while in ''[=SSB4=]'' for 3DS it is its own stage.
** Charizard was summoned from a Poké Ball in ''Super Smash Bros. 1'' and ''Melee''. In ''Brawl'', he becomes a playable character alongside Squirtle and Ivysaur (summonable by the Pokémon Trainer), and in ''Wii U/3DS'', he's his own character.
** Wario, Captain Olimar, King Dedede, Squirtle, and Pit were just trophies in ''Melee'', and became playables in ''Brawl''.
** King Dedede and Ridley appeared flying in the distant backgrounds of the Dream Land and Zebes stages respectively in the original game, and were trophies in ''Melee''. In ''Brawl'', Dedede becomes playable and Ridley is used as a boss.
** Moltres could be seen flying in the background of Saffron City in the original (albeit rarely). It's been a Poké Ball Pokémon in later games.
** Little Mac appeared in ''Brawl'' as an assist trophy before becoming a playable character in ''[=SSB4=]''.
** Palutena received a short, unvoiced cameo in the Subspace Emissary. Now she's a playable character in ''U/3DS''.
** The Ducks from ''Duck Hunt'' were only a trophy in ''Melee'', but rise to playable status along with the dog in ''U/3DS''.
* AscendedMeme:
** The [=3DS=] / [=WiiU=] game will feature an official "No items, Final Destination" mode in the online multiplayer component, titled "For Glory". Funnily enough, there's also another mode that ''blocks'' the Final Destination stage from being chosen, for those people who are sick to death of it.
** The trailer explaining the Invitational showed off the players in the style of the infamous Challenger Approaching screen and the presenters were shown in the style of the splashes in the new character trailers.
** For a while there was a petition for Reggie Fils-Aime to be playable in Super Smash Bros. Cut to E3 2014, and the first Mii Fighter introduced is the Regginator himself.
** A few of Duck Hunt's moves imply someone's trying to shoot the dog with the Zapper[[note]]Although this's {{Jossed}} by his reveal video explicitly showing said shooter to be aiming at the fighters themselves and not the dog[[/note]]. If you have a vendetta against the smug pooch, you can also finally shoot him if you're so inclined. In addition, his iconic laugh is used every place where it would fit... In his entrance, as one of his taunts, as one of his victory poses, and as part of his Final Smash in its original 8-Bit form. Between the good mileage from his iconic laugh and the implications that someone's trying to shoot him with the Zapper, Nintendo seems to ''completely'' understand why everyone remembers this particular hound.[[invoked]]
** The message for unlocking all custom outfits for the Mii fighters in ''3DS'' includes "Your body is ready!"
** Palutena's Guidance on Shulk has Pit mention the Monado makes everyone look like "a buncha jokers", a memorable line from Reyn.
** Use Palutena's Guidance on Fox, and Pit will say at the end, "Do a barrel roll!"
** In the PAL version, a Wii U event involving Sonic, where everyone is sped up, is titled "Gotta Go Fast".
** One of the random names in ''Wii U'' is "NOJOHNS".[[note]]This means "No excuses", not "No people named John".[[/note]]
** In the first three games, [[VideoGame/FZero Captain Falcon's]] cheer is simply the crowd chanting his name. In ''[=WiiU/3DS=]'', the crowd repeatedly calls out his signature [[MegatonPunch Falcon Punch]] [[CallingYourAttacks the same way he does when he performs the move.]]
%% The Varia suit's trophy in ''3DS'' mentions that Samus's ability to morph into a ball is better than crawling, a reference to a particular Miiverse post.
* AssistCharacter: The Poké Balls and Assist Trophies summon Pokémon and other video game characters respectively.
* AssKickingPose: Many of the taunts.
* AttackBackfire:
** Ness' and Lucas' PSI Magnets absorb energy projectiles (i.e. Mario's Fireballs, Samus' Charge Shot) and heal by the amount of damage the attack would have caused.
** Mr. Game & Watch's Oil Panic technique can also simulate this, where energy projectiles are absorbed over time in a bucket (3 energy-based projectiles are then converted into units of oil). When full with 3 units of oil, the bucket can dish out 2.8 times the combined damage of the absorbed attacks, resulting in an attack with high damage and knockback ([[{{Cap}} capped]] at 200% damage in ''Melee'' and 60% damage in ''Brawl''). The 3DS version gives him a custom version of Oil Panic that can fill instantly if hit.
** Villager does this exactly, plucking attacks out of the air to use against opponents. This includes attacks like ''Phantom Zelda''.
* AutobotsRockOut:
** In ''Brawl'', the [[http://www.youtube.com/watch?v=PLJuT8zPmvA Final Destination theme]] is a hard rock arrangement of the main theme of the game.
** Holds true for the 3DS/Wii U version's [[https://www.youtube.com/watch?v=PV1zwSkdLjw theme for Master Hand]].
** Counts for the Wii U version's [[https://www.youtube.com/watch?v=uQB7i0scxkg Final Destination Ver. 2]].
** The 3DS/Wii U version's theme in general alternates between bombastic orchestral portions and hard-rock portions, for both the opening and menu variants. In the Wii U version's opening movie, the rock portion is used to introduce the third-party characters.
* AwardBaitSong: "Calling to the Night", although as you might expect it's a song from another game, ''VideoGame/MetalGearSolidPortableOps''.
* AwesomenessMeter: ''Smash 64'' and ''Melee'' give you bonuses at the end of a match for playing in specific ways or doing certain actions; for example, scoring a knockout while standing on the [[MercyInvincibility revival platform]]. These bonuses only have value in a Bonus Mode match or in the one-player modes where they count toward your score.
[[/folder]]

[[folder:B]]
* {{Badass}}: Every character. Duh, this is a fighting game.
* BadassAdorable: Every character in the game is a skilled fighter, but many of them are also portrayed as adorable as well:
** Kirby is a pink ball with BlushStickers and in cutscenes is one of the biggest badasses.
** Most Pokemon qualify for this as well:
*** Pikachu is just as cute as ever, but still shown as a badass in cutscenes and combat.
*** Pichu is even more of a RidiculouslyCuteCritter, though it's not as much of a threat in gameplay, it can still kick all kinds of ass.
*** Squirtle, being a fully unevolved Pokemon is incredibly cute, but probably Pokemon Trainer's best Pokemon.
*** Jigglypuff is a pink floating balloon, but has one of the most deadly single attacks in the series.
** Ness and Lucas from ''Earthbound'' and ''Mother 3'' respectively, thanks largely to the series' distinctive art style and their characterization in Subspace Emissary.
** Pit is a slightly SuperDeformed angel in a toga, but fights using a bow that turns into swords and magic rings.
** Yoshi, with its PokemonSpeak and exaggerated motions (it's second jump is trying to run on air!) seems like it'd be harmless, but it's anything but.
** Toon Link is a cartoony swordsman, but just as good at fighting as his more realistic counterpart. His taunts and win poses emphasize his lighter side, though (how many fighters wave around a conductors baton?).
** The Villager from ''Animal Crossing'' is a bit stumpy, always smiling, fights with household implements, and kicks ass.
** Mega Man. Classic series Mega Man has always had the appearance and personality of a pre-teen boy, which is only exacerbated by his SuperDeformed styling. And yet, he's on some levels a more dangerous fighter than in his own series.
* BadassBoast: Some of the taunts qualify.
* BadassNormal:
** Snake is by far the most prominent example, considering his usage of modern-day military tactics and hardware.
** There's Little Mac, who (besides his Final Smash) is just a boxer.
* BadassPrincess: Peach and Zelda. WiiU/3DS adds Lucina who may or may not qualify as a "princess" (though she definitely is of royal blood), alongside Wendy ([[FlipFlopOfGod Sometimes]]).
* BananaPeel: One of the items in ''Brawl''.
* BatterUp: The Home-Run Bat, which can send anything it connects with flying with a Smash attack. This [[OneHitKO Includes other players]].
* BattleAura: Anyone with a Final Smash ready.
* BattleStrip: Little Mac's entrance animation has him enter in his pink sweatsuit, then throws it off to reveal his boxing gear. The latter obviously doesn't happen if his sweatsuit alternate is chosen.
* BattleTrophy: In ''Brawl'', "The Subspace Emissary" campaign has the Trophy Stand, an item that, when thrown, turns weakened enemies and bosses into trophies that you can then pick up and add to your collection.
