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Super Smash Bros. GR
Ratings
ESRB2013E10
Platform(s)
GhostDrive
Smashgrlogo

SmashGRBox

Developer(s) Ghostrealmstudios
Publisher(s) Nin10
Release Date(s) 2019
Genre Fighting
Mode(s) Singleplayer, multiplayer
Media GhostDrive Optical Disc
Input GhostDrive Pro Controller
GhostDrive Casual Controller Grip
Nintendo GameCube Controller

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.

Opening Movie[]

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.

Gameplay[]

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..

New Physics[]

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)

Visual Changes[]

  • 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.

Other Changes[]

  • 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.

Game Modes[]

For a full breakdown of each of the gamemodes, please head to the subpage here.

Group[]

GroupLogo SSBGR

Group modes are meant to be played with more than two people.

Modes
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:
  • Home Run Contest: Hit a Sandbag as far as you can!
  • Target Test: Take on each character's target test!
  • Multi-Man Smash: Take down the Fighting Assist Trophy Team!
  • Boss Battles: This mode is unlocked once you beat Adventure Mode for the first time. You'll be battling every boss in the game in a gauntlet.
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[]

SoloLogo SSBGR

Solo modes are designed around there only being one player, though some of them are playable with two.

Modes
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[]

OnlineLogo SSBGR

Online modes are all the modes that can be played online with players from all around the world.

Modes
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[]

CreationLogo SSBGR

Creation modes are the game's go-to spot for customizable content, all of which can be shared online.

Modes
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!

Vault[]

VaultLogo SSBGR

The Vault contains all of the game's collectables.

Modes
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[]

Challenges are little tasks for you to complete, with various rewards.

Characters[]

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 (tbc)'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.

Starting Characters

GR Mario GR Peach GR Bowser GR Rosalina GR Bowser Jr GR Piranha Plant GR Paper Mario GR Geno GR Donkey Kong GR Diddy Kong GR Link GR Zelda GR Sheik GR Ganondorf GR Toon Link GR Skull Kid GR Samus GR Ridley GR Marine GR Yoshi GR Fox GR Falco GR Kirby GR Meta Knight GR King Dedede GR Pikachu GR Pokemon Trainer GR Lucario GR Greninja GR Incineroar GR Golurk GR Lucas GR Ice Climbers GR Marth GR Roy GR Ike GR Corrin GR Anna GR Pit GR Palutena GR Wario GR Orbulon GR Snake GR Raiden GR Olimar GR Sonic GR Vector GR Villager GR Mega Man GR Roll GR Wii Fit Trainer GR Little Mac GR Pac-Man GR Shulk GR Duck Hunt GR Cloud GR Inkling GR Simon GR Joker GR Chibi-Robo GR Billy Hatcher GR Steve GR Alex GR Banjo & Kazooie GR Diablo GR Spyro GR Jack Frost GR Miis

Unlockable Characters

GR Luigi GR Daisy GR Dr. Mario GR Tatanga GR Funky Kong GR King K. Rool GR Young Link GR Vaati GR Zant GR Dark Samus GR Zero Suit Samus GR Wolf GR Krystal GR Adeleine GR Jigglypuff GR Pichu GR Mewtwo GR Torterra GR Ness GR Captain Falcon GR Lucina GR Chrom GR Robin GR Mr. Game & Watch GR Dark Pit GR Louie GR ROB GR Shadow GR Amy GR Isabelle GR Tora GR Ryu GR Ken GR Bayonetta GR Richter GR Dillon GR Lost Vikings GR Cynder GR Sensei

Downloadable Characters

GR Kaiden GR Elina GR Volta GR Felton & Trent GR Master Hand GR Midbus GR Rabbid Peach GR Dry Bowser GR Goomba Tower GR Dixie Kong GR Revali GR Mipha GR Daruk GR Urbosa GR Nogan GR Kraid GR Omega Ridley GR Shy Guy GR Queen Sectonia GR Yarn Kirby GR Slippy GR Arwing GR Leon GR Zinnia GR Hawlucha GR Boney GR Ninten GR Captain Rainbow GR Rex GR Doshin GR Rookie GR Omega GR Scourge GR Fang GR Vile GR Cactuar GR Thrall GR Knight GR Cuphead GR Peashooter GR Starkiller GR General Grievous GR Kick Buttowski

Starting[]

Characters

Mario


MarioHeadSSBU
SSB Mario Series

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.

  • Neutral Special - Fireball: Mario throws a fireball forward.
  • Side Special - Cape: Mario uses his cape to turn around an opponent or reflect an incoming projectile. It will also stall his fall.
  • Up Special - Super Jump Punch: Mario leaps into the air with a massive jumping punch, which will hit twice as it ascends much like Pikachu's Quick Attack.
  • Down Special - F.L.U.D.D.: Mario charges up F.L.U.D.D. before using it to push away an opponent. If the stick is held down even while the water is being shot, Mario will use it to gain a quick boost into the air.
  • Final Smash - Mario Finale: Mario lets loose two massive fireballs that circle around each other and deal big damage to anyone they hit.
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.

Peach


PeachHeadSSBU
SSB Mario Series

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.

  • Neutral Special - Toad: Peach pulls out a Toad to defend herself, as a counterattack. If hit, the Toad will spew out spores that damage opponents.
  • Side Special - Peach Bomber: Peach lunges forward with a powerful hip bash, rebounding if the hit lands.
  • Up Special - Perry: Peach leaps into the air with Perry as her parasol, before gliding through the air afterwards.
  • Down Special - Vegetable: Peach plucks a vegetable out of the ground, which can then be thrown. Each vegetable has varying damage, and Peach also has a chance of being able to pluck Bob-ombs, Beam Swords, and even Mr. Saturns!
  • Final Smash - Peach Blossom: Peach performs a dance as enemies onscreen fall asleep, with three giant peaches spawning onstage that heal 20% damage each.
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.

Bowser


BowserHeadSSBU
SSB Mario Series

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.

  • Neutral Special - Fire Breath: Bowser emits a trail of fire from his mouth that's great for racking up damage, but eventually dissipates and needs time to recharge.
  • Side Special - Flying Slam: Bowser dashes forward with a claw swipe that damages faraway enemies. If he makes direct contact with a target, he'll grab them and hit them with a flying suplex that dishes out big damage and knockback.
  • Up Special - Whirling Fortress: Bowser spins in his shell upwards as he ascends. If the move is used on the ground however, it becomes Spike Ball, which has Bowser curl up into a sphere and roll along the ground. Spike Ball hits harder than Whirling Fortress but only hits once.
  • Down Special - Fire Rain: Bowser spits a flurry of fireballs into the air that will damage opponents on their way up. These fireballs later rain down on the stage, persisting on the ground briefly before dissipating. If a fireball makes direct contact with an opponent before touching the ground, it will explode and deal a larger amount of damage.
  • Final Smash - Firelord Bowser: Bowser transforms into Firelord Bowser from Super Mario Excursion before a reticle appears onscreen. Once an area is picked, Firelord Bowser unleashes a punch from the background that OHKOes those hit.
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.

Rosalina


RosalinaHeadSSBU
SSB Mario Series

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.

  • Neutral Special - Luma Shot: Rosalina fires her Luma forward. Tapping the button again brings him back to her.
  • Side Special - Star Bits: The Luma fires three Star Bits forward.
  • Up Special - Launch Star: Rosalina launches upwards via a multicolored Launch Star, which can be angled.
  • Down Special - Gravitational Pull: Rosalina waves her wand to pull nearby items and projectiles towards her. Projectiles pulled in will become hers and thus capable of damaging enemies.
  • Final Smash - Grand Star: A Grand Star appears in the center of the stage which slowly expands as it fires small stars around itself, and the main star deals big damage to opponents.
Rosalina retains her previous victory theme and entrance animation, but Cosmetta appears as an alternate costume.

Bowser Jr.


BowserJrHeadSSBU
SSB Mario Series

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.

  • Neutral Special - Clown Cannon: Bowser Jr. fires a Bullet Bill out of the Junior Clown Car, which will fly forward. The longer the move is charged for, the faster the Bullet Bill will go.
  • Side Special - Clown Kart Dash: The Junior Clown Car gains wheels before dashing forward, dealing big damage on impact.
  • Up Special - Abandon Ship!: Bowser Jr. leaps out of his Junior Clown Car as it explodes, before getting access to a hammer that can dish out major damage as he descends. Bowser Jr. can now also tech after using the move.
  • Down Special - Mechakoopa: A Mechakoopa emerges from the Junior Clown Car, which will explode after some time or upon contact with an opponent.
  • Final Smash - Shadow Mario Paint: Bowser Jr. transforms into Shadow Mario before painting a giant X across the screen. Anyone caught in it will take damage, and the X eventually clears away with a powerful explosion.
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.

Piranha Plant


PiranhaPlantHeadSSBU
SSB Mario Series

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.

  • Neutral Special - Ptooie: Piranha Plant fires a spiked ball upwards, and can keep it in midair before spitting it in a direction of choice.
  • Side Special - Putrid Piranha: Piranha Plant shoots a poison cloud forward that damages and stuns those stuck within it briefly.
  • Up Special - Para-Piranha: Piranha Plant spins its leaves like a helicopter, covering a large distance while dealing damage.
  • Down Special - Muncher: Piranha Plant throws a Muncher onto the ground that will bite at those who walk into it, unless destroyed.
  • Final Smash - Petey Piranha: Petey Piranha leaps onto the stage, wreaking havoc briefly.
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.

Paper Mario

PaperMarioSSBH

PaperMarioStock
SSB Mario Series

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.

  • Neutral Special - Power Bounce: Paper Mario leaps into the air, before jumping towards the nearest target. If the attack hits, Paper Mario hits hard with a stomp, though if the button is mashed you can unleash more stomps. Should the attack not hit anyone, Paper Mario will either hit the ground with a ground-pound, or simply move forwards in the air before entering a fall state.
  • Side Special - Super Hammer: Paper Mario spins his hammer around. This move can be charged up, and will also slow his fall.
  • Up Special - Carrie: The Pixl Carrie spawns and allows Mario to head on top of her and fly for a brief moment of time, similar to Pit's old Wings of Icarus move.
  • Down Special - Appeal: Mario quickly performs a maneuver that gets the audience, including his partners from the first two games, cheering, charging up the Audience meter by a large amount. If the meter's full, he can consume it to summon a partner who will aid him briefly until either he or the partner is KOed.
  • Final Smash - Mega Star: Paper Mario pulls out a Mega Star, before transforming into a giant 8-bit version of himself. From there, he rushes across the stage, damaging and knocking back anyone he hits, before reverting to his previous form.
Paper Mario's victory theme is the battle victory theme from Paper Mario: The Thousand-Year Door, and his entrance animation depicts him "unfolding".

Geno

72 - Geno

GenoHeadSSBU
SSB Mario Series

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.

  • Neutral Special - Geno Beam: Geno fires a large beam forward for heavy damage.
  • Side Special - Geno Whirl: Geno throws a disc of light forward that pierces through enemies.
  • Up Special - Geno Boost: Geno ascends upwards a distance, surrounded by light energy.
  • Down Special - Geno Blast: After the move is charged up for the desired amount, Geno unleashes massive pillars of light next to him on both sides. The longer the move is charged for, the larger and more dangerous they'll be.
  • Final Smash - Geno Flash: Geno creates a giant ball of energy before throwing it onto the stage, rapidly causing a large explosion that resembles a sun and damages anyone in its way. However, the sun will eventually implode on itself and damage anyone caught in the implosion.
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.

Donkey Kong


DonkeyKongHeadSSBU
SSB Donkey Kong Series

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.

  • Neutral Special - Giant Punch: Donkey Kong lets loose a giant punch that can be charged up.
  • Side Special - Barrel Throw: Donkey Kong throws a barrel forward that will roll off the stage, breaking when it hits an enemy or a wall.
  • Up Special - Spinning Kong: Donkey Kong spins around with his arms outstretched. Good for horizontal recovery, but covers little vertical distance.
  • Down Special - Hand Slap: Donkey Kong slaps the ground with his bare hands, sending nearby enemies skyward and meteor smashing airborne foes.
  • Final Smash - Jungle Beat: Donkey Kong lets loose a gargantuan punch. If it hits anyone, they're bombarded with a flurry of punches followed by a finishing uppercut that dishes out major knockback and damage.
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.

Diddy Kong

DiddyKong SSBUltimate

DiddyKongHeadSSBU
SSB Donkey Kong Series

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.

  • Neutral Special - Peanut Popgun: Diddy shoots a peanut from his Peanut Popgun. If the move is charged up for too long, the gun explodes, damaging those around him.
  • Side Special - Monkey Flip: Diddy leaps a short distance, grabbing onto anyone he hits and hitting them repeatedly. Pressing the button mid-leap causes Diddy to kick instead.
  • Up Special - Rocketbarrel Boost: Diddy hovers briefly with his Rocketbarrel Jetpack before travelling in the direction the player desires, dealing big damage on impact. Being hit mid-flight renders Diddy helpless.
  • Down Special - Banana Peel: Diddy throws a banana peel behind him, which damages and trips opponents it hits.
  • Final Smash - Rocketbarrel Blitz: Diddy flies up into the air before letting loose a flurry of peanuts from his popguns, dishing out massive damage.
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.

LinkHeadSSBU
SSB The Legend of Zelda Series

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.

  • Neutral Special - Traveler's Bow: Link fires an arrow forward. Arrows that hit the ground can be picked up, and then shot from the Bow again for more damage.
  • Side Special - Boomerang: Link throws a boomerang forward that comes back to him, hitting opponents both ways.
  • Up Special - Spin Attack: Link spins around himself with the Master Sword. In the air, he will ascend this way.
  • Down Special - Remote Bomb: Link creates a Remote Bomb via the Sheikah Slate, which he can then throw. Using the move again will detonate the bomb.
  • Final Smash - Ancient Bow and Arrow: Link fires an Ancient Arrow forward, dealing massive damage and knockback to those in his line of sight.
Link retains his previous victory theme and entrance animation, but now has alternate costumes resembling his Gerudo outfit in Breath of the Wild, his outfit from Ocarina of Time, and his appearance in Hyrule Warriors.

