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* YourMom: Bayonetta's infamous remark from her source material ("if you need to learn how to talk to a lady, ask your mum") made it into her reveal trailer for this game.

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* YourMom: Bayonetta's up taunt has her utter her infamous remark from her source material ("if material: "If you need to learn how to talk to a lady, ask your mum") made it into her reveal trailer for this game.mum."
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''Super Smash Bros. for Nintendo 3DS'' and ''Super Smash Bros. for Wii U'' are a pair of video games developed by Creator/BandaiNamco and Sora Ltd. and published by Creator/{{Nintendo}} in 2014. As indicated by their titles, the games were released on the Platform/Nintendo3DS and the Platform/WiiU, respectively. The two are considered collectively by fans to be the fourth installment in the ''VideoGame/SuperSmashBros'' series (and thus often [[FanNickname referred to by fans as]] ''[[FanNickname Smash 4]]''), though series director Creator/MasahiroSakurai considers them separate enough to be the fourth and fifth entries, respectively. It contains 58 characters (7 of which are [[DownloadableContent DLC]]), 42 stages for the 3DS version (8 DLC), 55 stages for the Wii U version (9 DLC), 700+ trophies, a bevy of new modes such as Target Blast (replacing Break the Targets) and Special Orders, and CharacterCustomization in the form of UsefulNotes/{{Mii}} Fighters. Despite the obvious gaps in power between the 3DS and Wii U, the two versions play identically.

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''Super Smash Bros. for Nintendo 3DS'' and ''Super Smash Bros. for Wii U'' are a pair of video games developed by Creator/BandaiNamco and Sora Ltd. and published by Creator/{{Nintendo}} in 2014. As indicated by their titles, the games were released on the Platform/Nintendo3DS and the Platform/WiiU, respectively. The two are considered collectively by fans to be the fourth installment in the ''VideoGame/SuperSmashBros'' series (and thus often [[FanNickname referred to by fans as]] ''[[FanNickname Smash 4]]''), though series director Creator/MasahiroSakurai considers them separate enough to be the fourth and fifth entries, respectively. It contains 58 characters (7 of which are [[DownloadableContent DLC]]), 42 stages for the 3DS version (8 DLC), 55 stages for the Wii U version (9 DLC), 700+ trophies, a bevy of new modes such as Target Blast (replacing Break the Targets) and Special Orders, and CharacterCustomization in the form of UsefulNotes/{{Mii}} MediaNotes/{{Mii}} Fighters. Despite the obvious gaps in power between the 3DS and Wii U, the two versions play identically.



** The game was originally going to feature a trophy of the character Tharja from ''VideoGame/FireEmblemAwakening'',[[note]]a T-rated game,[[/note]] as evidenced by [[https://www.ssbwiki.com/Leak#ESRB_leak a famous leak from the ESRB]]. However, this trophy did not make it to the final release, presumably because her {{Stripperiffic}} design ([[VideoGamePerversityPotential that could've been viewed from any and all angles in the Trophy Viewer]]) would have required the game's [[MediaNotes/EntertainmentSoftwareRatingBoard E10+ rating]] to have been pushed up to a [[TeenRating T rating]].[[note]]It should be noted that ''VideoGame/SuperSmashBrosBrawl'', the previous game, was also given a T rating, but mainly because of its DarkerAndEdgier presentation compared to the other games in the series.[[/note]] Additionally, a trophy of Lyn from ''VideoGame/FireEmblemTheBlazingBlade'' was altered in the Japanese version of the 1.0.6 update to make it less revealing.

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** The game was originally going to feature a trophy of the character Tharja from ''VideoGame/FireEmblemAwakening'',[[note]]a T-rated game,[[/note]] as evidenced by [[https://www.ssbwiki.com/Leak#ESRB_leak a famous leak from the ESRB]]. However, this trophy did not make it to the final release, presumably because her {{Stripperiffic}} design ([[VideoGamePerversityPotential that could've been viewed from any and all angles in the Trophy Viewer]]) would have required the game's [[MediaNotes/EntertainmentSoftwareRatingBoard E10+ rating]] to have been pushed up to a [[TeenRating [[MediaNotes/TeenRating T rating]].[[note]]It should be noted that ''VideoGame/SuperSmashBrosBrawl'', the previous game, was also given a T rating, but mainly because of its DarkerAndEdgier presentation compared to the other games in the series.[[/note]] Additionally, a trophy of Lyn from ''VideoGame/FireEmblemTheBlazingBlade'' was altered in the Japanese version of the 1.0.6 update to make it less revealing.



** UsefulNotes/{{Mii}} Swordfighters can have a ''Franchise/FireEmblem'' style counter attack for their down special.

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** UsefulNotes/{{Mii}} MediaNotes/{{Mii}} Swordfighters can have a ''Franchise/FireEmblem'' style counter attack for their down special.



