Super Smash Bros. GR (also referred to as SSBGR or Super Smash Bros. Ghostrealm) is a crossover fighting game in the Super Smash Bros. series developed by Ghostrealm Studios and published by Nintendo. Unlike past games, this title is considered a "spinoff", in that it has its own separate roster chosen by its lead developer and is more or less an author appeal project.
The game's opening starts with two trophies, one of Mario, one of Fox, being thrown onto the game's Battlefield. As they turn to life, the two characters looks around, before staring intently at each other and charging into a fight.
The next scene depicts Link and Kirby duking it out, before Link is knocked aside by Kirby's hammer. He then looks behind Kirby to see both Zelda and Ganondorf looming before the pink puffball as Ganondorf Warlock Blades Kirby into the screen. Afterwards, the scene cuts to Donkey Kong and Diddy Kong running through a jungle as they stop before Pikachu and Lucario. As DK leaps at Lucario, the latter leaps out of the way before letting loose a full-blast Aura Sphere as Pikachu and Diddy watch in awe.
Afterwards, some gameplay is shown of various characters fighting in-game, before cutting to Samus and the Marine shooting Ridley from afar, with the former narrowly dodging a fireball. As Ridley looms before her, he's then knocked in the head by a purple Pikmin from Olimar, before growling and lunging at the small astronaut. Sonic is then seen running alongside Bowser Jr.'s Koopa Clown Car, before Bowser Jr. tosses a Mechakoopa at Sonic, sending him flying. He then flies over to Bowser and high-fives him as the two stare at a nearby, nervous Princess Peach.
More shots of gameplay are shown before a scene depicting Yoshi eating fruit fed to him by Villager before turning his head to the nearby Pac-Man, who Yoshi and Villager share their fruit with. The scene afterwards shows Pit flying alongside Spyro and Charizard as the Pokémon Trainer below waves at the two of them as Falco's Arwing flies by. What comes next is a shot of Marth and Cloud duking it out, before Marth lets loose a thundering Shield Breaker at Cloud, sending him flying.
More gameplay is shown, this time of some more serious fighting, before the scene switches to the original eight characters from the first Super Smash Bros. standing on a cliff before the rest of the roster, with the camera focusing on Paper Mario, Adeleine, Steve, and Skull Kid in particular, before the original eight turn their attention to the sky, where the game's title screen begins to form.
The core Super Smash Bros. gameplay remains unchanged in Super Smash Bros. GR. Players attack each other to raise their opponents' damage percentages, with the higher the percentage, the farther you're knocked back. Being launched off the stage results in a K.O..
Super Smash Bros. GR's physics are unlike any game before it, taking inspiration from the mod of Super Smash Bros. Brawl known as Project M, more specifically its Turbo Mode. What this means is that every move in the game can be cancelled into another move upon hitting an enemy or a shield, making for more intense combos than any game before it. The general game speed is also almost as fast as Melee was. Several other physics changes are present as well:
- Momentum during a dash is now retained while jumping.
- Aerial attacks can be interrupted with an airdodge.
- If you spotdodge as someone rolls past you, you can trip them and deal 1% damage.
- Landing lag has been reduced even further from Ultimate.
- The tech window has been enlarged, making for easier teching.
- This also applies to several returning techniques like wavedashing.
- When charging a Smash Attack, a meter shows up above your character that indicates how powerful said attack is going to be.
- Characters who can wall jump can now "slide" down a wall before initiating the wall jump, much like the wall jump physics of the Super Mario series.
- Short hops and neutral aerials can now be bound to a separate button from the regular jump/attack button when creating custom controls, allowing them to be more consistently used and easier to perform.
You're also able to enable and disable the following modifiers from the rules, allowing you to choose which optional physics aspects to have and which to retain. The bolded ones are what the setting is at by default.
- Airdodging (Melee, Smash 4, Ultimate)
- Tripping (On or Off)
- Gliding (On or Off)
- Edgehogging (On or Off)
- Disabled Special Moves (None, Neutral, Side, Down)
- More than one of these can be activated at once.
- Size (Normal, Mega, or Mini)
- Head (None, Flower, Bunny)
- More than one of these can be activated at once.
- Body (None, Metal, Clear, Tail, Rocket Belt, Screw, Back Shield)
- More than one of these can be activated at once.
- Status (None, Curry, Reflect)
- More than one of these can be activated at once.
- Camera (Normal, Fixed, Angled)
- A "battle scars" feature now exists, where characters will change in appearance depending on how much damage they've taken. This can range from bruises, to battered weapons, to something as simple as missing ammunition clips.
- The general artstyle resembles Super Smash Bros. Ultimate, but characters from more cartoonish universes have more solid colors and less detail, while characters from more realistic universes have more detail. The game also uses more cel shading much like the graphical effect Boxing Ring had in the previous game, with more vibrant colors.
- The timer for matches is now centered instead of being at the rightmost corner of the screen.
- On the title screen, the Konami Code (Up Up, Down Down, Left Right Left Right B A Start) can be inputted to activate Competitive Mode. In Competitive Mode, all characters and stages are unlocked, but only Group modes can be chosen. In addition, records won't be saved and matches played won't count towards unlocking anything.
- Bonuses are back from Smash 64 and Melee, along with the Bonus gamemode.
- The C-Stick can be used to rotate the camera on the menu once again.
- The camera is capable of full 360-degree rotations on most stages.
- While Xander Mobus continues to act as the game's announcer, the announcer can be changed in the settings to several of the playable characters, in addition to players being able to record their own soundclips for the announcer.
- The classification of Echo Fighter is now a bit more broad, referring to all clone characters introduced from Smash 4 onwards, unless the changes made are drastic enough to consider them their own separate character, such as different hitboxes or multiple unique moves of their own. At most, Echoes can have special moves other characters have, but no unique special moves of their own. In particular, the following justifications are used for several characters and their clone status:
- Dr. Mario has a special move Mario doesn't possess as well as vastly different properties and both a different down aerial and Final Smash.
- Young Link has different hitboxes than Link as well as keeping the Hookshot. He also has a slingshot instead of a bow and can utilize a shield bash.
- Falco has a myriad of different standard attacks from Fox, has electrical effects in his up special instead of fire, and has a vastly different reflector.
- Pichu now serves as a way of retaining Pikachu's old moveset due to the latter's revamp, and also has a smaller stature and the recoil mechanic.
- Ganondorf has received many, many changes in GR to his special moves to the point where he's only barely a semiclone of Captain Falcon.
- Roy has multiple unique moves of his own as well as his attacks hitting harder around the hilt of his sword as opposed to the tip.
- Lucas's moves all have differing properties from Ness's, and he also has a tether grab.
- Toon Link not only has differing hitboxes from Link, but retains the Hookshot and utilizes the Skull Hammer.
- Dark Pit has been heavily decloned in GR, both due to him using his staff more and due to changes Pit obtained.
For a full breakdown of each of the gamemodes, please head to the subpage here.
Group modes are meant to be played with more than two people.
|Smash||The main mode for fighting. Up to eight players can join in.|
|Tournament||Hold a tournament with AI or regular players. Unlike past games, this tournament feature is more robust to help with competitive play, supporting round robin gameplay as well as separate winner/loser brackets.|
|Smash Run||Enjoy a four-player experience where you delve into a massive labyrinth to gather stat boosts in preparation for a final battle.
For a list of enemies seen in Smash Run, click here.
|Stadium||Enjoy several minigames here:
|Squad Strike||Enjoy a unique form of Smash battles where each stock is a different character!|
|Smashdown||Smashdown is a mode where once you use a character, it can't be selected the next match.|
|Flag Smash||Two teams battle it out for Special Flags across a massive map!|
|Name Entry||Enter names here, and adjust controls per name.|
Solo modes are designed around there only being one player, though some of them are playable with two.
|Story Mode: Intertwining Paths||Delve into multiple episodic storylines involving the characters of Smash GR!
For more information, click here.
|Adventure Mode||Adventure Mode consists of several platforming levels with fights included every now and then. Enemies from all sorts of franchises also populate the levels, and can all be found in Smash Run as well.|
|Spirit Board||Rescue Spirits by battling their Puppet Fighters!|
|Classic Mode||Classic Mode consists of a unique lineup of opponents for each fighter, culminating in a showdown with a boss at the end.|
|All-Star Mode||Unlocked when you've unlocked every single character, All-Star Mode is a gauntlet in which you'll take on the entire roster.|
|Event Matches||Event Matches are Smash battles with specific conditions for you to play by. Usually they have a theme of some sort.
For a list of event matches, see here.
|Smash Tactics||Inspired by Hyrule Warriors's Adventure Mode, Smash Tactics has you going across a grid-based map themed around a classic Nintendo franchise, taking out enemy groups and side objectives!|
|Race to the Finish||Grab the gold and head to the finish line in this mode inspired by Gourmet Race from Kirby Super Star!|
|Showdown||Challenge a gauntlet of CPUs as you collect rewards, and fight a boss afterwards to claim them!|
|Training/Lessons||Practice your skills, or even learn some new techniques from Lessons!|
Online modes are all the modes that can be played online with players from all around the world.
|Lobby Smash||Create or join a lobby, and play with friends here!|
|Quickplay||Play a casual round of Smash with all stages and items enabled.|
|Ranked||Play a more intense Smash battle with all items off and a more conservative stagelist.|
|amiibo Smash||Send your amiibo into the ring!|
|Spectate||Spectate matches, and bet gold on them.|
Creation modes are the game's go-to spot for customizable content, all of which can be shared online.
|Stage Builder||Create stages with a variety of tools at your disposal. Plus, you can even make your own Target Test courses alongside normal battle stages!|
|Event Creator||Inspired by WarioWare D.I.Y., the Event Creator allows for custom event matches to be created using simple scripting tools, along with choosing your characters and stages.|
|Mii Fighters||Create and modify Mii Fighters here!|
|amiibo||Modify your amiibo!|
|Movie Studio||In the Source Filmmaker-inspired Movie Studio, you can set up films using the game's engine. Plop down characters on a stage of your choice, set them to perform actions, maybe add some dialogue via subtitles or recording your own voice, and let the camera roll!|
|Sound Booth||Record your own voice clips for use in the game, whether it be for characters or the announcer!|
The Vault contains all of the game's collectables.
|Shop||Buy Trophies, Spirits, songs, Mii costumes, and more here!|
|Trophies||Take a look at your trophies and take pictures of them in the Trophy Gallery! Or maybe try your luck at the Coin Launcher!|
|Replays||Watch replays of past matches.|
|Movies||Look at the game's cinematic cutscenes.|
|Sounds||Listen to the game's music and sounds in the Sound Test, and change stage and menu music in My Music.|
|Records||Look at the records you've set.|
Challenges are little tasks for you to complete, with various rewards.
Super Smash Bros. GR features a myriad of characters from all sorts of video game franchises, as well as a few fourth-party representatives. Characters were chosen purely due to Krexxal (t∣b∣c)'s fondness for them, with all veterans returning so that the game could have as big of a roster as possible and because many people have characters they adore that would go sorely missed.
While most characters have their own individual, unique movesets, some are known as Echo Fighters and marked with an epsilon symbol (ε). Echo Fighters have the same base moveset as another character, but may have their own individual gameplay differences on top of unique idle animations, taunts, victory poses, and voice lines. Some Echo Fighters have different special moves entirely as well! Other characters are known as semiclones, which border the line between Echo Fighter and original fighter in that while they are based on an existing character, they have more unique aspects than Echo Fighters.
Mr. Video Game himself, Mario has been in a multitude of genres, ranging from platformers, to kart racing, to role-playing games! He's a balanced fighter ideal for newcomers, with no clear advantages or disadvantages. However, he has received a few unique additions now, such as using his hammer in his up smash and forward throw. His footstool jumps can also meteor smash and bury opponents, and his Mario Tornado is now the Star Spin from Super Mario Galaxy.
|Mario retains his previous victory theme and entrance animation, but has three new costumes: his sunglasses vendor outfit from Super Mario Sunshine, his shirtless appearance from Super Mario Odyssey, and his tennis outfit from Mario Tennis Aces.|
The princess of the Mushroom Kingdom and Bowser's usual kidnapping target, Peach is still capable of defending herself. She's a lightweight with a strong air game and excellent pressuring options thanks to her Vegetables, but is quite slow and can have trouble in regards to her ground game. This time however, Peach now has a minor aesthetic change in that her parasol is now Perry from Super Princess Peach.
|Peach retains her previous victory theme and entrance animation, but now has three new costumes: the Shadow Queen's appearance from Paper Mario: The Thousand-Year Door, her wedding dress from Super Mario Odyssey, and Princess Bowser.|
The archenemy of Mario, Bowser has been a thorn in his side for years, often kidnapping Peach and wreaking havoc across the Mushroom Kingdom. Bowser is by far the heaviest character in the game, has amazing mobility and range, but is poor defensively. Bowser's received several changes, the most notable of which being that his old Bowser Bomb move is now his down aerial, and his neutral air, back throw, and down tilt now have him shooting a fireball forward, the latter of which is inspired by Super Paper Mario.
|Bowser retains his previous victory theme and entrance animation, but has three new costumes: his armored suit from Yoshi's Safari, his wedding outfit from Super Mario Odyssey, and Hammer Slam Bowser from Skylanders Superchargers. Dark Bowser from Mario & Luigi: Bowser's Inside Story and Blue Bowser from Super Mario Bros.: The Lost Levels also appear as normal palette swaps. Bowser also uses sound clips from the Mario games instead of his previous animalistic noises.|
The mother of the Lumas, Rosalina is a spacefaring princess who's crossed paths with Mario numerous times. She's a powerful defensively-oriented character alongside her Luma, but should he be KOed, she's in trouble, not to mention that she has poor endurance.
|Rosalina retains her previous victory theme and entrance animation, but Cosmetta appears as an alternate costume.|
Bowser's son wants nothing more than to please his father, even if it means taking on Mario. Bowser Jr. is a unique character with many disjointed hitboxes and great aerial game, but suffers in regards to his mobility. However, this time he now uses his paintbrush in a few of his attacks.
|Bowser Jr. retains his previous victory theme and entrance animation, but the multicolored Koopa Kids, Boom Boom, and Pom Pom appear as alternate costumes. He also now wears his bandana from Super Mario Sunshine at all times.|
Normally seen as a generic enemy, Piranha Plant can make use of a wide array of attacks based on its other variants. It's a versatile lightweight, but lacks durability.
|Piranha Plant now has an alternate costume resembling a Piranha Plorp from Mario and Luigi: Bowser's Inside Story, and retains his entrance animation and victory theme from Super Smash Bros. Ultimate.|
Sometimes flat characters are influential. Paper Mario is no exception. He's been on many adventures to stop Bowser along with a myriad of villains, and met many different allies along the way. He has a varied arsenal compared to other depictions of the character, and has been to space, across dimensions, and even in arenas of battle! Just don't bring up stickers or paint around him...
In Super Smash Bros. GR, Paper Mario is a lightweight with an unorthodox moveset. Being flat, he can produce strange hitboxes as he attacks, not to mention that his Hammer offers disjointed hitboxes most of the time. Paper Mario's special moves also provide unorthodox methods of attack, such as leaping across the stage or appealing to the Audience. Paper Mario possesses a unique Audience meter that's filled whenever he takes or deals damage, along with being able to be charged up via his Appeal down special, and when full, he can summon one of his partners to aid him in battle. He also possesses great recovery with a combination of both Super Hammer and Carrie.
However, Paper Mario suffers from the usual problems lightweights face: knockback. He's easily pushed around by attacks, and the hitboxes on his own attacks are quite small. Paper Mario also possesses a poor grab game, due to the Pixl Thoreau offering a disjointed grab that has a lot of ending lag, and lacks a proper projectile, though some of his partners remedy the range issue. Last but not least, the Audience meter may prove to be tricky to juggle alongside fighting opponents.
Overall, Paper Mario is an unorthodox lightweight who relies on summoning allies and dishing out damage quickly, but is in trouble when it comes to being knocked around and handling the Audience meter.
|Paper Mario's victory theme is the battle victory theme from Paper Mario: The Thousand-Year Door, and his entrance animation depicts him "unfolding".|
Sent by a higher authority to defeat the Smithy Gang, the warrior from Star Road known as Geno joined Mario to do exactly that. With an arm cannon and the powers of the stars themselves, Geno proved to be a powerful ally.
In Super Smash Bros. GR, Geno is a character with a moveset revolving around hyperaggressive play. His attacks are often projectile-based, and he can take advantage of this powerful range through an excellent grab game. Geno hits quickly and hard, and can easily follow up on attacks. His general movement speed as a whole is great both on the ground and in the air. He also benefits from a Timed Hits mechanic where if he presses a specific button at the right time after landing an attack, he'll utilize another quick attack to deal extra damage.