Zelda


ZeldaHeadSSBU
SSB The Legend of Zelda Series

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.

  • Neutral Special - Din's Fire: Zelda shoots a fireball forward that explodes as soon as you let go of the button.
  • Side Special - Phantom Slash: A Phantom forms in front of Zelda before charging forward, slashing anyone in its way.
  • Up Special - Farore's Wind: Zelda teleports and reappears in the direction the control stick is tilted in.
  • Down Special - Nayru's Love: Zelda creates a crystal barrier around herself that damages nearby opponents and reflects projectiles.
  • Final Smash - Triforce of Wisdom: The Triforce of Wisdom sucks in an enemy as they take damage. If they are at 100% or higher by the end of the Final Smash, they're instantly KOed.
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.

Sheik


SheikHeadSSBU
SSB The Legend of Zelda Series

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.

  • Neutral Special - Needle Storm: Sheik stores six needles that can either be thrown right away or stored for later.
  • Side Special - Burst Grenade: Sheik throws a grenade linked to a chain forward, which explodes a few seconds later. If attacked during the initial animation, the grenade falls to the ground and can be picked up and thrown.
  • Up Special - Vanish: Sheik disappears in a Deku Nut-formed explosion before reappearing in a direction of the player's choice.
  • Down Special - Bouncing Fish: Sheik leaps backwards in an attempt to kick an opponent.
  • Final Smash - Sheikah Strike: Sheik lashes out as the Sheikah symbol appears onscreen. Should she hit anyone, they're slashes repeatedly before being finished off with a strong blow.
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.

Ganondorf


GanondorfHeadSSBU
SSB The Legend of Zelda Series

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.

  • Neutral Special - Warlock Blade: Ganondorf lets loose a powerful sword stab with massive damage and knockback. If the button is held down, a wave of energy emerges from the sword, granting Ganondorf a projectile, but reducing the power of the main sword thrust.
  • Side Special - Flame Choke: Ganondorf lunges forward with dark energy. If he grabs an opponent during the move, they're slammed down to the ground and buried briefly.
  • Up Special - Dark Dive: Ganondorf leaps upward, causing an explosion if he collides with an opponent, and an uppercut if the initial grab fails.
  • Down Special - Dead Man's Volley: Ganondorf floats above the ground briefly, damaging adjacent opponents and reflecting projectiles.
  • Final Smash - Demon King Ganon: Ganondorf transforms into the bestial monster Ganon, slams his swords down on the ground to trap opponents, and then lunges forward for massive damage and knockback.
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.

Toon Link

ToonLink SSBUltimate

ToonLinkHeadSSBU
SSB The Legend of Zelda Series

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.

  • Neutral Special - Hero's Bow: Toon Link fires an arrow forward.
  • Side Special - Boomerang: Toon Link throws a boomerang forward that comes back to him, hitting opponents both ways. Toon Link's boomerang is the fastest of all three Links' boomerangs.
  • Up Special - Spin Attack: Toon Link spins around himself with the Skull Hammer. In the air, he will ascend this way.
  • Down Special - Bomb: Toon Link grabs a bomb from his bag, which will eventually explode. The bomb can be thrown like an item, or kept on Toon Link and used to recover.
  • Final Smash - Triforce Slash: Toon Link lets loose a single strike that, if it connects, traps opponents in a Triforce-shaped object as Toon Link slashes at them, before finishing with a powerful blow.
Toon Link retains his previous victory theme and entrance animation.

Skull Kid


SkullKidHeadSSBU
SSB The Legend of Zelda Series

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.

  • Neutral Special - Dark Orb: Skull Kid forms a massive ball of energy in the air as part of the move's charging animation, which will draw in opponents. The button can then be released to slam it onto the ground to deal damage on impact. If they hit an airborne enemy, the move deals double damage and knockback.
  • Side Special - Fairy Strikes: Skull Kid calls for Tatl and Tael to attack with him in a flurry of strikes forward. These strikes are quick and dish out a fair bit of knockback.
  • Up Special - Song of Soaring: Skull Kid plays the Song of Soaring on his Ocarina, teleporting a short distance into the sky.
  • Down Special - Tentacle Attack: Majora's Mask sprouts tentacles which try to grab an enemy before them. If the tentacle connects, they're slammed behind Skull Kid, and in the air, they're launched upwards instead.
  • Final Smash - Majora's Wrath: Majora's Mask fires off a laser beam in an arc around Skull Kid, sending anyone it hits to a room resembling the one seen in the final boss fight of The Legend of Zelda: Majora's Mask. From there, the mask transforms into Majora's Wrath and unleashes a flurry of attacks at the opponents, culminating in an energy blast that dishes out vicious damage and knockback.
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


SamusHeadSSBU
SSB Metroid Series

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, alongside a brand new moveset as a whole. She's much more agile than before and packs a punch with her projectiles, and all of her special attacks can be chained into the Melee Counter from Samus Returns if the attack button is pressed during it, allowing for a form of "keepaway", so to speak.

  • Neutral Special - Power Beam / Wave Beam: Samus fires off blasts of energy with each button press which travel faster but deal less damage than her old Charge Shot move. If the button is held down however, she uses the Wave Beam instead, which shoots three smaller blasts in a shotgun-esque fashion.
  • Side Special - Ice Missile: Samus fires an Ice Missile forward, which moves deceptively fast before exploding. If it straight-up hits an enemy however, they're frozen on the spot.
  • Up Special - Beam Burst: Samus leaps upwards before letting loose a barrage of shots from her Power Beam to propel herself upwards.
  • Down Special - Spider Ball: Samus goes into her Morph Ball form, clinging to a solid surface. While clinging, Samus can move along the surface and cancel the move into another, but is dislodged if she takes damage or attempts to crawl onto a ceiling or underside of the stage, preventing the move from being used again until she touches solid groun.
  • Final Smash - Bombing Run: Using her Command Visor, Samus orders for her Gunship to perform a bombing run across the stage, with multiple missiles hitting the ground.
Samus retains her previous victory theme and entrance animation, but now has alternate costumes resembling the Power Suit and her suit from Metroid: Other M, along with the Fusion Suit from Metroid Fusion.

Ridley


RidleyHeadSSBU
SSB Metroid Series

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.

  • Neutral Special - Plasma Breath: Ridley shoots a singular fireball from his mouth, but if the move is charged up enough, multiple will be shot. Yet, the move can backfire if Ridley is hit while charging, damaging Ridley and those around him.
  • Side Special - Space Pirate Rush: Ridley lunges forward, dragging anyone he hits along the ground before throwing them forwards.
  • Up Special - Wing Blitz: Ridley pauses briefly before flying upwards. The move can be angled to a degree and hits enemies fairly hard.
  • Down Special - Skewer: Ridley pauses before letting loose a sudden tail stab. If the tip hits, the opponent takes even more damage and is stunned briefly.
  • Final Smash - Plasma Scream: Ridley rushes forward, knocking anyone he hits onto Samus's gunship in a cutscene. He then fires a beam of plasma at the ship, dealing massive damage and knockback.
Ridley retains his previous victory theme and entrance animation, but now has an alternate costume resembling Proteus Ridley from Metroid: Samus Returns.

Marine


SSB Metroid Series

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.

  • Neutral Special - Flame Shot: The Marine fires a round of lava shots that damages all enemies in an arc in front of them.
  • Side Special - Proximity Bomb: The Marine fires a bomb onto the ground that explodes should an enemy near it, burying them. In the air, it simply explodes on contact and deals damage.
  • Up Special - Eject: The Marine fires a missile beneath them that explodes as they fly out of their suit. While vulnerable in this state, they can shoot small missiles at enemies.
  • Down Special - Blast Ball: The Marine fires a ball forward that can dish out heavy knockback to enemies.
  • Final Smash - Hyper Mode: The Marine fires a flurry of shots around the stage that dish out heavy damage and knockback.
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.

Yoshi


YoshiHeadSSBU
SSB Yoshi Series

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.

  • Neutral Special - Egg Lay: Yoshi swallows an opponent and lays them as an egg. While trapped, opponents take less damage and need to button mash to escape, but are completely immobile and vulnerable to Yoshi.
  • Side Special - Dash Pepper: Yoshi charges up briefly before rocketing forward with the power of the Dash Pepper, dealing heavy damage on impact. However, if he misses, he takes a considerable amount of time to stop running.
  • Up Special - Egg Throw: Yoshi throws an egg in an arc, which can also bounce on the ground. Egg Throw also provides a boost into the air now when used.
  • Down Special - Yoshi Bomb: Yoshi ground pounds, producing stars on both sides of his landing location.
  • Final Smash - Poochy Attack: Yoshi lets loose his tongue a massive distance, trapping anyone it hits. From there, Poochy Pups strike them, followed by Poochy himself, who deals massive damage and knockback.
Yoshi retains his previous victory theme and entrance animation, but now has alternate costumes resembling Yarn Yoshi from Yoshi's Woolly World and Boshi from Super Mario RPG.

Fox


FoxHeadSSBU
SSB Star Fox Series

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.

  • Neutral Special - Blaster: Fox fires a laser forward. The button can be mashed to continue firing lasers rapidly, but they don't stun enemies and lose power the farther they travel.
  • Side Special - Fox Illusion: Fox darts forward at blinding speed, leaving behind afterimages.
  • Up Special - Fire Fox: Fox lights himself on fire before flying in a chosen direction.
  • Down Special - Reflector: Fox activates a reflector around himself, with the initial activation dealing damage. For as long as the button is held, incoming projectiles will be deflected.
  • Final Smash - Arwing Strike: Fox calls for the rest of his team to fly in front of him in Arwings, before throwing them into space. From there, they let loose a barrage of lasers that dish out big damage and knockback.
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


FalcoHeadSSBU
SSB Star Fox Series

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.

  • Neutral Special - Blaster: Falco fires a laser forward. While Falco's lasers move slower than Fox's, they deal more damage and can also be charged up akin to an Arwing's lasers, moving even slower, but dishing out major damage on impact.
  • Side Special - Stealth Mines: Falco places a set of stealth mines before him, which will detonate if he uses the move again or if an enemy comes in contact with them.
  • Up Special - Thunder Bird: Falco surrounds himself with electricity before flying in a chosen direction. Unlike Fire Fox, it deals greater knockback and damage but only hits once, and can also reflect projectiles it collides with.
  • Down Special - Homing Launcher: Falco props up a Homing Launcher from Star Fox: Assault before firing a rocket out of it, which will fly towards a nearby enemy.
  • Final Smash - Arwing Strike: Falco calls for the rest of his team to fly in front of him in Arwings in an unorthodox ship formation, before throwing them into space. From there, they let loose a barrage of lasers that dish out big damage and knockback.
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.

Kirby

Kirby SSBU

KirbyHeadSSBU
SSB Kirby Series

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.

  • Neutral Special - Inhale: Kirby opens up his mouth by a little bit, before it opens up even more a few seconds later. Inhaled enemies can either be spat out as star-shaped projectiles or have Copy Abilities gained from them, which allow Kirby to use their neutral special.
  • Side Special - Hammer Flip: Kirby charges up a hammer before striking upwards with it. The move has excellent damage and KO power.
  • Up Special - Final Cutter: Kirby ascends upwards with a blade of sorts, before descending and unleashing a shockwave before him.
  • Down Special - Stone: Kirby rockets downwards in his Stone form, which can be a variety of objects. Deals considerable shield damage.
  • Final Smash - Ultra Sword: Kirby slashes a giant sword in front of him. If it hits anyone, he proceeds to let loose a flurry of slashes before finishing with an overhead strike
Kirby retains his previous victory theme and entrance animation.

Meta Knight


MetaKnightHeadSSBU
SSB Kirby Series

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.

  • Neutral Special - Mach Tornado: Meta Knight spins around rapidly, trapping foes he hits. Button mashing causes Meta Knight to ascend.
  • Side Special - Drill Rush: Meta Knight spins forward like a drill, hitting multiple times.
  • Up Special - Shuttle Loop: Meta Knight performs two quick sword strikes as he ascends upwards, before breaking into a glide.
  • Down Special - Dimensional Cape: Meta Knight teleports in a chosen direction, reappearing with a swift sword strike.
  • Final Smash - Galaxia Darkness: The screen fades to black as Meta Knight swings his cape in front of himself, before striking at nearby targets quickly and powerfully.
Meta Knight retains his previous victory theme and entrance animation, but has two new alternate costumes resembling Morpho Knight and Mecha Knight.

King Dedede


KingDededeHeadSSBU
SSB Kirby Series

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.

  • Neutral Special - Inhale: King Dedede inhales an enemy, before spitting them out as a star-shaped projectile.
  • Side Special - Waddle Dee Toss: King Dedede throws a Waddle Dee forward, who will walk along the stage and absorb projectile attacks while attempting to hit enemies. If the stick is pressed akin to a smash attack, a Gordo will be thrown instead, which hits once for big damage and knockback.
  • Up Special - Super Dedede Jump: Dedede leaps a massive distance before rocketing downwards and burying anyone he hits on the ground, while meteor smashing airborne foes. Emits stars on both sides afterwards.
  • Down Special - Jet Hammer: King Dedede charges up his hammer before dashing forward and letting loose a powerful strike.
  • Final Smash - Masked Dedede: King Dedede smashes his hammer forward, sending those he hits into a boxing ring. From there, he lets loose missiles and a powerful hammer strike while in his Masked Dedede form.
King Dedede retains his previous victory theme and entrance animation, but has a new alternate costume that resembles Shadow Dedede.