* BigFancyCastle:
** Dr. Wily's pad from ''VideoGame/MegaMan2'' makes an appearance.
** [[VideoGame/SuperMario64 Peach's Castle]]
** [[VideoGame/TheLegendOfZeldaOcarinaOfTime Hyrule Castle]]
** A random non-descript castle from ''Franchise/FireEmblem''.
** [[VideoGame/PokemonBlackAndWhite N's Castle]].
* BigNo:
** Most of the characters do this, though in the Japanese version only.
** Sonic, Snake, and Peach do this in the English version.
* BilingualBonus:
** Even in ''Smash Brothers'', [[VideoGame/FireEmblem Marth]] has the exact same personality as in the main games as being a naive, but somewhat noble prince. It's just not obvious to Western audiences because he speaks Japanese within the ''Smash Brothers'' games regardless of language settings.
** The specific names for the different Monado Arts differ slightly with each translation:
*** When Shulk's lines are heard in Japanese, they are roughly translated as "Jumping", "Running", "Protect", "Attacking", "Destroying/Smashing", respectively.
*** When the symbols for the Monado are read in Chinese, they are roughly translated as "Flying", "Faster Than The Wind", "Shield", "Sword/Cutting", "Destroying/Smashing", respectively.
* BittersweetEnding: In Classic and All-Star modes in ''Melee'' and ''Brawl'', your character is reduced to a trophy as a music box plays a bittersweet rendition of the theme. The ending for ''Smash 64'' was much less of a downer, as it was strongly implied that the game was just a kid playing with some toys. Completely averted in the 3DS version, which is more triumphant with fireworks to celebrate your victory.
* BlindIdiotTranslation: ''Melee'' and ''Brawl'' have several misspellings and errata in the trophies and stickers, most of which were fixed in the PAL versions. Some of the most obvious are:
** Daisy never appeared in the N64 ''MarioGolf''. She was paired with Luigi in ''NES Open Tournament'', a golf game, and didn't appear in the Mario Golf series until ''Toadstool Tour'' for the [=GameCube=].
** Kaptain K. Rool is King K. Rool in a pirate costume, not his brother (though this is the case in the Japanese localization of the DKC series, the western localizers didn't bother to change this fact back when localizing ''Brawl'').
** Baby Mario's trophy shows him wearing overalls, despite the description saying he "lacks" them. He is only seen without overalls in the ''VideoGame/YoshisIsland'' series.
** One could make a DrinkingGame out of how many times ''Melee'''s trophies got the "origin game" of a character or item wrong.
** According to Dr. Wright's trophy in ''Melee''[='=], "As a player [in ''VideoGame/SimCity''], you'd have to use your wisdom and experience to give timely advice to the mayor[.]" Actually, you ''are'' the mayor; Dr. Wright is your advisor.
** [[VideoGame/FireEmblemTellius The Black Knight's]] trophy calls his sword "Ettard", while the English name of his sword is Alondite. However, this becomes even more complicated when you go back to ''Path of Radiance'', in which his sword was named "Ettard" in Japan, but changed to "Alondite" in the US release. Then when ''Radiant Dawn'' came out, Ike got a new weapon, which in Japan was called...Alondite. Which left the translators no option but to call it Ettard in the US release. So now in the US version, Alondite is Ettard and Ettard is Alondite. Except Sakurai didn't get that memo for the US trophy. Whether this is a case of BlindIdiotTranslation or RecursiveTranslation is debatable.
** In Snivy's trophy in the 3DS version, the Pokemon Onix is spelled "Onyx". This is a common mistake among people on the internet, especially those who have not had an interest in Pokemon since the first games, but it's a bit jarring to see Nintendo themselves make that error.
** The ''64'' announcer's call of "'''GAME SET!'''" after every battle is clearly a mistranslation of "Game, Set, and Match", which is announced when someone wins all three divisions of a UsefulNotes/{{Tennis}} match; the game, the set of games, and the match of sets. Nintendo apparently forgot the comma, leading the announcer to think that the winner had won a "game set". While fixed in the English versions in ''Melee'' and beyond to just say "'''GAME!'''",[[note]]Unless the Japanese language setting is chosen[[/note]] it remains in the Japanese versions for the sake of GratuitousEnglish.
* BlobMonster: Yellow Devil is back as a boss for Mega Man's stage, looking like he did in the first ''VideoGame/MegaMan1'' game.
* BlockingStopsAllDamage:
** Blocking will not only prevent all damage but can even reflect projectiles if done properly. Every attack blocked weakens the shield, culminating in a possible stun state.
** Several fighters [[note]]Marth, Roy, Ike, Lucario, Lucina, Little Mac, Greninja, Palutena, Shulk, and Mii Swordfighter[[/note]] have a move that not only negates all damage, your character will also immediately counterattack.
* BoringButPractical: Grabbing. From ''Melee'' onward it doesn't have much knockback power or damage in comparison to other attacks. However, it's a great combo starter, and also ignores shielding, counter stances, and super armor.
* BossBanter: [[VideoGame/{{Xenoblade}} Metal Face]] sprouts out commentary while he fights the players on the Gaur Plain stage in ''Super Smash Bros. for Wii U''.
--> '''Metal Face:''' Hey, hey, time to DIE!
* BossBattle:
** There are some in the single player modes in all games. They don't receive knockback like normal fighters and are instead defeated by depleting their life meter in the traditional way. 1P-Mode/Classic Mode in all games for example cumulates in a showdown against Master Hand, and if certain conditions are met in ''Melee'' onwards, Crazy Hand as well.
** In the Nintendo 3DS and Wii U games, bosses show up during battles on certain stages, with Yellow Devil, Metal Face and Ridley also appearing as boss encounters in Smash Tour. If a player finishes off a boss, effects will occur that can help the player:
*** [[VideoGame/MegaMan1 Yellow Devil]]: Unleashes a [[DefeatEqualsExplosion large growing explosion]] that traps and damages anyone who is caught in it before launching them off, with possible points going to whoever dealt the finishing blow to the Yellow Devil. Said explosion also cannot harm that particular player.
*** [[VideoGame/StreetPassMiiPlaza Dark Emperor]]: When he moves to the foreground, whoever "defeats" him will automatically receive a buff.
*** [[Franchise/{{Metroid}} Ridley]]: Whoever attacks him more will have Ridley [[DefeatMeansFriendship temporary side with that player]]. Additionally, whoever lands the killing blow ([[YouHaveOutlivedYourUsefulness including the player that befriended him]]) will gain a point in Time matches.
*** [[VideoGame/{{Xenoblade}} Metal Face]]: Defeating him causes him to burst into flame and fall down through the center of the stage, counting as an extremely high powered attack from whoever dealt the finishing blow.
* BossBonanza: In higher difficulties in Classic Mode in the 3DS version, you fight Master Hand and Crazy Hand. Deal enough damage to them and Master Core will appear, who has four phases with very powerful attacks. The last phase is a shadow clone of your character. Defeat the four and you have a Smash Ball-like object to knock out. Fail to knock it out and it will knock you out. That's a total of six bosses in one. The Wii U version has a TrueFinalBoss after you beat your clone, but you have to be at 8.0 difficulty or above to face it.
* BossRush:
** All-Star Mode in ''Melee'', ''Brawl'' and the fourth game where you fight everyone in the game.
** The last battle in ''Melee'' pits you against 25 (!) copies of Mr. Game & Watch.
** In ''Brawl'', you go through this in chronological debut order: Mr. Game & Watch being first, and Olimar going last. Oddly, this only applies to the debut of the ''series''; perhaps the most {{egregious}} example being Ness and Lucas, who are separated by more than a decade in the release dates of their respective games and are gauged by a game neither of them was in (they're placed where [[VideoGame/{{Mother}} Ninten]] would be).
** In the fourth game, you fight characters grouped by the first game they appeared in, in chronological order in the 3DS version, and reverse chronological order in the Wii U version.
** Completing Subspace Emissary unlocks an actual BossRush, known as Boss Battles Mode. They have a lowered difficulty than from their appearances within Subspace Emissary, but this is justified since sticker boosts don't apply here, you only get one life, and they are all played back-to-back in random order, except for Tabuu, who always comes as the Final Boss.
** The All-Star Battle Events from ''Melee'', ''Brawl'', and ''Wii U'' pits you in an endurance match against groups of playable fighters. The "final" Co-Op Event also pits you in an endurance match against the playable villains/rivals. The true final Co-Op Event in both ''Brawl'' and ''for Wii U'' crosses this with TrueFinalBoss and takes it to the extreme: You and a partner must fight and defeat all of the playable fighters in the game in one go.
* BossSubtitles: The Boxing Ring stage gives every one of the characters a title before their name, for example, Donkey Kong's is "King of the Jungle" and Samus's is "Bounty Hunter Extraordinaire".
* BossWarningSiren:
** The series generally had a klaxon of some sort for Secret Character battles.
** In the Wily Castle stage in ''Super Smash Bros. for Nintendo 3DS / Wii U'', a faint warning siren can be heard before the Yellow Devil makes its appearance.