However, Geno's biggest weakness is his defensive game. His dodges and rolls are quite slow and offer less intangibility, making it hard to avoid attacks. Geno also suffers from poor recovery, with Geno Boost not covering that much distance.
To sum things up, Geno is a very aggressive character that can dish out damage quickly and KO enemies, but is a glass cannon of sorts and can easily be punished should he make a mistake.
|Geno's entrance animation has a star enter his body on the ground and his victory theme is that of a battle being won in Super Mario RPG.|
The king of the jungle himself, Donkey Kong used to clash with Mario before forging his own path, taking on the Kremlings, Tikis, and Snowmads. Donkey Kong is among the heaviest characters in the game, but is surprisingly nimble and can dish out damage quickly, albeit at the cost of poor vertical recovery and being a large target for attacks. This time, DK's Headbutt is now his forward smash in favor of his new Barrel Throw move.
|Donkey Kong retains his previous victory theme and entrance animation, but now has alternate costumes resembling his appearances in Skylanders Superchargers, Mario Strikers Charged, and the original Donkey Kong. He also now uses sound clips from his own games instead of generic gorilla noises.|
Donkey Kong's sidekick, Diddy Kong is a powerful Kong who uses his Peanut Popgun and Rocketbarrel Jetpack to fight foes, and has even been on his fair share of adventures. Diddy Kong is a lightweight with a powerful combo game and mobility, but a poor aerial game.
|Diddy Kong retains his previous victory theme and entrance animation, but now uses actual voice clips reminiscent of his home games instead of generic chimpanzee noises.|
Hyrule's chosen hero, this specific incarnation of Link is themed around The Legend of Zelda: Breath of the Wild. He's a middleweight with a great projectile game and disjointed range thanks to the Master Sword, but lacks mobility. However, Link can now wall cling and wall jump now due to his ability to do so in Breath of the Wild.
|Link retains his previous victory theme and entrance animation, but now has alternate costumes resembling his shirtless appearance in Breath of the Wild, his outfit from Ocarina of Time, and his appearance in Hyrule Warriors.|
Hyrule's princess has had many incarnations, and wielded the Triforce of Wisdom. This incarnation of her is based on The Legend of Zelda: A Link Between Worlds. Zelda possesses excellent damage racking power as well as an array of KO options, but is slow and has trouble enduring attacks. However, this time the positioning of most of her specials has been adjusted, making them more in line with other characters.
|Zelda retains her previous victory theme and entrance animation, but now has alternate costumes resembling her designs in Twilight Princess, Breath of the Wild, and Hyrule Warriors, along with her black-haired palette swap now fully resembling Hilda from A Link Between Worlds.|
Zelda took on the alter ego of Sheik when Ganondorf obtained the Triforce of Power. Sheik is a nimble fighter with quick attacks and great KO power, but has poor endurance.
|Sheik retains her previous victory theme and entrance animation, but now has alternate costumes resembling her appearance in Hyrule Warriors, along with Impa appearing as one with her design from the aforementioned game.|
The Great King of Evil and the wielder of the Triforce of Power, Ganondorf is perpetually destined to always face Link and Zelda in battle. He's a heavyweight with immense power and attack speed, but is notoriously slow mobility-wise. Yet, Ganondorf has received some of the largest changes out of any veteran, with the most notable being his use of Calamity Ganon's magical energies from The Legend of Zelda: Breath of the Wild in his attacks instead of the purple ones from before, and the receiving of new moves that allow him to no longer stand as a Captain Falcon clone, leaving him on the line between semiclone and original fighter.
|Ganondorf retains his previous victory theme and entrance animation, but now has alternate costumes resembling his appearances in Twilight Princess and Hyrule Warriors, along with another costume resembling Demise from Skyward Sword.|
The Hero of Winds set out to stop Ganondorf when his sister was kidnapped, and would later fight all sorts of villains, with his ancestors even battling the evil Vaati. Toon Link is the most "traditional" of the three Links due to the others receiving major changes, but is still a versatile lightweight. He does however use the Skull Hammer in his forward smash and up special, and gains the Magic Shield for his shield, which is immune to shield poking.
|Toon Link retains his previous victory theme and entrance animation.|
Exiled from Termina for his tricks, Skull Kid would steal Majora's Mask from the Happy Mask Salesman. However, the mask would take control of him, forcing him to commit misdeeds and nearly destroy the whole of Termina via throwing down the Moon. Yet, the Hero of Time himself came and defeated Majora's Mask, and the two would become good friends.
In Super Smash Bros. GR, Skull Kid is a middleweight with a varied moveset that has all sorts of utility, drawing from both The Legend of Zelda: Majora's Mask and his appearance in Hyrule Warriors. In general however, Skull Kid boasts impressive disjointed range due to his use of the fairies Tatl and Tael in several of his attacks, allowing him to stay safe as he bombards enemies with attacks. Skull Kid's Dark Orb special is also useful due to its tendency to draw opponents to him, providing him with a method of approaching enemies. Skull Kid's aerials are also quite deadly: they're very fast, and very powerful.
However, Skull Kid's biggest weakness is his poor recovery. His up special, Song of Soaring, barely covers any distance, and Tentacle Attack, while producing a bit of momentum, leaves him open due to its lag. Skull Kid's also a bit floaty, and thus easily knocked around by attacks.
Overall, Skull Kid is capable of making use of a multitude of powerful tools to eliminate foes, but suffers in regards to recovery.
|Skull Kid has an alternate costume resembling his appearance in The Legend of Zelda: Twilight Princess, his entrance animation has him teleporting into battle, and his victory theme is that of obtaining a mask in The Legend of Zelda: Majora's Mask.|
Samus is a bounty hunter well known for having exterminated the Metroid species and tackled the spread of Phazon. She's a character who excels at zoning with her various projectiles, and can also KO with immense power. However, Samus is heavily reliant on spacing and is quite floaty. Samus has received a makeover and resembles her appearance in Metroid: Samus Returns, but does have one major change however: her forward smash is now the melee attack from Metroid: Samus Returns.
|Samus retains her previous victory theme and entrance animation, but now has alternate costumes resembling her suits from the original Metroid and Metroid: Other M, along with the Fusion Suit from Metroid Fusion.|
The perennial enemy of Samus Aran, Ridley is a leading figure among the Space Pirates. He's a heavyweight who's surprisingly nimble and boasts an impressive aerial game, but, fittingly enough, is a bit too big and thus an easy target.
|Ridley retains his previous victory theme and entrance animation, but now has an alternate costume resembling Proteus Ridley from Metroid: Samus Returns.|
Sometimes Samus isn't the only one to battle the Space Pirates, which is where the Federation Force and their Marines come in. As part of Operation Golem, they waged war against the Space Pirates across multiple worlds, and even saved Samus at one point. Plus they occasionally like to kick back and relax with a game of Blast Ball.
In Super Smash Bros. GR, the Marine is a heavyweight with a focus on projectiles and ranged damage. Many of their standard attacks have a projectile effect that offers the Marine disjointed hitboxes. However, the Marine also benefits from overall solid KO power due to being a heavyweight, as well as a resistance to being launched as a whole. The Proximity Bomb also gives them a small bit of stage control, and their other attacks help them lure opponents into the bomb.
However, the Marine has several flaws. His recovery for one isn't that impressive, as it leaves him vulnerable and doesn't cover much horizontal distance. His general mobility as a whole is also not that good, with slow ground and air speeds, and several of his ground attacks have a bit of end lag on them.
Overall, the Marine is a powerful heavyweight with good range and power, but has trouble navigating the stage and thus has to play more defensively, relying on punishing enemy mistakes.
|The other Marine colors from Metroid Prime: Federation Force are present as alternate costumes, as are the paint jobs from said game. The Marine's victory theme is that of a Blast Ball goal in their game, and their entrance animation has them leaping onto the battlefield.|
Mario's companion from time to time, Yoshi's also had his own share of adventures. A heavyweight who's surprisingly nimble, Yoshi excels in having lots of utility with his moveset, not to mention having a unique shield, but has a poor defensive game on the ground and poor vertical recovery outside of his double jump. However, Yoshi's grab game has been improved with his tongue coming out faster, and it can also function as a tether grab when used in the air.
|Yoshi retains his previous victory theme and entrance animation, but now has alternate costumes resembling Yarn Yoshi from Yoshi's Woolly World, Boshi from Super Mario RPG, and Yoshi's outfit from Mario Strikers Charged.|
Fox McCloud led the Star Fox team after the death of his father James, contending with villains like Andross, the Star Wolf team, and the Aparoids. Fox is a nimble lightweight who can easily run around the stage and make use of tools like his Blaster and Reflector. However, he's easy to knock around and falls quickly.
|Fox retains his previous victory theme and entrance animation, but now has alternate costumes resembling his father James McCloud, his outfit from Star Fox Adventures, and his Star Fox: Assault appearance.|
Falco used to lead a galactic gang before joining up with Fox, and acts as one of the Star Fox team's ace pilots. While a semi-clone of Fox in past titles, Falco's been overhauled and further decloned with a brand-new set of special moves that emphasize stage control and spacing, and a new up smash that uses the Fireburst Pod from Star Fox: Assault.
|Falco retains his previous victory theme and entrance animation, but now has alternate costumes resembling his outfit from Star Fox Adventures and his Star Fox: Assault appearance.|
The hero of Planet Popstar, Kirby has always been there to fight evil, using Copy Abilities to his advantage. Kirby can copy enemy neutral specials with Inhale on top of possessing incredible combo capabilities, but is easily knocked around by attacks and has poor mobility.
|Kirby retains his previous victory theme and entrance animation.|
The enigmatic owner of the Halberd, Meta Knight has been both a friend and a foe to Kirby, and has a sense of honor about him. Meta Knight is a lightweight who can maneuver the stage extremely quickly and rack up damage at incredible rates, but has poor endurance and cannot deal with projectiles that effectively.
|Meta Knight retains his previous victory theme and entrance animation, but has two new alternate costumes resembling Morpho Knight and Mecha Knight.|
The king of Dream Land, King Dedede is a greedy king who often steals food, occasionally clashing with Kirby in the process. He's a heavyweight with incredible endurance and recovery, but most of his moves pay for their power with their slow attack speed. However, King Dedede has gained a prominent buff in that his forward smash can now meteor smash airborne opponents.
|King Dedede retains his previous victory theme and entrance animation, but has a new alternate costume that resembles Shadow Dedede.|
By far the most famous of any Pokémon, Pikachu is both cute and deadly. It can maneuver the battlefield at lightning speeds and rack up damage quickly, but is easily knocked around and lacks KO potential. This game however, Pikachu has received a major moveset overhaul and is now reminiscent of Ash Ketchum's Pikachu from the Pokémon anime, making him less of a rushdown character and more of a fighter well-suited to spacing and making careful strikes.
|Pikachu now has costumes where he wears Ash Ketchum's original hat from the anime along with one that resembles Detective Pikachu, and his victory theme is now that of a Trainer battle being won in Pokémon Let's Go Pikachu and Let's Go Eevee.|
Known to some as Red, or even Ash Ketchum, the Pokémon Trainer is a powerful foe, using Charizard, Ivysaur, and Squirtle in tandem with each other. Pokémon Trainer merely stands in the back as he uses one of these three Pokémon to fight, and can switch between them via shielding or airdodging and pressing the special move button at the same time. Each Pokémon has its own moveset, and there's no penalty for sticking to one.
|Pokémon Trainer retains his previous entrance animation, but its victory theme is now that of a Trainer battle being won in Pokémon FireRed and LeafGreen.|
One of the Pokémon Trainer's three Pokémon, Charizard is by far the heaviest and the hardest-hitting, though it possesses excellent mobility. It's great for when you need to finish off an opponent.
|Charizard now has its Shiny variant as an alternate costume.|
Ivysaur serves as the Pokémon Trainer's Grass-type. The most balanced of the three, it's great for all sorts of situations, and great for the middle stages of the battle, much like how it's the middle stage of its evolutionary line. In particular, it has the best range out of any of Pokémon Trainer's Pokémon, with disjointed hitboxes on many attacks.
|Ivysaur now has its Shiny variant as an alternate costume.|
The smallest of Pokémon Trainer's Pokémon and the team's Water-type, Squirtle is by far the most nimble of the three. It can dish out damage quickly and navigate the battlefield at lightning speeds, but is easily knocked around by attacks, so use it in the early stages of the battle to rack up damage.
|Squirtle now has its Shiny variant as an alternate costume, along with a taunt where it equips sunglasses briefly, referencing the anime's Squirtle Squad.|
The Aura Pokémon, Lucario is a master of its powers. It possesses an Aura mechanic that increases the power of its moves as it takes damage, making late-game fighting more of a high risk, high reward thing. Lucario however is held back by below-average mobility, and Aura makes early-game damage racking difficult. Lucario now has Force Palm moved to being his side special to make room for the new Bone Rush move.
|Lucario retains its previous on-screen appearance, but its victory theme is now that of a Trainer battle being won in Pokémon Diamond and Pearl.|
The fully evolved form of Froakie, Greninja is fast and powerful. It's a fast fighter with excellent mobility and quick attacks, but has high ending lag on many of its attacks.
|Greninja retains its previous on-screen appearance, but its victory theme is now that of a Trainer battle being won in Pokémon X and Y.|
A wrestler Pokémon, Incineroar has a moveset largely consisting of grab-based attacks, but is hindered by poor recovery.
|Incineroar retains its previous entrance animation, but its victory theme is now that of a Trainer battle being won in Pokémon Sun and Moon.|
Golurk, a Ghost/Ground-type Pokémon, was said to have been built as a laborer. Yet, despite its size, this giant can fly at mach speeds, and is a formidable force to be reckoned with. Trainers like the former king of Kalos, AZ, know the advantages of using a Golurk.
In Super Smash Bros. GR, Golurk is an odd character: an aerial heavyweight. In the air, Golurk has unprecedented mobility in the air due to a combination of being able to glide and having great air speed, and his aerial attacks are fast and powerful. With long-reaching special moves, Golurk has no trouble at all recovering from being knocked away from the stage. Golurk also has a hefty grab game, with many of his grabs sending opponents into the air to follow up with aerial combos.
However, Golurk, being a heavyweight, has large hitboxes, making him an easy target. He also suffers in regards to a poor ground game, thus forcing him to play in the air. On the ground, Golurk's attacks are slow, but they still pack a punch, though this is also affected by his poor walking and running speeds. This forces him to rely on grabs to get opponents where he wants them. The lack of a proper projectile, as well as a means of dealing with projectiles, also hinders Golurk.
Overall, Golurk is capable of dominating the air, but can be easily exploited on the ground. He acts as the inverse of the archetype shared by characters like Little Mac.
|Golurk's entrance animation consists of him flying onto the stage, and his victory music is shared with the other Pokémon characters.|
A shy boy who ended up on one heck of an adventure, Lucas ended up utilizing PSI and growing as a person. He plays similarly to Ness, but each of his moves have different properties, not to mention that he possesses a tether grab.
|Lucas retains his previous victory theme and entrance animation.|
Popo and Nana, the duo of Ice Climbers, ascended many mountains and summits together. They play as a duo, offering double the damage and improving many of their other attributes, but making them more difficult to play due to Nana being vulnerable to KOs herself, forcing Popo to fight on his own.
|The Ice Climbers retain their previous victory theme and entrance animation.|
The first protagonist of the Fire Emblem series, Marth led Altea to greatness across multiple battlefields. In Super Smash Bros. GR, he retains his great mobility and tipper properties on his sword, the Falchion, but loses out in terms of spacing and his attacks hitting the sourspot, not to mention poor recovery.
|Marth retains his previous victory theme and on-screen appearance, but does get a new alternate costume in the form of his outfit from the first Fire Emblem title.|
A fifteen year-old who was forced to take control of Pherae's army, Roy is a proud fighter who doesn't hesitate to help out others and seeks nothing more than peace. He acts as a semiclone of Marth, but is differentiated in that his sword, the Sword of Seals, is stronger around the hilt rather than the tip. In addition, his moves as a whole are slower, but hit far harder.
|Roy now has an alternate costume resembling his appearance in Fire Emblem Awakening, and he retains his previous victory theme and on-screen appearance.|
Ike, leader of the Greil Mercenaries, became known as the "Radiant Hero" due to his efforts to restore the fallen nation of Crimea and fighting in the Mad King's War. He's a heavyweight with slow, hard-hitting attacks and impressive approach options, but this time around Ike's attacks are a bit faster.
|Ike retains his previous victory theme and on-screen appearance, but now has a costume resembling the Brave Ike unit from Fire Emblem Heroes, which swaps out Ragnell for an axe.|
Torn between Hoshido and Nohr, the half-dragon Corrin was forced to make a decision. Corrin has great range on her attacks, but lacks in linearity and being able to fight up close.
|Corrin retains her male and female alternate costumes, along with the same on-screen appearance and victory theme.|
Throughout the many battles of the Fire Emblem franchise, Anna's been a part of many of them. She's sold items to the numerous heroes and armies who've crossed paths with her. However, at times she's taken up arms herself, and wielded a myriad of skills. Some say there isn't even a singular Anna!