Pikachu


PikachuHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Thunderbolt: Pikachu charges up before leaping a short distance into the air and letting loose an erratic bolt of electricity. The bolt will curve towards nearby enemies, and also produces a hitbox around Pikachu as well.
  • Side Special - Electroweb: Pikachu shoots a small orb of electricity forward that, if it hits, creates a sphere-shaped barrier around those it hits that looks like an electric web. Pikachu can then attack the web with any of its electricity-based attacks to cause it to conduct the electricity and cause area of effect damage to enemies inside the web. The web eventually disappears, but can be attacked by other fighters to destroy it earlier.
  • Up Special - Quick Attack: Pikachu quickly dashes at blinding speed in two directions that can be picked via the control stick, while dealing very light damage.
  • Down Special - Iron Tail: Pikachu flips forward with his tail, dealing light damage on contact. If he's hit however, he strikes the opponent with a massive tail strike, making the move double as a counter as well.
  • Final Smash - 10,000,000 Volt Thunderbolt: Pikachu unleashes bolts of electricity outwards from itself that cover most of the stage.
Pikachu now has costumes where he wears Ash Ketchum's original hat from the anime along with one that resembles Detective Pikachu (complete with voice acting from Ryan Reynolds), and his victory theme is now that of a Trainer battle being won in Pokémon Let's Go Pikachu and Let's Go Eevee.

Pokémon Trainer


PokemonTrainerHeadSSBU
SSB Pokémon Series

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.
Charizard
Charizard SSBUltimate

CharizardHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Fire Blast: Charizard shoots a singular fireball through the air.
  • Side Special - Flare Blitz: Charizard cloaks itself in flames before dashing forward, causing big damage to whoever it hits. However, Charizard takes recoil damage from using this move!
  • Up Special - Fly: Charizard ascends upwards in a spiraling motion, hitting anyone in its way.
  • Down Special - Heat Wave: Charizard quickly produces a wave of fire in front of it, which deals multiple hits of damage to those facing it.
  • Final Smash - Triple Finish: Charizard, Ivysaur, and Squirtle all enter the field, before using Blast Burn, Solar Beam, and Hydro Pump respectively to send the opponent flying. Charizard in particular will Mega Evolve into Mega Charizard Y during this move.
Charizard now has its Shiny variant as an alternate costume.
Ivysaur
Ivysaur SSBUltimate

IvysaurHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Bullet Seed: Ivysaur fires a barrage of seeds above it, trapping enemies who are right next to or above it.
  • Side Special - Razor Leaf: Ivysaur fires a large leaf forward that can hit foes multiple times.
  • Up Special - Vine Whip: Ivysaur uses the seed on its back to propel itself into the air, before throwing a vine upwards. Should it hit a ledge, Ivysaur will be dragged up to it. Hitting an opponent with the move will also allow it to be used again without incurring helplessness.
  • Down Special - Leech Seed: Ivysaur forces a vine out towards a nearby opponent. If it connects, they're stuck in the ground periodically as Ivysaur heals whilst they take damage. The move can be button mashed out of however.
  • Final Smash - Triple Finish: Charizard, Ivysaur, and Squirtle all enter the field, before using Blast Burn, Solar Beam, and Hydro Pump respectively to send the opponent flying.
Ivysaur now has its Shiny variant as an alternate costume.
Squirtle
Squirtle SSBUltimate

SquirtleHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Water Gun: Squirtle charges up before unleashing a blast of water that damages and pushes away opponents.
  • Side Special - Withdraw: Squirtle tucks into its shell before spinning around in it, stopping upon hitting an opponent. The direction Squirtle goes in can be altered via the control stick.
  • Up Special - Waterfall: Squirtle surfs on top of a torrent of water, ascending upwards. Hits opponents multiple times.
  • Down Special - BubbleBeam: Squirtle fires a torrent of bubbles forward that can trip opponents and hit multiple times.
  • Final Smash - Triple Finish: Charizard, Ivysaur, and Squirtle all enter the field, before using Blast Burn, Solar Beam, and Hydro Pump respectively to send the opponent flying.
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.

Lucario

Lucario SSBUltimate

LucarioHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Aura Sphere: Lucario charges a sphere of Aura energy before firing it forward.
  • Side Special - Bone Rush: Lucario produces a bone in its hand before lunging forward, letting it loose in a series of strikes forward.
  • Up Special - Extreme Speed: Lucario propels itself in any direction using Aura, with a hitbox at the end of the animation.
  • Down Special - Double Team: Lucario performs a brief movement with its hands. If hit during this time, it'll counterattack with a flying kick from behind.
  • Final Smash - Aura Storm: Lucario leaps to the top of the stage, Mega Evolves into Mega Lucario, and then unleashes a massive beam of Aura energy across the stage.
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.

Greninja

Greninja SSBUltimate

GreninjaHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Water Shuriken: Greninja throws a shuriken made of water forward after charging it up.
  • Side Special - Shadow Sneak: Greninja tiptoes forward as a shadow appears before it. When the button is pressed again, Greninja, will teleport to the shadow while unleashing a powerful kick.
  • Up Special - Hydro Pump: Greninja quickly ascends upwards via shooting jets of water from its hands.
  • Down Special - Substitute: Greninja prepares for an attack, and counterattacks if hit.
  • Final Smash - Secret Ninja Attack: Greninja transforms into Ash-Greninja as it launches nearby opponents into the air with Mat Block, before attacking them with a flurry of strikes.
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.

Incineroar

Incineroar SSBUltimate

IncineroarHeadSSBU
SSB Pokemon Series

A wrestler Pokémon, Incineroar has a moveset largely consisting of grab-based attacks, but is hindered by poor recovery.

  • Neutral Special - Darkest Lariat: Incineroar spins around with its arms outstretched.
  • Side Special - Body Slam: Incineroar grabs the target, flinging them into a boxing ring rope. If the button is pressed again, and timed correctly, it'll perform a powerful lariat.
  • Up Special - Cross Chop: Incineroar leaps into the air, before crashing down with an explosion.
  • Down Special - Revenge: Incineroar anticipates a counterattack, and if hit, their next move is powered up.
  • Final Smash - Max Malicious Moonsault: Incineroar dashes forward, grabbing the first opponent he hits, before flinging them into a boxing ring and letting loose a flurry of attacks.
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

Golurkpng

Golurk
SSB Pokemon Series

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.

  • Neutral Special - Rock Smash: Golurk's neutral special consists of him punching a rock apart, flinging the shards around much like Charizard's old move. Up close, it hits quite hard.
  • Side Special - Shadow Punch: Golurk activates his thrusters and lunges forward for a punch in his side special. The attack can be angled in any direction as well.
  • Up Special - Zen Headbutt: In his up special, Golurk soars a massive distance head-first, dealing vicious knockback upon hitting. The move then leads into a glide, allowing Golurk to set up aerial combos.
  • Down Special - Earth Power: Golurk adjusts his rocket-like arms to shoot out blasts of flame, with a different effect depending on whether he's on the ground or in the air for his down special:
    • On the ground, Golurk smashes the ground before him, letting loose a flurry of explosions on the ground. If they hit an opponent, they're buried.
    • In the air, Golurk unleashes blasts of seismic energy all around himself, slowing his descent and damaging enemies he's in contact with, while also pushing them away from him in the direction of the thruster. Golurk can also angle himself during this time, allowing him to also prepare to use another special move.
  • Final Smash - Tectonic Rage: Golurk smashes the ground around him, trapping opponents. From there, he flies into the air, fires off a flurry of rocks, and then smashes into the ground with a Zen Headbutt to send his enemies flying.
Golurk's entrance animation consists of him flying onto the stage, and his victory music is shared with the other Pokémon characters.

Lucas

Lucas SSBUltimate

LucasHeadSSBU
SSB EarthBound Series

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.

  • Neutral Special - PK Freeze: Lucas creates a bolt of icy energy above him that freezes any targets it hits.
  • Side Special - PK Fire: Lucas shoots a small lightning bolt-shaped projectile forward, which creates a miniature pillar of fire should it hit an opponent.
  • Up Special - PK Thunder: Lucas creates a stream of lightning that can be aimed at opponents. Should he hit himself with it, he'll fly in that direction.
  • Down Special - PSI Magnet: Lucas creates a bubble of energy in front of himself which allows him to absorb energy-based projectiles and heal himself in the process.
  • Final Smash - PK Starstorm: Lucas calls upon Kumatora and Duster before unleashing a flurry of meteors across the stage.
Lucas retains his previous victory theme and entrance animation.

Ice Climbers

IceClimbers SSBUltimate

IceClimbersHeadSSBU
SSB Ice Climber Series

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.

  • Neutral Special - Ice Shot: The Ice Climbers fire chunks of ice forward.
  • Side Special - Squall Hammer: The Ice Climbers perform a hammer spin together that can be used as a recovery move if the button is mashed. Gains more verticality than before.
  • Up Special - Belay: The Ice Climber in the back throws a rope up to the stage, before pulling the leader up to it. If a ledge is nearby, it will automatically be targeted and both Climbers will be safe.
  • Down Special - Blizzard: The Ice Climbers blow icy wind from their hands, damaging nearby enemies.
  • Final Smash - Iceberg: A massive iceberg emerges from the stage, which will freeze enemies that make contact with it while dealing big damage and knockback.
The Ice Climbers retain their previous victory theme and entrance animation.

Marth


MarthHeadSSBU
SSB Fire Emblem Series

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.

  • Neutral Special - Shield Breaker: Marth charges up in a readying stance before unleashing a full-power sword strike forward. This attack deals massive damage to shields, and can even break them instantly at full charge!
  • Side Special - Dancing Blade: Marth performs a sequence of sword slashes forward, with each slash capable of being altered via directional inputs to hit lower or higher.
  • Up Special - Dolphin Slash: Marth performs a sword slash upwards as he ascends, with a large sweetspot at the tip.
  • Down Special - Counter: Marth assumes a readying stance and retaliates against incoming attacks. The more powerful the incoming attack, the stronger Marth hits.
  • Final Smash - Critical Hit: Marth raises the Falchion high into the air before lunging forward, attacking the first person he hits with immense damage and knockback, enough to one-hit KO.
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.

Roy


RoyHeadSSBU
SSB Fire Emblem Series

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. Unlike past installments, Roy has been significantly decloned from Marth, retaining his hilt sweetspot on the Sword of Seals but also getting new moves as a whole. He's more hyperaggressive this time around.

  • Neutral Special - Blazing Slashes: Roy charges up before lunging forward with slashes akin to his old Double-Edge Dance move. The difference here however is that if the move emits waves of fire forwards with every slash, providing Roy with a projectile and zoning tool.
  • Side Special - Hilt Smash: Roy lunges forward to grab an enemy. If the grab succeeds, he plunges the hilt of the Sword of Seals right into them, dealing heavy damage and burying them for followups. In the air, the move functions as a weak meteor smash.
  • Up Special - Blazer: Roy leaps into the air as he holds the Sword of Seals with a reverse grip as it ignites, hitting enemies multiple times as he ascends.
  • Down Special - Counter: Roy assumes a readying stance and retaliates against incoming attacks. The more powerful the incoming attack, the stronger Roy hits.
  • Final Smash - Critical Hit: Roy performs a circular swing with the Sword of Seals before igniting its blade and performing a two-handed, downward slash that creates a powerful explosion.
Roy now has alternate costumes resembling his appearance in Fire Emblem Awakening as well as his Roy: Blazing Lion appearance from Fire Emblem Heroes, and he retains his previous victory theme and on-screen appearance.

Ike


IkeHeadSSBU
SSB Fire Emblem Series

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.

  • Neutral Special - Eruption: Ike lifts his sword into the air in front of himself before plunging it into the ground and causing an explosion. Has super armor at full charge, but deals 10% recoil damage.
  • Side Special - Quick Draw: Ike kneels down on one knee before rushing forward with his sword. If it doesn't hit an opponent, the move has high ending lag and will leave Ike helpless in the air.
  • Up Special - Aether: Ike throws his sword into the air before leaping up to it and slamming down onto the ground. A powerful recovery move if used correctly, but can be risky at times!
  • Down Special - Counter: Ike assumes a readying stance and retaliates against incoming attacks. The more powerful the incoming attack, the stronger Ike hits.
  • Final Smash - Great Aether: Ike performs an upward slash while Ragnell is engulfed in flames. If anyone is hit, he then proceeds to launch them into the air, batter them with a flurry of strikes, and then send them rocketing down to the ground with high damage and knockback.
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.

Corrin


CorrinHeadSSBU
SSB Fire Emblem Series

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.

  • Neutral Special - Dragon Fang Shot: Corrin's left hand transforms into a dragon's mouth and shoots a ball of water forward. Can temporarily paralyze opponents before knocking them away, and the hand will bite nearby opponents after shooting.
  • Side Special - Dragon Lunge: Corrin strikes diagonally downwards, hitting anyone in front of her before pinning them to the ground. From there, she can cancel into a kicking attack or cancel the attack altogether, making it a versatile move.
  • Up Special - Draconic Ascent: Corrin grows wings and leaps upwards. Hits multiple times and can be angled to a degree, but doesn't cover much distance.
  • Down Special - Counter Surge: Corrin prepares for an incoming attack. If hit, she'll turn into a dragon using Dragon Fang, and then slam the ground, sending opponents high into the air via surges of water on both sides of her.
  • Final Smash - Torrential Roar: Corrin transforms into a dragon and slams the ground near her. Those who are hit are transported to a rocky area, where Corrin will unleash a whirlpool that will dish out vicious damage and knockback to her enemies.
Corrin retains her male and female alternate costumes, along with the same on-screen appearance and victory theme.

Anna

SSB Fire Emblem Series

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.

  • Neutral Special - Slaying Axe: Anna charges up her axe before unleashing a flurry of strikes before her. These strikes don't deal much knockback or damage, but leave the opponent in hitstun for a bit longer, allowing for combos to be utilized.
  • Side Special - Reposition: Anna performs a flipping attack with her axe. If she hits the ground instead of an enemy, a small shockwave emerges. In the air, this attack can meteor smash.
  • Up Special - Arrow Jump: Anna pulls out a bow before firing several arrows into the air below her, allowing her to soar up a distance. These arrows can bury grounded opponents, but don't meteor smash in the air.
  • Down Special - Night Sky: Anna calms her mind for several seconds, before gaining a temporary damage and knockback boost. This move has a cooldown however.
  • Final Smash - Lethality: Anna slashes at any enemies before her, trapping them in the Final Smash. From there, she unleashes a single, powerful blow from her axe that sends her foes soaring upwards into the sky.
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.