* {{Bowdlerization}}:
** ''Melee'' featured the return of the Donkey Kong Rap from ''VideoGame/DonkeyKong64'', but with the "hell of a guy" changed to [[GoshDangItToHeck "heck of a guy."]]
** One of Mr. Game & Watch's taunts in ''Brawl'' vaguely resembled him FlippingTheBird. In ''U/3DS'', this taunt was changed to have him sit down and sigh, which was taken from ''Game & Watch: Mario Bros''.
* BoxingBattler: Little Mac from ''VideoGame/PunchOut!!'' is an Assist Trophy who can tear up anyone he comes across with his boxing moves. He's PromotedToPlayable in the fourth game.
* BreakingTheFourthWall:
** The characters face the screen for many taunts.
** Similarly, a top of the screen ring-out -- if the characters don't go off as a TwinkleInTheSky -- has them bounce off the camera as they fall. In the 3DS and Wii U version they actually crash against the screen and then slide down.
** In ''Melee''[='s=] Sudden Death matches that were due to a tie after time ran out: when Bob-ombs drop from the sky, occasionally one will drop right in front of the camera.
** The {{Nintendogs}} that climb on the screen act like puppies climbing on a glass door.
** Also, the crowd cheering and chanting a character's name if he or she is doing well.
** When he first appears, Snake says "Kept you waiting, huh?" There was no one there for him to address, so it must have been directed towards the player.
** In ''3DS'', one of [[VideoGame/KidIcarus Pit]]'s win quotes is "It's GameOver for you!".
** When using Pit's Palutena's Guidance easter egg, the conversations between him, Palutena and Viridi constantly break the fourth wall - as well as show a great deal of MediumAwareness - rather than just LeaningOnTheFourthWall as Snake's CODEC conversations typically did. Among many other things, they point out that characters aren't always named after their games (after Viridi accidentally calls Samus "Metroid," and using Pit's own VideoGame/KidIcarus as an example), mention that Link and Pit's were "born" (ie, their games came out) at around the same time, and joke about how Bowser shows up in a lot of spinoffs but appears particularly mean this time because Smash is a fighting game.
* BreakMeter: The shield which can be used for defense will eventually break if used too much, stunning you for a short duration. Also, when a character reaches 100 damage, his/her/its ledge attack becomes slower.
* BreakoutCharacter:
** Captain Falcon. While his [[VideoGame/FZero home series]] has largely been forgotten, he became a staple member of the ''Smash'' cast and is one of Nintendo's more widely-marketed characters in general, to the point that his inclusion in the fourth game was heavily hyped and showcased even though he had been in the series from the start.
** Charizard. Throughout all four games, it graduates from Poké Ball Pokémon, to a member of Pokémon Trainer's playable team, to a solo playable Pokémon, likely due to its status as one in its home series.
* TheBusCameBack: Dr. Mario was introduced in ''Melee'', was absent in ''Brawl'', and returned in ''Wii U/3DS''. The same goes for Mewtwo, who was announced as DLC for the Spring of 2015. Lucas having returned in ''Wii U/3DS'' also counts, as although he appeared in ''Brawl'', he was not in the original roster of ''Wii U/3DS'', and it appeared doubtful that he would be added as DLC before the announcement of said DLC.
* ButtonMashing: The series flexible gameplay style discourages this, but it's possible to play the games on the lower difficulties using this method, although it can cause trouble sooner or later. Try this style of play on the higher difficulties instead of keeping on your toes and using actual strategy, and your opponents will mop the floor with you.
[[/folder]]

[[folder:C]]
* CallingYourAttacks: Several instances. See the Character sheet for details.
* CameraAbuse: Starting with ''Melee'', characters that are knocked out-of-bounds through the top of the stage may bounce off the screen. The 3DS and Wii U iterations up the ante by having characters defeated in this manner stick to the screen for a second before dropping off.
* CanonDiscontinuity:
** Even in an in-game archive that saw fit to include the Virtual Boy, you'll never find any reference to [[HotelMario any of]] [[VideoGame/TheLegendOfZeldaCDiGames the CD-i games]].
** For the ''Star Fox'' series, ''[[VideoGame/StarFoxCommand Command]]'' seems to have gone through a slight case of this. ''Brawl'' acknowledges that the game exists, but otherwise all the characters are seen with their pre-''Command'' personalities and alignments; notably, Star Fox has not disbanded, Krystal still being a team member, and still being romantically involved with Fox (albeit under constant flirting attempts from [[CasanovaWannabe Panther]]), Peppy also remaining with the team and not being a Cornerian General. The Great Fox also has the same traditional appearance, as opposed to more brick-shaped Great Fox II from ''Command''.
** Lucas from ''VideoGame/{{MOTHER 3}}'' goes through the same CharacterDevelopment [[SnapBack again]].
** For obvious reasons, none of the [=PlayStation=] and Sega consoles are mentioned on the information for any ''Metal Gear'' or ''Sonic'' trophies- games for those systems are listed, but with no system logo next to the titles, unlike the games released on Nintendo consoles. The Mega Man, Pac-Man, and Rayman trophies simply don't mention games that were released on competing consoles.
* CastHerd:
** ''Melee''[='=]s All-Star Matches are grouped in ''[[SuperMarioBros Mario]]'' characters (Mario, Donkey Kong, Yoshi, Peach, and Bowser), realistically-designed characters (Samus, Link, Zelda, Captain Falcon, Fox), cutesy characters (Kirby, Pikachu, Ness, and Ice Climbers), the more unique secret characters (Marth, Luigi, Jigglypuff, Mewtwo, and Mr. Game & Watch), and the clone characters (Dr. Mario, Falco, Pichu, Young Link, Roy, and Ganondorf). One additional "All-Star" Match restricted you to Ness and had you fight characters known for travelling through space (Samus, Kirby, Fox, Captain Falcon, and Falco).
** ''Brawl''[='=]s All-Star Event Battles group the characters in the default veteran characters from the [=N64=] game (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu), most of the default ''Brawl'' newcomers (Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong, and the Pokémon Trainer), the [=N64=] secret characters (Luigi, Captain Falcon, Ness, and Jigglypuff), the returning ''Melee'' cast (Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco, and Ganondorf), and the rest of the ''Brawl'' newcomers (King Dedede, Ike, Lucario, R.O.B., Toon Link, Snake, Sonic, and Wolf). The first Co-op All-Star Event Battle groups the rivals and villains (Bowser, Wario, Ganondorf, Meta Knight, King Dedede, and Wolf). The second and last Co-op All-Star Event Battle decided heck with it and threw ''everyone'' at you (with Samus variably appearing as either herself or Zero Suit Samus, and ALL 3 of Pokémon Trainer's mons must be fought).
** All-Star Battles in the ''Wii U'' version's Event Mode groups the cast members similiarly to ''Brawl'': The newcomers are fought in New Challengers 1 (Rosalina & Luma, Wii Fit Trainer, Little Mac, Villager, Duck Hunt, Bowser Jr., and Lucina) and New Challengers 2 (Shulk, Greninja, PAC-MAN, Mega Man, Robin, Palutena, and Dark Pit). The default veterans from the [=N64=] game (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, and Pikachu) are fought in All-Star Battle: Regulars, the most iconic ''Melee'' veterans (Bowser, Peach, Zelda, Sheik, Marth, Mr. Game & Watch, Falco, and Ganondorf) are fought in All-Star Battle: Melee, and the most iconic ''Brawl'' veterans (Pit, Charizard, Zero Suit Samus, Wario, Diddy Kong, Meta Knight, King Dedede, Olimar, and Lucario) are fought in All-Star Battle: Brawl. All-Star Battle: Secret pits you up against the secret four from the original game and other well-known secret veterans from ''Melee'' and ''Brawl'' (Ness, Luigi, Captain Falcon, Jigglypuff, Dr. Mario, Toon Link, R.O.B., and Sonic). In Co-Op, Final Battle Team-Up pits you against many of the playable antagonists and rivals of the heroes + dark versions of two heroes (The dark alts of Link and Samus, Meta Knight, Dark Pit, Ganondorf, King Dedede, and Bowser) on Final Destination, while The Ultimate Battle pits you against ''everyone'', like in the previous game's True All-Star Battle: It further groups the characters according to the clones first, then the ones who were unlockables in the 3DS version, then the third-party characters, and finally the starters of the 3DS version. The characters within those groups are grouped further according to the newcomers first, then the veterans of ''Brawl'', ''Melee'', and finally the original 64 game.