** The customizable specials for most characters are just slightly modified versions of their normal moveset, but [[VideoGame/KidIcarus Palutena]] and the [[UsefulNotes/{{Mii}} Mii Fighters]] have entirely distinct special options (for example, Palutena's recovery can be a teleport, a gliding-descent jump, or an explosion boost), with the caveat that they are restricted to their base special set in online play just like everyone else. ''VideoGame/SuperSmashBrosUltimate'' later scrapped customizable specials for the base roster, turning Palutena into a normal fighter, but Mii Fighters still have their customization intact and any sets can be used in online play.

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** The customizable specials for most characters are just slightly modified versions of their normal moveset, but [[VideoGame/KidIcarus Palutena]] and the [[UsefulNotes/{{Mii}} [[MediaNotes/{{Mii}} Mii Fighters]] have entirely distinct special options (for example, Palutena's recovery can be a teleport, a gliding-descent jump, or an explosion boost), with the caveat that they are restricted to their base special set in online play just like everyone else. ''VideoGame/SuperSmashBrosUltimate'' later scrapped customizable specials for the base roster, turning Palutena into a normal fighter, but Mii Fighters still have their customization intact and any sets can be used in online play.



* PurelyAestheticGender: The game introduces [[VideoGame/AnimalCrossing the Villager]], [[VideoGame/WiiFit the Wii Fit Trainer]], [[VideoGame/FireEmblemAwakening Robin]], and [[VideoGame/FireEmblemFates Corrin]]. While their default genders are male, female, male, and male respectively, their [[DistaffCounterpart opposite-sex counterparts]] are alternate skins. Both versions of the four of them play exactly alike, so it's up to personal preference which one to use. The same also goes for [[UsefulNotes/{{Mii}} the Mii Fighters]] who, as customizable avatars, don't have a set gender, and are not stopped from using any of their available movesets regardless of gender. [[Franchise/SuperMarioBros Bowser Jr.]] is partly an example as one of his Koopaling skins is Wendy. Again, this has no bearing on how they play.

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* PurelyAestheticGender: The game introduces [[VideoGame/AnimalCrossing the Villager]], [[VideoGame/WiiFit the Wii Fit Trainer]], [[VideoGame/FireEmblemAwakening Robin]], and [[VideoGame/FireEmblemFates Corrin]]. While their default genders are male, female, male, and male respectively, their [[DistaffCounterpart opposite-sex counterparts]] are alternate skins. Both versions of the four of them play exactly alike, so it's up to personal preference which one to use. The same also goes for [[UsefulNotes/{{Mii}} [[MediaNotes/{{Mii}} the Mii Fighters]] who, as customizable avatars, don't have a set gender, and are not stopped from using any of their available movesets regardless of gender. [[Franchise/SuperMarioBros Bowser Jr.]] is partly an example as one of his Koopaling skins is Wendy. Again, this has no bearing on how they play.
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* ''Franchise/{{Pokemon}}'': Unova Pokémon League, '''Pokémon Stadium 2'''

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* ''Franchise/{{Pokemon}}'': Unova Kalos Pokémon League, '''Pokémon Stadium 2'''
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* SerialEscalation: Between both versions (3DS and Wii U), the game blows its predecessors out of the water in several regards (with the only drawback being the absence of a dedicated Adventure Mode like in ''Melee'' and ''Brawl''), and the DownloadableContent would further increase the number of stages and characters. However, it's less readily apparent when the versions are viewed separately, since Sakuari and his team needed to make many concessions in order to make things work (especially the technologically challenged 3DS version).

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* SerialEscalation: Between both versions (3DS and Wii U), the game blows its predecessors out of the water in several regards (with the only drawback being the absence of a dedicated Adventure Mode like in ''Melee'' and ''Brawl''), and the DownloadableContent would further increase the number of stages and characters. However, it's less readily apparent when the versions are viewed separately, since Sakuari Sakurai and his team needed to make many concessions in order to make things work (especially the technologically challenged 3DS version).
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Trope was cut/disambiguated due to cleanup


** Some of the Online Conquests can be this. For example, one titled "Zero Sum Game" involves fighters representing games with Zero in the title, with Fox and Falco representing ''VideoGame/StarFoxZero'', Samus and Zero Suit representing ''VideoGame/MetroidZeroMission'', and a team up of Captain Falcon and Ryu representing ''VideoGame/FZero'' and ''VideoGame/StreetFighterAlpha''. [[TheLastOfTheseIsNotLikeTheOthers The final of these makes no sense]] unless one knows the Japanese title is ''Street Fighter Zero''.

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** Some of the Online Conquests can be this. For example, one titled "Zero Sum Game" involves fighters representing games with Zero in the title, with Fox and Falco representing ''VideoGame/StarFoxZero'', Samus and Zero Suit representing ''VideoGame/MetroidZeroMission'', and a team up of Captain Falcon and Ryu representing ''VideoGame/FZero'' and ''VideoGame/StreetFighterAlpha''. [[TheLastOfTheseIsNotLikeTheOthers The final of these makes no sense]] sense unless one knows the Japanese title is ''Street Fighter Zero''.
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** There's an additional comeback, called "rage", where the higher a character's damage percentage, the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat. Even on other characters, this could lead to extremely early [=KOs=](Samus with rage could combo dash attack into up special for a KO at ''0%,'' for example), and also indirectly buffed heavyweights and nerfed lightweights, since the former can nearly always survive long enough to abuse it, and the latter would often be on the recieving end of it. The mechanic was nerfed in [[VideoGame/SuperSmashBrosUltimate the next installment.]]