Pit

Pit SSBUltimate

PitHeadSSBU
SSB Kid Icarus Series

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.

  • Neutral Special - Palutena Bow: Pit fires a sky blue arrow, which can be aimed left, right, or directly upward, and the arrow can be curved mid-flight.
  • Side Special - Upperdash Arm: Pit lunges forward with the Upperdash Arm, performing a swift uppercut. The attack can reflect projectiles and has super armor.
  • Up Special - Power of Flight: Pit soars through the air a significant distance, damaging anyone he hits.
  • Down Special - Guardian Orbitars: Pit produces two Guardian Orbitars on either side of him, which will reflect projectiles and block melee attacks, though they can be broken.
  • Final Smash - Lightning Chariot: Pit gets into the Lightning Chariot as a crosshair shows up. Once a target is selected, Pit rockets towards there at lightning speed.
Pit retains his previous entrance animation and victory theme.

Palutena

Palutena SSBUltimate

PalutenaHeadSSBU
SSB Kid Icarus Series

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.

  • Neutral Special - Autoreticle: A reticle forms over a nearby opponent or location as Palutena fires three energy blasts towards it.
  • Side Special - Explosive Flame: Palutena creates a small explosion in front of her, which dishes out impressive knockback.
  • Up Special - Warp: Palutena disappears and reappears in a chosen direction.
  • Down Special - Reflect Barrier: Palutena gets into a defensive stance. If hit directly, a counterattack is performed, while if hit by a projectile, Palutena reflects it via a barrier.
  • Final Smash - Black Hole Laser: Palutena fires a black hole from her staff's orb, followed by firing a massive laser into the black hole, which attempts to pull nearby enemies into the laser. Eventually, the laser lets loose a final blast that deals major damage and knockback.
Palutena retains her previous entrance animation and victory theme.

Wario


WarioHeadSSBU
SSB Wario Series

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.

  • Neutral Special - Chomp: Wario bites forward, chewing on anyone he catches.
  • Side Special - Wario Bike: Wario rides forward on his bike, damaging anyone in his way. Wario can dismount the bike at any time, after which it can be thrown at enemies and even destroyed, with the tires sticking around afterwards.
  • Up Special - Corkscrew: Wario jumps while spinning, hitting opponents multiple times.
  • Down Special - Wario Waft: Wario lets loose a fart that's stronger the more time has passed between uses. At full charge, Wario ascends upwards and can even headbutt anyone in his way after the initial fart. New to the move is that a fully charged Wario Waft leaves behind a gas cloud that lasts for several seconds, and will damage anyone who runs into it.
  • Final Smash - Wario-Man: Wario dashes forward, before transforming into Wario-Man if he hits anyone. From there, a comic book-style sequence of attacks is shown, ending with a fart that launches opponents.
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.

Orbulon

Orbulon Gold

Orbulon Stock Icon
SSB Wario Series

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.

  • Neutral Special - Identity Crisis: Four cards surround Orbulon, depicting a Space Bunny, a Fronk, a pig, and a Pyoro. Depending on which one is chosen, that projectile will be thrown. Each has its own damage, speed, and knockback values, so you'll need to think quickly.
  • Side Special - Tip the Scale: Orbulon presents two scales with turtles on them next to him, with one being heavier than the other. By tilting left or right, he'll toss that scale's turtles. The lighter turtle pile is thrown faster, while the heavier one deals more damage.
  • Up Special - Button Masher: Orbulon flies upward in the Oinker, damaging anyone in his way as a series of buttons is shown in front of him. Should you press them in that exact order, he'll be able to fly for longer.
  • Down Special - Sleight of Hand: Orbulon flips a giant coin that will fly through the air before coming back down in an arc, damaging anyone in its way. If Orbulon manages to catch the coin, he will immediately perform a headbutt in the arc it was moving in, which has super armor.
  • Final Smash - Abduction: Orbulon flies up into the air with the Oinker, before letting loose a beam that will abduct anyone caught in it. From there, he'll spit them out at a high velocity whilst dealing big damage.
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.

Snake

Snake SSBUltimate

SnakeHeadSSBU
SSB Metal Gear Series

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.

  • Neutral Special - Hand Grenade: Snake pulls out a grenade which explodes in three seconds, though he can throw it forward if the button is pressed again or manually.
  • Side Special - Remote Missile: Snake fires a missile that can be remote-controlled.
  • Up Special - Cypher: Snake grabs onto a Cypher as he ascends upwards. Travels more distance than before.
  • Down Special - C4: Snake plants a C4 below him, which can then be detonated by using the move again. Will attach to opponents if used near them.
  • Final Smash - Homing Missiles: Snake throws down a flare grenade to call in an airstrike, which shoots missiles at targets onstage.
Snake retains his previous entrance animation and victory theme.

Raiden

Mgs solid raiden

RaidenStockSSBGR
SSB Metal Gear Series

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.

  • Neutral Special - Zandatsu: Raiden readies his sword as a red square appears over a nearby enemy. If Raiden manages to land an attack at this point, the attack will deal double damage and also heal Raiden by 5%. However, the healing effect has a cooldown.
  • Side Special - Ninja Run: Raiden runs forward, leaving a trail of electricity behind him. While running, the attack button can be pressed to utilize a sword strike that can reflect projectiles. In the air, this move sends Raiden a short distance instead.
  • Up Special - Sword Jump: Raiden leaps a large distance with his sword, before crashing down with it. The impact will send nearby enemies skyward for followups.
  • Down Special - Lightning Storm: Raiden performs a spin attack that leaves lightning around him, briefly stunning enemies.
  • Final Smash - Ripper Mode: Raiden lets out a maniacal laugh before letting loose a powerful sword slash. If it connects with an enemy, Raiden attacks them with a flurry of sword slashes before finishing them off with a single, powerful strike.
Raiden's entrance animation has him leaping onto the stage and his victory theme is a snippet of the main theme of Metal Gear Rising: Revengeance.

Olimar


OlimarHeadSSBU
SSB Pikmin Series

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.

  • Neutral Special - Pikmin Pluck: Olimar plucks four Pikmin, who then proceed to follow him.
  • Side Special - Pikmin Throw: Olimar throws one of his Pikmin forward, with damage and behavior varying depending on the color.
  • Up Special - Winged Pikmin: Two Winged Pikmin will pick up Olimar and fly him upwards.
  • Down Special - Pikmin Order: Olimar whistles as his Pikmin run back to him, damaging anyone in their way.
  • Final Smash - End of Day: Olimar jumps into the Hocotate Ship before it flies into the air as Bulborbs steadily inflict damage to enemies. From there, the ship crashes into the stage, unleashing a major damage-dealing explosion.
Olimar retains his previous entrance animation and victory theme, along with Alph as an alternate costume.

Sonic


SonicHeadSSBU
SSB Sonic Series

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.

  • Neutral Special - Homing Attack: Sonic curls up into a ball as he ascends, before striking a nearby opponent head-on.
  • Side Special - Boost: Sonic immediately rushes forward for as long as the button is held down on the ground, and once while airborne. Deals heavy damage on impact, but has a large amount of ending lag should it not hit anyone.
  • Up Special - Spring Jump: Sonic throws a spring underneath him before leaping off of it.
  • Down Special - Spin Dash: Sonic curls up into ball form before lunging forward. The more the button is pressed, the faster he'll go. Unlike past games, the Spin Dash borrows properties from the Spin Charge as well in terms of execution.
  • Final Smash - Super Sonic: Sonic uses the Chaos Emeralds to transform into Super Sonic, before dashing back and forth across the stage at lightning speed. The player can only adjust his vertical position.
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. He also has alternate costumes that reference Jet Set Radio, Sonic Riders, and the Legend of Zelda Zone from Sonic Lost World.

Vector

Vector SSBGR

VectorStock
SSB Sonic Series

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.

  • Neutral Special - Jaw: Vector opens up his jaws for a biting attack. Should he make contact, he will keep the opponent trapped in his jaws, deal damage as he bites them, then spit them behind him. If they hit a wall or floor, they'll take more damage.
  • Side Special - Head Slide: Vector slides along the ground headfirst. Upon smashing into an opponent, they'll be launched a heavy distance, while in the air, the move can meteor smash!
  • Up Special - Bubblegum Descent: Vector blows a bubble with his bubblegum before soaring into the air. He can then glide with the bubblegum for some distance before it pops.
  • Down Special - Hammer Down: Vector leaps upwards with his fists, before coming crashing down. On impact, he'll deal heavy damage and bury whoever he hits, and if he lands a direct hit on an opponent, they'll be launched upward!
  • Final Smash - Chaotix Recital: Vector calls upon Charmy Bee and Espio the Chameleon before singing loudly alongside the other Chaotix members. The song affects the whole stage, but the closer you are to Vector, the more damage and knockback you'll suffer.
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.

Villager

Villager SSBUltimate

VillagerHeadSSBU
SSB Animal Crossing Series

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.

  • Neutral Special - Pocket: Villager grabs a nearby projectile or item, stowing it away; using the move again will release the projectile or item with greatly increased damage and knockback.
  • Side Special - Lloid Rocket: Villager launches the Gyroid Lloid sideways as a projectile, and can choose to ride on it as a recovery of sorts.
  • Up Special - Balloon Trip: Villager equips a helmet with balloons attached to it, allowing him to fly briefly. However, the balloons can be popped!
  • Down Special - Timber: Timber is a three-part attack consisting of planting a seed, using a watering can to grow a tree from it (which can also push back opponents), and using an axe to cut down the tree or enemies.
  • Final Smash - Dream Home: Villager calls for Tom Nook and his kids to build a house around opponents near him, which eventually explodes and dishes out major damage and knockback.
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.

Mega Man

Mega Man SSBL

MegaManHeadSSBU
SSB Mega Man Series

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.

  • Neutral Special - Metal Blade: Mega Man throws a saw blade-esque projectile forward, which can be picked up and thrown as if it's a regular item, making it a useful tool for edgeguarding and the like.
  • Side Special - Crash Bomber: Mega Man fires a bomb forward that sticks to an opponent. It can be transferred between players via attacking, but will eventually explode for a good amount of damage and knockback.
  • Up Special - Rush Coil: The robotic dog Rush is summoned to aid Mega Man, allowing him to ascend upwards, though other players can bounce on Rush too.
  • Down Special - Leaf Shield: Mega Man summons several leaves that orbit around him, damaging enemies near him. When the button is pressed again, the leaves are thrown forward.
  • Final Smash - Mega Legends: Mega Man fires a Black Hole Bomb that sucks in anyone near the area of impact. From there, Mega Man X, MegaMan.EXE, Mega Man Volnutt, Geo Stelar, Proto Man and Bass join Mega Man as they fire their Mega Busters at their enemies, dishing out vicious damage and knockback.
Mega Man retains his previous entrance animation and victory theme.

Roll

MM11Roll

SSB Mega Man Series

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.

  • Neutral Special - Hyper Bomb: Roll throws a bomb in an arc that explodes on contact with an enemy or the ground.
  • Side Special - Ice Slasher: Roll shoots a projectile forward that freezes an enemy on contact for a short period of time. Pierces through opponents.
  • Up Special - Beat: Roll calls for the robotic bird Beat as he lifts her into the air, granting flight for some distance before Beat gets exhausted and drops her.
  • Down Special - Plant Barrier: Roll produces flower petals around herself that are more durable and hit harder than Mega Man's Leaf Shield leaves, but don't travel as fast when thrown.
  • Final Smash - Hyper Roll: Roll transforms into Hyper Roll before unleashing a flurry of projectiles across the stage, dishing out massive damage.
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

WiiFitTrainer SSBUltimate

WiiFitTrainerHeadSSBU
SSB Wii Fit Series

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.

  • Neutral Special - Sun Salutation: Wii Fit Trainer charges up a yellow ball in front of herself before tossing it forward. A fully charged version heals her by 2%.
  • Side Special - Header: Wii Fit Trainer heads a soccer ball, which can be hit at a variety of angles, making it great for mindgames. The move also stalls her descent if used in the air.
  • Up Special - Super Hoop: Wii Fit Trainer twirls hula hoops around herself as she ascends
  • Down Special - Deep Breathing: Wii Fit Trainer takes a deep breath. If timed correctly, 2% damage is healed and she gains a boost in walking speed, damage output, and knockback briefly, but the move has a long cooldown time.
  • Final Smash - Wii Fit: Wii Fit Trainer assumes the Warrior pose as she emits several multicolored afterimages forward, which deal damage and knockback.
Wii Fit Trainer retains the same victory animations and on-screen appearance she had before, alongside her male and female costumes.

Little Mac

Little Mac SSBU

LittleMacHeadSSBU
SSB Punch-Out Series

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.

  • Neutral Special - Straight Lunge: Little Mac charges up for a dashing punch. If the Power Meter is full, the KO Punch is used instead, which dishes out massive damage and knockback, but will fully deplete the meter when used.
  • Side Special - Jolt Haymaker: Little Mac leaps forward a massive distance with a downwards angled punch.
  • Up Special - Rising Uppercut: Little Mac rises upwards as he performs an uppercut that can hit multiple times. Travels higher than before.
  • Down Special - Slip Counter: Little Mac readies for an attack, before lunging forward with an uppercut after slipping past the attack. If hit by a projectile, he'll simply slip past it without triggering the counterattack.
  • Final Smash - Giga Mac: Little Mac transforms into Giga Mac and rushes forward, letting loose a flurry of punches at those he hits.
Little Mac retains his previous entrance animation and victory theme.

Pac-Man

Pac-Man SSBUltimate

Pac-ManHeadSSBU
SSB Pac-Man Series

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.