** The second-to-last event match in both ''Brawl'' and ''for Wii U'' pit you against the three evil kings (Bowser, Ganondorf and King Dedede), and the final event pits you against the company mascots (Sonic, Snake, and Giant Mario in ''Brawl'', and Sonic, Mega Man, Pac-Man, and Mario in ''Wii U'').
** For Classic mode in ''Brawl'': the stages are grouped together by series as well. In order, it goes as such: Zelda, Yoshi or Donkey Kong (Mario spin-off titles), Pokemon, Fire Emblem and Earthbound (formerly Japanese-exclusive {{RPG}}s), Target Smash, Kirby, Metroid and Pikmin (space-themed series), Star Fox and F-Zero (same reason), Mario, Pit, R.O.B., Game & Watch, Ice Climbers (classic Nintendo characters), Sonic and Snake (third-party characters) or sometimes Wario (someone had to be there in case Snake and Sonic hadn't been unlocked yet...), Target Smash, Free For All vs. 3 random opponents and then the final battle with Master (and possibly Crazy) Hand.
** As noted above, the All-Star mode in ''Brawl'' going in order of the character's series' (or add-on's) Japanese premiere (going from Mr. Game & Watch to one or two [[{{Pikmin}} Olimars]], depending on if you are playing solo or co-op.)
** In the Subspace Emissary, characters formed pairs or trios going through the story. Mario/Pit, Kirby/Princess (Peach or Zelda, depending on whom you save), Samus/Pikachu, Lucas/Pokémon Trainer, Meta Knight/Marth/Ike, Meta Knight/Lucario/Snake, Fox/Diddy/Falco, etc.
** All-Star Mode in the 3DS/Wii U installment groups the characters by their year of origin: 1980-1984 (Mr. Game & Watch, Pac-Man, Mario, Donkey Kong, Luigi, and Little Mac), 1984-1986 (Duck Hunt, R.O.B., Peach, Bowser, Link, Zelda, and Samus), 1986-1990 (Pit, Palutena, Mega Man, Marth, Dr. Mario, Yoshi, and Captain Falcon), 1991-1993 (Sonic, Kirby, King Dedede, Wario, Fox, Falco, and Meta Knight), 1994-1998 (Ness, Diddy Kong, Pikachu, Charizard, Jigglypuff, Sheik, and Ganondorf), 2001-2006 (Villager, Olimar, Bowser Jr., Toon Link, Zero Suit Samus, Ike, and Lucario), and finally 2007-2013 (Rosalina, Wii Fit Trainer, Shulk, Dark Pit, Robin, Lucina, and Greninja). In the 3DS game, you fight from oldest to newest, while you do the reverse in the Wii U version.
* CelShading: The 3DS iteration of the game features outlines around characters to help them stand out on the handheld's screen (which can be customized to be thin or off). Additionally, team battles will feature colored outlines, allowing players to choose any color pallet they want for their character while still being able to tell who's on what team.
* CharacterCustomization:
** A big selling point of both versions of the fourth game. Every character has access to variants of each of their four special moves adding an element of strategy to competitive play. Palutena and the Mii Fighters however have access to entirely different moves, but fortunately, custom movesets cannot be used in ''With Anyone'' mode in online. In addition to that, pieces of equipment can be equipped to each character changing up their stats such as power, speed, or even how powerful certain attacks will be. Likewise, this feature is also prohibited when playing against random people online.
** The 3DS exclusive mode ''Smash Run'', runs with this trope as similar to ''City Trial'' mode from ''Kirby Air Ride'', the objective is to pimp out your character so to speak with various powerups and even abilities as fast as you can before duking it out in one of several events/matches
* ChestMonster: The Mimicuties from ''Kid Icarus: Uprising'' appear in ''3DS''' Smash Run.
* CloseCallHaircut: A variant in Mega Man's introduction video. When he forms his Metal Blades and throws them, they come close enough to Mario's face that he ''loses coins''.
* ColorCodedCharacters: It's always been subtly there in instruction booklets since ''64'', but official codified in ''3DS/Wii U''. Every character has a specific color that appears as their background on the website, amiibo packaging, promotional posters and other official marketing material. Most match the characters appearance (Marth is a light blue) or color code in their home series (Donkey Kong is yellow), but some are more random (Samus is a dark blue).
* ColorCodedForYourConvenience:
** In ''[=SSB4=]'', the previously-generic impact launch graphics are colored depending on who scored the hit, making it easier to tell who scored in the event of a KO.
** The 3DS version of ''[=SSB4=]'' is represented by a red flame on the Smash symbol (matching the red "3" on the 3DS' logo), while the Wii U version decorates it with a blue flame instead (matching the blue "U" on the Wii U's logo). Anything that refers to both versions sees the symbol with a red & blue flame (as seen on the logo above).
* ColorCodedMultiplayer: Player 1 is red, Player 2 is blue, Player 3 is yellow, and Player 4 is green. Computer Players are gray. Team battles use red, blue, and green. 8-Player Smash in the forth installment added Player 5 as orange, Player 6 as cyan, Player 7 as purple, and Player 8 as black, as well as adding in yellow for team battles.
* ComebackMechanic:
** The Pity Smash, which allows free use of a Final Smash for someone has been [=KOed=] multiple times in a match without having [=KOed=] anyone.
** Lucario does more damage and can hit in wider areas the more damage he takes without getting [=KOed=].
** In ''[=SSB4=]'', every character gains a boost to their knockback dealt when their damage is at very high percentages.
* CompetitiveBalance: At a competitive level, Smash games tend to be fairly imbalanced, with only a handful of characters considered viable in high level play.
** Equipment badges in ''3DS/Wii U'' work in a cycle - buffing offense nerfs defense, increased defense means decreased speed, and more speed means less offense.
** Every character also gets two custom moves for each special. Most have a [[MightyGlacier stronger slower version]] and a [[FragileSpeedster weaker faster version]] of the original. "Stronger" moves usually mean a larger hitbox, more damage/launching power, with bonus effects like [[PlayingWithFire fire]] or super armor. "Faster" moves tend to have shorter start up and cool down and more range/distance traveled, with bonus effects like [[BlowYouAway wind]] or multiple hits.
** [[VideoGame/{{Xenoblade}} Shulk]]'s Monado Arts are designed around this concept. To wit:
*** [[InASingleBound Jump]] allows him to [[ExactlyWhatItSaysOnTheTin jump higher]] but he takes more damage.
*** [[FragileSpeedster Speed]] makes him faster but he does less damage and gets less air from his jumps.
*** [[StoneWall Shield]] makes him MUCH heavier and take less damage, but he also becomes slower and does less damage himself.
*** [[GlassCannon Buster and Smash]] Make him do more damage with less knockback and more knockback with less damage respectively. Shulk also takes slightly more damage using Buster and is himself easier to launch in Smash.
* CompetitiveMultiplayer: The main draw of the series. Battles can be waged in a Free-For-All manner (up to four players) or via Team Battle (2-vs-2, 2-vs-1, 3-vs-1, or 2-vs-1-vs-1). The ''WiiU'' version has an 8-player mode with a limited set of stages, in free-for-all or with up to four teams.
* CompositeCharacter: Characters take attributes from several of their respective games, but this gets complicated with ''Zelda'' characters considering their timeline.
** In ''64'' and ''Melee'', Link was mostly composed of Adult Link and Young Link (boomerang) from [[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]], along with VideoGame/ZeldaIITheAdventureOfLink's downward and upward midair strikes. In ''Brawl'', his design is mostly ''VideoGame/TheLegendOfZeldaTwilightPrincess'' Link, but appears in a tornado like ''VideoGame/TheLegendOfZeldaI'' Link, and travels with Navi from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' (or possibly the Wiimote cursor).
** Young Link is also a composite of Adult and Young Link from ''Ocarina of Time'' since he has the Deku Shield and smaller versions of Adult Link's gear, instead of the gear he used in ''MajorasMask''.
** The 4th game still uses the Link from ''VideoGame/TheLegendOfZeldaTwilightPrincess'', but he now ends up channeling his ''VideoGame/TheLegendOfZeldaSkywardSword'' look into him due to everyone's brighter colors compared to ''Brawl''.
** Zelda uses spells that are based off of Link's spells in ''Ocarina of Time''. And in ''Brawl'', she uses her ''Twilight Princess'' model but can still transform into Sheik from ''Ocarina of Time''. Sakurai stated Sheik's design was recycled from a potential ''Twilight Princess'' appearance. In ''[=WiiU/3DS=]'', Sheik is split from her but she's still a combination of the ''Twilight Princess'' Zelda (appearance), ''Ocarina'' Link (spells), and Phantom Zelda from ''Spirit Tracks'' (a new special attack).