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** There's an additional comeback, called "rage", where the higher a character's damage percentage, the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat. Even on other characters, this could lead to extremely early [=KOs=](Samus with rage could combo dash attack into up special for a KO at ''0%,'' for example), and also indirectly buffed heavyweights and nerfed lightweights, since the former can nearly always survive long enough to abuse it, and the latter would often be on the recieving receiving end of it. The mechanic was nerfed in [[VideoGame/SuperSmashBrosUltimate the next installment.]]
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''Super Smash Bros. for Nintendo 3DS'' and ''Super Smash Bros. for Wii U'' are a pair of video games developed by Creator/BandaiNamco and Sora Ltd. and published by Creator/{{Nintendo}} in 2014. As indicated by their titles, the games were released on the UsefulNotes/Nintendo3DS and the UsefulNotes/WiiU, respectively. The two are considered collectively by fans to be the fourth installment in the ''VideoGame/SuperSmashBros'' series (and thus often [[FanNickname referred to by fans as]] ''[[FanNickname Smash 4]]''), though series director Creator/MasahiroSakurai considers them separate enough to be the fourth and fifth entries, respectively. It contains 58 characters (7 of which are [[DownloadableContent DLC]]), 42 stages for the 3DS version (8 DLC), 55 stages for the Wii U version (9 DLC), 700+ trophies, a bevy of new modes such as Target Blast (replacing Break the Targets) and Special Orders, and CharacterCustomization in the form of UsefulNotes/{{Mii}} Fighters. Despite the obvious gaps in power between the 3DS and Wii U, the two versions play identically.

to:

''Super Smash Bros. for Nintendo 3DS'' and ''Super Smash Bros. for Wii U'' are a pair of video games developed by Creator/BandaiNamco and Sora Ltd. and published by Creator/{{Nintendo}} in 2014. As indicated by their titles, the games were released on the UsefulNotes/Nintendo3DS Platform/Nintendo3DS and the UsefulNotes/WiiU, Platform/WiiU, respectively. The two are considered collectively by fans to be the fourth installment in the ''VideoGame/SuperSmashBros'' series (and thus often [[FanNickname referred to by fans as]] ''[[FanNickname Smash 4]]''), though series director Creator/MasahiroSakurai considers them separate enough to be the fourth and fifth entries, respectively. It contains 58 characters (7 of which are [[DownloadableContent DLC]]), 42 stages for the 3DS version (8 DLC), 55 stages for the Wii U version (9 DLC), 700+ trophies, a bevy of new modes such as Target Blast (replacing Break the Targets) and Special Orders, and CharacterCustomization in the form of UsefulNotes/{{Mii}} Fighters. Despite the obvious gaps in power between the 3DS and Wii U, the two versions play identically.



* ''UsefulNotes/GameAndWatch'': '''Mr. Game & Watch'''

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* ''UsefulNotes/GameAndWatch'': ''Platform/GameAndWatch'': '''Mr. Game & Watch'''



* ''UsefulNotes/GameAndWatch'': '''Flat Zone 2'''

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* ''UsefulNotes/GameAndWatch'': ''Platform/GameAndWatch'': '''Flat Zone 2'''



* ''UsefulNotes/NintendoDS'': Pictochat 2

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* ''UsefulNotes/NintendoDS'': ''Platform/NintendoDS'': Pictochat 2



* ''UsefulNotes/GameAndWatch'': '''Flat Zone X'''

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* ''UsefulNotes/GameAndWatch'': ''Platform/GameAndWatch'': '''Flat Zone X'''



** Starfy's trophy originally stated that ''VideoGame/TheLegendaryStarfy'' was released for the UsefulNotes/NintendoDS in 2002, two years before the DS's launch. [[note]]In fact, the original game was for the UsefulNotes/GameBoyAdvance, but the series didn't see the light of day in English until its DS iteration.[[/note]]

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** Starfy's trophy originally stated that ''VideoGame/TheLegendaryStarfy'' was released for the UsefulNotes/NintendoDS Platform/NintendoDS in 2002, two years before the DS's launch. [[note]]In fact, the original game was for the UsefulNotes/GameBoyAdvance, Platform/GameBoyAdvance, but the series didn't see the light of day in English until its DS iteration.[[/note]]