  • Neutral Special - Bonus Fruit: Pac-Man holds out his hand as he cycles through various kinds of Bonus Fruit. Pressing the button again will throw the fruit forwards. Each type has its own damage, speed, and knockback values.
  • Side Special - Power Pellet: Pac-Man extends a trail of Pac-Dots forward, before eating them up in wedge form. If attacked during the animation, the Power Pellet at the end drops and can be eaten to heal.
  • Up Special - Pac-Jump: Pac-Man turns into wedge form and produced a trampoline below him that he can recover from. The trampoline can withstand three bounces before breaking.
  • Down Special - Fire Hydrant: Pac-Man drops a fire hydrant below himself that will spit out water. If attacked enough, it will fly through the air in an arc and deal big damage and knockback to anyone in its way.
  • Final Smash - Super Pac-Man: Pac-Man eats a Power Pellet and Super Pellet at the same time before transforming into a giant 2D version of his wedge form as he loops around the stage, chomping anyone in his way. Enemies hit take damage and knockback.
Ms. Pac-Man appears as an alternate costume for Pac-Man, and he retains his previous entrance animation and victory theme.

Shulk

Shulk SSBUltimate

ShulkHeadSSBU
SSB Xenoblade Series

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.

  • Neutral Special - Monado Arts: Shulk chooses one of five Monado Arts to utilize: Jump, Speed, Shield, Buster, or Smash, each enhancing and weakening several of his attributes. They can either be sorted through linearly or selected via holding down the button and tilting the stick.
  • Side Special - Back Slash: Shulk leaps forward while slashing the Monado. Deals more damage and higher knockback if it hits an opponent from behind.
  • Up Special - Air Slash: Shulk leaps upward with the Monado as he slashes the air.
  • Down Special - Vision: Shulk foresees an attack with the Monado. If hit during the animation, Shulk retaliates with a powerful sword strike.
  • Final Smash - Chain Attack: Nearby opponents are trapped in a ball of light. From there, Shulk summons Dunban, Riki, and Fiora to help him attack his enemies, before finishing off with a powerful slash from Shulk. Damage and knockback is affected by Monado Arts.
Shulk retains his previous entrance animation and victory theme.

Duck Hunt

DuckHunt SSBUltimate

DuckHuntHeadSSBU
SSB Duck Hunt Series

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.

  • Neutral Special - Trick Shot: The dog kicks away a tin can from Hogan's Alley. The button can be pressed again to kick the can further via Zapper shots, and it will explode on contact or after a few seconds. Excellent for edgeguarding and mindgames.
  • Side Special - Clay Shooting: The dog throws forward a clay pigeon, which can then be shot by the Zapper if the move is used again.
  • Up Special - Duck Jump: The duck carries the dog into the air a good distance.
  • Down Special - Wild Gunman: The dog summons an 8-bit version of one of the gunmen from Wild Gunman. Each gunman fires their gun after a certain amount of time before disappearing, and their firing time and damage vary.
  • Final Smash - NES Zapper Posse: The dog barks to call in a flock of 8-bit ducks. Enemies hit by the ducks are transported to a wild-west-esque area from Wild Gunman, where the gunmen will shoot those trapped.
Duck Hunt retains their entrance animation and victory theme from previous titles.

Cloud

Cloud SSBL

CloudHeadSSBU
SSB Final Fantasy Series

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.

  • Neutral Special - Blade Beam: Cloud launches a green, crescent-shaped beam forward that damages opponents in its way. When at full Limit, it hits opponents multiple times on top of a damage boost.
  • Side Special - Cross Slash: Cloud slashes downwards, performing follow-up slashes if the initial one connects, with high damage and moderate knockback. The Limit version uses all five strikes no matter what, along with a hefty increase in damage and knockback.
  • Up Special - Climhazzard: Cloud leaps up into the air alongside his sword, with a second button press sending him rocketing downwards. Climhazzard covers a good amount of distance but has issues with sweetspotting ledges. The Limit variant goes farther and hits harder.
  • Down Special - Limit Charge: Cloud charges his Limit Gauge manually. If at full Limit, Finishing Touch is used instead, which has Cloud slashing in a large whirlwind around himself, dishing out vicious damage and knockback, but has high ending lag.
  • Final Smash - Omnislash: Cloud rushes forward and attacks anyone in his way. From there, he unleashes a series of slashes at them, before letting loose a final slash that deals massive damage and knockback.
Cloud retains his previous victory theme and entrance animation.

Inkling

Inkling SSBL

InklingHeadSSBU
SSB Splatoon Series

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.

  • Neutral Special - Splattershot: The Inkling fires her Splattershot forward, damaging enemies and soaking them in ink.
  • Side Special - Splat Roller: The Inkling moves forward with her Splat Roller, damaging anyone in her way, inking them, and burying them. The move also applies ink to the ground she travels over.
  • Up Special - Super Jump: The Inkling transforms into squid form as she jumps a good distance. Causes damage during the ascent and descent.
  • Down Special - Splat Bomb: The Inkling throws a Splat Bomb a short distance, which damages opponents on impact and inks them along with the nearby ground.
  • Final Smash - Killer Wail: The Inkling throws down the Killer Wail, which emits a massive sound wave that can be angled. However, the Inkling can freely act for the duration of the move.
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.

Simon

Simon SSBUltimate

SimonHeadSSBU
SSB Castlevania Series

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!

  • Neutral Special - Axe: Simon tosses an axe in front of him in an arc. Good for attacking airborne opponents and can even pierce through them.
  • Side Special - Cross: Simon throws a cross forward like a boomerang, which can pierce through opponents.
  • Up Special - Uppercut: Simon leaps upward with his fist. Starts up quicker than a lot of his moves, but lacks range as a result.
  • Down Special - Holy Water: Simon throws a flask of Holy Water at the ground before him, which will create a pillar of flames that can damage opponents.
  • Final Smash - Grand Cross: A large coffin appears before Simon, trapping nearby fighters in it. From there, he tosses it up into the air with his whip as multiple energy-formed crosses hit the coffin.
Simon retains his victory theme and on-screen appearance from Super Smash Bros. Ultimate.

Joker

Joker SSBUltimate

JokerHeadSSBU
SSB Persona 5 Series

The leader of the Phantom Thieves, Joker has a varied moveset that hinges on his Persona Arsene. By filling his Rebellion Gauge, he can summon him and power up his special moves. In general though, Joker is a middleweight who can attack quickly, but has trouble offstage.

  • Neutral Special - Gun: Joker fires his gun. Holding down the button causes it to fire multiple times. With Arsene out, the move becomes Gun Special and shoots faster with each shot.
  • Side Special - Eiha: Joker fires a projectile forwards that, while not dealing much damage initially, racks up more over time. If Arsene is out, Eigaon is used instead, which deals more damage upfront as well as increasing the poison damage.
  • Up Special - Grappling Hook: Joker leaps upwards slightly as he fires a grappling hook, which can be used to tether to ledges or to pull enemies towards him. If Arsene is out, Wings of Rebellion is used instead, which sends Joker upwards or at an angle.
  • Down Special - Rebel's Guard: Joker assumes a defensive pose, taking half damage if he's hit and filling his Rebellion Gauge by a large amount. The button can be held down to leave the counter out for longer as well as perform a backhand after cancelling it. If Arsene is out, either Tetrakarn, a traditional counterattack, or Makarakarn, a projectile-reflecting attack, will be used.
  • Final Smash - All-Out Attack: Joker rushes forward (and can rush in the other direction if he misses), sending those he hits into an area where he and the other Phantom Thieves attack them.
Joker retains his previous entrance animation and victory theme.

Chibi-Robo

ChibiroboRequiem

Chibi-Robo! Emblem

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.

  • Neutral Special - Chibi Blaster: Chibi-Robo fires a blast of electricity forward, which hits multiple times, but leaves Chibi-Robo vulnerable.
  • Side Special - Squirter: Chibi-Robo shoots water forward, which also leaves behind a puddle that will slow down those who walk through it.
  • Up Special - Chibi-Copter: Helicopter blades emerge from Chibi-Robo's head, allowing him to fly upwards.
  • Down Special - Toothbrush: Chibi-Robo swipes his toothbrush forward, which not only deals damage, but can clear away objects on the ground like Inkling ink, Snake's C4s, Falco's Stealth Mines, Pitfalls, and more. It also deals heavy shield damage.
  • Final Smash - Recharge: Chibi-Robo begins to charge from where he's standing, causing the whole stage to surge with electricity briefly. The closer you are to Chibi-Robo, the more damage you'll take.
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.

Billy Hatcher

ASR Billy

Billy Hatcher Stock Icon
BillyHatcherSeries

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.

  • Neutral Special - Cock-A-Doodle-Do: Billy places an egg in front of him and produces a chicken noise, causing it to explode and release a random item. If items are turned off, the egg simply spawns a smaller egg that can be thrown for damage.
  • Side Special - Egg Boomerang: Billy throws an egg forward that rebounds back to him.
  • Up Special - Circus Act: Billy Hatcher leaps off of a giant egg into the air, damaging those in his way, and dropping the egg below him.
  • Down Special - Egg Bounce: Billy Hatcher leaps into the air before slamming down with a giant egg.
  • Final Smash - Egg Rodeo: Billy Hatcher rolls on a giant egg around the entire stage at a lightning pace.
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.

Steve

Steveminecraftrender

SteveSSBU
SSB Minecraft Series

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.

  • Neutral Special - Block Placement: Steve places down a random block, though the type of block placed is purely cosmetic. The block can be broken if it takes enough damage, or instantly via a smash attack, and you can place up to ten blocks on the map.
  • Side Special - Elytra: Steve dives forward via an Elytra, dealing damage and also allowing for horizontal mobility.
  • Up Special - Ender Pearl: Steve throws an Ender Pearl in a direction of his choice, which will teleport him to the location of impact, damaging anyone in the area upon arrival.
  • Down Special - Dispenser: Steve places a single Dispenser that will fire arrows until destroyed.
  • Final Smash - Ender Dragon: Steve builds an End Portal, which proceeds to suck in nearby opponents. From there, the Ender Dragon notices them and attacks them, dealing heavy damage and knockback as they soar out of the portal.
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.

Alex

Alex SSBL

SSB Minecraft Series

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.

  • Neutral Special - Crafting: A crafting grid appears over Alex's head, offering several choices of items to create in a similar vein to Shulk's Monado Arts. Once an item is crafted, you'll have to wait twenty seconds before crafting a new item, and crafting itself leaves you open. The following items can be crafted:
    • Diamond Sword: The Diamond Sword grants Alex stronger attack power for a brief period of time.
    • Flint and Steel: Crafting a Flint and Steel causes Alex to immediately create a fire in front of herself that will remain active for a long period of time, dealing damage to those who hit it.
    • Bow: When crafted, Alex immediately shoots an arrow forward that deals major damage and knockback.
    • Bread: Crafting a loaf of bread allows Alex to heal 7% damage.
    • Shield: When crafted, Alex gains a shield in her hand that can deflect a single projectile or protect from an attack before breaking.
  • Side Special - TNT Minecart: Alex shoves a TNT Minecart forward, and can even ride on it should she wish. If it hits anyone, the minecart explodes, but also grants Alex a boost in altitude should she be riding on it.
  • Up Special - Slime Block: Alex places a Slime Block below her that she can bounce off of, much like Pac-Man's trampoline. The block eventually disappears.
  • Down Special - Lingering Potion of Poison: Alex throws a Lingering Potion of Poison forward that will shroud an area with poison. Enemies who walk into it gain flowers on their heads.
  • Final Smash - Wither: Alex builds a Nether Portal, which will attempt to suck in players. Those who are sucked in are thrown in front of a Wither, who will attack them with a flurry of attacks.
Alex has the same entrance animation and victory theme as Steve.

Banjo & Kazooie

BanjoBlueSeaRender

BanjoKazooieStock
SSBZBanjoKazooieSymbol

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.

  • Neutral Special - Eggs: Banjo crouches as Kazooie fires off a barrage of eggs. If the button is held down instead, Kazooie lays an egg behind her that damages on impact and bounces along the ground.
  • Side Special - Wonder Wing: Kazooie wraps her feathers around Banjo as they charge forward for big damage.
  • Up Special - Pack Jump: Banjo uses his backpack as a spring as he leaps upward.
  • Down Special - Talon Trot: Kazooie hauls Banjo onto her back as she runs around with increased speed. At any point, Kazooie can hurl Banjo over her back by pressing the button again, using him as a projectile, and can also peck enemies while running.
  • Final Smash - Mighty Jinjonator: Kazooie unleashes a massive peck forward that, if it connects, transports the foes hit to Grunty's Tower, where the Mighty Jinjonator unleashes a flurry of attacks at them.
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.

Diablo

DiabloGR

SSB Diablo Symbol

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.

  • Neutral Special - Fire Stomp: Diablo charges up his foot, before stomping and shooting a wave of flame forward. The longer the button is held for, the more waves will be fired.
  • Side Special - Shadow Charge: Diablo charges forward, damaging enemies in his way and knocking them directly forward. If he manages to knock an enemy into a solid object or another enemy, they're stunned briefly!
  • Up Special - Apocalypse: Diablo pauses briefly, before ascending while coated in flames and leaving behind a ring of fire that dishes out massive knockback to those who hit it.
  • Down Special - Overpower: Diablo tries to grab an enemy. If the grab connects, he slams them behind him and buries them.
  • Final Smash - Lightning Breath: Diablo fires off a massive beam of energy that damages everyone in his way, before knocking them a huge distance.
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.

Spyro

SpyroReignited

Spyro
SpyroSymbol

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.

  • Neutral Special - Fire Breath: Spyro shoots a fireball forward that can knock away opponents easily.
  • Side Special - Charge: Spyro rushes forward with a headbutt that dishes out heavy knockback and damage. In the air, the move will slow Spyro's fall.
  • Up Special - Superfly: Spyro soars into the air in a tornado formation, damaging anyone in his way, before going into a glide.
  • Down Special - Headbash: Spyro leaps into the air if groundbound, before rocketing downwards with a headbutt. This move can meteor smash and bury opponents.
  • Final Smash - Superflame: Spyro leaps into the air, before shooting a massive fireball that damages any opponents caught in it, before exploding and sending them flying.
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.