** Mr. Game and Watch is a composite of no less than 20 generic GameAndWatch stick figure characters.
** Most of Kirby's attacks are based off of his copy abilities from his home series. Most of them deviate from the Fighter copy ability, but some, like Final Cutter or Hammer are from other abilities. Meta Knight uses some copy abilities as well, but doesn't use as many.
** A good deal of Marth (and [[MovesetClone Lucina]]), Roy, and Ike's attacks are drawn from animations of other ''Franchise/FireEmblem'' classes that they normally can't do in their own game. Similarly, Robin appears as their default class from ''VideoGame/FireEmblemAwakening'', Tactician. Just like in ''Awakening'', Robin uses [[MagicKnight swords and magic tomes]]. Unlike ''Awakening'', though, Robin is able to use [[BlackMagic Nosferatu]], which Tacticians can't. In addition to this, while in their home series [[LimitedLoadout Robin would only be able to use a maximum of five different types of attack]], in U/3DS they're capable of far more.
** Ness and Lucas also have attacks from other characters in their games, though Sakurai states that those characters trained them in preparation for participating in ''Smash Bros''.
** Even though Pokémon Trainer is based off of the ''[[VideoGame/PokemonRedAndBlue Pokémon FireRed and LeafGreen]]'' (Generation 3) design of Red and owns the Generation 1 starters, everything written about him on the official website and his character Trophies make him seem as ambiguous as possible, meaning he could be [[AudienceSurrogate anyone that's ever played a Pokémon game]] [[PlayerCharacter and has no real identity]].
** In general, the ''Pokémon'' universe depicted in ''Smash'' is a hybrid of the games and the anime. Misty's ''Melee'' trophy uses her original anime outfit instead of the game's swimsuit, Pokemon use PokemonSpeak instead of animalistic cries, Lucario acts like [[Film/PokemonLucarioAndTheMysteryOfMew Sir Aaron's]] Lucario, SelfDemonstrating/{{Mewtwo}} has the personality it had in the Japanese ''Anime/PokemonTheFirstMovie'', etc.[[labelnote:Explanation]]This is most likely [[TheArtifact because the anime was the only fully animated and voiced incarnation of the franchise when Smash 64 was released]], and [[Anime/PokemonOrigins alternate interpretations]] were only made long after the release of ''Brawl''.[[/labelnote]] Pokémon Trainer was the first character not from the anime to be depicted in the series; in the same game, the playable Charizard was given an original, more realistic animal voice performed by its usual anime voice actor (similar to Bowser). The Pokémon elements in ''[=U/3DS=]'' are more faithful to the games than ever before, but the game mentions the anime and movies directly for the first time in several trophy descriptions, which all but confirms the "hybrid universe" nature of the ''Pokémon'' elements.
** ''Pokémon'' isn't alone in drawing from its AnimatedAdaptation and not just its games, though it does so to a greater extent than any other franchise. The ''Kirby'' elements also draw from [[Anime/KirbyRightBackAtYa their respective anime]]. Meta Knight has his Japanese voice actor from the anime, his sword is named Galaxia just like in the show (as opposed to Master Sword; no relation to [[Franchise/TheLegendOfZelda another Nintendo Master Sword]]), and Dedede's design in ''[=U/3DS=]'' is also inspired by the series; apart from that, Meta Knight is dubbed in English by Eric Newsome rather than Eric Stuart (albeit with a similar accent), and Dedede produces unintelligible noises provided by Sakurai himself rather than speaking in his anime voice. Likewise, [[VideoGame/FireEmblemAkaneia Marth]] is voiced by Hikaru Midorikawa, who originally voiced him in the ''Fire Emblem'' OVA.
** For the ''VideoGame/StarFox'' series, ''everything'' seems to be a composite. In ''Brawl'', the characters have their ''Command'' design (with cues from ''64'' and ''Assault''), but they enter the stage in their ''VideoGame/StarFoxAssault''-style ships. The Landmaster tank is a blend of ''64'' and ''Assault'' style. The Lylat Cruise stage features a battle between ''Assault''-style Cornerian forces and Androssian/Pirate forces in one section and a dogfight between the Star Fox and Star Wolf teams in their ''64''-style fighters with the ''64''-style Great Fox in the middle of it. The returning Corneria stage from ''Melee'' is also completely based off of ''VideoGame/StarFox64''. To complete the composite, Andross appears in his polyhedral StarFoxSNES form. In ''Wii U'', Lylat Cruise is unchanged, including using the Assault voice actors and personalities. Simultaneously Orbital Gate Assault uses Star Fox 64 3D voices actors and characterization, despite being coming directly from Assault. Krystal isn't even present at all nor is Star Wolf.
** The Villager is a composite of all the player characters from the ''VideoGame/AnimalCrossing'' series and the character from ''VideoGame/BalloonFight'', as well as the Miis as portrayed in ''Wii Sports''.
** Solid Snake is based off his ''Sons of Liberty'' incarnation, with the facial hair of Naked Snake/Big Boss from ''Snake Eater''. He relies on his classic CQB style from all the pre-''Snake Eater'' games, but uses all sorts of explosive weapons from all ''Metal Gear'' games. Shadow Moses Island is based off its appearances in the first ''Solid'' game and ''Guns of the Patriots'' (acting as {{Foreshadowing}} for the latter).
** Palutena's moveset consist of abilities and power-ups used by Pit in ''VideoGame/KidIcarusUprising''. The ones shown in her trailer include [[LightEmUp Heavenly Light]], [[StuffBlowingUp Explosive Flame]], [[TeleportSpam Warp]], RocketJump, [[DeflectorShields Reflect]], [[MissileLockOn Auto-Reticle]], [[NotQuiteFlight Jump Glide]], [[CounterAttack Counter]], SuperSpeed, [[FoeTossingCharge Angelic Missile]], [[FantasticFireworks Celestial Fireworks]], [[SuperSpeed Lightweight]], and for her [[LimitBreak Final Smash]], [[UnrealisticBlackHole Black Hole]] and [[FrickinLaserBeams Mega Laser]].
** "Duck Hunt" combines the characters from ''VideoGame/DuckHunt'' with elements from other Zapper games, such as ''Wild Gunman'' and ''Hogan's Alley''.
** [[VideoGame/{{Mother}} Magicant]] is a mixture of its ''[[VideoGame/{{Mother1}} Mother]]'' and ''[[VideoGame/{{EarthBound}} EarthBound/Mother 2]]'' incarnations (featuring the pink-seashells-on-pink-clouds appearance from the former with various references to the latter, such as Dungeon Man and shots of the game periodically appearing in the background).
** Mega Man uses Robot Master weapons from all the numbered games except ''VideoGame/MegaMan5'', ''VideoGame/MegaMan10'', and ''VideoGame/MegaManAndBass''. He also gets his Mega Upper attack from ''Mega Man 2: The Power Fighters''.
* TheComputerIsACheatingBastard:
** They know where you are in invisible mode, and the situation of the battlefield during {{Interface Screw}}s. They also know where all the items are, even when they appear off-screen. If you're fighting a one-on-one fight with a CPU character and it suddenly disengages and run away, chances are there's something on the other side of the map it ''really'' wants.
** Also [[http://www.youtube.com/watch?v=sUQfeRyw9_8&t=8m32s this]]. The boss, Giant Purple Diddy Kong, deals damage ''before'' "GET READY" fully appears, and scores a KO the instant the match starts.
** The fourth games mark the first time where the [=AI=] is affected when an InterfaceScrew is in place.
* TheComputerShallTauntYou: They usually taunt after [=KOing=] you.
* ConservationOfNinjutsu: In single-player game modes (especially Classic Mode in ''Melee'' and ''Brawl''), the more enemies the player has to fight, the weaker they will be. For example, while a battle against a lone Donkey Kong would be rather long and dragged out, ten of them in a row can even be OHKO'd depending on the character and/or attack you use. Only the Cruel Multi-Man modes avert this, with numerous tough enemies one after another.
* ConsoleCameo:
** A black Nintendo DS Lite can be seen inside a present in one of ''Brawl's'' Trophy Hoard backgrounds.
** ''Melee's'' Collection features a few Nintendo consoles on the shelf in the background. These include a [=GameCube=], a Nintendo 64, a Game Boy, a Game Boy Advance, and a Game Boy Color. There's also a Famicom and Super Famicom in the Japanese version, which are replaced with an NES and an SNES respectively in every other version. There's also a Virtual Boy in the Japanese version.
** A giant R.O.B. statue can be seen in the background of ''Brawl's'' Port Town Aero Dive stage.
** A [=GameCube=] trophy is obtainable in ''Melee''. "[[BreakingTheFourthWall Rumor has it that Super Smash Bros. Melee is a software title for this wondrous device]]".