** The game was originally going to feature a trophy of the character Tharja from ''VideoGame/FireEmblemAwakening'',[[note]]a T-rated game,[[/note]] as evidenced by [[https://www.ssbwiki.com/Leak#ESRB_leak a famous leak from the ESRB]]. However, this trophy did not make it to the final release, presumably because her {{Stripperiffic}} design ([[VideoGamePerversityPotential that could've been viewed from any and all angles in the Trophy Viewer]]) would have required the game's [[UsefulNotes/EntertainmentSoftwareRatingBoard E10+ rating]] to have been pushed up to a [[TeenRating T rating]].[[note]]It should be noted that ''VideoGame/SuperSmashBrosBrawl'', the previous game, was also given a T rating, but mainly because of its DarkerAndEdgier presentation compared to the other games in the series.[[/note]] Additionally, a trophy of Lyn from ''VideoGame/FireEmblemTheBlazingBlade'' was altered in the Japanese version of the 1.0.6 update to make it less revealing.

to:

** The game was originally going to feature a trophy of the character Tharja from ''VideoGame/FireEmblemAwakening'',[[note]]a T-rated game,[[/note]] as evidenced by [[https://www.ssbwiki.com/Leak#ESRB_leak a famous leak from the ESRB]]. However, this trophy did not make it to the final release, presumably because her {{Stripperiffic}} design ([[VideoGamePerversityPotential that could've been viewed from any and all angles in the Trophy Viewer]]) would have required the game's [[UsefulNotes/EntertainmentSoftwareRatingBoard [[MediaNotes/EntertainmentSoftwareRatingBoard E10+ rating]] to have been pushed up to a [[TeenRating T rating]].[[note]]It should be noted that ''VideoGame/SuperSmashBrosBrawl'', the previous game, was also given a T rating, but mainly because of its DarkerAndEdgier presentation compared to the other games in the series.[[/note]] Additionally, a trophy of Lyn from ''VideoGame/FireEmblemTheBlazingBlade'' was altered in the Japanese version of the 1.0.6 update to make it less revealing.
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*** ''UsefulNotes/ColorTVGame 15'': Color TV-Game 15

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*** ''UsefulNotes/ColorTVGame ''Platform/ColorTVGame 15'': Color TV-Game 15
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* TwoPointFiveD: The main gimmicks of the [[VideoGame/DonkeyKongCountryReturns Jungle Hijinx]] stage are the rocket barrels that launch fighters between two platforms in the foreground and background.

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* TwoPointFiveD: TwoAndAHalfD: The main gimmicks of the [[VideoGame/DonkeyKongCountryReturns Jungle Hijinx]] stage are the rocket barrels that launch fighters between two platforms in the foreground and background.



* AcidPool: The [[WombLevel Master Fortress]] form of Master Core in the Wii U version is filled with these, and they're actually one of only two things in there that can cost you a life; the other being the acid-oozing walls. Touching either at 100% or higher results in an instant KO, though getting hit even at low percentages can be deadly due to the potential for you to get bounced between the pools and walls repeatedly like a ping-pong ball.

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* AcidPool: The [[spoiler:The [[WombLevel Master Fortress]] form of Master Core Core]] in the Wii U version is filled with these, and they're actually one of only two things in there that can cost you a life; the other being the acid-oozing walls. Touching either at 100% or higher results in an instant KO, though getting hit even at low percentages can be deadly due to the potential for you to get bounced between the pools and walls repeatedly like a ping-pong ball.
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* ShoutOut: Ryu's gimmick --a [[PressureSensitiveInterface pressure-dependant light/heavy attack mechanic]]-- is a reference to the first ''VideoGame/StreetFighterI'' arcade cabinets, which had tunable-by-pressure kick/punch buttons.
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Like ''Brawl'', ''For 3DS/Wii U'' has characters from [[GuestFighter third-party companies]], with [[Franchise/SonicTheHedgehog Sonic]] returning from ''Brawl'', [[VideoGame/MegaManClassic Mega Man]] and VideoGame/PacMan debuting in the initial release, and [[Franchise/StreetFighter Ryu]], [[VideoGame/FinalFantasyVII Cloud]], and VideoGame/{{Bayonetta}} as DLC.

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Like ''Brawl'', ''For 3DS/Wii U'' has characters from [[GuestFighter third-party companies]], with [[Franchise/SonicTheHedgehog Sonic]] Franchise/{{Sonic|TheHedgehog}} returning from ''Brawl'', [[VideoGame/MegaManClassic Mega Man]] VideoGame/{{Mega Man|Classic}} and VideoGame/PacMan debuting in the initial release, and [[Franchise/StreetFighter Ryu]], [[VideoGame/FinalFantasyVII Cloud]], and VideoGame/{{Bayonetta}} as DLC.