Jack Frost

Jack Frost

JackFrost Stock
SSB ShinMegamiTensei

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.

  • Neutral Special - Bufu: Jack Frost unleashes a storm of ice forward that will slow down enemies within its range.
  • Side Special - Bufula: Jack Frost throws a shard of ice forward that locks onto enemies. It his multiple times, and each individual hit has a chance of Freezing the opponent.
  • Up Special - Mabufu: Jack Frost ascends upwards via blasts of ice, meteor smashing those he hits from above.
  • Down Special - Freeze Boost: Jack Frost lets out a "Hee-Ho" as he jumps quickly, raising his chances of Freezing an opponent.
  • Final Smash - Hama: Jack Frost unleashes a massive storm of light forward that, if it connects with an enemy, hits them with a flurry of light energy and KOes them if they're over 100% damage. If they survive, they're instantly Frozen instead.
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.

Unlockable[]

Characters

Luigi

Luigi SSBUltimate

LuigiHeadSSBU
SSB Mario Series

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 to further differentiate him from Mario. Namely, he now uses the Thunderhand from Mario & Luigi: Superstar Saga in his side smash, and a ground-pound as his new down aerial.

  • Neutral Special - Fireball: Luigi throws a fireball forward. Unlike Mario's, Luigi's fireball travels straight no matter what.
  • Side Special - Green Missile: Luigi shoots forward as a human missile after charging up. It has a 1/8 chance of misfiring, where it will travel farther and deal extra damage.
  • Up Special - Super Jump Punch: Luigi leaps into the air with a massive jumping punch. Unlike Mario's, Luigi's jump punch has a sweetspot right at the front, which deals major damage and knockback should it hit, and only 1% damage if it doesn't hit the sweetspot.
  • Down Special - Luigi Cyclone: Luigi spins around like a tornado. The more the button is mashed, the longer the move will go on for.
  • Final Smash - Poltergust G-00: Luigi vacuums nearby enemies into the Poltergust G-00, before spitting them out at a high velocity.
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.

Daisyε

Daisy SSBUltimate

DaisyHeadSSBU
SSB Mario Series

Daisy is an ECHO of PeachHeadSSBU PEACH.

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. In particular, Daisy is faster but not as hard-hitting as Peach.

  • Neutral Special - Bunbun: Daisy pulls out a Bunbun from Super Mario Land to defend herself, as a counterattack. If hit, the Bunbun will jab the opponent viciously with its spear.
  • Side Special - Daisy Bomber: Daisy lunges forward with a powerful hip bash, rebounding if the hit lands.
  • Up Special - Parasol: Daisy leaps into the air with her parasol, before gliding through the air afterwards.
  • Down Special - Vegetable: Daisy plucks a vegetable out of the ground, which can then be thrown. Each vegetable has varying damage, and Daisy also has a chance of being able to pluck Bob-ombs, Beam Swords, and even Mr. Saturns!
  • Final Smash - Daisy Blossom: Daisy performs a dance as enemies onscreen fall asleep, with flowers spawning on their heads afterwards.
Daisy retains her previous victory theme and entrance animation, but now has a new costume reminiscent of her design prior to Mario Party 4.

Dr. Mario

DrMario SSBUltimate

DrMarioHeadSSBU
SSB Mario Series

When the Viruses attacked, Mario donned his doctor's garb to fight back. While Dr. Mario used to be a clone of Mario for the most part, he's been differentiated this time with some new attacks, being a heavier, different take on Mario.

  • Neutral Special - Megavitamin: Mario throws a Megavitamin forward. If the button is held down, a larger one is tosses instead that's slower, but stronger.
  • Side Special - Stethoscope Reading: Dr. Mario pulls out his stethoscope as he attempts to grab an enemy. If the grab connects, they're knocked forwards, taking damage, and their jump height and movement speed are reduced for a brief moment of time. The stethoscope can also deflect projectiles for the duration of the move.
  • Up Special - Super Jump Punch: Dr. Mario leaps into the air with a massive jumping punch. Dr. Mario's Super Jump Punch hits once, but the hitbox will remain out for the longest amount of time compared to Mario and Luigi.
  • Down Special - Doctor Tornado: Dr. Mario spins around viciously like a tornado. The more the button is mashed, the longer the move will go on for.
  • Final Smash - Virus Buster: Dr. Mario throws a giant Megavitamin that sucks in nearby opponents. They are then thrown into a giant glass jar full of Viruses who will attack them, before the jar explodes and sends them flying.
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.

Tatangaε

Tatanga SSBGR

SSB Mario Series

Tatanga is an ECHO of BowserJrHeadSSBU BOWSER JR.

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.

  • Neutral Special - Cannonball Spray: Tatanga charges up a cannonball blast, which will split into three smaller cannonballs after. The initial cannonball doesn't deal as much damage as Bowser Jr.'s.
  • Side Special - Dive Bomb: Tatanga swoops down towards the ground before flying along at a rocketing pace, hitting anyone in his way.
  • Up Special - Meteor Ejection: Tatanga leaps out of his ship as it hits the ground, burying anyone it lands on. Unlike Bowser Jr.'s Abandon Ship!, Meteor Ejection covers more distance at the cost of being unable to attack after ejecting.
  • Down Special - Bombshell Koopa: Tatanga releases a Bombshell Koopa from his ship, which will explode on contact with an enemy. They're more durable than Bowser Jr.'s Mechakoopas, but move slower to compensate.
  • Final Smash - Pagosu: Tatanga fires an energy ball that transports anyone hit to his battle arena from Super Mario Land. From there, he emerges in his original ship, the Pagosu, and bombards them with cannonballs before the cutscene ends.
Tatanga flies onto the stage for his entrance animation, and his victory theme is that of a level being cleared in Super Mario Land.

Funky Kongε

MTOCG Funky Kong

FunkyStock
SSB Donkey Kong Series

Funky Kong is an ECHO of DonkeyKongHeadSSBU DONKEY KONG.

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.

  • Neutral Special - Orange: Funky Kong tosses an Orange from Donkey Kong 64 a short distance. It explodes after a few seconds, dealing damage and knockback.
  • Side Special - Steel Keg: Funky Kong throws a Steel Keg forward that will roll off the stage. Compared to the barrels Donkey Kong can throw, Funky's Steel Kegs don't break even if they hit an enemy or wall, only breaking if Funky throws another barrel, they fall off the stage, or if they sustain enough damage from attacks.
  • Up Special - Spinning Kong: Funky Kong spins around with his arms outstretched. Compared to Donkey Kong's Spinning Kong, Funky's is the inverse: it covers a lot of vertical distance but barely any horizontal distance.
  • Down Special - Hand Slap: Funky Kong slaps the ground with his bare hands, sending nearby enemies skyward. Funky's Hand Slap sends enemies upwards at an angle rather than straight up.
  • Final Smash - Jumbo Barrel: Funky Kong flies up into the air with his Jumbo Barrel plane, with the fighters he's hit strapped to it. He then performs a barrel roll and sends them flying off the plane, dealing heavy damage and knockback.
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

KingKrool SSBUltimate

KingKRoolHeadSSBU
SSB Donkey Kong Series

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.

  • Neutral Special - Blunderbuss: K. Rool shoots a cannonball from his blunderbuss, before being able to suck enemies into it. He can then shoot them out of the blunderbuss for big damage.
  • Side Special - Crown Throw: K. Rool throws his crown like a boomerang, but it can be picked up and thrown like an item.
  • Up Special - Helicopter Backpack: King K. Rool ascends upwards via a helicopter backpack.
  • Down Special - Stomach Attack: K. Rool prepares for an attack, inflating his stomach should he get hit.
  • Final Smash - Blast-O-Matic: K. Rool lunges forward, sending anyone he hits to Donkey Kong Island. From there, he laughs manically before firing the Blast-O-Matic at the island, dealing major damage and knockback.
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.

Young Link

YoungLink SSBUltimate

YoungLinkHeadSSBU
SSB The Legend of Zelda Series

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.

  • Neutral Special - Fairy Slingshot: Young Link fires a flaming Deku Seed from his Fairy Slingshot. Hits harder than Link's Bow but doesn't go as far.
  • Side Special - Boomerang: Young Link throws a boomerang forward that comes back to him, hitting opponents both ways.
  • Up Special - Spin Attack: Young Link spins around himself with the Kokiri Sword. In the air, he will ascend this way.
  • Down Special - Bomb: Young Link grabs a bomb from his bag, which will eventually explode. The bomb can be thrown like an item, or kept on Young Link and used to recover.
  • Final Smash - Fierce Deity Mask: Young Link equips the Fierce Deity Mask, before letting loose a sword slash. From there, he unleashes more if the initial one connects, before finishing with a stab that sends the opponent flying.
Young Link retains his previous victory theme and entrance animation.

Vaati

Character-portrait vaati

VaatiStock
SSB The Legend of Zelda Series

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.

  • Neutral Special - Eye Shields: Vaati conjures an eye that will orbit himself and enhance his other moves. The Eyes orbit Vaati, and can also damage enemies up close. However, they're fragile and easily destroyed up-close, though projectiles will hit Vaati directly and avoid the Eyes. Up to six Eyes can be summoned.
  • Side Special - Eye Blast: Vaati summons a floating Eye temporarily (if none exist from the use of Eye Shield) before shooting a laser beam in any direction of his choice. If the laser hits an opponent, they take damage and suffer from hitstun. If Eye Shield has at least one Eye up, the laser beam is stronger.
  • Up Special - Warp: Vaati teleports a short distance, dealing damage upon arrival. If he has Eyes up, he's able to go father and deal more damage.
  • Down Special - Cyclone: Vaati summons a cyclone in front of him that deals vicious damage. With Eyes up, one will be sacrificed to deal more damage and knockback.
  • Final Smash - Vaati's Wrath: Vaati transforms into his Vaati's Wrath form from The Legend of Zelda: The Minish Cap, before charging up and unleashing a flurry of energy balls across the stage for a short period of time. These energy balls travel quickly and can be angled.
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

HW Zant

ZantStock
SSB The Legend of Zelda Series

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.

  • Neutral Special - Twilight Blasts: Zant fires off blasts of Twilight energy forward that move erratically and are hard to predict.
  • Side Special - Schmitar Blender: Zant whirls around with his schmitars for as long as the button is held down. While the move hits multiple times, it also has a lot of ending lag. The longer you were spinning for, the longer Zant will be out of commission for.
  • Up Special - Portal: Zant rips open a Twilight Portal, before reemerging in a direction of choice.
  • Down Special - Shadow Crystal: Zant shoots a Shadow Crystal forward. If it hits anyone, they're surrounded by an aura of Twilight that prevents them from shielding, rolling, or airdodging for a brief moment of time.
  • Final Smash - Curtain of Twilight: Zant causes the Curtain of Twilight to emerge in the center of the stage as it pulls enemies in. Whoever is pulled in is transported to the Twilight Realm, where a giant Zant will unleash a flurry of attacks that dish out heavy damage and knockback.
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 Samusε

DarkSamus SSBUltimate

DarkSamusHeadSSBU
SSB Metroid Series

Dark Samus was formed after Samus defeated Metroid Prime on Tallon IV. With Samus receiving a moveset overhaul, Dark Samus retains her old moveset, being a bit more floaty and heavy than her non-Phazon counterpart, but having less range.

  • Neutral Special - Charge Shot: Dark Samus charges up a powerful shot before releasing it.
  • Side Special - Missile: Dark Samus fires a Missile forward, which homes in on opponents, but if the stick is tapped like a smash attack, the faster, stronger Super Missile is shot instead, which only moves straight. Both missile types have been buffed to move faster and hit harder however.
  • Up Special - Screw Attack: Dark Samus leaps upwards in a somersault while discharging energy.
  • Down Special - Bomb: Dark Samus goes into her Morph Ball form and drops a Bomb, which eventually explodes.
  • Final Smash - Phazon Laser: Samus fires a massive laser beam across the stage.
Dark Samus retains her previous victory theme and entrance animation.

Zero Suit Samus

ZeroSuitSamus SSBUltimate

ZeroSuitSamusHeadSSBU
SSB Metroid Series

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.

  • Neutral Special - Paralyzer: Zero Suit Samus fires a blast forward from her Paralyzer, dealing damage and stunning opponents briefly. The blast can be charged too.
  • Side Special - Plasma Whip: Zero Suit Samus throws her whip forward in a swirling motion, which can hit repeatedly.
  • Up Special - Boost Kick: Zero Suit Samus activates her Jet Boots as she kicks upwards with them.
  • Down Special - Flip Jump: Zero Suit Samus leaps backwards in an attempt to kick an opponent.
  • Final Smash - Gunship: Zero Suit Samus leaps for her gunship, before it emerges on the stage with her in her Varia Suit. She then fires a devastating laser from the top of the ship.
Zero Suit Samus retains her previous victory theme and entrance animation.

Wolf

Wolf SSBUltimate

WolfHeadSSBU
SSB Star Fox Series

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.

  • Neutral Special - Blaster: Wolf fires off a machine gun that deals small bits of damage per shot, but fires faster than Fox's Blaster.
  • Side Special - Wolf Flash: Wolf darts forward at blinding speed, leaving behind afterimages. Goes higher than Fox Illusion.
  • Up Special - Shadow Wolf: Wolf flies in a chosen direction, cloaked in dark energies, damaging enemies multiple times.
  • Down Special - Reflector: Wolf activates a reflector around himself, with the initial activation dealing damage. For as long as the button is held, incoming projectiles will be deflected.
  • Final Smash - Wolfen Strike: Wolf calls for the rest of his team to fly in front of him in Wolfens, before throwing them into space. From there, they let loose a barrage of lasers that dish out big damage and knockback.
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.