In Super Smash Bros. GR, Anna draws upon her appearance in Fire Emblem Heroes as an axe user, a first for the series's representation in Smash. She's a heavyweight, but a bit lighter than most heavies in that she has good ground mobility and can avoid attacks easily. Anna's strengths in particular lie in her ability to confuse and overpower enemies, due to her specials often crippling foes defensively. Anna's axe, Nóatún, allows her to take the spot as the best character in the game in regards to shield damage, being able to break shields effectively without having to rely on special moves, not to mention that it deals extra damage to opponents who have just emerged from a dodge! Anna can limit an opponent's defensive options, and her specials allow for her to show off her ferocious power, with many of them hitting quite hard.
Yet, Anna isn't flawless. She lacks range compared to a lot of characters, often having to get up close to them to dish out damage. Even her "projectile", Arrow Jump, is an unorthodox one that can't be used that effectively. Anna also suffers in regards to lag on her attacks, with many of them coming out slowly. This means that she has to make sure each hit counts and make careful decisions. Anna's throws are also mediocre and don't cover much distance, and her recovery is quite weak as well.
Overall, Anna is a unorthodox heavyweight who specializes in crippling defensive options, but can't perform well against ranged-focused characters and is easily gimped when recovering.
|Anna gains an alternate costume based on her appearance in Fire Emblem Awakening, though this alternate costume uses a sword instead of an axe. Anna's victory theme is the same as the other Fire Emblem characters, and her entrance animation depicts her simply leaping onto the battlefield.|
The captain of Palutena's royal guard, Pit is one heck of a fighter who's been through all sorts of battles. His attacks are fast and powerful, and he possesses great recovery. However, his KO power is a bit limited, but for the most part he's a well-rounded character. This time around, Pit's gained a few of his Brawl attacks back, the most notable of which being the Angel Ring as his new forward smash.
|Pit retains his previous entrance animation and victory theme.|
The Goddess of Light herself, Palutena is a powerful ally of Pit's, and his boss essentially. She possesses great mobility and air game, but is held back by her large hitboxes and poor KO options. However, to lessen the blow, Palutena's frame data has been improved, allowing her to attack faster than before.
|Palutena retains her previous entrance animation and victory theme.|
Mario's rival, Wario is a greedy man who seeks to get rich, either through treasure hunting or managing a company. Wario is a smaller heavyweight with excellent ground and aerial capabilities, but suffers in regards to range and recovery. However, many of Wario's attacks have had their lag reduced, allowing him to attack quickly and effectively. His moveset has also become more reflective of the Wario Land games, with the Earthshake Punch serving as his new down smash, not to mention more fluid animations.
|Wario retains his previous entrance animation and victory theme, but does get new alternate costumes depicting his tennis outfit from Mario Tennis Aces as well as his appearance in Wario Land: Super Mario Land 3.|
The alien known as Orbulon once plotted to take over the Earth. However, after his ship crashed in Diamond City, he decieed to give up his evil ways and simply develop microgames for Wario. Over time, Orbulon took a liking to Earth's culture, and is an avid fan of fast food. His microgames often challenge the player's IQ and require quick thinking.
In Super Smash Bros. GR, Orbulon is a complex lightweight. His special moves are unique in that they're almost like WarioWare's microgames, in that you need to think quickly to make the most out of them. This provides Orbulon with options and also allows for him to outwit opponents. In general however, Orbulon has quick aerial attacks, with a sweetspot along the top of his head, and a great projectile game in Identity Crisis, with four different projectiles that have their own purposes. Orbulon's mobility in general is great, and his Button Masher recovery can easily be a deadly KO tool if the buttons are pressed correctly.
However, Orbulon's biggest weakness is his learning curve. His microgame-esque specials are tricky to master, and require precise knowledge of all the possible combinations. Orbulon's specials are also a bit laggy and he can be easily disrupted should they not work as planned. Last but not least, Orbulon has a mediocre grab and throw game due to a laggy grab and throws that barely cover distance. He's also vulnerable to knockback much like other lightweights.
Overall, Orbulon's playstyle is fitting for his role in WarioWare, requiring quick thinking to master it.
|Orbulon's victory theme is that of one of his microgames being won in WarioWare Gold, and his entrance animation has him flying on-stage via the Oinker.|
An ex-member of FOXHOUND and an infiltration specialist, Solid Snake is a living legend among men. His explosive-oriented playstyle allows for easy damage racking and camping, but loses out on aerial game and a linear recovery.
|Snake retains his previous entrance animation and victory theme.|
Raised as a child soldier, Raiden had a traumatic childhood and would later fight with the Patriots to test the S3 Plan. However, later on in his life he'd become a cyborg, one that could even channel electricity to a degree, and begin to tear apart other cyborgs and even Metal Gears.
In Super Smash Bros. GR, Raiden is among the most nimble characters in the cast, much like his home games. He has a combo-oriented playstyle that allows for him to dish out damage quickly, rebound from attacks, and easily approach. He can also make use of a unique Blade Mode mechanic where if he dodges an attack, his opponent is briefly slowed down and open to being hit. Raiden's ground game as a whole is very effective.
However, Raiden is not flawless. He has a poor air game, forcing him to keep the fight close to the ground, and lackluster frame data in those situations. In addition, Raiden might be able to dish out damage quickly, but is lacking in regards to knockback, forcing him to KO at higher percentages. He also lacks range and a proper projectile.
Overall, Raiden is a powerful fighter who excels in combos and sheer damage, but can't reliably KO enemies or fight in the air.
|Raiden's outfit from Metal Gear Solid 2 appears as an alternate costume, his entrance animation has him leaping onto the stage, and his victory theme is a snippet of the main theme of Metal Gear Rising: Revengeance.|
After crashing his spaceship, Olimar enlisted the local Pikmin to help him recover the parts and get back home. Since then, he's returned to their planet on numerous occasions. True to his games, Olimar uses his Pikmin in battle, providing him with excellent damage racking potential and a potent grab game. However, Olimar suffers in terms of mobility and an over-reliance on Pikmin, though he now uses four Pikmin instead of three.
|Olimar retains his previous entrance animation and victory theme, along with Alph as an alternate costume.|
Said to be the fastest thing alive, Sonic the Hedgehog has been through countless adventures, with Dr. Eggman as his usual nemesis. True to his original games, Sonic is the fastest character in Super Smash Bros. GR, with excellent approach and neutral game options, but lacks in regards to dealing with projectiles and KOing opponents. However, Sonic's got some major changes. His down aerial is now the Drop Dash from Sonic Mania, which can be chained into a Spin Dash immediately, and the Boost as his new side special.
|Sonic retains his previous entrance animation and victory theme, but has two new aesthetic changes: a new taunt where he performs a finger wag, and whenever Sonic is KOed, Rings come flying from his location.|
The Chaotix, a detective agency, is led by Vector the Crocodile: a scaly music-lover with a soft heart. He looks for high-paying jobs, though his tendency to occasionally work for free may be the reason for the debt of the Chaotix.
In Super Smash Bros. GR, Vector is a character who excels when it comes to both speed AND attack power. He's able to knock around opponents easily, and then retreat if they try to attack, making him a "hit and run" character of sorts. Vector's attacks are the best when it comes to sheer force, and his speed also allows him to approach easily.
Yet, Vector is slow in the air, making him more of a ground-bound character. Being a larger character, he's also vulnerable to having larger hurtboxes.
Overall, Vector is a unique heavyweight that hits hard, but isn't that strong in the air and has trouble getting back to the stage.
|Vector receives his designs from Knuckles' Chaotix and Sonic Channel as alternate costumes, his entrance animation depicts him being flown onto the stage by Charmy, and his victory music is the level clear theme from Sonic Heroes.|
Throughout the Animal Crossing series, the Villager has always been there as the player's avatar: paying debts to Tom Nook, decorating their home, fishing, catching bugs, and so on. Villager is a lightweight with powerful zoning and camping games due to his Timber and Pocket moves, and can easily recover back to the stage, but suffers in regards to KO potential and poor mobility options.
|The male and female villagers from Animal Crossing: New Leaf and the original Animal Crossing appear as alternate costumes, and Villager retains his previous entrance animation and victory theme.|
Created by Dr. Light as a lab assistant initially, the actions of Dr. Wily led Mega Man to be converted into a fighting robot to stop the doctor. Mega Man is unique in that a good chunk of his attacks are projectiles, making him great for pressuring opponents, but making him especially vulnerable to reflectors.
|Mega Man retains his previous entrance animation and victory theme.|
Another robot created by Dr. Light as a housekeeper alongside Mega Man, Roll is more timid than her "brother". Yet, she's been in a few scraps herself and capable of fighting!
In Super Smash Bros. GR, Roll is a semiclone of Mega Man who, while retaining the same general playstyle, has a completely different set of special moves based on Mega Man's custom moves in Super Smash Bros. 4. These give her a different feel than Mega Man, and more or less allow her to stand as an alternative playstyle. That being said, these differences alone aren't the only thing keeping her from the position of Echo Fighter, as Roll is also a bit lighter than Mega Man, as well as faster. She also uses the Roll Buster instead of the Mega Buster where applicable, which has a bit more power to it.
|Roll shares a victory theme with Mega Man, and her entrance animation has her arrive while sweeping before throwing the broom aside. The broom can also be summoned via a taunt and thrown as a projectile.|
Wii Fit Trainer
The trainer of the Wii Fit series has always been an unorthodox fighter, using yoga poses to do battle. She can quickly rack up damage and get across the stage quickly, but has issues with spacing and strange hitboxes on her attacks.
|Wii Fit Trainer retains the same victory animations and on-screen appearance she had before, alongside her male and female costumes.|
One of the smallest boxers to ever take up the sport, Little Mac makes up for it with speed. He's a powerful lightweight with a Power Meter that fills up as he dishes out and receives damage, allowing him to utilize the KO Punch when it's full. He has a strong ground game, but a poor aerial game as a result. This time however, Little Mac hits harder, but has a bit more lag on his attacks now.
|Little Mac retains his previous entrance animation and victory theme.|
The mascot of arcades, Pac-Man is a simple character who loves to eat up fruit and ghosts. He has a powerful camping-oriented playstyle due to his Fire Hydrant and Bonus Fruit, and has even been buffed to increase his movement and attack speed. However, Pac-Man is held back by his range and poor grab game.
|Ms. Pac-Man appears as an alternate costume for Pac-Man, and he retains his previous entrance animation and victory theme.|
When the Mechon attacked his home, Shulk set out seeking revenge, eventually picking up the sword known as the Monado. Shulk has great range on his attacks and versatility thanks to his Monado Arts, not to mention that he now attacks faster than before. However, Shulk is still held back in regards to a heavy reliance on aerials and his large build, making him vulnerable to combos.
|Shulk retains his previous entrance animation and victory theme.|
In the game Duck Hunt, the dog catches the ducks shot by the hunter, so it'd seem weird for all three of them to be working together. Duck Hunt is a powerful middleweight with excellent zoning capabilities due to Trick Shot and Clay Pigeon, not to mention great frame data. However, their KO potential has been improved from their past playable appearances, but they still retain poor endurance and a linear recovery.
|Duck Hunt retains their entrance animation and victory theme from previous titles.|
Forced to fight against the organization he once served, Cloud Strife wields the Buster Sword and is a formidable foe for those who serve SOLDIER. Cloud's great range and speed make him a formidable foe, on top of his Limit Gauge granting him powerful options for finishing off opponents and racking up damage. Yet, he's held back by a poor recovery and susceptibility to combos due to his weight and falling speed.
|Cloud retains his previous victory theme and entrance animation.|
The Inklings are a species capable of transforming between squid and humanoid forms at will, and enjoy taking part in Turf War battles. The Inkling is a middleweight with a unique Ink mechanic, where inked opponents take more damage. However, the Inkling often has to reload on ink by shielding and pressing the special move button simultaneously. In general however, the Inkling has great range and damage racking potential, but a mediocre recovery.
|In addition to the previous costumes seen before, the Inkling now has two based on the male and female Inklings from Splatoon 2, and retains her previous entrance animation and victory theme.|
The most notable of the Belmont clan's vampire hunters, Simon is a fearsome fighter. His "Vampire Killer" whip boasts impressive range and allows Simon to attack from a distance, but has a lot of startup lag. The whip is a versatile tool, so use it wisely!
|Simon retains his victory theme and on-screen appearance from Super Smash Bros. Ultimate.|
Chibi-Robo is only ten feet tall, but known for being a hardworking robot. As he goes around the house, cleaning up messes and dealing with problems. Yet, he's also been outside the home and on the streets. Such a weird little guy, eh?
In Super Smash Bros. GR, Chibi-Robo is, in a way, an anti-zoning character. His down special, Toothbrush, is the cornerstone of this as it can clean away any groundbound objects and deals heavy shield damage, making it a vital tool for breaking enemy setups. Chibi-Robo can also make use of a projectile for attacking from afar, Chibi Blaster, as well as his Squirter to control enemy approaches. Last but not least, Chibi-Robo also benefits from a strong recovery with Chibi-Copter and a tether grab, as well as the use of a coffee mug as a shield which can't be poked through.
However, Chibi-Robo has poor frame data and mobility, making him an easy target for attacks. This is also further augmented by the charging cable on his back being an extra hurtbox that needs to be carefully guarded, as it takes extra damage when hit. Chibi-Robo also lacks an effective way of dealing with heavier characters due to many of his KO-inducing moves not dishing out much knockback.
Overall, Chibi-Robo is a prominent anti-zoner who excels in breaking enemy setups, but has to be careful not to let the plug on his back be attacked.
|Chibi-Robo's entrance animation depicts him walking out of the Chibi-House, and his victory theme is a snippet of the main theme of the original Chibi-Robo.|
An ordinary boy, Billy Hatcher was transported to the world of Morning Land after saving an innocent chick from attacking crows. From there, he donned the Legendary Chicken Suit and went off to defeat the evil Dark Raven.
In Super Smash Bros. GR, Billy Hatcher is a middleweight who excels in his projectile game. After performing most of his attacks, he'll throw an egg forward for an additional chunk of damage, making Billy great for racking up damage. He can also spawn items for himself via his Cock-A-Doodle-Do move, and has a decent recovery.
However, Billy's egg gimmick makes him a poor character for combos, and despite having great damage racking, he can't reliably KO opponents. Billy is also a bit on the slower side, and has a poor air game.
Overall, Billy Hatcher's toolkit is good for unorthodox strategies, but requires precise management.
|Rolly Roll appears as a costume for Billy Hatcher, his entrance animation has him emerge from an egg, and his victory theme is a snippet of the main theme of Billy Hatcher and the Giant Egg.|
In some games, the main character is more or less a vessel for the player to express their creativity. A blank slate, so to speak. Steve exemplifies this as part of Minecraft. Any of his actions are up to the player, whether it be mining for ore, building a house, or taking on the monsters of the world.
In Super Smash Bros. GR, Steve is a middleweight who excels in stage control due to a unique terraforming mechanic. Many of his special moves leave permanent effects on the stage until destroyed, primarily his Block Placement move. With Block Placement, Steve can actually build structures on the stage, such as a bunker or a tower to prepare his other specials from. While said structures can be destroyed, Steve can easily build more. Steve also possesses powerful aerials due to his pickaxe, not to mention a strong grab game due to his fishing rod-powered tether grab. His Dispenser can also provide a method of attacking enemies from afar.
However, Steve faces problems due to his unique playstyle. His structures can be destroyed easily, forcing him to waste time rebuilding them, not to mention that they're affected by gravity and can fall off the stage if there's no ground beneath it. Steve's recovery, while great for horizontal distance, can be gimped due to the nature of the Ender Pearl. Steve also possesses weakened KO potential due to his smash attacks capable of breaking his own blocks instantly, so he needs to worry about spacing.
Overall, Steve possesses unique mechanics that allow him to make the stage his domain, but is held back when it comes to unique problems only he has to deal with.
|Steve gets several palette swaps resembling a Zombie, a Skeleton, a Zombie Pigman, and Herobrine, his entrance animation has him spawn in as the text "Steve joined the game" appears in the bottom left-hand side of the screen, and his victory theme is a snippet of Minecraft's title screen theme.|
Another representation of Minecraft's player, Alex is more or less Steve's female counterpart, and another "blank slate".