*** ''VideoGame/EarthBound'': Jeff, Starman

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*** ''VideoGame/EarthBound'': ''VideoGame/{{EarthBound|1994}}'': Jeff, Starman



* AllYourColorsCombined: [[VideoGame/MegaManClassic Mega Man's]] [[LimitBreak Final Smash]], which has him summoning [[LegacyCharacter his counterparts]] from ''VideoGame/MegaManX'', ''VideoGame/MegaManLegends'', ''VideoGame/MegaManBattleNetwork'', and ''VideoGame/MegaManStarForce'' to fire their Mega Busters in unison, each releasing a different colored beam.
* AllYourPowersCombined: VideoGame/MegaManClassic summons VideoGame/MegaManX, [[VideoGame/MegaManBattleNetwork MegaMan.EXE]], [[VideoGame/MegaManLegends Mega Man Volnutt]], and [[VideoGame/MegaManStarForce Geo Stellar with Omega-Xis]] for his Final Smash, all five Mega Men firing their [[ArmCannon Mega Busters]] together. ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' adds Proto Man and Bass to the mix.

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* AllYourColorsCombined: [[VideoGame/MegaManClassic Mega Man's]] VideoGame/{{Mega Man|Classic}}'s [[LimitBreak Final Smash]], which has him summoning [[LegacyCharacter his counterparts]] from ''VideoGame/MegaManX'', ''VideoGame/MegaManLegends'', ''VideoGame/MegaManBattleNetwork'', and ''VideoGame/MegaManStarForce'' to fire their Mega Busters in unison, each releasing a different colored beam.
* AllYourPowersCombined: VideoGame/MegaManClassic VideoGame/{{Mega Man|Classic}} summons VideoGame/MegaManX, [[VideoGame/MegaManBattleNetwork MegaMan.EXE]], [[VideoGame/MegaManLegends Mega Man Volnutt]], and [[VideoGame/MegaManStarForce Geo Stellar with Omega-Xis]] for his Final Smash, all five Mega Men firing their [[ArmCannon Mega Busters]] together. ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' later adds Proto Man and Bass to the mix.



** In the co-op event match "A Fairy Nice Trip", four differently-colored [[VideoGame/KirbysDreamLand Kirbies]] stand in for [[VideoGame/PacMan Inky, Blinky, Pinky, and Clyde]] to interfere with the players' journey through VideoGame/PacLand.

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** In the co-op event match "A Fairy Nice Trip", four differently-colored [[VideoGame/KirbysDreamLand Kirbies]] Franchise/{{Kirb|y}}ies stand in for [[VideoGame/PacMan Inky, Blinky, Pinky, and Clyde]] to interfere with the players' journey through VideoGame/PacLand.



-->'''Viridi''': Just keep whaling on him. Then we'll see who's stronger: that little puffball... or Kirby!

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-->'''Viridi''': -->'''Viridi:''' Just keep whaling on him. Then we'll see who's stronger: that little puffball... or Kirby!



** In the ''VideoGame/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.

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** In the ''VideoGame/PunchOut'' stage in the Wii U version, ROB's R.O.B.'s nickname is "The Last of His Kind". In the Subspace Emissary, he was the only ROB left at the end of the game.



** UsefulNotes/{{Mii}} Swordfighters can have a ''VideoGame/FireEmblem'' style counter attack for their down special.

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** UsefulNotes/{{Mii}} Swordfighters can have a ''VideoGame/FireEmblem'' ''Franchise/FireEmblem'' style counter attack for their down special.



** DLC Character {{VideoGame/Bayonetta}}'s down special, Witch Time, functions like a counter (Down-Special and Strength dependent on received attack), except instead of automatically dishing out damage, it instead slows down time, allowing Bayonetta to manually deal damage. Additional factors, such as enemy health percentage and if Witch Time was spammed (similar to Shulk), will affect the duration of Witch Time.

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** DLC Character {{VideoGame/Bayonetta}}'s VideoGame/{{Bayonetta}}'s down special, Witch Time, functions like a counter (Down-Special and Strength dependent on received attack), except instead of automatically dishing out damage, it instead slows down time, allowing Bayonetta to manually deal damage. Additional factors, such as enemy health percentage and if Witch Time was spammed (similar to Shulk), will affect the duration of Witch Time.



* ExpyCoexistence: As the long-term face of the franchise, Mario's moveset design in ''Super Smash Bros.'' was conceptualised as something of a {{Shotoclone}}, although with a few liberties taken to transplant typical Shotoclone gameplay into a PlatformFighter. Eventually, the original Shoto, Ryu from ''VideoGame/StreetFighter'', was introduced to the series in both versions of the fourth game as DLC, and his playstyle was of course far more faithful to the traditional Shoto archetype.
* FamilyFriendlyFirearms: The titular protagonist of ''VideoGame/{{Bayonetta}}'', showing up as a DLC character, gets to keep her firearms, but they're [[BlingBlingBang unrealistic]] and a pretty big part of her style. The ''VideoGame/DuckHunt'' fighter can summon characters from Wild Gunman, but the Wild Gunman characters and their weapons are flat 2D NES sprites thus look even less realistic than Bayonetta's weapons.