Krystal

Krystal Smashified

Krystal Icon DSSB Smashboards
SSB Star Fox Series

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.

  • Neutral Special - Fire Blaster: Krystal shoots a ball of fiery energy. The ball can be angled, and when it hits a target they'll be caught in a miniature flame akin to Ness and Lucas's PK Fire.
  • Side Special - Ice Blaster: Krystal shoots a spray of ice in front of her. At long range, it will simply damage enemies, while up close it will actually freeze them as well.
  • Up Special - Rocket Boost: Krystal launches herself into the air. This move can also be angled to go sideways or even downwards, and will deal damage to enemies it hits.
  • Down Special - Ground Quake: Krystal slams her staff onto the ground, causing a shockwave to emerge. In the air, she'll instantly drop with the staff, but can land a meteor smash this way!
  • Final Smash - CloudRunner: Krystal gets onto a CloudRunner, before flying forwards at an alarming speed, dealing vicious damage and knockback to anyone in her way.
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.

Adeleine

Adeleine- Star Allies

AdeleineStock
SSB Kirby Series

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.

  • Neutral Special - Painter: Adeleine paints an enemy on her canvas, which will then attack opponents. These enemies are very fragile however, and will eventually despawn.
  • Side Special - Ribbon's Crystal: Adeleine shoots a Crystal Shard at an opponent via Ribbon's Crystal Gun.
  • Up Special - Ribbon Flight: Ribbon carries Adeleine into the air a large distance. If the button is pressed again, the duo will twirl around in the air, damaging nearby opponents.
  • Down Special - Canvas Cover: Adeleine ducks behind her canvas, causing it to soak up damage for her. She can reemerge from it to deal damage, or use it as a shield.
  • Final Smash - Ado's Painter: Adeleine paints Kracko above the stage, who will then unleash massive lightning bolts capable of dishing out massive damage to enemies.
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.

Jigglypuff

Jigglypuff SSBUltimate

JigglypuffHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Rollout: Jigglypuff spins itself before rolling forward. Can be dangerous to use in midair due to it descending in the air.
  • Side Special - Pound: Jigglypuff punches forward as it steps forward. The move also preserves Jigglypuff's aerial momentum, making it a powerful recovery tool.
  • Up Special - Sing: Jigglypuff sings, putting opponents near it to sleep. It's not a recovery move unlike most up specials.
  • Down Special - Rest: Jigglypuff falls asleep, but if it makes contact with anyone during the startup animation, they're launched a massive distance and dealing big damage, on top of putting a flower on their head.
  • Final Smash - Puff Up: Jigglypuff inflates itself to a massive size, damaging anyone it hits, before quickly deflating.
Jigglypuff retains its previous victory theme and entrance animation.

Pichu

Pichu SSBUltimate

PichuHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Thunder Jolt: Pichu fires off a ball of electricity that will move along walls and ceilings.
  • Side Special - Skull Bash: Pichu lunges forward with a massive headbutt, which can cover a lot of horizontal distance if charged up enough.
  • Up Special - Agility: Pichu quickly dashes at blinding speed in two directions that can be picked via the control stick. Goes farther than Pikachu's Quick Attack, but doesn't deal any damage.
  • Down Special - Thunder: Pichu calls down a thunderbolt after charging it up that creates a shockwave of damage around itself while damaging anyone in its way. The thunderbolt also spikes enemies.
  • Final Smash - Volt Tackle: Pichu curls up into a ball of electricity, before flying around the stage recklessly.
Pichu retains its previous entrance animation, but its victory theme is now that of a Trainer battle being won in Pokémon HeartGold and SoulSilver.

Mewtwo

Mewtwo SSBUltimate

MewtwoHeadSSBU
SSB Pokemon Series

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.

  • Neutral Special - Shadow Ball: Mewtwo charges up a dark sphere before throwing it forward.
  • Side Special - Confusion: Mewtwo creates a ripple of psychic energy before itself, dealing minor damage but also spinning opponents before it and reflecting projectiles.
  • Up Special - Teleport: Mewtwo disappears before reappearing in the direction the analog stick was pushed in.
  • Down Special - Disable: Mewtwo kneels down before emitting a spark of energy from its eyes towards an opponent, stunning them. Difficult to land.
  • Final Smash - Psystrike: Mewtwo evolves into Mega Mewtwo Y before shooting a massive sphere of psychic energy forward.
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

389Torterra

Torterra Stock Icon
SSB Pokemon Series

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.

  • Neutral Special - Wood Hammer: Torterra charges up an attack before slamming forward with a rugged tackle. This move can meteor smash and bury opponents, but has quite a bit of lag associated with it.
  • Side Special - Stealth Rock: Torterra produces floating rocks before it that home in on a nearby opponent.
  • Up Special - Rock Climb: Torterra ascends along a pile of boulders, with these boulders damaging enemies they fall on top of.
  • Down Special - Earthquake: Torterra slams the ground around it, pushing opponents away whilst dealing damage. Meteor smashes or buries opponents Torterra lands on, depending on whether they are in the air or above the ground.
  • Final Smash - Bloom Doom: Torterra gathers energy from plants before letting loose a growth of them in front of it in massive columns, dishing out heavy damage and knockback to those it hits.
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.

Ness

Ness SSBUltimate

NessHeadSSBU
SSB EarthBound Series

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.

  • Neutral Special - PK Flash: Ness creates a green ball of energy above him that explodes should it hit a target.
  • Side Special - PK Fire: Ness shoots a small lightning bolt-shaped projectile forward, which creates a miniature pillar of fire should it hit an opponent.
  • Up Special - PK Thunder: Ness creates a stream of lightning that can be aimed at opponents. Should he hit himself with it, he'll fly in that direction.
  • Down Special - PSI Magnet: Ness creates a bubble of energy around himself which allows him to absorb energy-based projectiles and heal himself in the process.
  • Final Smash - PK Starstorm: Ness calls upon Paula and Poo before unleashing a flurry of meteors across the stage.
Ness retains his previous victory theme and entrance animation.

Captain Falcon

CaptainFalcon SSBUltimate

CaptainFalconHeadSSBU
SSB F-Zero Series

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.

  • Neutral Special - Falcon Punch: Captain Falcon lets loose his signature punch. It can be reversed up to four times now, and can break shields instantly if reversed the maximum number of times.
  • Side Special - Raptor Boost: Captain Falcon dashes forward before following with an uppercut. Meteor smashes airborne opponents as well as foes beneath Captain Falcon.
  • Up Special - Falcon Dive: Captain Falcon leaps upward, attempting to grab an opponent. If he does, they're hit with an explosion and he can use the move again without being helpless.
  • Down Special - Falcon Kick: Captain Falcon rockets forward with a kick. If used in the air, it goes diagonally and will cause a small shockwave upon landing.
  • Final Smash - Blue Falcon: The Blue Falcon hits anyone in front of Captain Falcon, before teleporting them to an F-Zero track. From there, Captain Falcon runs them over in the Blue Falcon for major damage and knockback.
Captain Falcon retains his previous victory theme and entrance animation, but now has an alternate costume resembling his appearance in the original F-Zero.

Lucinaε

Lucina SSBUltimate

MarthHeadSSBU
SSB Fire Emblem Series

Lucina is an ECHO of MarthHeadSSBU MARTH.

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.

  • Neutral Special - Shield Breaker: Lucina charges up in a readying stance before unleashing a full-power sword strike forward. This attack deals massive damage to shields, and can even break them instantly at full charge!
  • Side Special - Dancing Blade: Lucina performs a sequence of sword slashes forward, with each slash capable of being altered via directional inputs to hit lower or higher.
  • Up Special - Dolphin Slash: Lucina performs a sword slash upwards as she ascends.
  • Down Special - Counter: Lucina assumes a readying stance and retaliates against incoming attacks. The more powerful the incoming attack, the stronger Lucina hits.
  • Final Smash - Critical Hit: Lucina raises the Falchion high into the air before lunging forward, attacking the first person she hits with immense damage and knockback, enough to one-hit KO.
Lucina retains her previous victory theme and on-screen appearance.

Chrom

Chrom SSBU

ChromHeadSSBU
SSB Fire Emblem Series

Prince of Ylisse and the father of Lucina, Chrom led the force known as the Shepherds to protect his home. With Roy being significantly overhauled, Chrom more or less retains his original playstyle from the previous game.

  • Neutral Special - Strong Blade: Chrom allows the Falchion to be surrounded by wind as he charges it up, before slamming it down. Can one-hit KO when fully charged, but inflicts recoil damage.
  • Side Special - Double-Edge Dance: Chrom performs a sequence of sword swings forward, with each swing capable of being altered via directional inputs to hit lower or higher.
  • Up Special - Soaring Slash: Chrom throws his sword into the air before leaping up to it and slamming down onto the ground. A powerful recovery move if used correctly, but can be risky at times!
  • Down Special - Counter: Chrom assumes a readying stance and retaliates against incoming attacks. The more powerful the incoming attack, the stronger Chrom hits.
  • Final Smash - Awakening Aether: Chrom lunges forward with his sword, trapping anyone he hits. From there, he then lunges forward with another sword strike alongside an altered camera angle, sending his enemies flying.
Chrom retains his victory theme and on-screen appearance from Super Smash Bros. Ultimate.

Robin

Robin SSBUltimate

RobinHeadSSBU
SSB Fire Emblem Series

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.

  • Neutral Special - Thunder: Robin casts thunder magic from its respective tome. The move can go through four stages: Thunder, a fast, short-ranged spark, Elthunder, a stronger ball of lightning with more range, Arcthunder, a gradually accelerating sphere that hits multiple times, and Thoron, which is a massive beam with immense range, speed, and power.
  • Side Special - Arcfire: Robin shoots a small fireball from his Arcfire tome that travels diagonally downward and creates a small pillar flame upon impact.
  • Up Special - Elwind: Robin uses his Elwind tome to cast two blades of wind below him, allowing him to ascend. The first hit can meteor smash opponents directly below him.
  • Down Special - Nosferatu: Robin casts Nosferatu on a nearby target, damaging them while healing him as he holds them in place with magic. Cannot be shielded against due to its grab properties.
  • Final Smash - Pair Up: Robin summons Tharja via warp magic to aid him against the opponents he initially slashes upwards into the air. From there, the duo repeatedly attack his enemies before unleashing a strike together that dishes out major damage and knockback. The Final Smash also replenishes Robin's tomes and Levin Sword.
Robin retains his male and female alternate costumes, along with the same on-screen appearance and victory theme.

Mr. Game & Watch

MrGameandWatch SSBUltimate

MrGame&WatchHeadSSBU
SSB Game & Watch Series

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.

  • Neutral Special - Chef: Mr. Game & Watch flips food out of a frying pan in varying arcs.
  • Side Special - Judge: Mr. Game & Watch pulls out a hammer, striking opponents in front of him as a number appears above. Each number has a different effect, with the 9 having the strength of a Home-Run Bat!
  • Up Special - Fire: Mr. Game & Watch jumps out of a trampoline before descending via parachute.
  • Down Special - Oil Panic: Mr. Game & Watch brings out a bucket capable of absorbing energy-based projectiles. When the bucket is full, it can be emptied for an extremely powerful attack.
  • Final Smash - Octopus: Mr. Game & Watch transforms into an octopus as he moves forward, grabbing enemies in his way and dragging them past the blast line.
Mr. Game & Watch retains his previous entrance animation and victory theme.

Dark Pit

Dark Pit SSBU

DarkPitHeadSSBU
SSB Kid Icarus Series

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.

  • Neutral Special - Staff Blast: Dark Pit fires a beam forwards from his staff. Has a greater variety of angles than the Palutena Bow, but lacks power as a result.
  • Side Special - Electroshock Arm: Pit lunges forward with the Electroshock Arm, performing a swift uppercut. The attack can reflect projectiles and has super armor, and launches opponents at a different angle than the Upperdash Arm while also hitting harder.
  • Up Special - Power of Flight: Pit soars through the air a significant distance. Travels further than Pit's but doesn't deal damage.
  • Down Special - Guardian Orbitars: Pit produces two Guardian Orbitars on either side of him, which will reflect projectiles and block melee attacks, though they can be broken.
  • Final Smash - Dark Pit Staff: Dark Pit fires a massive blast of energy from his staff forward a massive distance. Anyone caught in the shot are sent flying diagonally, and take more damage the closer they are to Dark Pit.
Dark Pit retains his previous entrance animation and victory theme.

Louieε

Louie (alt) - Pikmin 2

LouieStock
SSB Pikmin Series

Louie is an ECHO of OlimarHeadSSBU OLIMAR.

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.

  • Neutral Special - Pikmin Pluck: Louie plucks four Pikmin, who then proceed to follow him. However, unlike, Olimar, Louie can only pluck Rock Pikmin and Bulbmin, who are both more durable than most of Olimar's Pikmin types, but Louie doesn't pluck Pikmin as fast as Olimar.
  • Side Special - Pikmin Throw: Louie throws one of his Pikmin. Due to them being both Rock Pikmin and Bulbmin, they will instead simply deal damage on impact, providing consistency but lacking sheer damage output. Rock Pikmin deal more damage than Bulbmin, but Bulbmin are thrown faster.
  • Up Special - Winged Pikmin: Two Winged Pikmin will pick up Louie and fly him upwards. While any Pikmin Louie is carrying will weigh him down, he can drop his Pikmin on opponents beneath him by pressing the grab button while in flight. Dropped Pikmin are capable of meteor smashing.
  • Down Special - Pikmin Order: Louie orders for his Pikmin to return to him. Unlike Olimar, Louie's Pikmin Order will change the direction nearby opponents are facing, similar to Mario's Cape, but in doing so, Louie is left vulnerable.
  • Final Smash - Bulborb Attack: Louie whistles, bringing any nearby opponents into a forest. From there, a Bulborb emerges and attacks them, dealing heavy damage and knockback.
Louie shares a victory theme with Olimar, and his entrance animation depicts him arriving via the Hocotate ship.