* ContinuingIsPainful: In the fourth game's Classic Mode, accepting a Continue when you lose takes away some of your prize money, a few of your earned rewards (from 1 prize at difficulty 2.0 up to '''5''' at 9.0), and automatically lowers the difficulty by 0.5. This last part is particularly infuriating for anyone going for [[ThatOneAchievement the Challenge for beating Classic on 9.0]], because a single Game Over anywhere in your run (including [[NintendoHard Master]] [[MarathonBoss Core]]) means you're totally screwed. Additionally, unlike previous games, there is no benefit to getting a Game Over since the player always has two stock.[[note]]In previous games, if the player got a game over, they would restart with the amount of lives they started the run with, allowing one to replenish their lives.[[/note]]
* ContinuityPorn: ''Smash'' is this for Nintendo as a whole in the form of a fighting game, particularly ''Brawl''.
* ContinuityNod:
** Using [[VideoGame/KidIcarus Palutina's Guidance]] on [[VideoGame/GameAndWatch Mr. Game and Watch]] results in Pit briefly mistaking him for a Shadow Bug, a nod to The Subspace Emissary of ''Brawl'' where according to the the Subspace Army's backstory, Shadow Bugs were extracted from Mr. Game and Watch in order to form said army.
** Likewise, using it on Mario has Palutena outright state that Mario was his first ally in the fight against the Subspace Army.
** In the ''PunchOut'' stage in the Wii U version, ROB's nickname is "The Last of His Kind". In the Subspace Emissary, he was the only ROB left at the end of the game.
* ConvectionSchmonvection:
** Falling into the lava or acid (or being hit by erupting lava streams on Norfair) damages you, but being near it is A-OK.
** In ''Brawl'', [[http://www.smashbros.com/en_us/stages/stage04.html Lylat Cruise]] is a platform in space that, throughout the background loop, ''enters Corneria's atmosphere with no ill effects''. In a hidden conversation, the ''VideoGame/StarFox'' characters make a LampshadeHanging about it.
* CoOpMultiplayer:
** Pioneered with the release of ''Brawl''. All-Star Mode, Adventure Mode: The Subspace Emissary, Events, and the various Stadium modes (Target Smash!!, Home-Run Contest, Multi-Man Brawl, and Boss Battles) all feature solo or co-op compatibility. There are even Events (and by extension, Notices) tailored towards co-op gameplay. In a unique case, Classic Mode is the only mode in ''Brawl'' that restricts play to just one player, even though all the activities it contains (Versus Mode matches and Target Smash!!) possess co-op compatibility, evident in the aforementioned co-op modes. However, ''Wii U'' fixed that by making Classic Mode 2-player compatible.
** Although the design of Training Mode is geared towards single-player gameplay on the surface, Player 2 can also participate if Player 1 sets the "Enemy" option in the Start menu to Control. This enables human controlling of one of the computer players by Player 2.
** In all of the installments, Versus Mode also count as this if Team Battles is activated and 2 or 3 players are on the same team.
* CosmeticAward: The various trophies in games since ''Melee''.
* CounterAttack: A small handful of down specials put characters into a "counter stance", where they glow white slightly and take a defensive stance. If they are hit at this time, they unleash a counterattack. If they aren't, then the stance ends and they can't move for a second, making them helpless. Also, grabs won't trigger counterattacks.
* CountryMatters: Notably averted in the fourth game, as the announcer takes great care to pronounce "Duck Hunt" ''veeeery'' slowly and with careful enunciation.
* TheCoverChangesTheMeaning:
** The ''Brawl'' cover of "[[VideoGame/{{MOTHER 3}} Unfounded Revenge]]" is significantly more lighthearted and cutesy than its original incarnation, which was a theme associated with powerful Pigmask bosses.
** ''Franchise/MetalGear''[='s=] famous "GameOver" tune is used here as a fanfare for whenever Snake wins a multiplayer match.
* CripplingOverspecialization:
** Some of the characters are more optimized towards different styles of close combat which gives them a unique advantage at the cost of having no range attack.
** Zelda is a GlassCannon whose magic powers let her hit like a hammer and get back onto the stage easily but is slow on the draw and light as a feather.
** Sheik is fast on her movement and attacks but lacks strength and knock-back. Her platform recovery is poor in comparison to Zelda.
** Little Mac dominates on the ground but suffers ''incredibly'' at fighting in the air. The One-Hit Knockout Punch loses power if it's used while airborne and his platform recovery is the ''worst'' out of all the characters.
** Shulk's neutral special lets him cycle through statuses that all have their own overspecialization.
*** Jump increases his jump height but lowers his defense
*** Speed lets him run faster but he deals less damage
*** Shield increases his defense but lowers his speed and damage
*** Buster increases his damage but lowers his defense and ability to KO
*** Smash increases his launch ability but lowers his damage and makes him more vulnerable to being launched himself
* CriticalFailure: Jigglypuff is the only character that can self-destruct if her shield gets broken which was an intentional design flaw to balance out her advantages.
* CrosshairAware:
** The Dragoon item and the Halberd's laser, as well as Snake's Final Smash in ''Brawl'' and Zero Suit Samus's Final Smash in ''4''.
** Duck Hunt uses them to make it obvious that hunter's attacking alongside them.
* {{Crossover}}: The series' concept and the commercial for ''Smash 64''. As of ''for [=3DS=]/for [=Wii U=]'', there has been roughly 20+ different franchises represented throughout the 15 years and that's just the ''playable'' roster. Assist trophies, trophies, and cameos push the limits of this trope.
* CuteGiant:
** The series often invokes this with giant versions of small characters. Giant Yoshi was an especially memorable case of this.
** Jigglypuff's Final Smash causes her to get absolutely huge in ''Brawl''. A glitch that messes with a lot of Final Smashes can cause her to stay that way.
** DoshinTheGiant, though his game never made it to North America, did have a trophy in ''Super Smash Bros Melee''.
* CycleOfHurting: In ''Smash Bros 1'' when Meowth appears from a Pokeball, it is possible for a character's hitbox to get caught into and overlap with Meowth which results in a massive amount of damage-over-time because the coins are preventing the victim from getting unstuck and coming into contact with the Pokemon itself is causing continuous damage.
[[/folder]]

[[folder:D]]
* DamnYouMuscleMemory:
** The 3DS version's default button setting has the L Button as Grab, and R as shield. This is problematic to those who played with the Gamecube controller who used the Z button to grab (which is above the R button) and the L button to shield. This can easily be changed though.
** It's easy to forget that Charizard's Rock Smash, a fairly useful move in ''Brawl'' and even better in ''4'', changed commands between the two games and use Flare Blitz by mistake.
** Wavedashing was a very advanced technique in ''Melee'', done by air dodging while moving forwards and landing. What happens if you air dodge then land in ''4''? You get a lot of landing lag, that's what.
* DeadCharacterWalking:
** By a certain glitch in Stamina mode in ''Brawl'' and ''Wii U'', any character that transforms for their Final Smash (i.e. Bowser, Wario, Charizard, Lucario, and Little Mac) can become "zombies" where they can still be controlled and beat other players at 0 HP. Most characters can still win, but Wario cannot win at all after using this glitch.
** Master Hand, in ''Super Smash Bros. for the 3DS'', can continue fighting at 0 HP if you attack him for exactly the amount of damage as he has HP remaining. Any sort of damage after that, however, will defeat him.
* DeaderThanDead: In ''Melee'' and ''Brawl'', when characters are defeated, they simply revert back into their trophy forms and can be brought back to life with outside help. At the end of ''Melee'''s Adventure Mode, Bowser comes back as Giga Bowser this way, but defeating him a second time makes his trophy ''explode into dust''.
* DeathOfAThousandCuts: Tapping A to punch (which is usually a character's fastest unassisted attack, at least in terms of startup, and practically always has the shortest total execution time). [[JokeWeapon The fan]] (which easily beats the jab [[SpamAttack by a country mile]]).
* DecompositeCharacter: The fourth game makes Samus/Zero Suit Samus and Zelda/Sheik into individual characters, rather than allowing them to transform from one another as before. This falls in line with how fans perceived the characters in the first place, as many ''Smash'' players had a preference for one character's form over the other.
* DefeatEqualsExplosion: The [[VideoGame/MegaMan1 Yellow Devil]] on Wily Castle unleashes a massive, growing explosion following its defeat in a similar fashion to the Smart Bomb. If you dealt the killing blow, the explosion harms your opponents while doing nothing to you.
* DefeatMeansFriendship:
** On the Pyrosphere stage, Ridley shows up. Initially, he is hostile to all the players, but if one player damages him enough, he'll start fighting on that particular player's side. Interestingly enough, the player that befriended Ridley can still attack him, [[YouHaveOutlivedYourUsefulness and even finish him off for a point towards their score]].