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* ExpyCoexistence: As the long-term face of the franchise, Mario's moveset design in ''Super Smash Bros.'' was conceptualised as something of a {{Shotoclone}}, although with a few liberties taken to transplant typical Shotoclone gameplay into a PlatformFighter. Eventually, the original Shoto, Ryu from ''VideoGame/StreetFighter'', ''Franchise/StreetFighter'', was introduced to the series in both versions of the fourth game as DLC, and his playstyle was of course far more faithful to the traditional Shoto archetype.
* FamilyFriendlyFirearms: The titular protagonist of ''VideoGame/{{Bayonetta}}'', showing up as a DLC character, gets to keep her firearms, but they're [[BlingBlingBang unrealistic]] and a pretty big part of her style. The ''VideoGame/DuckHunt'' fighter can summon characters from Wild Gunman, ''VideoGame/WildGunman'', but the Wild Gunman ''Wild Gunman'' characters and their weapons are flat 2D NES sprites thus look even less realistic than Bayonetta's weapons.



* IntraFranchiseCrossover: A literal example is seen with the original Mega Man, because his [[LimitBreak Final Smash]] is a CombinationAttack in which [[LegacyCharacter various other Blue Bombers]] (X, Rock Volnutt, [[VideoGame/MegaManBattleNetwork MegaMan.EXE]] and [[VideoGame/MegaManStarForce Mega Man/Omega-Xis]]) appear alongside him to [[AllYourPowersCombined fire a joint Charge Shot together]].

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* IntraFranchiseCrossover: A literal example is seen with the original Mega Man, because his [[LimitBreak Final Smash]] is a CombinationAttack in which [[LegacyCharacter various other Blue Bombers]] (X, Rock Volnutt, [[VideoGame/MegaManBattleNetwork MegaMan.EXE]] EXE]], and [[VideoGame/MegaManStarForce Mega Man/Omega-Xis]]) appear alongside him to [[AllYourPowersCombined fire a joint Charge Shot together]].



* JetPack: The Rocket Belt from ''VideoGame/PilotWings'' is featured here as a useable item.

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* JetPack: The Rocket Belt from ''VideoGame/PilotWings'' ''VideoGame/{{Pilotwings}}'' is featured here as a useable item.



** The customizable specials for most characters are just slightly modified versions of their normal moveset, but [[VideoGame/KidIcarus Palutena]] and the [[UsefulNotes/{{Mii}} Mii Fighters]] have entirely distinct special options (for example, Palutena's recovery can be a teleport, a gliding-descent jump, or an explosion boost), with the caveat that they are restricted to their base special set in online play just like everyone else. ''VideoGame/SuperSmashBrosUltimate'' scrapped customizable specials for the base roster, turning Palutena into a normal fighter, but Mii Fighters still have their customization intact and any sets can be used in online play.

to:

** The customizable specials for most characters are just slightly modified versions of their normal moveset, but [[VideoGame/KidIcarus Palutena]] and the [[UsefulNotes/{{Mii}} Mii Fighters]] have entirely distinct special options (for example, Palutena's recovery can be a teleport, a gliding-descent jump, or an explosion boost), with the caveat that they are restricted to their base special set in online play just like everyone else. ''VideoGame/SuperSmashBrosUltimate'' later scrapped customizable specials for the base roster, turning Palutena into a normal fighter, but Mii Fighters still have their customization intact and any sets can be used in online play.



** Bayonetta has a large focus on combos involving her special moves, and she also carries over the "Bullet Arts" mechanics from [[{{VideoGame/Bayonetta}} her home series]], where she can fire bullets with no knockback if the player holds down the attack button after some attacks. Depending on when her opponent attacks her while dodging, Bayonetta will perform Bat Within, where she'll receive less damage, while avoid flinching and knockback. It isn't advised to initially double jump, then use her up special for a third jump for recovery, as it doesn't cover enough air. You'd actually need to use her up special ''first'', then jump, then you can use her up special again. Bayonetta's forward aerial and forward tilt attacks both consist of 3 consecutive attacks, each attack happening on input as opposed to being automatic. Lastly, her up aerial and neutral aerial attacks will be extended if you hold down the attack button, which is coupled with the aforementioned "Bullet Arts" mechanic.

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** Bayonetta has a large focus on combos involving her special moves, and she also carries over the "Bullet Arts" mechanics from [[{{VideoGame/Bayonetta}} [[VideoGame/{{Bayonetta}} her home series]], where she can fire bullets with no knockback if the player holds down the attack button after some attacks. Depending on when her opponent attacks her while dodging, Bayonetta will perform Bat Within, where she'll receive less damage, while avoid flinching and knockback. It isn't advised to initially double jump, then use her up special for a third jump for recovery, as it doesn't cover enough air. You'd actually need to use her up special ''first'', then jump, then you can use her up special again. Bayonetta's forward aerial and forward tilt attacks both consist of 3 consecutive attacks, each attack happening on input as opposed to being automatic. Lastly, her up aerial and neutral aerial attacks will be extended if you hold down the attack button, which is coupled with the aforementioned "Bullet Arts" mechanic.