In Super Smash Bros. GR, Alex is a semiclone of Steve who has a completely different set of special moves that are more straightforward than Steve's, and less about stage control, showcasing the "item" side of Minecraft as opposed to the structural side. She's also a bit heavier and hits harder than Steve due to her more combat-oriented moves, but is also easier to hit around herself.
|Alex has the same entrance animation and victory theme as Steve.|
Banjo & Kazooie
Banjo & Kazooie have been friends for a long time, going on all sorts of adventures. Usually however, they're battling against the evil Gruntilda, using their wide array of moves to travel across the world. Let's just not leave them near anything mechanical...
In Super Smash Bros. GR, Banjo & Kazooie are a duo character who have strange hitboxes on their attacks, thanks to both characters attacking. They generally have a wide variety of options for projectiles, recovery, and mobility. In addition, attacks that hit Kazooie deal less damage than those that hit Banjo, making her a good defensive tool, and she can also offer Banjo a third jump and slow descent speed.
However, Banjo & Kazooie are not flawless. They possess a poor grab game due to Banjo using Kazooie as an extended grab of sorts (but not a tether), and their throws aren't that strong either. Their recovery, while strong, is also quite linear and easy to gimp.
Overall, Banjo & Kazooie are relatively balanced, though they have a few specific flaws.
|Banjo & Kazooie's design from Banjo-Kazooie: Nuts and Bolts appears as an alternate costume, their entrance animation has Kazooie flying the duo onto the stage, and their victory theme is that of the jingle played when a Jiggy is collected in the original Banjo-Kazooie.|
The infamous Lord of Terror, Diablo has desecrated Sanctuary countless times. He's died and come back time and time again, and even used mortals as vessels.
In Super Smash Bros. GR, Diablo is a powerful heavyweight who quite literally uses fear to strike at his enemies. He possesses incredible power on a lot of his attacks, and many of his special moves have powerful side effects. He also has a passive Hellfire effect where his fire-based moves cause extra damage over time if he's taken at least 75% damage. Diablo also has great recovery with Shadow Charge and Apocalypse.
However, Diablo is held back by his poor frame data, with most moves coming out slowly, as well as poor ground movement that relies heavily on Shadow Charge. Diablo also has a large size that makes him vulnerable to combos.
Overall, Diablo is an extremely heavy-hitting character, but needs to rely on spacing and avoiding bad situations.
|Murkablo from Heroes of the Storm appears as a palette swap for Diablo, his entrance animation has him appear from a fiery portal, and his victory theme is a snippet of the main theme of Diablo III.|
When Gnasty Gnorc attacked the Dragon Realms and froze all the local dragons in crystal statues, Spyro emerged to challenge him, and prevailed. From there, Spyro would go on all sorts of adventures, alongside the dragonfly Sparx. His fire breath and horns are to be feared.
In Super Smash Bros. GR, Spyro is a middleweight character who excels when it comes to zoning and distancing. His Fire Breath is capable of knocking away opponents unlike most projectiles.. Spyro also possesses quite a bit of KO power, with many of his high-knockback moves hitting quickly and effectively. Access to an additional jump and gliding also benefit Spyro immensely, along with a decent recovery.
That being said, Spyro is not flawless. His ability to rack up damage is generally slow, due to most his moves only hitting once, but hitting HARD. Ironically, Spyro's air attacks are somewhat lackluster, with high lag moves that don't dish out that much knockback, forcing him to stick to the ground. Last but not least, Spyro's grabs and throws aren't the best, with high ending lag and more time left vulnerable.
Overall, Spyro is a character who excels in keeping enemies away from him and finishing off opponents, but can be in trouble when it comes to air game and damage racking.
|Ember appears as a palette swap for Spyro, his entrance animation has him fly onto the stage, and his victory theme is a snippet of the main theme of the original Spyro the Dragon.|
They say Jack Frost is responsible for the world's cold weather. That he's the one who brings about snow and frost. Well, that much is true, but normally he's some demon who'll join the side of someone who seeks to kill demons. Seems weird, huh?
In Super Smash Bros. GR, Jack Frost is a lightweight who excels in slowing down and disabling enemies. He has a unique Freeze mechanic where any of his attacks have a chance of briefly encasing the opponent in a block of ice, leaving them vulnerable to attacks, and this is further enhanced via Jack Frost's Freeze Boost move, which increases his odds of Freezing an opponent. Besides that, Jack Frost has a small frame that makes him less vulnerable to attacks, and can make use of great KOing moves via his smash attacks as well as several projectiles for zoning.
However, Jack Frost is a lightweight who's easily knocked around, and heavily reliant on Freezing enemies to dish out damage. He also possesses a weak recovery in Mabufu, and his grabs are lackluster, with poor frame data and throws that don't send opponents that far.
Overall, Jack Frost is a powerful character who can stop enemies right in their tracks, but has to be careful to watch what enemies are going to do to him.
|Jack Frost's entrance animation depicts him emerging from a giant chunk of ice, and his victory theme is a snippet of the main theme of Shin Megami Tensei IV.|
Often seen as Mario's "Player 2", Luigi is still a versatile fighter on his own. He plays similarly to Mario, even retaining his footstool jumping mechanic, but also has a few unique tricks up his own sleeves. Namely, he now uses the Thunderhand from Mario & Luigi: Superstar Saga in his side smash, and a ground-pound as his new down aerial. He can also use the Poltergust 5000 as a grab.
|Luigi retains his previous victory theme and entrance animation, but has three new costumes: an outfit resembling Mr. L from Super Paper Mario, his golf outfit from NES Open Tournament Golf, and his tennis outfit from Mario Tennis Aces. The Polterpup from Luigi's Mansion: Dark Moon also appears in one of Luigi's taunts.|
The princess of Sarasaland was once kidnapped by Tatanga before Mario saved her, and since then she's frequented sporting events and struck up a bond with Luigi. Daisy acts as Peach's Echo Fighter, retaining the same moveset and characteristics but with different properties.
|Daisy retains her previous victory theme and entrance animation, but now has a new costume reminiscent of her design prior to Mario Party 4.|
When the Viruses attacked, Mario donned his doctor's garb to fight back. Dr. Mario plays similarly to Mario, but is heavier and hits harder, at the cost of mobility.
|Dr. Mario retains his previous victory theme and entrance animation, but Dr. Luigi appears as an alternate costume, though he retains the same hitboxes as his brother.|
The alien known as Tatanga once invaded Sarasaland, hypnotizing its residents into his servitude and kidnapping Princess Daisy. However, Mario would later come to Sarasaland and engage Tatanga in battle after saving all four of its kingdoms. Enraged, Tatanga joined forces with Wario after his conquest of Mario's castle, taking up residence in the Space Zone, and would even be brainwashed by Bowser later on to conquer Sarasaland again.
In Super Smash Bros. GR, Tatanga acts as Bowser Jr.'s Echo Fighter: retaining many basic moves, but having differing properties. He continues to act as a heavyweight with disjointed hitboxes and good pressuring options. However, Tatanga's differences aren't as profound as most Echo Fighters. In particular, Tatanga has access to a third jump, providing him with more recovery options, as well as stronger throws and various adjustments to his special moves. However, this comes at the cost of reduced knockback on most of Tatanga's attacks, limiting his KO potential, along with reduced range on a few attacks.
Overall, Tatanga acts very similar to Bowser Jr., but his moves have a different feel to them than Junior, making him a good alternative.
|Tatanga flies onto the stage for his entrance animation, and his victory theme is that of a level being cleared in Super Mario Land.|
An ally of Donkey Kong, Funky Kong has always been there to provide aid to the big ape and his allies, whether it be through providing his vehicles or selling items. Funky has also went on adventures of his own and even played baseball and went kart racing once!
In Super Smash Bros. GR, Funky Kong acts as Donkey Kong's Echo Fighter, retaining many of DK's animations and special moves. However, Funky Kong is a bit faster than his base character, with his attacks coming out quicker but dealing less damage. He's also a bit lighter than Donkey Kong and can cover more vertical distance with Spinning Kong, but less horizontal distance as a result. Funky Kong also benefits from an additional projectile, the Orange, instead of getting Donkey Kong's Giant Punch. Funky's aerials also hit harder than DK's, but as a result his ground attacks aren't as strong.
Compared to Donkey Kong, Funky Kong can attack quicker and recover more effectively, but loses out on sheer power as well as being hit farther than his base character. Funky's playstyle isn't as aggressive and moreso about making quick, rapid attacks and keeping distance.
|Funky gets his outfit from Donkey Kong 64 as an alternate costume, and he shares a victory theme with the other Donkey Kong characters. His entrance animation has him flying onto the stage via his plane.|
King K. Rool
The leader of the Kremling Krew, King K. Rool sought to steal Donkey Kong's Banana Hoard for some time, but eventually turned to more sinister dealings. K. Rool is an unorthodox heavyweight with a strong projectile game, on top of gaining a counter, but is vulnerable to combos due to his sheer size.
|King K. Rool retains his previous victory theme and entrance animation, but now has an alternate costume resembling his post-Donkey Kong 64 design. He also uses his actual voice clips instead of generic crocodile noises.|
Link started his journey as a boy when Ganondorf first showed up, venturing through all sorts of locales. Young Link plays similarly to Link, but is smaller and faster. His Deku Shield can also deflect projectiles via a button press, but larger ones cannot be deflected, and the milk drinking taunt now takes longer, but heals 10% damage if it isn't interrupted.
|Young Link retains his previous victory theme and entrance animation.|
Vaati, once an apprentice of the Minish sage Ezlo, is one of Hyrule's most notorious enemies. His search for the Light Force transformed him into a monster, one defeated by multiple incarnations of Link. His magical abilities as a wind mage are to be feared.
In Super Smash Bros. GR, Vaati is a "glass cannon" of sorts. He possesses a strong projectile game thanks to his Eye Shields, capable of attacking opponents from afar. Vaati also possesses strong smash attacks, and can generally control the distance between him and his opponents due to many of his attacks having windboxes, as well as decent ground and air mobility.
However, Vaati is a lightweight character, making him easy to knock around. His attacks also have high ending lag, making it easy to punish Vaati after he misses an attack. Vaati's recovery is also linear and easy to exploit, and his grabs have poor frame data, coming out slowly. Vaati's projectile-oriented playstyle doesn't leave much room for mistakes.
To sum things up, Vaati is a character who needs to keep his distance from his opponents, lest he be exploited.
|Vaati's entrance animation depicts him teleporting into battle, and his victory theme is that of the stage clear music from The Legend of Zelda: Four Swords Adventures.|
Zant forcefully took control of the Twili from Midna in order to claim his place as their leader, thanks to the manipulation of Ganondorf. From there, he set out on an invasion of Hyrule, but was stopped by Link.
In Super Smash Bros. GR, Zant is a middleweight with a prominent combo game, with most of his moves chaining into each other. He can shred through enemies, and also make use of both powerful projectiles and kill setups. In particular, his Twilight Blasts neutral special can be used for zoning, and his Shadow Crystal can also trick enemies and disable their shields entirely!
However, Zant is not flawless. He's a bit on the slow side, and his large frame makes him subsceptible to combos. His Schmitar Blender move also has a lot of ending lag due to its power, making it risky to use.
Overall, Zant has a prominent combo game and move-chaining ability, but is hindered by subsceptability to attacks.
|Zant has alternate costumes resembling Phantom Zant and the Twilit Messengers, his entrance animation has him emerging from a portal, and his victory theme is that of obtaining an item in The Legend of Zelda: Twilight Princess.|
Dark Samus was formed after Samus defeated Metroid Prime on Tallon IV. She serves as Samus's Echo Fighter, retaining a similar moveset and characteristics. However, Dark Samus doesn't transform into her ball form when dodging attacks, and is a bit floatier.
|Dark Samus retains her previous victory theme and entrance animation.|
Zero Suit Samus
Samus often dons her Zero Suit for more stealthy missions, as well as emergencies. Zero Suit Samus possesses a powerful air game and great recovery, but is a poor character on the ground and needs to stick to the air. She does however benefit from a tether grab and good range on attacks.
|Zero Suit Samus retains her previous victory theme and entrance animation.|
Wolf leads the Star Wolf team and has often done battle with Fox and his team. He plays similarly to Fox, but has differing properties on his moves and vastly different non-special attacks.
|Wolf retains his previous victory theme and entrance animation, but now has alternate costumes resembling his appearance in Star Fox 2 and his Star Fox: Assault outfit.|
The only survivor of the planet Cerinia's destruction, Krystal came to Sauria searching for answers. She'd quickly get embroiled in a local war, and captured within a crystalline cell. If it wasn't for the arrival of Fox McCloud however, she'd be dead, and so would Sauria. Krystal would join the Star Fox team just in time for the war with the Aparoids, and though she'd later depart due to a personal situation, she'd remain a powerful figure within the Lylat System.
In Super Smash Bros. GR, Krystal is a middleweight with a varied moveset, and one of the more "all-around" weapon users in the game. Krystal's staff allows her to utilize a myriad of unique attacks, such as firing blasts of energy, causing miniature earthquakes, or even soaring into the air. Krystal possesses good range for spacing on her attacks, and can also take advantage of a good recovery.
However, Krystal lacks meaningful finishing moves and KO power, making it hard for her to launch enemies. She also has quite a bit of startup lag on her special moves, not to mention mediocre attack speeds for her air game. Krystal's projectile-oriented attacks also make her easily gimped by reflectors.
Overall, Krystal possesses a fairly balanced set of advantages and disadvantages, making her great for new players. Skilled players may find themselves drawn to Krystal's range and recovery, but will suffer in regards to aerial game and a lack of KO potential.
|While her main design is a fusion of Star Fox Adventures and Star Fox: Assault, Krystal gets two costumes that fully resemble those games' depictions of her. Her victory theme is shared with the other Star Fox characters, and her entrance animation depicts her getting off of an EarthWalker.|
When Dark Matter devastated Planet Popstar, Adeleine was forcibly corrupted by its energies, and fought with Kirby. However, she was later freed from Dark Matter's grasp and would go on to aid Kirby in many of his adventures.
In Super Smash Bros. GR, Adeleine is a unique lightweight who specializes in stage control and projectiles. Her Painter special is capable of summoning enemies to aid her, providing a means of distracting opponents. Her attacks also come out fairly early frame-wise, and have good reach due to the use of a paintbrush and its disjointed hitboxes. Adeleine's Canvas Cover is also an immensely useful tool that can block damage and allow for a manual counterattack, and a means of defending herself.
However, Adeleine's flaws come from the fact that she's lightweight, and thus easily knocked around. Her recovery is also quite mediocre and easily gimped, not to mention that Adeleine's aerial moves have quite a bit of ending lag. Adeleine's specials, while powerful, are also vulnerable to characters with reflectors, who can easily nullify their advantages.
As a whole, Adeleine is a powerful user of projectile combat who can rack up damage quickly, but faces trouble knockback-wise.
|Adeleine has an alternate costume resembling Ado from Kirby's Dream Land 3, her victory animation has her being drawn onto the stage, and her victory theme is shared with Kirby and King Dedede.|
Known for singing people to sleep, Jigglypuff is quite a force to be reckoned with. The floatiest character in the game, it gets access to multiple midair jumps and an excellent air game, but is very vulnerable to knockback and can even be instantly KOed should its shield be broken! However, Jigglypuff's been buffed to have her Melee throw game return, along with ground attacks coming out faster.
|Jigglypuff retains its previous victory theme and entrance animation.|
Pikachu's pre-evolution, Pichu is known for accidentally discharging electricity. Due to Pikachu receiving a moveset revamp, Pichu is now more unique due to it retaining a completely original moveset, and is much lighter and faster than Pikachu, though it can be knocked around easier. It also possesses a mechanic where it takes recoil damage on several attacks should those attacks actually hit, unlike past games. Pichu's pummel and forward throw also no longer inflict recoil damage, and Pichu in general also hits harder than before, at the cost of recoil being larger.
|Pichu retains its previous entrance animation, but its victory theme is now that of a Trainer battle being won in Pokémon HeartGold and SoulSilver.|
Created by Team Rocket through modified Mew DNA, Mewtwo would later break out of the lab and seek a purpose of its own. Mewtwo is a floaty character with a great combo game and KOing options, but is easily knocked around by attacks and can't escape pressure easily.
|Mewtwo retains its previous entrance animation, but its victory theme is now that of a Pokémon being caught in Pokémon Red and Blue, and it also gets two new costumes: Shadow Mewtwo from Pokkén Tournament, and Mewtwo's robotic suit from the Pokémon anime.|
Torterra is the fully evolved form of Turtwig, one of the Sinnoh region's starters. A Grass and Ground type, Torterra is often mistaken for a moving forest, and some Pokémon even end up living on its back their whole life.