** In Wii U Classic mode, any character that the player has KO'd previously can be chosen as a teammate in team battles, even rivals and intruders, though intruders lose their giant/metal status.
* DemotedToExtra:
** Pichu and Mewtwo were both playable characters in ''Melee'', but were demoted to trophies in ''Brawl''. Mewtwo gets promoted again in ''4''.
** In ''3DS'', many of the former fighters in the series' previous entries were also given this treatment. {{Lampshaded}} in Pokémon Trainer's trophy description.
** Mr. Resetti is demoted from Assist Trophy status to background cameo in Wii U's Town and City stage.
* DepartmentOfRedundancyDepartment:
** It's possible for Mega Man to be either fought in metal form in Classic mode (like all the other fighters) or can pick up the Metal Box to turn into Metal Mega Man. This, despite the fact that Mega Man's technically already made up of metal.
** The switch that changes a stage to its Final Destination form and back can be toggled on ''the'' Final Destination, even though it'll have no effect either way.
** Little Mac can be shrunken by a Poison Mushroom, turning him into Mini Little Mac.
** The Omega forms of Battlefield and Big Battlefield are both exactly the same, which makes sense given the fact that the latter stage is essentially a bigger version of the former stage.
* TheDevTeamThinksOfEverything:
** If Peach picks up the Parasol item and uses Peach Parasol, she'll use the one in her hand for the attack instead of her own parasol.
** Starting from ''Brawl'', Kirby and Dedede's Inhale, and Wario's Chomp is capable of swallowing items sprawled on the field. [[ExtremeOmnivore Almost any item, in fact]]. This means Wario can eat ''his own bike''. Careful though, eating explosives will damage you.
** If you pit the ''VideoGame/StarFox'' characters against each other in ''Brawl'' or ''Wii U/3DS'', their usual victory lines change into more personal ones. In the latter, the ''VideoGame/KidIcarus'' characters also have lines against each other, as does Robin against Lucina, and Lucina against the other two ''VideoGame/FireEmblem'' characters Marth and Ike.
** In the ''Spirit Tracks'' stage of ''3DS'', a version of Toon Link is usually the one driving the train. But if someone is playing as either Link or Toon Link, Alfonzo will be substituted in instead, even though it'd be easy for the game to get away with having more than one Links due to them being different incarnations of each other.
** The game is rendered in [=3D=] but plays in [=2D=]. Moves that take advantage of the third dimension such as the sidestep make the character invincible while side-stepping, meaning the positioning of the sidestep itself is mostly meaningless. Despite this, the hitboxes actually do operate in [=3D=], which makes a difference in rare situations, such as with a couple characters that lose their invincibility before they have completely returned from their sidestep.
** In time matches in ''3DS/Wii U'', star [=KOs=] stop occurring when time is running out, in order to prevent fighters from being saved by the bell while they fly into the distance.
** In the fourth game, [[VideoGame/{{Xenoblade}} Gaur Plain]] has a bottomless pit in the very center of the stage. Ike's Great Aether Final Smash normally sends anyone it's hit by into the air, above the center of the stage, before pulling them to the ground as Ike lands. Because this would obviously KO Ike if done over a bottomless pit, the move is instead performed slightly to the left or right of the stage, where he'll land on solid ground. The same applies to Robin, Greninja, and the Mii Brawler, who all have similar final smashes.
** One of the drawings the [[NintendoDS Pictochat 2]] stage makes is a drawing of a series of pipes. It's possible to travel between them VideoGame/{{Mario}}-fashion by pressing the Circle Pad against them.
** The Super Leaf powerup introduced in ''4'' allows one to temporarily slow their fall like the Raccoon power up it usually gives in the 2D ''VideoGame/{{Mario}}'' games. The power-up even gives brown raccoon ears and tail, though it doesn't give the ability to fly or whack others with the tail. However, certain characters (mostly those with something over their heads already like the eyes of Yoshi or ears of Pikachu, Fox and Sonic) only get the tail. They don't get the raccoon ears due to there being no logical place for the ears to be on their heads. In addition, the tail animates alongside the character's normal animations as if it had always been part of their body.
** If Little Mac wins a team battle and he's in the background within the game's victory screen, Doc Louis ''won't'' appear at all. This's so that he doesn't get in the way of the one in the foreground's victory animation.
** As of ''3DS/Wii U'', if Olimar uses his Pikmin Throw special move and the Pikmin lands near an item, it will drag the item with it as it returns to him. In his home game the primary purpose of throwing Pikmin was item retrieval and latching onto foes for combat was secondary.
** The [[VideoGame/KidIcarus Palutena's Guidance]] Easter Egg in ''Wii U'' (which works somewhat like [[VideoGame/MetalGearSolid Snake]]'s Codec Conversation Easter Egg) accounts for the fact that the alternate costumes of certain characters changes them into entirely different characters and adjusts the dialog accordingly.
** Sakurai {{lampshaded}} this in a Miiverse post for the fourth game, lamenting that his developers had put a ton of effort into modeling the reverse side of a Bumper item (which most players would never see for more than a couple of seconds at a time).
** The Super Mario Galaxy and Sonic Lost World stages are curved, to reflect the GravityScrew that those games are based around. You'd think this would make it hard to use projectile weapons, but some projectiles (including the super scope and the drill arm) actually take the curvature of the stage into account, even if they aren't being used on the ground.
** Usually, songs continue in the background even when the game is paused. However, ''For 3DS'' includes a couple songs from the flight sections in Kid Icarus: Uprising available to play during Smash Run. These songs are each five minutes long, which is also the same length of time players get in Smash Run. Pausing the game will also pause the music, and should the player go through a challenge door, the song will pick up where it would if the player stayed in the main area. No matter what, the music ends exactly at the same time the clock runs out. Some songs synced to their stage's action behave the same way, such as the Paper Mario stage.
** Pac Man can use his Power Pellet side special to eat the stage hazard ghosts on the Pac-Maze stage of ''3DS''.
* DidYouJustPunchOutCthulhu: Since the goddesses [[VideoGame/KidIcarus Palutena]] and [[VideoGame/SuperMarioGalaxy Rosalina]] are playable, it's also possible for them to be knocked out. Master Core, too, since Master Hand is described as the "source of creation in the Smash Bros. universe" in his trophy.
* DifficultButAwesome: Some characters are easy to pick up and play. Others... require a bit more finesse.
** From the first game, Ness is the defining example. His highly nonstandard moveset is powerful and great for catching players off guard, but also very unwieldy, especially the [[PlayerGuidedMissile recovery move]]. It isn't uncommon for an inexperienced Ness player to die from flubbing a PK Thunder recovery more than anything else. Physics engine revamps in the later games make it easier to pull off, though he still ends up screwed by [[AchillesHeel narrow pits]].
** From ''Melee'', the Ice Climbers. The sheer power of Popo and Nana relies on their tandem attacks, which can ''easily'' rack up damage and KOs if done right, and this is without getting into the "separation attack" stuff.[[note]]It is possible to separate the Climbers with some fast fingerwork, allowing the player to attack from two places at once, which is a [[UpToEleven whole other level]] of the trope.]][[/note]] So naturally this is balanced out by having the NPC Climber able to be KO'd; a solo Ice Climber isn't anywhere near as effective, and his/her usually amazing recovery becomes useless. Ice Climbers plays have to take great care to keep both Popo and Nana in play.
** From ''Brawl'', Lucas. While he doesn't have Ness' crippling AchillesHeel[[note]]He has the Rope Snake, which lets him tether-grab platform edges.[[/note]]and is thus made quite difficult to KO, he suffers from a ''horrible'' case of SkillGateCharacter: his high-damaging moves are very slow, his fast moves are very weak, and he doesn't have many in-betweens. Playing him effectively means peppering the enemy with ranged moves while keeping them as far away from you as possible, which is something that the game physics usually work against, though his quirky moveset makes it fully possible. Good Lucas players are rare, but quite dangerous. Also in this game are Olimar, who is almost helpless without his Pikmin, which he must pull from the ground and can be killed, and each color has its own weaknesses and strengths; and Pokémon Trainer, for whom mastery requires three times the effort of other characters because he is effectively three characters who rotate in and out of battle. Only one person is known to use Pokémon Trainer in competitions, and his learning curve is so steep that most {{Game Mod}}s separate his three Pokémon into separate characters. To a lesser extent, there's also Sonic. Everything about him is lightning fast and requires the player to keep up with him.