* ProgressiveInstrumentation: In the Wii U version, the remix of "Escape" from ''VideoGame/{{Metroid|1}}'' starts with the original 8-bit chiptune, then gradually adds in a couple orchestral instruments every few bars. By the song's third loop, it's a full orchestra.

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* ProgressiveInstrumentation: In the Wii U version, the remix of "Escape" from ''VideoGame/{{Metroid|1}}'' ''VideoGame/Metroid1'' starts with the original 8-bit chiptune, then gradually adds in a couple orchestral instruments every few bars. By the song's third loop, it's a full orchestra.



** The game features [[VideoGame/MegaManClassic Mega Man]] as a playable character, and you can tell that the animators have [[http://i.imgur.com/WGqC4PX.jpg put a lot of effort]] into making his animations match those of his classic sprites.

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** The game features [[VideoGame/MegaManClassic Mega Man]] VideoGame/{{Mega Man|Classic}} as a playable character, and you can tell that the animators have [[http://i.imgur.com/WGqC4PX.jpg put a lot of effort]] into making his animations match those of his classic sprites.



** [[https://www.youtube.com/watch?v=82-boRNll7I This video analysis]] does a pretty good job showcasing the small nuances put into [[VideoGame/PunchOut Little Mac's]] design and moveset for ''Smash for 3DS/Wii U'' to make him believable as a fighter. It goes into why Little Mac has a poor air game, why he uses certain kinds of punches, and even the reasoning behind his idle and dashing animations. Sakurai definitely did his homework.

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** [[https://www.youtube.com/watch?v=82-boRNll7I This video analysis]] does a pretty good job showcasing the small nuances put into [[VideoGame/PunchOut Little Mac's]] Mac]]'s design and moveset for ''Smash for 3DS/Wii U'' to make him believable as a fighter. It goes into why Little Mac has a poor air game, why he uses certain kinds of punches, and even the reasoning behind his idle and dashing animations. Sakurai definitely did his homework.
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* InstantRoast: In a character video for the Wii U version, [[VideoGame/FireEmblemTheBindingBlade Roy]] hits a taunting [[VideoGame/StarFox Falco]] with his Flare Blade. The blow [=KOs=] him, but the explosion masking this and a roast pheasant food item spawning where [[BirdPeople Falco]] was standing makes it look like he was cooked.

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* InstantRoast: In a character video for the Wii U version, [[VideoGame/FireEmblemTheBindingBlade Roy]] hits a taunting [[VideoGame/StarFox [[Franchise/StarFox Falco]] with his Flare Blade. The blow [=KOs=] him, but the explosion masking this and a roast pheasant food item spawning where [[BirdPeople Falco]] was standing makes it look like he was cooked.

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The Orders are collectively referred to as the Special Orders, and the Mii Fighters represent Super Smash Bros and not the Mii series.


''Super Smash Bros. for Nintendo 3DS'' and ''Super Smash Bros. for Wii U'' are a pair of video games developed by Creator/BandaiNamco and Sora Ltd. and published by Creator/{{Nintendo}} in 2014. As indicated by their titles, the games were released on the UsefulNotes/Nintendo3DS and the UsefulNotes/WiiU, respectively. The two are considered collectively by fans to be the fourth installment in the ''VideoGame/SuperSmashBros'' series (and thus often [[FanNickname referred to by fans as]] ''[[FanNickname Smash 4]]''), though series director Creator/MasahiroSakurai considers them separate enough to be the fourth and fifth entries, respectively. It contains 58 characters (7 of which are [[DownloadableContent DLC]]), 42 stages for the 3DS version (8 DLC), 55 stages for the Wii U version (9 DLC), 700+ trophies, a bevy of new modes such as Target Blast (replacing Break the Targets) and Master Orders, and CharacterCustomization in the form of UsefulNotes/{{Mii}} Fighters. Despite the obvious gaps in power between the 3DS and Wii U, the two versions play identically.

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''Super Smash Bros. for Nintendo 3DS'' and ''Super Smash Bros. for Wii U'' are a pair of video games developed by Creator/BandaiNamco and Sora Ltd. and published by Creator/{{Nintendo}} in 2014. As indicated by their titles, the games were released on the UsefulNotes/Nintendo3DS and the UsefulNotes/WiiU, respectively. The two are considered collectively by fans to be the fourth installment in the ''VideoGame/SuperSmashBros'' series (and thus often [[FanNickname referred to by fans as]] ''[[FanNickname Smash 4]]''), though series director Creator/MasahiroSakurai considers them separate enough to be the fourth and fifth entries, respectively. It contains 58 characters (7 of which are [[DownloadableContent DLC]]), 42 stages for the 3DS version (8 DLC), 55 stages for the Wii U version (9 DLC), 700+ trophies, a bevy of new modes such as Target Blast (replacing Break the Targets) and Master Special Orders, and CharacterCustomization in the form of UsefulNotes/{{Mii}} Fighters. Despite the obvious gaps in power between the 3DS and Wii U, the two versions play identically.