In Super Smash Bros. GR, Torterra is a super heavyweight who excels in sheer damage and knockback output. Torterra's bulk allows it to resist knockback, and in return punish with heavy damage. Wood Hammer is by far one of the strongest attacks in the game, dealing massive damage and knockback, and Torterra can also utilize Stealth Rocks to attack faraway opponents. Torterra excels immensely in meteor smashing however, with two of its special moves and most of its aerials being great for this and granting it excellent edgeguarding tools.
However, Torterra is slow and can have trouble moving along the stage. Its recovery is also unimpressive, and doesn't cover much distance. Torterra also suffers from end lag on its hardest-hitting moves and can be an easy target due to its size.
Overall, Torterra is by far the most extreme of the game's super heavyweights, dishing out lots of damage but having trouble getting around.
|Torterra's entrance animation has it emerge from a Poké Ball, and it victory theme is shared with the other Pokémon characters. Torterra also has an alternate costume depicting various Sinnoh-native Pokémon on its back.|
The boy who stopped Giygas, Ness is a versatile user of PSI. A lightweight with an amazing grab game and access to projectiles, but has one of the worst recoveries in the game and subpar mobility.
|Ness retains his previous victory theme and entrance animation.|
Captain Falcon is both a bounty hunter and an F-Zero pilot, and said to be one of the greatest. He's among the fastest characters in the game while also possessing excellent power, but is susceptible to combos.
|Captain Falcon retains his previous victory theme and entrance animation, but now has an alternate costume resembling his appearance in the original F-Zero.|
The daughter of Chrom and the future princess of Ylisse, Lucina travelled back in time to prevent a doomed future, taking up the mantle of "Marth" to disguise her true identity. She acts as Marth's Echo Fighter, retaining the same moveset, but with one major difference: she lacks the tipper of Marth's sword. Because of this, Lucina's non-tip attacks hit harder than Marth's, but her tip attacks are worse than his. You could say this is a double-edged sword. In general however, Lucina functions as an easier-to-play version of Marth.
|Lucina retains her previous victory theme and on-screen appearance.|
Prince of Ylisse and the father of Lucina, Chrom led the force known as the Shepherds to protect his home. He acts as Roy's Echo Fighter, retaining a similar moveset and characteristics. However, Chrom not only lacks the hilt sweetspot, but also uses Aether as his up special instead of Blazer, providing a different style of playing as Roy.
|Chrom retains his victory theme and on-screen appearance from Super Smash Bros. Ultimate.|
The player's avatar in Fire Emblem Awakening, Robin is a powerful user of swords and magic. His tome and Levin Sword mechanic allows for a strong zoning game, but once they're used up he can be in trouble. This time however, Robin's tomes and sword last longer, making him stronger as a whole.
|Robin retains his male and female alternate costumes, along with the same on-screen appearance and victory theme.|
Mr. Game & Watch
The Game & Watch series has a wide variety of portable games to it, and Mr. Game & Watch embodies almost all of them. He's a lightweight with exceptional combo and air games, along with good recovery and mobility, but is easily hit around by attacks and lacks range.
|Mr. Game & Watch retains his previous entrance animation and victory theme.|
Created after Pit destroyed the Mirror of Truth, Dark Pit acts as the angel's main rival, with a more serious attitude. Due to him using his staff in a majority of his attacks, Dark Pit is no longer Pit's Echo Fighter, but more of a semiclone with better range but worse attack power.
|Dark Pit retains his previous entrance animation and victory theme.|
An employee of Hocotate Freight, Louie was singlehandedly responsible for the company's debt due to an...incident he caused, to say the least. He'd venture to PNF-404 alongside Olimar to raise enough funds to save the company, working alongside the native Pikmin to do so. Louie would also be captured by the immense Titan Dweevil, and would also interact with the Koppaite explorers visiting PNF-404.
In Super Smash Bros. GR, Louie acts as Olimar's Echo Fighter, retaining many of his animations and attacks. Louie does possess a few differences from Olimar, in that he can only pluck Rock Pikmin and Bulbmin, both of which are not only more durable, but also only hit once for a set amount of damage. While this provides consistency with damage and prevents the issue of enemies defeating Pikmin mid-attack, Louie lacks damage potential because of this. Louie can also throw his Pikmin downwards when using Winged Pikmin, providing a method of meteor smashing opponents along with loosening the load and allowing him to fly farther. Louie's attacks in general also hit a bit harder than Olimar's, but come out slower to compensate.
Overall, Louie, while close to Olimar in many regards, is more focused around consistent damage and utility instead of sheer power and mobility. Players who seek to play as Louie will moreso be focusing on knocking away opponents with their Pikmin and dropping Pikmin as part of their air game.
|Louie shares a victory theme with Olimar, and his entrance animation depicts him arriving via the Hocotate ship.|
Debuting as an accessory for the NES, R.O.B. was used to play games like Gyromite and Stack-Up, and would also play a major role in the Subspace Army's efforts to conquer the World of Trophies. R.O.B. is a heavyweight with amazing aerial game and recovery potential, but suffers in regards to his ground game and susceptibility to combos.
|R.O.B. now has palette swaps resembling the Nintendo GameCube, Wii, and Nintendo Switch, and retains his previous entrance animation and victory theme.|
In most timelines, Amy Rose is known for her constant admiration of Sonic to the point where it can sometimes come off as creepy. However, this incarnation of the pink hedgehog is not only tougher, but also has a more...complex relationship with him to say the least. Nevertheless, Amy is a heroine who will defend the world with her trusty hammer at her side.
In Super Smash Bros. GR, Amy is a fast middleweight who uses her trusty hammer as a major part of her moveset, and draws upon her appearance in the Sonic Boom subfranchise of the Sonic series. It offers a disjointed hitbox that can be used to approach enemies, and hits quite hard. Amy also benefits from being able to use a tether grab with the Enerbeam, and has great aerials and air speed.
However, Amy is quite frail and knocked around easily, not to mention that many of her ground attacks have a lot of ending lag due to the weight of the hammer. Amy's hammer also has trouble breaking shields and dealing with defensive opponents, requiring precise strikes. Her attacks also generally don't combo into each other, making her better for single, powerful strikes.
Overall, Amy is a powerful character who needs to plan out when exactly to hit.
|Amy's entrance animation has her leaping onto the battlefield with her hammer, and her victory theme is a snippet of the main theme of Sonic Boom: Rise of Lyric.|
Created as the "Ultimate Life Form" by Gerald Robotnik using the DNA of Black Doom, Shadow the Hedgehog was made in an teempt to find a cure for incurable deadly diseases, but was captured and put into stasis by the military when deemed as a threat. Fifty years later, Dr. Eggman would release him to aid with a plan to conquer the world, but would end up saving it alongside Sonic the Hedgehog. The two of them would become fast rivals, clashing from time to time and working together occasionally. He'd also join up with Team Dark, and eventually be the one to defeat the Black Arms.
In Super Smash Bros. GR, Shadow acts as Sonic's Echo Fighter, retaining the same basic moves, animations, and properties. However, Shadow exemplifies the idea of Echo Fighters being able to take special moves from existing characters, swapping out two of his special moves. While these do make him play differently from Sonic, he's still an echo due to none of his other attacks being changed. However, Shadow has differing idle animations, and skates instead of running.
While Shadow's differences from Sonic aren't that apparent, he still plays differently from him and provides an alternate playstyle of sorts.
|The Shadow Android appears as an alternate costume, Shadow Spin Dashes onto the stage in his entrance animation, and his victory theme is that of a level being cleared in Shadow the Hedgehog.|
An ever-helpful assistant, Isabelle brings a variety of helpful objects and items into the battle! She plays similarly to Villager, but brings a lot of unique abilities to the table.
|Digby appears as a palette swap for Isabelle, and she retains her previous victory theme and entrance animation.|
Tora always wanted to be a Driver. However, after failing to resonate with a Core Crystal, he turned to building an artificial Blade, Poppi, instead. Tora would later join the salvager Rex and his Blade Pyra to reach the World Tree Elysium.
In Super Smash Bros. GR, Tora is focused around defending himself. Despite his small frame, he can disable and confuse enemies while dishing out heavy damage. His Drill Shield is a perfect tool for combos, and Tora can make deadly use of it. What's most unique about this Nopon however is his Rigid Shield move, which acts differently from other counters in that it stuns foes instead of damaging them. Tora also benefits from his rolls covering more distance than other characters, further heightening his defensive game. With these tools, Tora can initiate combos easily and effectively.
However, Tora is not flawless. He has poor frame data when it comes to his attacks, with many of them coming out quite late. Tora is also lacking in regards to his recovery, as while it's good for vertical distance, it can't cover much horizontal distance. Last but not least, Tora's Rigid Shield works differently from other counters in that it only protects the front, so he's still vulnerable from behind.
As a whole, Tora is a defensively-oriented character who excels in combos and self-defense, but suffers in regards to a unique counter mechanic and slow-hitting attacks.
|Tora from Xenoblade Chronicles X appears as an alternate costume, Tora's entrance animation has him jumping onto the stage, and his victory music is a snippet of the battle theme from Xenoblade Chronicles 2.|
The main character of the Street Fighter series, Ryu has returned to Smash once again. His attacks have two variants: a button tap variant, and a button hold variant, essentially granting him two movesets. In general, he's retained his powerful combo game and resilent recovery, not to mention that he always faces his opponent in a 1 on 1 fight, but still suffers in regards to his approach and mobility. This time around however, Ryu's biggest change is that his button inputs are more forgiving in regards to timing, making it easier to take advantage of his moveset.
|Ryu retains his previous victory theme and on-screen appearance.|
Ken is a rival of Ryu hailing from the United States, and serves as Ryu's Echo Fighter. However, Ken is a bit faster but more vulnerable to attacks.
|Ryu retains his previous victory theme and on-screen appearance.|
One of the last Umbra Witches alive, Bayonetta is a master of the Bullet Arts and capable of summoning Infernal Demons to her side. She retains her powerful combo game due to the use of Bullet Arts to fire bullets after attacking, but due to her overwhelming power in previous titles, many of Bayonetta's attacks don't KO until later and various other aspects of her moveset have been tweaked to lower her power, but make her capable of contending with other characters at the same time.
|Bayonetta retains her previous victory theme and entrance animation.|
Another Belmont vampire hunter, Richter battled with both Dracula and his son Alucard. He acts as Simon's Echo Fighter in Super Smash Bros. GR, retaining the same moveset but having varying properties and aesthetic changes. Unlike Ultimate however, Richter's whip doesn't go as far as Simon's, but deals more damage to compensate.
|Richter retains his victory theme and on-screen appearance from Super Smash Bros. Ultimate.|
When several villages came under attack by the rocklike Grocks, Dillon answered the call and beat them back. As a ranger, he sought to protect the towns to make a living, and would continue to do battle against the Grocks for some time.
In Super Smash Bros. GR, Dillon is a character known for his impressive reach and mobility. With Charge Attack and Gatling Gun, Dillon can easily approach opponents and rack up damage. He boasts an impressive neutral game thanks to these two moves along with fast-hitting normal attacks, and excellent throws. His recovery is also great, and can even double as a means of dishing out damage.
However, Dillon's biggest flaw is the large amounts of ending lag on his attacks. His playstyle doesn't leave much room for error, requiring him to analyze when exactly to land an attack and utilize mindgames. His air game is also lackluster due to some of his specials acting differently in the air, not to mention poor air speed.
Overall, Dillon is a ground-oriented fighter who hits hard, but needs to make his moves carefully.
|Dillon's entrance animation has him rolling onto the stage, and his victory theme is a snippet of the main theme of Dillon's Rolling Western.|
The Lost Vikings
The Lost Vikings, known as (from left to right) Baelog, Olaf, and Erik, once lived fruitful lives until they were kidnapped by Tomator, emperor of the Alien Croutonian Empire, for his intergalactic Arena of Death. However, the ship they were taken in malfunctioned, sending the trio through all sorts of wacky locations on their way home. Eventually, they'd also take on Tomator a second time, and even gain the help of the dragon Scorch and the werewolf Fang.
In Super Smash Bros. GR, the Lost Vikings are the perfect example of "easy to play, tricky to master". All three Vikings will be out on the field at once, with their down special, Select Viking, used to switch while on the ground, and two of their taunts reserved to either group up the Vikings, or split them apart. The biggest advantage the Lost Vikings have is their ability to cover a large area on the stage and easily attack opponents. They are also capable of utilizing a pseudo chain grab to toss enemies between them, allowing them to rack up damage quickly.
However, the Lost Vikings possess some vital weaknesses. On their own, they don't deal much damage and are easy to knock around, forcing you to use all three. The Vikings also possess the steepest learning curve in the game, with a single mistake potentially costing a stock. Their recovery is also fairly mediocre, and if the Viking you're controlling dies, then the uncontrolled ones will also go. Losing Vikings you aren't in control of also limits your options. Their special moves are also only used by the Viking in control, save for Norse Force.
Overall, the Lost Vikings are an unorthodox character capable of taking on enemies three-on-one, but falter in regards to a learning curve and fighting solo. Players looking to master them will have a lot of practice they'll need to go through.
|The Lost Vikings' victory theme is the level clear theme from their debut game, and their entrance animation has them arriving via longboat.|
Once an enemy of Spyro, Cynder eventually fell for him and joined his side. Her control over dark magic makes her a versatile foe.
In Super Smash Bros. GR, Cynder is Spyro's Echo Fighter, offering a similar, yet different, playstyle. She's generally lighter and faster than Spyro, but as a result lacks power. Her Siren Scream move also allows her to disable and strike at enemies more effectively, at the cost of losing a projectile.
|Cynder has the same entrance animation as Spyro, and her victory theme is a snippet of the main theme of The Legend of Spyro: A New Beginning.|
On the island of Club Penguin, the card game known as Card-Jitsu is popular. Ninjas train in it across multiple Dojos, with Sensei presiding over it. He created the game after all, and is said to be the master of it.
In Super Smash Bros. GR, Sensei represents the whole of the Club Penguin game as a balanced middleweight who utilizes Card-Jitsu cards to spawn a wide variety of objects to aid him. His attacks as a whole are unique and full of personality, and hit particularly hard. In particular, Sensei has access to great recovery options and damage racking, making him a formidable foe to face.
However, Sensei's greatest weakness is his poor frame data. His attacks come out quite late and can be easily punished. Sensei's attacks are also quite unorthodox and can be tricky to utilize effectively, and the projectile ones are especially vulnerable to reflectors.
Overall, Sensei is a well-rounded character who uses unorthodox attacks, but may be punished projectile-wise.
|Sensei's alternate costumes resemble Rockhopper and Gary from Club Penguin, his entrance animation has him emerge from an explosion of smoke, and his victory theme is that of the gong that plays whenever a game of Card-Jitsu is won.|
Born in a village that was raided and destroyed by the krexxon, Kaiden set out on a journey to find out what was truly going on, making some friends along the way and eventually took part in some larger conflicts.
In Super Smash Bros. GR, Kaiden appears as one of three original characters, drawing upon his appearances in Ghostrealm Heroes, Champions of Ascerth 2, and Stampede Breakfast 3: Brunch Time!. He's a versatile middleweight who can use his dual swords effectively to space opponents, and has a special Parry gimmick where opponents slide back a short distance whenever he perfect shields an attack from them.
However, Kaiden's biggest weakness is his poor air game. He's very groundbound and can't fight well offstage, and has poor ground to air transitioning as well. He also can't reliably deal with projectiles besides shooting his own.
Overall, Kaiden is quite a hyperaggressive character, but needs to make sure he stays onstage.
|Kaiden's original design appears as an alternate costume, his entrance animation has him leap onto the stage with his swords, and his victory theme is a snippet of the main theme of the original Champions of Ascerth.|
Elina practiced magic all her life. Studying it, utilizing it, fighting with it, et cetera. Yet, the arrival of the krexxon on Ascerth forced her to utilize more of the latter as she fought alongside Kaiden and several others for the future of Ascerth. From there on, she'd study magic even further as the Divinios, and eventually confront the Soul Grazer in a matter of life and death!
In Super Smash Bros. GR, Elina is the definition of glass cannon: she hits ridiculously hard with her various projectiles, and each of them have their own purposes. She can attack from relatively far away, and is great for keeping distance from opponents, battering them with countless projectiles. Her Afterimage Teleport also allows for mindgame potential by tricking enemies with a teleport.