** From ''U/3DS'', Rosalina and Luma. [[AscendedGlitch Basically the Ice Climbers' "separation" tactic given form]], a lot of Rosalina's versatility comes from her and the Luma being able to attack separately; this alone makes her a lot more complicated than the rest of the cast. Her moveset is also quite strange, relying more on nullifying and redirecting enemy attacks than retaliating. She comes with a steep learning curve for sure, but many people feel she has the potential to be a GameBreaker. There is also Mega Man, who is the most projectile-oriented character to date: not only are most of his specials attacks projectiles, he also creates projectiles through 3 air tilts, his neutral, his strong side tilt, and his smash attack. He's a long-range combatant in a game series that encourages up-close fighting. His up tilt, the [[{{Shoryuken}} Mega Upper]], is also unlike any other such move in the game since it sends him into the air but it can only used on the ground and thus it can't be used as a recovery move. You also can't control Mega Man's trajectory when he recovers from it, unlike every other move in the game that sends the user into the air.
** As far as items go, the Home-Run bat qualifies. Its forward smash attack takes longer than most attacks to come out, but when it connects, it's an almost guaranteed OneHitKO.
** Puff Up, Jigglypuff's Final Smash, causes her to become stationary for several seconds while she expands to cover most of the stage and has a limited attack range after a fixed amount of time has passed. Putting her in the middle will not KO anybody, and savvy players will dodge at the right moment. Instead, good use of Puff Up is about choosing your targets and predicting what they'll do several seconds from then--not an easy task. In a similar vein, use of Jigglypuff's Down-B attack Rest -- one of the most devastating attacks in the game -- leaves you motionless for about five seconds after using it...whether you [[AllOrNothing hit another player or not]]. Pulling off that move without making yourself an easy KO target not only requires proper timing, but also some knowledge of your target's play style.
** Some Final Smashes in general require more skill and/or timing to use than others. Transformation or AoE smashes have no contact requirement, but still require some player input after activation in order to deal damage. Contact Smashes will activate through a mock attack that drags all tagged players into an animation. Activating the latter however, can be difficult as savvy players will evade the Final Smash user or lure them into their own (long-ranged) attacks.
** Kirby amiibo can copy the neutral-B attacks like any other Kirby players. The most optimal way to train amiibo is to fight it using the same fighter as the amiibo. How, then, do you train Kirby amiibo to use Copy Abilities the way you want them to use it? Simple: Play as another character, then use the neutral-B the way you want them to use it. The Kirby will then pick up how you would used the copy ability and will then attempt to mimic it.
** amiibo will pick up how you handle stage hazards and the like and will attempt to mimic those as well. This is useful to, for example, train it so that it will attempt to get Ridley on their side on the [[VideoGame/{{Metroid}} Pyrosphere]] stage, be on the most optimal place on screen (in your point of view) within scrolling stages like [[VideoGame/PacMan Pac-Land]], avoid the gaze of 5-Volt on the [[VideoGame/WarioWare Gamer]] stage, Play ''VideoGame/DuckHunt'' while fighting opponents, etc.
* DigitalPiracyIsEvil: The story mode for the fourth game was cancelled because people kept putting all of ''Brawl'''s cutscenes on YouTube. Sakurai reasoned that it didn't make any kind of business sense to ever make another one since people who only care about the story have no reason to actually buy the game. Instead, the fourth game is taking advantage of the same web video services by making videos introducing new characters for pre-release hype.
* DigitizedSprites: The first game made heavy use of sprites to economize on cartridge memory. Even now, sprites are still used for relatively minor things like food items, smash coins, and even special effects. Despite appearances, this is subverted for Mr. Game & Watch, who is actually a stiffly-animated 3D model given a "flat" effect to resemble a Game & Watch character.
* DistaffCounterpart:
** Lucina serves as a Distaff Counterpart for Marth, being his MovesetClone.
** Robin, the Wii Fit Trainer, and the Villager can be played as either gender.
** Bowser Jr. can be played as Wendy O. Koopa.
* DittoFighter:
** A variation: To choose a fighter randomly in tournament mode, you pick Ditto.
** In ''3DS/Wii U'''s classic mode, this is one of Master Core's forms if you play on a hard enough intensity (appropriate enough, it's named "[[MeaningfulName Master Shadow]]").
* DoorClosesEnding: The first game had a variation on this. After defeating Master Hand on Classic, the camera zooms out to reveal the room from the title sequence, followed by the screen going black to the sound of a door shutting. Cue credits.
* DoubleJump: All characters can do this; some have even more than 2 jumps, and most up specials count as jumps.
* DownloadableContent:
** ''Melee'' had an event in Japan where players could take their memory cards to stores and the employees would put two normally unobtainable trophies on the save file. These trophies are still on the American and PAL versions of the game, and are fully translated, but there is no way to get them without hacking. The trophies are "Unmasked Samus" and "Mario & Yoshi".
** On ''Wii U/3DS'':
*** Mewtwo and Lucas were slated as downloadable characters released on April 28, 2015 and sometime in June 2015, respectively. People who registered both versions of the game on Club Nintendo received free download codes for Mewtwo on April 15, 2015.
*** Additional costumes for the Mii Fighters, including outfits based on ''Series/TheLegendOfZelda'', ''Series/MegaMan'', and ''VideoGame/{{Xenoblade}}'' were made available starting April 15th.
*** The Miiverse stage will be enabled pending a later update of the game, with comments in the background being determined by the game's actual Miiverse threads.
* DropTheHammer: The regular Hammer item and the Golden Hammer in ''Brawl'', as well as those wielded by King Dedede, Kirby, the Ice Climbers, and Mr. Game & Watch.
* {{Dualvertisement}}: One Japanese ad for ''Super Smash Bros. for Nintendo 3DS'' features Mario and company [[https://www.youtube.com/watch?v=jefSTKFHH1s squaring off with Mii Fighter versions of the members of]] Music/{{AKB48}}.
** In general, ''Smash Bros.'' is this for Nintendo; not only a love letter to existing fans, but a way to make people interested in the games involved in the franchise. Characters like Roy and Greninja were included to promote ''[[VideoGame/FireEmblemElibe Fire Emblem: The Binding Blade]]'' and ''VideoGame/PokemonXAndY'' specifically. Similarly, Masterpieces offer playable demos of some of the most iconic games featured in Smash with a direct link to the eShop to buy the full version for Virtual Console.
** In the build up to ''3DS/Wii U'', as many characters as possible were used to commemorate the release of games in their home franchise. Luigi coincided with ''VideoGame/MarioAndLuigiDreamTeam'' (and UsefulNotes/TheYearOfLuigi in general), Toon Link with ''VideoGame/TheLegendOfZeldaTheWindWaker HD'', Sonic with ''VideoGame/SonicLostWorld'', Diddy Kong for ''VideoGame/DonkeyKongCountryTropicalFreeze'' and so on. Interestingly, Princess Peach debuted on the day ''VideoGame/TheWonderful101'' was released, but got a special image holding up Toad with Mario and Luigi beside them on the release date of ''VideoGame/SuperMario3DWorld''.
* DubInducedPlotHole:
** Those who don't know the localization differences between the Japanese version of ''VideoGame/{{Earthbound}}'' and the US version won't know that the Octopus statues from the Magicant stage are supposed to be the Japanese equivalent to the Pencil statues.
** The fact that Videogame/DuckHunt is known as Duck Hunt Duo in Europe makes little sense once it becomes apparent that the character actually consists of a trio instead of a duo [[NonIndicativeName like what their name would imply]].
* DuelingPlayerCharacters: In the Subspace Emissary of ''Brawl'', Mario and Pit face off against Link and Yoshi, after one the teams mistakes the other for having just killed one of the pricesses. Which one is in control of the player depends on which princess was saved earlier.
* DummiedOut:
** Tharja from ''Fire Emblem Awakening'' was among the trophies seen in a leak, but is absent in the final game.
** The April 15, 2015 patch includes a few Dummied Out audio files. These include the N64 Dream Land theme and the ''Kirby Air Ride'' forest theme, victory themes for Roy and Lucas (respectively the Fire Emblem series theme and the MOTHER series theme), and most interestingly, Ryu's stage and victory themes from ''VideoGame/StreetFighterII''.
** Kirby has unused voice clips for using PowerCopying on Palutena's Heavenly Light and Explosive Flame attacks; as it stands, he can only copy Autoreticle.
* DumpStat: When customization is on, for modes vs computer players, speed is the dump stat. Running on the ground quickly and high lateral mobility in the air are less of an asset than normal when fighting computers. Therefore, most "vs cpu" setups will use two pieces of attack equipment to buff attack, and one piece of defense equipment to cover the loss of defense from the attack equipment, or another setup that doesn't involve speed equipment.
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