* ''UsefulNotes/{{Mii}}'': Mii Brawler, Mii Swordfighter, & Mii Gunner


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* ''VideoGame/SuperSmashBros'': Mii Brawler, Mii Swordfighter, & Mii Gunner

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** the Daybreak, a WaveMotionGun from ''VideoGame/KidIcarusUprising'''s multiplayer, has this effect. Like in the original game, assembling all three pieces of the weapon and hitting someone with its powerful beam would guarantee a KO.

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** the The Daybreak, a WaveMotionGun from ''VideoGame/KidIcarusUprising'''s multiplayer, has this effect. Like in the original game, assembling all three pieces of the weapon and hitting someone with its powerful beam would guarantee a KO.KO.
** The Ornes from ''VideoGame/KidIcarusUprising'' appear in Smash Run and can do this just by touching you (unless you happen to have temporary invincibility, but that won't save you for more than a few seconds). If you hear the background music suddenly take a more sinister turn, '''''run'''''.
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* SerialEscalation: Between both versions (3DS and Wii U), the game blows its predecessors out of the water in several regards (with the only drawback being the absence of a dedicated Adventure Mode like in ''Melee'' and ''Brawl''), and the DownloadableContent would further increase the number of stages and characters. However, it's less readily apparent when the versions are viewed separately, since Sakuari and his team needed to make many concessions in order to make things work (especially the technologically challenged 3DS version).
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*** Whenever Mega Man uses an attack that requires both Mega Busters at once, he stops to vent excess heat to prevent them from overheating, previously noted in ''Super Adventure Rockman''. This is especially notable since said game was [[NoExportForYou never exported]], and [[CreatorBacklash shunned and declared non-canon by Keiji Inafune]].

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*** Whenever Mega Man uses an attack that requires both Mega Busters at once, he stops to vent excess heat to prevent them from overheating, previously noted in ''Super Adventure Rockman''. This is especially notable since said game was [[NoExportForYou never exported]], exported, and [[CreatorBacklash shunned and declared non-canon by Keiji Inafune]].



*** The Paper Mario stage's music changes between a remix of the Grassland and Airship themes from ''VideoGame/PaperMarioStickerStar'' with Rogueport's theme from ''VideoGame/PaperMarioTheThousandYearDoor'' in between, depending on which form the stage is currently in.
*** The ''3D Land'' stage's music goes from the main theme of ''VideoGame/SuperMario3DLand'' to the beach theme from the same game when it changes to beach form. When the stage is about to change back to grassland form, the music begins speeding up before going back to the first song. The stage's alternate music track does this as well, but like Summit's music, it's a single audio track that only matches up by coincidence.
*** The Reset Bomb Fortress stage features a remix of Viridi's theme from Kid Icarus: Uprising. The music is timed to the transitions in the stage. It's worth noting that this is the only music track in the entire Super Smash Bros. series that halts when the game is paused, so the music doesn't desync from the events onscreen.

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*** ** The Paper Mario stage's music changes between a remix of the Grassland and Airship themes from ''VideoGame/PaperMarioStickerStar'' with Rogueport's theme from ''VideoGame/PaperMarioTheThousandYearDoor'' in between, depending on which form the stage is currently in.
*** ** The ''3D Land'' stage's music goes from the main theme of ''VideoGame/SuperMario3DLand'' to the beach theme from the same game when it changes to beach form. When the stage is about to change back to grassland form, the music begins speeding up before going back to the first song. The stage's alternate music track does this as well, but like Summit's music, it's a single audio track that only matches up by coincidence.
*** ** The Reset Bomb Fortress stage features a remix of Viridi's theme from Kid Icarus: Uprising. The music is timed to the transitions in the stage. It's worth noting that this is the only music track in the entire Super Smash Bros. series that halts when the game is paused, so the music doesn't desync from the events onscreen.
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Crosswicking

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* TheLostWoods: The 3DS version brings back Distant Planet from ''Brawl'', while the Wii U version has Garden of Hope, a pristine forest based on the ''VideoGame/Pikmin3'' area of the same name. The latter is a large, wide-open biome where some Pikmin from the wild proceed to build a clay building, though a Peckish Aristocrab passes by and ends up wrecking it. Sometimes, a Bulborb roams nearby, becoming a threat for the fighters as well.
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Crosswicking

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* RapidFireFisticuffs: [[VideoGame/PunchOut Little Mac]] plays like this, [[LightningBruiser hitting fast and hard]].
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Crosswicking

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* MiniGameCredits: As the credits scroll, you can attack them with your character to knock them into the background, uncovering a picture of your character. You get a small amount of bonus gold depending on how much of the picture you uncover by the time the credits are done (1G for every 1% of the picture uncovered).
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* MadeOGold: The Golden Plains stage the 3DS version draws from World 1 of this game. Coins are scattered around the stage, and, if a fighter collects 100 of them, they themselves will also be turned to gold, which grants them super armour and increases the knockback of their attacks.

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