However, as a glass cannon, Elina is relatively lightweight and can be knocked around by attacks relatively easily. This makes zoning important, as you'll need to keep your distance from enemies in order to make the most of Elina's abilities. Elina also suffers from low ground speed and a poor grab game.
Overall, Elina is a hard-hitting character who needs to keep her distance from enemies. In the hands of a skilled player, she's extremely powerful.
|Elina shares a victory theme with Kaiden and has an entrance animation where she teleports onstage.|
From the age of seventeen, Volta received the ability to manipulate and control machinery, not to mention a vast array of electricity-based powers. She sought to use these powers as a superhero known as the Vyrus, defending the city of Vancouver from all sorts of threats.
In Super Smash Bros. GR, Volta is a character who operates around deceiving and tricking opponents. She's one of the fastest characters when it comes to dodging attacks, and can even perform attacks right out of shield. Volta also possesses unprecendented mobility, allowing her to avoid attacks quickly and bombard opponents with her own, taking advantage of combo-friendly moves.
However, Volta tends to lack KO power at higher percentages, making her weaker in the late game. She's also quite lightweight and can be knocked around easily, as well as being floaty as a whole. Her recovery is also poor, and requires careful usage.
Overall, Volta is a fast-paced fighter who lacks raw power at later percentages. Use her speed to confuse enemies!
|Volta's entrance animation has her emerge from code, and her victory theme is a snippet of the main theme of Vyrus.|
Felton & Trent
These two birds have been best friends since childhood, and have had to endure all sorts of adventures thanks to their teamwork. While initial battles saw Felton and Trent going against a thieving hawk, the arrival of the Circle of Shadows on Wanotori led to them heading to Ascerth, and even beyond to Jalgor!
In Super Smash Bros. GR, Felton and Trent are a duo character, much like the Ice Climbers, with their power coming from the two-in-one mechanic. In general however, Felton and Trent possess an incredible aerial game and can combo into each others' attacks. One bird will always be in the front and can be swapped out via taunting and shielding/airdodging simultaneously, with Felton being faster but weaker, and Trent hitting harder but moving slower. They also get access to a third jump and gliding.
However, Felton and Trent can still be KOed independently of each other, requiring careful defense of the pair. They're also quite floaty and easily knocked around, and lack a proper projectile as well as methods to deal with enemy projectiles.
Overall, Felton and Trent are capable of racking up incredible damage together, but need to watch each others' backs.
|Felton and Trent's entrance animation has them flying onto the battlefield together before high-fiving, and their victory theme is a snippet of the main theme of Birds of a Feather.|
While Master Hand is best-known as the lord of Final Destination, Galeem managed to create multiple copies of him shortly after Tabuu's defeat. One such copy turned out to be much smaller than the others, and seemed to have a mind of his own. He left Galeem and refined his own abilities, hoping to fight alongside the fighters rather than against them.
In Super Smash Bros. GR, Master Hand makes his playable debut (well, outside of glitches), truly showing that everyone is here. While smaller than his boss counterpart, Master Hand is still a viable contender. His unorthodox frame makes him difficult to hit, combined with how he "floats" above the ground slightly, and he possesses an amazing grab game due to how he's, well, a literal hand. He also possesses good range on his special attacks, and hits quite hard as a whole due to him being a boss in the past.
However, Master Hand is on the slower side, and has trouble moving across the stage. This also ties into his recovery, as it's a bit linear and easy to gimp. Lastly, Master Hand, being a boss character in the past, fittingly possesses some of the laggiest moves in the game, albeit this is offset by their sheer power.
Overall, Master Hand offers a very unique playstyle revolving around careful, precise attacks that dish out damage, but is a bit weak defensively.
|Master Hand flies onto the stage for his entrance animation, and his victory theme is a snippet of his battle theme from when he's fought in Classic Mode.|
A minion of Fawful's, Midbus always obeyed his commands without question, and even formed a rivalry with Bowser. He even gained the powers of ice and snow later on!
In Super Smash Bros. GR, Midbus serves as a semiclone of Bowser, retaining many of his moves, but also having a few unique ones. He's actually even more burly and powerful than Bowser, but lacks range on many of his attacks and is a bit slower.
|Midbus's entrance animation has him leap right onto the stage, and his victory theme is the music played whenever a battle is won in Mario & Luigi: Bowser's Inside Story.|
When the Rabbids arrived in the Mushroom Kingdom via their Time Washing Machine, Rabbid Peach was among them. She tends to take selfies a lot of the time, and instantly formed an attraction to Mario. Rabbid Peach proved to be a powerful ally to the plumber too as they tried to stop Bowser Jr.'s schemes with Spawny, and even spent some time with Donkey Kong.
In Super Smash Bros. GR, Rabbid Peach is an unorthodox middleweight with a wide array of tools at her disposal. She has amazing durability in particular thanks to her Heal Shield move, a unique counterattack that heals herself instead of damaging enemies, on top her being able to activate the counter herself thanks to her Excavator Sentries. Rabbid Peach in general has a strong ground game due to her projectiles, and also benefits from good frame data on her ground attacks.
However, Rabbid Peach has several flaws. She has a weak air game with poor frame data on her aerials, and is also quite floaty in the air. Her recovery, while somewhat good, is also easily gimped, and Rabbid Peach also has a poor grab game, with throws barely covering distance. She's also quite vulnerable to reflectors due to her projectile-oriented playstyle.
Overall, Rabbid Peach is a character who excels in remaining alive and harassing opponents from a distance, but needs to make sure to stay close to the ground.
|Rabbid Peach's entrance animation depicts her arriving in the Time Washing Machine, and her victory theme is the theme played when a battle is won in Mario + Rabbids: Kingdom Battle.|
Diddy Kong's girlfriend, Dixie Kong is just as prominent of an adventurer as him, and has even saved him from the Kremlings once! She tends to fight with her ponytail and can even use it like a helicopter!
In Super Smash Bros. GR, Dixie Kong is Diddy Kong's Echo Fighter, and generally plays as a faster, but more frail, version of her boyfriend. She also has a completely different up special that sacrifices recovery ability for damage.
|Dixie Kong has the same entrance animation and victory theme as Diddy Kong.|
The Champion of the Rito, Revali was their most skilled archer, capable of shooting arrows with the speed of a gale as well as creating an updraft to fly with. While initially skeptical of Link, he'd grow to appreciate the Hylian and believed he was the hero destined to save Hyrule.
In Super Smash Bros. GR, Revali is the most projectile-heavy character in the game, thanks to his unique arrow mechanic. The third hit of his neutral attack, his smash attacks, and all of his aerials except for his forward aerial are all disjointed attacks that see him firing arrows, which have multiple types that can be switched out via his down special. Each arrow type has its own unique attributes, but they all have limited ammunition, being capable of fifteen shots before having to recharge. The amount of ammo left per arrow type can be seen next to Revali's damage meter. Revali's access to this many disjointed attacks gives him great access to spacing and the ability to harass opponents from a distance, on top of being able to lock down enemies with his Archer's Mark move. In general, his arrows give him a very powerful neutral game that lets him rack up damage effectively.
However, Revali is not flawless. Besides the need to micromanage his arrows, he's very vulnerable to characters with reflectors and needs to make sure to time his shots effectively. In addition, his reliance on ranged attacks makes him a glass cannon of sorts that needs to rely on spacing and keeping opponents away from himself, as he has very few close-up attacks. Lastly, Revali's recovery, while long-reaching on top of him having access to gliding and a third jump, is easily gimped due to its linearity.
Overall, Revali is a unique character who can pepper enemies with arrows from afar, but needs to rely heavily on spacing and managing his arrow supply.
|Revali's entrance animation has him fly onto the stage, and his victory theme is shared with the other Zelda characters.|
The Champion of the Zora, Mipha was a gifted healer who also happened to be quite introverted. This would make it difficult to deal with her love for Link, and she even made armor for him much like past Zora princesses would for their future husbands.
In Super Smash Bros. GR, Mipha is a middleweight who heavily benefits from her Lightscale Trident. The trident provides her with long-reaching attacks, and is even more useful due to its sweetspot gimmick: should the trident's very precise tip hit an enemy, Mipha is healed by 2%. Besides the self-healing factor, Mipha also possesses good frame data and fast attacks that can surprise opponents, as well as good recovery.
However, Mipha has several flaws. Her trident's sweetspot requires her to rely on spacing and making sure the tip hits, as the rest of the trident doesn't deal much damage. In addition, her endurance is quite poor for a middleweight and she's easily knocked around by attacks. Mipha's ability to KO is also quite weak due to poor smash attacks.
Overall, Mipha is a defensive middleweight who's capable of healing herself, but needs to also defend herself equally well.
|Mipha leaps onto the stage with her trident for her entrance animation, and shares a victory theme with the other Zelda characters.|
The Champion of the Gorons, Daruk wielded the Boulder Breaker and could utilize the protection technique known as Daruk's Protection. While calm, Daruk often got excitable in battle and was a great ally of Link's.
In Super Smash Bros. GR, Daruk is by far the heaviest sword user in the game, with the Boulder Breaker granting great range and power. Daruk can easily send enemies flying, and also benefits from great endurance due to many of his attacks having super armor, on top of general launch resistance as a whole. His Daruk's Protection move also provides a unique, if not limited, way of dealing with projectiles, on top of powerful grabs and throws. Many of Daruk's attacks also bury enemies and leave them vulnerable to followups.
Despite these strengths, Daruk has several notable weaknesses. He's quite slow on the ground and needs to rely on Stone Vortex and Goron Roll to move around. In addition, Daruk, being a heavyweight, is easily susceptible to combos and cannot effectively recover from attacks. He also has considerable lag on several of his attacks due to the weight of the Boulder Breaker, requiring careful timing and spacing.
Overall, Daruk is a powerful heavyweight who can easily, and effectively, make use of his power to hit enemies, but has to contend with his poor mobility options.
|Daruk's entrance animation depicts him rolling onto the stage, and his victory theme is shared with the other Zelda characters.|
The Champion of the Gerudo, Urbosa was known for her ability to control lightning in what's called Urbosa's Fury. She protected the Gerudo during the days leading up to Calamity Ganon's return, and also had a strong relationship with Princess Zelda.
In Super Smash Bros. GR, Urbosa is a middleweight who, while possessing a smaller sword than most swordfighters, makes up for it with her incredible utility. Each of her special moves have their own uses, with Urbosa's Fury damaging enemies in a wide area, Desert's Dance being a great anti-shield tool, Sand Seal Surf being an unorthodox recovery that makes landing onstage safer, and Perfect Guard providing a powerful, if not niche, defensive tool. Urbosa also has good frame data on her attacks, and a powerful air game that lets her take advantage of her throws.
However, Urbosa is not flawless. She has below average mobility that necessitates the use of frequent shield surfing. Urbosa is also hindered by non-energy projectiles and cannot easily defend against them. Lastly, Urbosa has a bit of a large frame and a faster falling speed that leaves her susceptible to combos.
Overall, Urbosa is a swordfighter with a lot of utility in her moveset, with many tricks to utilize.
|Urbosa leaps onto the stage for her entrance animation, and her victory theme is shared with the other Zelda characters.|
A reincarnation of Ganondorf, Nogan led the Yiga Clan in a new attempt at conquering Hyrule. It took a battle with that generation's hero to free Nogan of the grasp of Demise.
In Super Smash Bros. GR, Nogan is Ganondorf's Echo Fighter, and is generally lighter and faster than Ganondorf. He also uses an axe instead of a sword for the attacks that used it, and is moreso a bruiser character than a heavyweight. However, Nogan has less range than Ganondorf due to the loss of the Warlock Blade projectile.
|Nogan has the same victory theme as Ganondorf, but has a different entrance animation where he emerges from pure Malice.|
The defender of Tourian, Kraid is a colossal lizard who's engaged Samus twice. Shooting spikes out of his chest and spewing rocks, he was one of two guardians of Tourian alongside Ridley. And you thought he was big.
IN Super Smash Bros. GR, Kraid proves that size shouldn't limit who can and can't get in, being slightly taller than Bowser, King K. Rool, and Ridley. He's by far the largest and heaviest character in the game, offering sheer power as a result. His attacks are extremely hard-hitting, and he's capable of killing much earlier than some characters. Kraid also has remarkable endurance, with super armor on several of his attacks, and some weaker attacks will simply make him slide along the floor of the stage if he's hit. Surprisingly, Kraid's ranged game is quite good thanks to his projectiles, and a unique stage control tool in Quaking Tilt, based on his appearance on the Brinstar Depths stage, on top of his large frame granting him good reach.
However, Kraid is not flawless. He has arguably the worst recovery in the game, with Ramming Ascent barely covering distance, and poor air speed. His VERY large frame also makes him very susceptible to combos and juggling, and his grab is quite short-ranged due to his hands' size. However, it's important to note that while most super heavyweights possess these attributes, Kraid's are more amplified due to his size and weight.
Overall, Kraid is a monster of a character who can intimidate foes on the battlefield, but needs to time his hits carefully. In a way, playing him is like playing as a giant monster: you can dish out a lot of pain, but you have very obvious weaknesses.
|Kraid's planned design for Metroid Prime and his robotic appearance in Nintendo Land are alternate costumes, his entrance animation has him leap onto the stage, and he shares a victory theme with the other Metroid villains. In addition, if Kraid is being played as on Brinstar Depths, his appearance in the background is replaced with a modified version of his Super Metroid sprite, a small easter egg.|
After his defeat on Norion, Meta Ridley was exposed to a Phazon Core and became the monstrosity known as Omega Ridley. With his new Phazon-enhanced armorskin and a myriad of new Phazon-enhanced abilities, he proved to be quite the foe to Samus.
In Super Smash Bros. GR, Omega Ridley acts as Ridley's Echo Fighter. Whereas Ridley is more of a middleweight, Omega Ridley is a straight-up heavyweight who hits harder and is much more durable, at the cost of reduced mobility and attack speed. He also has a bit more range with his Phazon Breath attack, shooting a giant beam instead of multiple fireballs when fully charged, and his Space Pirate Rush buries or meteor smashes enemies when used in the air, at the cost of reduced power when used on the ground.
|Omega Ridley shares an entrance animation and victory theme with Ridley.|
Shy Guys are the most prevalent of footsoldiers used by the Koopa Troop during its early days. Many of them have gone up against Yoshi, and there's all sorts of types of Shy Guys too!
In Super Smash Bros. GR, Shy Guy is a lightweight who draws upon the various subspecies of Shy Guys, much like Piranha Plant. He has a great projectile game, and solid recovery thanks to Fly Guy. He can also avoid attacks easily due to his small hitbox, and is a quite fast too.
However, Shy Guy is quite weak defensively, and easily knocked around by attacks.
|Shy Guy has access to alternate costumes resembling Spear Guys, Sergeant Guy from Mario & Luigi: Bowser's Inside Story, and the Shy Guy from Mario Party 4, his entrance animation has him pop out of a pipe much like in Super Mario World 2: Yoshi's Island, and his victory theme is shared with Yoshi.|
The queen of Royal Road, Sectonia invaded Floralia forcefully and forced Taranza to serve her. She made a mistake of contending with Kirby however, and as we all know, that usually doesn't go well.
In Super Smash Bros. GR, Queen Sectonia is a heavyweight who specializes in summoning and commanding her Antler minions. Summoned via her down special, these minions will fight for her on the field and can be commanded via Orb Shot, which marks their targets. This grants Sectonia a great neutral game, and she can also heal her minions with Vine Teleport. Sectonia also has a third jump on top of great aerial mobility, and can easily kill opponents quickly and efficiently with hardhitting attacks.
However, Sectonia's summoning-oriented playstyle requires a lot of micromanagement and ensuring that your Antlers remain alive. Her attacks are also quite laggy and require precision to use. Sectonia's recovery is also easily gimped due to its linearity.
Overall, Queen Sectonia is a character who excels in micromanagement and harassing enemies, but needs to fight carefully on her own.
|Sectonia flies onto the stage for her entrance animation, and she shares a victory theme with the other Kirby characters.|
When Kirby arrived in Patch Land, he became a yarny version of himself. While this meant he couldn't inhale his foes, he did gain access to a variety of other useful moves!
In Super Smash Bros. GR, Yarn Kirby is a semiclone of Kirby who loses access to inhaling enemies for Copy Abilities, as well as multiple midair jumps. To compensate however, Yarn Kirby hits much harder than regular Kirby, and has access to a yarn whip for his neutral special, smash attacks, and tether grab/recovery, which can be controlled freely much like the Belmonts' whips.
|Prince Fluff appears as an alternate costume for Yarn Kirby, his entrance animation consists of him being "weaved" together, and his victory theme is that of clearing a level in Kirby's Epic Yarn.|
Slippy Toad is the Star Fox team's mechanic, responsible for creating the Arwing, the Landmaster, and all of the equipment the team uses. He's intelligent and resourceful, but a poor pilot. He did also defend his uncle's mining base from robots however, so he's not entirely useless in a fight.
In Super Smash Bros. GR, Slippy is among the most unique of the Star Fox characters in that he relies much more on his technology to fight rather than martial techniques, and as such is a very zoning/projectile-heavy character. The cornerstone of Slippy's moveset is his Beltino Reflector, a move based on the reflector Fox and Wolf has, but in the form of an item that can be thrown and can stick to solid surfaces. It's a projectile, a reflector, an edgeguarding tool, a zoning tool, a damage racking move, and a recovery method all in one. Slippy's range as a whole is incredible due to both the reflector and his Sniper Rifle that can shoot enemies from afar and even cause the reflector to explode. His RE:BOT also provides a unique way of weakening enemy defenses. Slippy himself is also much floatier than the other space animals, and capable of navigating the air more effectively. He can also make use of a tether grab via his tongue since he's a frog.
However, Slippy's overreliance on his projectile moves, especially his reflector, make his weaknesses obvious. His reflector can be destroyed if it sustains enough damage, as can the RE:BOT. Slippy's ground attacks are also quite poor, and his bulky frame makes him subsceptible to combos. His recovery, while long-reaching, is also dependent on whether or not his reflector is currently onstage, as without it he's limited to his Booster Pack, which does cover quite a bit of distance but is easily gimped.
Overall, Slippy is a powerful middleweight whose success hinges on good use of his reflector. It's the cornerstone of his moveset, and he needs to protect it and make good use of it.
|Slippy's outfits from Star Fox Adventures and Star Fox: Assault are alternate costumes, his entrance animation has him fly in via Arwing, and his victory theme is shared with the other Star Fox characters.|
Zinnia is a mysterious Draconid woman who believed fervently that Rayquaza would be the one to save the world from the impending meteorite, not the scientific endeavors of Mossdeep's scientists. To this end, she manipulated events in an attempt to call upon Rayquaza's help, but was forced to change her plans when a young Trainer stopped the impending calamity.
In Super Smash Bros. GR, Zinnia, the first non-Pokémon character to represent the series, and her Whismur Aster form a tag-team character akin to Duck Hunt, being a middleweight with good range and attack power. She can easily rack up damage, and Aster offers disjointed hitboxes. Her special attacks are also unique due to them involving her team of Pokémon.
However, Zinnia lacks KO power on her attacks, making her more well-suited to early game fighting. Her grab range is also a bit short and Aster's pummels, while damaging, aren't that fast. She also falls quite fast and needs to watch out when offstage.
Overall, Zinnia is relatively balanced, and offers a unique playstyle.
|Zinnia has alternate costumes depicting the uniforms of Team Magma and Team Aqua, her entrance animation has her fly onto the stage via her Salamence, and her victory theme is the music played when a battle is won in Pokémon Omega Ruby and Alpha Sapphire.|
The Wrestling Pokémon, Hawlucha is well known for showing off in battle and striking from the air. This is often exploited by its opponents, but Hawlucha is still capable of going toe-to-toe with larger Pokémon.
In Super Smash Bros. GR, Hawlucha is a lightweight known for its high-risk, high-reward playstyle. Much like Incineroar, Hawlucha strikes poses after landing successful attacks, but if you choose not to cancel these poses, Hawlucha actually gains a boost in power to its next attack, though the poses are slightly longer than Incineroar's, and its showmanship is also shown in that when Hawlucha is on its last stock, or the timer is at a minute left, it gains a boost in power. Hawlucha in general has good air mobility, and powerful, unique special attacks that can turn the tide of battle in its favor. It also possesses powerful throws much like Incineroar.
However, Hawlucha is not flawless. Its recovery is laughable due to the nature of Flying Press (especially if it doesn't hit an enemy), and it lacks a good method of horizontal recovery, though all of its special move can be used to recover short distances on top of Hawlucha being able to glide. It also possesses a high risk factor with its specials, as while they're powerful, they all have some kind of penalty associated with missing.
Overall, Hawlucha is definitely a high-risk, high-reward fighter who excels in being able to strike winning poses and excels in fighting near the end of a match, but has to be careful not to get cocky with its specials.
|Hawlucha has an alternate costume based on its outfit from the Pokémon anime, its entrance animation has it emerge from a Poké Ball, and it shares a victory theme with Greninja.|
The dog of Lucas and his family, Boney joined Lucas on his journey to stop the Pigmask Army, and proved to be an invaluable asset when it came to identifying enemy weaknesses. Such a good dog.
In Super Smash Bros. GR, Boney is among the lightest characters in the game, and is incredibly fast too. His attacks reflect this, as they're powerful single-hitting moves, and he's generally great at KOing enemies. Boney shines however with his Sniff move, which allows him to bring out the pain on an enemy with a certain type of move. His small hitbox also makes it easy to avoid attacks, and he's actually one of the smallest characters in the game.
However, Boney is quite fragile and easily knocked around by attacks. His ability to rack up damage is also limited due to the single-hit nature of his moves. Lastly, the Sniff mechanic may force Boney into using moves that aren't optimal for the current situation, and can be exploited by opponents.
Overall, Boney is a unique lightweight whose success hinges on the Sniff mechanic and being able to take full advantage of it.
|Boney's entrance animation has him jump onto the stage, and he shares a victory theme with the other EarthBound characters.|
The original hero of the Mother series, Ninten was the first to battle Giegue, and in some ways is the progenitor of Ness.
In Super Smash Bros. GR, Ninten serves as Ness's Echo Fighter, and is generally a bit bulkier and harder-hitting than Ness. He also has a completely different up special that is more straightforward than PK Thunder.
|Ninten has the same entrance animation and victory theme as Ness and Lucas.|
A hero from a pretty bad TV show, Captain Rainbow set out to an island that grants wishes, where he'd don his superhero persona again to battle enemies and interact with forgotten Nintendo characters.
In Super Smash Bros. GR, Captain Rainbow is a semiclone of Captain Falcon who has a bit more mobility, but is much more frail. However, he has access to a yo-yo for his smash attacks, akin to Ness's yo-yo, and can make careful use of it to fight.
|Captain Rainbow leaps onto the stage for his entrance animation, and his victory theme is a snippet of the main theme of Captain Rainbow.|
Once a simple salvager, Rex's life was changed forever when he found Pyra, also known as the Aegis. He'd go on an adventure to bring her to the World Tree Elysium, and even discover her second personality Mythra. Nevertheless, Rex remained stalwart in his beliefs and goals, and formed a group of likeminded allies.
In Super Smash Bros. GR, Rex is a unique middleweight who relies on the Aegis Sword and Pyra, who moves in the background to follow Rex. As Rex uses special moves, he builds up a Blade Combo, shown via a meter next to his name that resembles a diamond. Four successful special attacks will create a Level I Blade Combo, four more make it a Level II Blade Combo, and another four make it a Level III Blade Combo. At any time, Rex can use his neutral special, Blade Combo, to consume his current level for a powerful attack. Rex also possesses great recovery thanks to Anchor Shot, as well as his tether grab, and has some monstrously powerful smash attacks.
However, Rex is quite weak defensively, with his rolls taking longer to perform than other characters. He also has poor frame data when it comes to his aerial attacks, and a poor jump height at that.
Overall, Rex offers a unique "charge and let loose" playstyle, but is best kept to fighting on the ground.
|Rex leaps onto the stage with the Aegis Sword for his entrance animation, and his victory theme is shared with Tora.|
The island of Barudo was known for the giant protecting it known as Doshin. Worshipped and beloved, he'd raise and lower the landmass of the island to help the villagers, but could also transform into the monstrous Jashin and become their worst nightmare.
In Super Smash Bros. GR, Doshin is a middleweight who excels in camping and zoning. His lanky arms give him long reach, and this is further compounded with his Quake Smash and Palm Tree moves. Doshin's Monument move also grants him a nice power boost as long as it's up, and he has a great grab game due to his reach, with long-reaching throws. Doshin's air mobility is also surprisingly good and he can easily fight offstage.
However, Doshin has several weaknesses. His large build makes him an easy target, and his reliance on structures requires him to play double duty and defend both them and himself. Doshin's mobility is also quite weak and he needs to rely on having enemies come to him rather than the other way around.
Overall, Doshin is a strange middleweight with a reliance on zoning. He needs to focus on defending his property and reliably outcamping enemies.
|Jashin appears as an alternate costume, Doshin's entrance animation has him grow onto the stage, and his victory theme is a snippet of the main theme of Doshin the Giant.|
The Rookie saw their world conquered by Eggman, and joined the Resistance to fight alongside their hero Sonic the Hedgehog. As they used the Wispons to fight and even met Classic Sonic, they also formed a rivalry of sorts with Infinite and engaged him in battle many times.
In Super Smash Bros. GR, the Rookie is a middleweight who can lock down and hit enemies effectively. The Void Wispon is the cornerstone of this, being a great anti-projectile tool and one that can pull enemies to them, and they can rack up damage effectively with the Burst Wispon. The Rookie is also on the faster side much like the other Sonic characters, and has a great recovery thanks to the wall climb of the Drill Wispon and the ascent of the Hover Wispon. They also have a fast, effective tether grab in the form of their grappling hook.
However, the Rookie is not flawless. Their attacks have poor frame data and quite a bit of endlag if they miss, and they also lack meaningful kill options besides the Drill Wispon. They also have a mediocre air game with slow, short-ranged attacks and are generally poor offstage.
Overall, the Rookie is a character who excels in ground-based combat and damage racking, but needs to time their attacks carefully.
|The Rookie's alternate costumes are similar to the Inklings, in that they feature completely different outfits as well as different species, their entrance animation has them use their grappling hook to arrive onstage, and their victory theme is shared with Sonic. In addition, his victory poses have Infinite clapping alongside the other losers in a separate slot, glitching in and out, due to his ability to manipulate reality.|
A former Maverick Hunter, Vile was known for his disobedient behavior and often threatened the safety of his comrades. Eventually, he'd join up with the evil Sigma and lead his forces against the humans, often crossing paths with his rival X. Vile would grow to resent X, and sought to destroy him no matter what.
In Super Smash Bros. GR, Vile is a heavyweight with an incredible projectile game, unlike other heavies and closer to the other Mega Man characters in the game. Many of his regular attacks use various projectiles from the Mega Man X games, most of which come from Mega Man Maverick Hunter X, where Vile had his own storyline. Vile's projectiles are fast, deadly, and can easily be mixed up to surprise opponents. He excels in hardhitting attacks from afar and can easily approach without even needing to head over to the opponent initially.
However, Vile's range and attack power are offset by his poor recovery. While Green-Eyed Lamp covers some distance, it's easily gimped and not that good for horizontal recovery. Vile is also quite vulnerable to characters with projectile reflection capabilities due to how his moveset is designed, and needs to mix up attacks against them. Lastly, his mobility as a whole is quite slow and he's forced to fight from a distance usually.
Overall, Vile has a unique position as a heavyweight projectile user, and while he can overwhelm enemies from afar, he's a glass cannon up close.
|Vile shares an entrance animation and victory theme with the other Mega Man characters.|
Throughout the Final Fantasy franchise, the Cactuar has been a common enemy. Capable of utilizing its famous 100 Needles attack, it confounds foes with speed and barrages them with needles. One time a Cactuar even played sports with Mario!
In Super Smash Bros. GR, the Cactuar is a middleweight with a very unique mechanic. Being a cactus, his entire body is like one giant hitbox, capable of dealing 2% damage to anyone who collides with him, but no knockback. This has a lot of damage-racking potential, which Poison Barb also supplements. Cactuar also has a great defensive tool in Photosynthesis, which can heal themselves and attack nearby foes in the process. Cactuar's grabs are also lethal and it possesses some of the strongest throws in the cast, and is also one of the fastest characters in the roster.
However, Cactuar is not flawless. Their biggest flaw is their poor recovery, due to Spinning Needle barely covering distance as well as the lack of a true horizontal recovery option. Cactuar's speed, while quite fast, is also difficult to control due to having poor traction, and as such he can be left vulnerable by sliding into danger. Last but not least, Cactuar lacks a bit of kill power despite his ability to rack up damage.
Overall, Cactuar is an unorthodox addition to the roster who can damage enemies by literally running into them, on top of being capable of racking up damage, but cannot easily navigate the battlefield.
|The Cactuar Conductor from World of Final Fantasy is available as an alternate costume, Cactuar grows out of the ground for his entrance animation, and he shares a victory theme with Cloud.|
Raised as a gladiator by human slavers, Thrall longed to see what the orcish people were like. He eventually got his wish when he escaped the internment camp, and would study shamanism before becoming the Warchief of the Horde. While he later resigned from the position, he remained a powerful shaman.
In Super Smash Bros. GR, Thrall is a middleweight bruiser who excels in dishing out large amounts of damage quickly. He has hard-hitting attacks, great projectiles, and can easily withstand the brunt of enemy attacks due to being on the heavier side. However, what makes Thrall unique is his Windfury mechanic. Every three special moves he uses, his next one is empowered by Windfury, which grants it an additional effect such as more damage or increased distance. Mastering and knowing when to use Windfury is key to playing as Thrall, and it grants him a lot of versatility.
However, Thrall's biggest weakness is due to his weapon, the Doomhammer. It's smaller and shorter ranged than other weapons, due to being a hammer. This makes it important to get close to your enemies and ensure that you can make up for your lack of range. Thrall's air game is also weak due to the previously mentioned reason, though he has good air speed. Finally, Thrall's Windfury mechanic may be wasted if he's, say, knocked off the stage.
Overall, Thrall is a powerful bruiser who can power up his special moves to hit quite hard, but needs to focus on making up for the Doomhammer's poor range with his projectiles.
|Thrall's appearance in World of Warcraft: Cataclysm is an alternate costume, his entrance animation has him ride onto the stage via wolf, and his victory theme is the song played whenever the Horde wins a battleground in World of Warcraft.|
A Vessel born to the Pale King and White Lady, the Knight would venture through the mysterious Abyss, finding out more about their past. Their identity is a mystery to be unveiled...
In Super Smash Bros GR, the Knight is an agile lightweight who can easily move around the stage and attack enemies quickly. They also have a unique Soul mechanic where their attacks will fill a Soul meter (and their specials can guarantee full charges), and a charge of Soul can be consumed by their down special, Focus, to instantly heal 15% damage. This grants the Knight a good defensive game and allows them to easily take advantage of moments where their opponent is offstage. The Knight also has good frame data on a majority of its attacks, and can also make use of powerful aerials that offer momentum boosts to recover.
However, the Knight's biggest weakness is their fragility. Being a lightweight, they're easily knocked around by attacks, and may benefit from hit and run tactics to fight. The Knight also has a subpar grab and throw game due to their short-reaching grab hitbox. The Knight's focus on its Soul mechanic may also get the best of many players due to the risk involves with sweetspotting attacks.
Overall, the Knight is an intriguing lightweight with a hit and run playstyle, but needs to know when to consume their Soul charges.
|The Knight leaps onto the stage for their entrance animation, and their victory theme is a snippet of the main theme of Hollow Knight.|
Making a deal with the devil is a bad idea, and Cuphead learned this from personal experience. He had to defeat countless bosses in his way to save his and Mugman's souls from the devil thanks to his ability to shoot projectiles from his fingers. It's like he could actually use finger guns.
In Super Smash Bros. GR, Cuphead is a lightweight who almost exactly plays like his source game. He can shoot enemies with his projectiles, use a dashing maneuver by pressing the jump button and tilting the stick at the same time, and make use of a Super Meter, charged up via his attacks, to power up his own projectiles. Cuphead excels in battering enemies from afar with projectiles, and can also nimbly maneuver the battlefield to avoid harm. Cuphead also has powerful KO potential due to the Super Meter variants of his projectiles, giving them dual utility. His recovery move, Parry, can also be used to edgeguard.
However, Cuphead is extremely fragile much like his source game. He's easily knocked around by attacks, and can have a hard time defending himself. He also has quite poor recovery despite the edgeguarding potential of Parry, requiring careful use. Lastly, Cuphead's non-projectile attacks are quite short-ranged and as such he needs to rely on spacing.
Overall, Cuphead is a unique fighter who plays almost exactly like his source game, bringing with it a variety of strengths and weaknesses.
|Mugman appears as an alternate costume for Cuphead, his entrance animation depicts him flying onstage in his plane, and his victory theme is that of having defeated a boss in Cuphead.|
An apprentice of Darth Vader, Galen Marek, commonly referred to as Starkiller, was trained as a weapon by Vader. Yet, he eventually rediscovered his Jedi heritage, and stood against Vader and the Empire.
In Super Smash Bros. GR, Starkiller is the first character to be associated with a non-video game series, despite having debuted in a video game. He's a middleweight who utilizes dual lightsabers in battle, with a unique gimmick where his lightsaber attacks will reflect energy-based projectiles. In general, Starkiller has good air game, good frame data, and powerful combos. He also benefits from a long-ranged Force Choke grab akin to the grab range of Marth in Super Smash Bros. Melee, but not as long as a tether grab.
However, Starkiller is not flawless. He has notoriously poor recovery due to the nature of Force Leap, making him a poor character offstage. His Lightsaber Toss move, while powerful, also limits his damage output due to the loss of a weapon. Starkiller's ground speed is also a bit slow as well, and aside from Force Leap, he doesn't have many mobility options.
Overall, Starkiller is a ferocious attacker who needs to be careful when it comes to approaching foes.
|Each of Starkiller's alternate costumes changes his lightsaber colors, his entrance animation has him jump out of a TIE Fighter, and his victory theme is a snippet of the main Star Wars theme.|
The leader of the Separatists' droid armies, General Grievous loathed the Jedi and sought to eliminate them. He'd take the lightsabers of those he killed and keep them within his "fine collection". His tactics were ruthless and he crossed blades with many Jedi.
In Super Smash Bros. GR, General Grievous is a heavyweight who's surprisingly fast and wields not one, not two, but up to FOUR lightsabers at once. These lightsabers can reflect energy-based projectiles just like Starkiller's, giving them defensive utility. Grievous's lightsaber attacks can also all be chained into an infinite consisting of him spinning all four lightsabers, providing a means of racking up constant damage as well as deterring approaches. Grievous also has excellent recovery and mobility due to his fast running speed, as well as Thrust Surge and Claw Rush providing utility as well as distance.
However, General Grievous has several weaknesses. His large frame makes him a big target, and he has poor frame data when it comes to the ending lag of his attacks, especially if he's using the infinite portion of his lightsaber attacks. Finally, Grievous cannot easily make use of his grab due to its lag, though his throws are fairly decent.
Overall, General Grievous is a unique heavyweight who can dish out damage quickly with his lightsabers and is great for the combo-savvy players out there.
|Grievous's entrance animation has him jump out of his starfighter, and his victory theme is shared with Starkiller.|
A daredevil, Kick Buttowski excels in performing stunts. Despite the objections of his family, he keeps on going with stunts and has often got into some dangerous situations.
In Super Smash Bros. GR, Kick Buttowski is the first fourth-party representative. He's a heavyweight with a small frame who can make use of quick, hardhitting attacks. His ground game is excellent due to Skateboard Leap offering a mobility option and Ping Pong offering a projectile, and he can also boost his own offensive power with Cheeta Chug. Kick also has great air mobility, and a good defensive gimmick in that attacks which hit his helmet deal reduced damage.
However, Kick is a bit light compared to other heavyweights, likely due to his frame. His range on his attacks is also short due to his size despite having a projectile and mobility options. He also lacks a reliable way of dealing with enemy projectiles and cannot effectively outcamp characters.
Overall, Kick is a unique heavyweight who excels in rushdown tactics, but cannot effectively deal with camping characters and zoners.
|Kick's entrance animation has him skateboard onto the stage, and his victory theme is a snippet of the main theme of Kick Buttowski.|
In addition to the following table of specific unlock methods, several other methods exist.
- A Challenger Pass can be purchased from the Shop that will pit you against a random new character. However, Challenger Passes aren't always in stock!
- Playing Intertwined Paths will unlock any unlockable characters you use in an Episode. Uniquely, this is the only unlock method that skips the Challenger Approaching battle.
|Character||How to unlock||VS matches required||Unlock Location|
|Ness||Complete Classic Mode with any character.||10||Onett|
|Krystal||Clear 100-Man Smash.||20||ThornTail Hollow|
|Funky Kong||Clear Adventure Mode with Donkey Kong.||30||Jungle Hijinx|
|Pichu||Collect 100 different trophies.||40||Battle Frontier|
|Vaati||Clear Adventure Mode without any continues.||50||Palace of Winds|
|Isabelle||Play 15 VS matches on Tortimer Island.||60||Tortimer Island|
|Luigi||Complete the first level of Adventure Mode with a two in the seconds place.||70||Luigi's Mansion|
|Louie||Clear Classic Mode on Hard difficulty or higher with Olimar.||80||Distant Planet|
|Adeleine||Clear Smash Tactics's Kirby map.||90||Planet Earthfall|
|Dillon||Score a distance of 500 meters or greater in Home-Run Contest.||100||Battlefield|
|R.O.B.||Play a VS match with 50 stocks or more.||110||Gyromite|
|Daisy||Clear 20 Event Matches.||120||Mario Party|
|Dark Pit||Earn 1 KO in Cruel Smash.||130||Reset Bomb Forest|
|Mewtwo||Play 20 hours of VS matches.||140||Prism Tower|
|Captain Falcon||Run a total distance of 2000 meters across all modes.||150||Big Blue|
|Tatanga||Complete Adventure Mode with ten different characters.||160||Stormship Stadium|
|Young Link||Clear the Target Test stages of both Link and Toon Link.||170||Great Bay|
|Dark Samus||Play an 8-Player Smash on any Metroid stage with all players as Samus.||180||Phaaze|
|Tora||Create five stages in the Stage Builder.||190||Argentum Trade Guild|
|Shadow||Complete Adventure Mode as Sonic in less than twenty minutes.||200||BINGO Highway|
|Torterra||Create an Event Match in the Event Creator that uses at least one Pokémon character.||210||Spear Pillar|
|King K. Rool||Clear Classic Mode with Diddy Kong without any continues.||220||Gangplank Galleon|
|Dr. Mario||Play 10 Coin VS matches with Mario.||230||Mushroom Kingdom III|
|Wolf||Clear Event #4: Rival Pilots.||240||Venom|
|Mr. Game & Watch||Play 20 VS matches on Flat Zone X.||250||Flat Zone X|
|Ryu||Play 30 Stamina matches.||260||Suzaku Castle|
|Zero Suit Samus||Land 10 meteor smashes.||270||Norfair|
|Jigglypuff||Clear Pikachu's Target Test in less than a minute.||280||Saffron City|
|Lucina||Counter ten different attacks on any characters with counter specials.||290||Arena Ferox|
|Bayonetta||Reflect twenty projectiles.||300||Umbra Clock Tower|
|The Lost Vikings||Win 50 trophies from the Coin Launcher.||310||Level 37|
|Chrom||Complete Adventure Mode as Roy.||320||Coliseum|
|Richter||Tether grab fifteen ledges.||330||Dracula's Castle|
|Robin||KO 20 Assist Trophies.||340||Castle Siege|
|Zant||Play five Squad Strike battles.||350||Bridge of Eldin|
|Ken||Play 15 matches with Echo Fighters in them.||360||Suzaku Castle|
|Amy||Play 20 matches with Sonic characters in them.||370||Windy Hill Zone|
|Cynder||Perform 30 Final Smashes.||380||Artisans Homeworld|
|Sensei||Complete Classic Mode or Adventure Mode with every other character.||390||The Beacon|
In addition to the characters above, Mii Fighters can also be created from one of four types: Brawler, Swordfighter, Gunner, and Athlete, with the latter being a new type that draws upon the Wii Sports and Wii Fit titles. Each can build a moveset by choosing from multiple special moves and is based on an existing Mii, and are either selected through a "Quick Play" option on the character select screen that just has you picking a class and moveset, and a more in-depth interface in the Creation submenu in which a specific Mii and cosmetic clothing can also be chosen.
When creating a Mii Fighter, you have several playstyle options to choose from. Each playstyle influences the Mii's weight, non-special moves, and damage values on their special moves.
|All-Rounder||All-Rounders are the easiest type of Mii Fighter to play, using a balanced moveset with no clear advantages or disadvantages. They're more or less the "jack of all trades, master of none".|
|Rushdown||Rushdown Mii Fighters are purely offensive, relying on speed and firepower. They fall the fastest, but have good air speed as a result.|
|Glass Cannon||Glass Cannon Mii Fighters have a lot of firepower on their attacks, on top of great range, but are extremely fragile and easily knocked around.|
|Bruiser||Bruiser Mii Fighters are quite resilient to knockback and have hardhitting attacks, but move and hit slowly.|
|Grappler||Grappler Mii Fighters have the strongest throws of all the playstyles, and excel at grabbing enemies, but are a bit on the slower side and have poor aerial attacks.|
Each Mii type has multiple special moves to choose from:
|Mii Brawler||Mii Gunner||Mii Swordfighter||Mii Athlete|
|Shot Put: The Mii Brawler throws a ball into the air, which arcs forward and bounces twice upon landing.||Charge Blast: The Mii Gunner charges up an energy projectile before shooting it forward.||Gale Strike: The Mii Swordfighter creates a small tornado and shoots it forward. Deals less damage the farther it moves, but can push opponents.||Tennis Ball: The Mii Athlete throws a tennis ball into the air before hitting it forward. It can also be rallied back via a button press, but only one tennis ball can be active at once.|
|Ultimate Uppercut: The Mii Brawler charges up an uppercut before letting it loose.||Laser Blaze: The Mii Gunner shoots fast-moving lasers that can be spammed.||Shuriken of Light: The Mii Swordfighter throws a shuriken forward that deals more damage and knockback the further it goes.||Bowling Ball: The Mii Athlete tosses a bowling ball forward, which is affected by gravity and can meteor smash airborne opponents.|
|Exploding Side Kick: The Mii Brawler dashes forward with a flaming foot.||Grenade Launch: The Mii Gunner shoots a grenade forward that bounces along the ground before exploding.||Blurring Blade: The Mii Swordfighter charges up its sword before letting loose a flurry of slashes.||Basketball: The Mii Athlete spawns a basketball in its hands which can be thrown as an item. It bounces along the ground after being thrown, and will continually bounce in front of enemies it hits for damage.|
|Onslaught: The Mii Brawler charges forward before letting loose a flurry of kicks and a punch if they hit someone.||Flame Pillar: The Mii Gunner shoots a fireball to the ground that creates a miniature flame.||Airborne Assault: The Mii Swordfighter charges up before somersaulting forward with a sword strike.||Bicycle: The Mii Athlete dashes forward on a bike, damaging those in their way. They can jump off the bike as well for an extra jump.|
|Burning Dropkick: The Mii Brawler charges forward with a double kick while engulfed in fire.||Stealth Burst: A shot of energy is fired forward by the Mii Gunner, and is detonated once they let go of the button.||Slash Launcher: The Mii Swordfighter slashes forward with a simple sword strike after charging up.||Jetski: The Mii Athlete rushes forward on a jetski.|
|Headache Maker: The Mii Brawler hops a short distance before coming down with a powerful two-handed punch.||Gunner Missile: The Mii Gunner shoots a missile forward.||Chakram: The Mii Swordfighter throws a chakram that can be angled. If the move is inputted like a smash attack, it flies farther and faster.||Frisbee: A dog appears next to the Mii Athlete as they throw a frisbee forward. The dog will also run forward alongside the frisbee to catch it, before returning to the Mii Athlete. Both the dog and the frisbee will damage enemies.|
|Soaring Axe Kick: The Mii Brawler kicks upwards with a flip kick, followed by a downwards kick that can meteor smash.||Lunar Launch: The Mii Gunner launches upwards via an explosion they produce below themselves.||Stone Scabbard: The Mii Swordfighter slashes upwards before stabbing downwards while falling.||Biplane: The Mii Athlete flies upwards a short distance via a biplane.|
|Helicopter Kick: The Mii Brawler flies upwards diagonally with a flurry of kicks.||Cannon Uppercut: The Mii Gunner fires a blast beneath them before rocketing upwards with an uppercut.||Skyward Slash Dash: After a brief pause, the Mii Swordfighter travels in a direction of choice via a flurry of sword slashes.||Ski Jump: The Mii Athlete jumps upwards via their skis. Once they hit the ground, they slide a short distance and can input attacks while sliding.|
|Piston Punch: The Mii Brawler jumps upwards with a flurry of punches.||Arm Rocket: The Mii Gunner fires flames from its cannon to rocket upwards.||Hero's Spin: The Mii Swordfighter spins their sword around, ascending into the air if they're airborne.||Wakeboarding: The Mii Athlete pulls themselves upward whilst on a wakeboard|
|Head-On Assault: The Mii Brawler leaps into the air before headbutting the ground, burying and meteor smashing enemies.||Echo Reflector: The Mii Gunner activates a reflector which can deflect projectiles.||Blade Counter: The Mii Swordfighter anticipates an attack, counterattacking if they're hit during the move.||Sucker Punch: Using boxing gloves, the Mii Athlete unleashes a slow, powerful punch that stuns those they hit.|
|Feint Jump: The Mii Brawler flips off the ground, activating a kick if the button is pressed again.||Bomb Drop: The Mii Gunner drops a small bomb that explodes after a short duration.||Reversal Slash: The Mii Swordfighter performs a slashing motion that can deflect projectiles and turn around opponents.||Skateboard: The Mii Athlete gets on a skateboard, riding a short distance, before flipping it upwards to attack enemies in front of them.|
|Foot Flurry: The Mii Brawler lets loose a flurry of kicks in front of them.||Absorbing Vortex: The Mii Gunner creates an energy shield that absorbs energy-based projectiles, healing the Mii Gunner in the process.||Power Thrust: The Mii Swordfighter quickly lunges forward (diagonally in the air) with a sword thrust.||Hang Glider: The Mii Athlete lunges forward with a hang glider. In the air, they can glide with it.|
|Omega Blitz: The Mii Brawler uppercuts in front of them, before launching those it hits to the sky, ravaging them with attacks, and then finishing with a single, powerful punch.||Full Blast: The Mii Gunner fires off a massive laser beam in front of them.||Final Edge: The Mii Swordfighter emits waves of energy from its sword forward.||100-Pin Game: The Mii Athlete throws a giant bowling ball forward. Enemies the ball hits are sent into a bowling alley with one-hundred pins, where the Mii Athlete throws a giant bowling ball forward and dishes out massive damage and knockback.|
Unlike the last two games, Mii Fighter customization has been overhauled when it comes to cosmetic options. Instead of having two cosmetic slots, there are now individual Head, Body, Hand, Legs, Feet, and Weapon (Gunner, Swordfighter, and Athlete only) slots. Because of this, the need for class-specific clothing is redundant save for the weapons of the Gunner, Swordfighter, and Athlete classes. Any class can equip any cosmetic item because of this, and there's more options than before.
Super Smash Bros. GR features a myriad of stages from all five prior Smash games, plus plenty of new ones. All stages have several variants regarding their layouts:
- Normal Form is simply the "normal" variant.
- Ω Form is the same as Final Destination, consisting of a single platform above an abyss.
- Battlefield Form is the same as Battlefield, with three platforms above a larger platform, which in itself is above an abyss.
- Mega Form is a new form for stages, which creates a larger variant of the stage designed for playing with 5+ people. Depending on the stage, extra platforms might be added, hazards might be removed, or the stage itself simply might be upscaled in size.
Along with these variants, you have the Stage Morph option, retained from Super Smash Bros. Ultimate, in which one stage can transform into another during the match. However, this time, you can set stage "playlists" that will allow the stage to switch between more than two stages during the match. Hazard toggling also returns from Ultimate, and can be set per stage instead of a global switch.
This simple stage has been in Super Smash Bros. since Melee, with three platforms above a larger platform.
Final Destination is a simple, one-platform stage that soars through the skies, switching through backdrops.
At this table, Master Hand orchestrated the beginning of the Super Smash Bros. series back in 1999. The Table of Beginning's layout is simple, with a relatively flat plane and some large books that serve as platforms. Use the simple terrain design to your advantage!
This gunship was once used to bring the World of Trophies into Subspace. However, it was subsequently destroyed after a short battle. In GR, the Subspace Gunship is a stage that takes place on the deck of the ship, with a battle taking place overhead. Eventually, the ship will break apart, and you'll be fighting as it falls into the ocean, before being picked up by an Arwing. From there, you'll move from ship to ship as the fleet enters Subspace. However, once you reach Subspace, the process starts over.
Bowser's Castle was the stronghold of the titular Koopa King during his domination of the Mushroom Kingdom, within the glowing metropolis of Neo Bowser City. In GR, Bowser's Castle is a stage that features two lava pits on both sides of the singular platform. The lava will rise and fall on both sides, impacting your chances of being able to KO opponents.