R.O.B.

600px-R.O.B. SSBU

ROBHeadSSBU
SSB R.O.B. Series

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.

  • Neutral Special - Robo Beam: R.O.B. fires a laser beam forward which charges up as the battle goes on. Travels faster than it did before.
  • Side Special - Arm Rotor: R.O.B. spins his arms around his torso, dealing big damage to anyone he collides with, concluding with an uppercut.
  • Up Special - Robo Burner: R.O.B. activates his thrusters in order to fly. Unlike other up specials, Robo Burner is dependent on fuel to fly (which recharges over time), but doesn't cause helplessness.
  • Down Special - Gyro: R.O.B. charges a spinning top on his base, before shooting it forward. The Gyro can be picked up and thrown like an item as well, giving it zoning potential.
  • Final Smash - Super Diffusion Beam: R.O.B. reconfigures his body into a cannon-like form before firing off a massive laser that fans out into smaller ones, before ending with a massive laser blast that deals heavy damage and knockback.
R.O.B. now has palette swaps resembling the Nintendo GameCube, Wii, and Nintendo Switch, and retains his previous entrance animation and victory theme.

Amy

Sonic Boom Amy Rose by cheril59-d8nwzss

Amy Rose Stock Icon
SSB Sonic Series

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.

  • Neutral Special - Spin Hammer: Amy charges up before spinning around with her hammer. This move can be used to cover distance in the air, but is better-suited to racking up damage.
  • Side Special - Transform Terrain: Amy smashes her hammer into the ground in front of her, causing several small platforms to rise out of the ground and damage anyone in their way. However, in the air, this move serves as a powerful meteor smash!
  • Up Special - Hammer Jump: Amy springs off of her hammer and uses it to leap into the air
  • Down Special - Hammer Counter: Amy braces herself for an attack. If she's hit during this time period, she slams her hammer straight down, damaging and burying the opponent and allowing for followups.
  • Final Smash - Team Sonic: Amy lets loose a hammer strike in front of her that, if it connects, sends the enemies hit to a jungle where Amy looms over them alongside the Sonic Boom incarnations of Sonic, Tails, and Knuckles. From there, the group attacks Amy's enemies before she finishes them with a powerful hammer strike.
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.

Shadow

75 - Shadow

Shadow Stock
SSB Sonic Series

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 originally started development as an Echo Fighter of Sonic before being promoted to an independent fighter. Unlike Sonic, who focuses on getting up in people's faces and retreating with speed, Shadow utilizes his various Chaos Powers to attack from afar, and be able to retreat quickly. His projectiles and speed make him a lethal force onstage that requires careful approaching, and he possesses excellent air game as well. He has unusual hitboxes compared to the other Sonic characters, using both traditional moves and Chaos energy to atttack.

However, Shadow's weaknesses mostly consist of his recovery. It's linear, gimpable, and has below-average range. Shadow's projectile attacks also tend to be a bit laggy and easily exploited, primarily by characters with reflectors.

Overall, Shadow is a unique projectile user who also relies on speed, but is easily gimped and needs to focus on when to use what move.

  • Neutral Special - Chaos Spear: Shadow charges up a bolt of Chaos energy before hurling it forward. While the spears have a bit of lag to them, they can be charged up. A fully charged Chaos Spear will actually slow down an enemy briefly if the sweetspot hits, leaving them vulnerable to combos.
  • Side Special - Sub-Machine Gun: Shadow leaps a short distance before firing a gun forward. The bullets deal little damage on their own, but can rack up damage quickly for as long as the button is held.
  • Up Special - Chaos Control: Shadow teleports away using Chaos Control, before reappearing a distance away. Upon arriving at his destination, Shadow's arrival is heralded by a blast of Chaos energy. Should it hit someone, he can use the move again in midair.
  • Down Special - Roaming Chaos: Shadow uses Chaos Control to create a spot of distorted space in the shape of an orb, before throwing it away. The orb will then attempt to float back to Shadow, but it has a vacuum effect that will draw in nearby enemies. If an enemy makes direct contact with the orb, it will explode and deal vicious damage to them. The orb also moves slower the closer it is to Shadow, and will disappear if a new one is created.
  • Final Smash - Chaos Blast: Shadow unleashes a massive sphere of Chaos energy around him, damaging and knocking back anyone it hits.
The Shadow Android appears as an alternate costume, Shadow uses Chaos Control to teleport onto the stage in his entrance animation, and his victory theme is that of a level being cleared in Shadow the Hedgehog.

Isabelle

Isabelle SSBUltimate

IsabelleHeadSSBU
SSB Animal Crossing Series

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.

  • Neutral Special - Pocket: Isabelle grabs a nearby projectile or item, stowing it away; using the move again will release the projectile or item with greatly increased damage and knockback. Unlike Villager, Isabelle's variant can store things for longer, but they don't have as much power.
  • Side Special - Fishing Rod: Isabelle throws out a fishing rod that can grab enemies, dealing damage on impact. From there, she can throw them aside.
  • Up Special - Balloon Trip: Isabelle gets on a swing with balloons attached to it, allowing her to fly briefly. The balloons can be popped however!
  • Down Special - Lloid Mine: Isabelle plants a Lloid in the ground, which can be remotely detonated to send one flying into the air.
  • Final Smash - Public Works Project: Isabelle starts barking out orders for a building to be constructed on the stage as various villagers come and construct it, trapping enemies inside it and damaging them. Once it's finished, the building explodes, dishing out heavy damage and knockback to those it trapped.
Digby appears as a palette swap for Isabelle, and she retains her previous victory theme and entrance animation.

Tora

Tora

Tora Stock
SSB Xenoblade Series

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.

  • Neutral Special - Big Boost: Tora slams forward. If he hits a target, they're knocked to the ground immediately, while in the air, they're forced into a state of helplessness!
  • Side Special - Spinning Cutter: Tora spins his Drill Shield around himself. In the air, it will slow his fall.
  • Up Special - Steady Drill: Tora uses his Drill Shield to ascend upward, hitting anyone in his way. The move can be angled in any direction of your choice.
  • Down Special - Rigid Shield: Tora puts his Drill Shield in front of him as a counter. When an enemy hits him while he's shielding, Tora will stun them briefly instead of dealing damage like other counters.
  • Final Smash - Noponic Storm: Tora calls upon his blade, Poppi α, to unleash a vortex of ether from her body, trapping enemies and dealing damage. After some time, the ether vortex will dissipate and opponents will be sent flying.
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.

Ryu

Ryu SSBL

RyuHeadSSBU
SSB Street Fighter Series

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.

  • Neutral Special - Hadoken: Ryu tosses forward a Hadoken, a giant fireball. Two other variants can be performed via button combos as well.
  • Side Special - Tatsumaki Senpukyaku: Ryu performs a jumping, spinning kick in the direction he's facing. Good for recovery and racking up damage.
  • Up Special - Shoryuken: Ryu performs a leaping uppercut that deals damage to anyone in his way while providing a method of recovering.
  • Down Special - Focus Attack: Ryu assumes a focused stance briefly, before landing a massive punch that stuns opponents briefly while dealing damage, allowing for followups.
  • Final Smash - Shin Shoryuken / Shinku Hadoken: Uniquely, Ryu's Final Smash varies depending on how close he is to his opponent. Up close, the three-hit Shin Shoryuken combo is used, which can KO at specific percentages, while if he's at a distance, the giant Shinki Hadoken is tossed forward, which can vacuum in opponents.
Ryu retains his previous victory theme and on-screen appearance.

Ken

Ken SSBUltimate

KenHeadSSBU
SSB Street Fighter Series

Ken is an ECHO of RyuHeadSSBU RYU.

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.

  • Neutral Special - Hadoken: Ken tosses forward a Hadoken, a giant fireball. Two other variants can be performed via button combos as well.
  • Side Special - Tatsumaki Senpukyaku: Ken performs a jumping, spinning kick in the direction he's facing. Good for recovery and racking up damage.
  • Up Special - Shoryuken: Ken performs a leaping, flaming uppercut that deals damage to anyone in his way while providing a method of recovering.
  • Down Special - Focus Attack: Ken assumes a focused stance briefly, before landing a massive kick that stuns opponents briefly while dealing damage, allowing for followups.
  • Final Smash - Shinryuken / Shippu Jinraikyaku: Just like Ryu, Ken's Final Smash varies depending on how close he is to his opponent. Up close, the flurry of kicks known as Shippu Jinraikyaku is used, while from a distance a pillar of flame with massive vertical range known as Shinryuken is used.
Ryu retains his previous victory theme and on-screen appearance.

Bayonetta

Bayonetta SSBUltimate

BayonettaHeadSSBU
SSB Bayonetta Series

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.

  • Neutral Special - Bullet Climax: Bayonetta fires bullets at a slight angle. When held, Charge Bullets are fired instead, which are stronger but only affect the first two shots.
  • Side Special - Heel Slide: Bayonetta performs a kick that slides opponents forward on the ground, and hits in a more straightforward way in the air as the After Burner Kick. This move is Bayonetta's main tool to start combos.
  • Up Special - Witch Twist: Bayonetta ascends upwards in a corkscrew fashion, dealing damage and travelling a short distance. Causes helplessness after the second twist.
  • Down Special - Witch Time: Bayonetta slows down time for anyone who hits her during the animation, allowing her to counterattack them herself. If nobody attacks her, Bat Within is used instead, which allows Bayonetta to teleport a short distance while halving damage taken during that time.
  • Final Smash - Infernal Climax: Bayonetta activates a stage-wide Witch Time effect. From there, she has a limited amount of time to dish out damage to opponents to fill up a Climax Gauge. Once filled, dealing knockback to an opponent activates a cutscene where Gomorrah emerges to attack the opponent viciously, instantly KOing anyone at 100% or higher.
Bayonetta retains her previous victory theme and entrance animation.

Richter

Richter SSBUltimate

RichterHeadSSBU
SSB Castlevania Series

Richter is an ECHO of SimonHeadSSBU SIMON.

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.

  • Neutral Special - Axe: Richter tosses an axe in front of him in an arc. Good for attacking airborne opponents and can even pierce through them.
  • Side Special - Cross: Righter throws a cross forward like a boomerang, which can pierce through opponents.
  • Up Special - Uppercut: Richter leaps upward with his fist. Starts up quicker than a lot of his moves, but lacks range as a result.
  • Down Special - Holy Water: Richter throws a flask of Holy Water at the ground before him, which will create a pillar of flames that can damage opponents. Unlike Simon, Richter's Holy Water is blue.
  • Final Smash - Grand Cross: A large coffin appears before Richter, trapping nearby fighters in it. From there, he tosses it up into the air with his whip as multiple energy-formed crosses hit the coffin.
Richter retains his victory theme and on-screen appearance from Super Smash Bros. Ultimate.

Dillon

DillonSSBV

DillonStock
Dillon-Symbol

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.

  • Neutral Special - Charge Attack: Dillon curls up into a ball and fires up his boosters for as long as the button is held down, before rolling at an opponent when it's released. Opponents he hit are damaged by a flurry of attacks unless they are airborne, in which case the move only hits once.
  • Side Special - Gatling Gun: Dillon pulls out a gatling gun similar to those seen in the towers of his home game, firing off a volley of shots that stun opponents briefly. Good for racking up damage, but has a bit of ending lag.
  • Up Special - Jump Pad: A jump pad appears below Dillon as he curls up into a ball and leaps onto it, hitting anyone in his way.
  • Down Special - Exhaust Smash: Dillon charges up for a punch to the ground using his boosters, sending a shockwave around him. In the air, the move will send Dillon straight down, but can meteor smash.
  • Final Smash - Dead-Heat Breaker: Dillon charges forward, trapping anyone he hits in a cutscene where he runs right into them on a desert road at full speed, dishing out massive damage and knockback.
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

Lostvikings

Lost Vikings Stock
SSBLostVikingsSymbol

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.

  • Neutral Special - Scorch: The dragon known as Scorch emerges and fires off a large fireball. The fireball can be angled as well, allowing you to hit aerial targets.
  • Side Special - Fang: The werewolf known as Fang slashes forward, much like Zelda's Phantom. The attack can be charged for more power, and if it collides with an uncontrolled Viking, they'll be punted forward and deal damage on impact.
  • Up Special - Spin to Win: The Viking being controlled performs an upward spin attack that gains altitude.
  • Down Special - Varies: The Lost Vikings' down special varies depending on whether they're on the ground or airborne:
    • On the ground, Select Viking is used, where you'll swap over to another Viking depending on which direction the analog stick is tilted in.
    • In the air, Norse Force is used, in which each Viking will produce a barrier around themselves that will destroy incoming projectiles. The barrier eventually disappears.
  • Final Smash - Longboat Raid: The Viking being controlled lunges forward at his enemies, before sending them into a cinematic cutscene with all three Vikings in a giant longboat. The longboat fires cannons at the Vikings' enemies, culminating in a massive cannon blast to finish them off.
The Lost Vikings' victory theme is the level clear theme from their debut game, and their entrance animation has them arriving via longboat.

Cynder

Cynder

SpyroSymbol

Cynder is an ECHO of Spyro SPYRO.

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.

  • Neutral Special - Siren Scream: Cynder lets loose a scream that doesn't damage enemies, but slows them down when caught in the move's radius.
  • Side Special - Jumpstart Charge: Cynder rushes forward with a headbutt that dishes out heavy knockback and damage. In the air, the move will slow Cynder's fall, and her variant of the move has a sweetspot on the horns, but doesn't travel as far.
  • Up Special - Superfly: Cynder soars into the air in a tornado formation, damaging anyone in her way, before going into a glide.
  • Down Special - Headbash: Cynder leaps into the air if groundbound, before rocketing downwards with a headbutt. This move can meteor smash and bury opponents.
  • Final Smash - Dark Aether: Cynder becomes enveloped in dark energy, unleashing a flurry of shadowy fireballs across the stage.
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.

Sensei

SenseiSSBGR

SenseiStock
SSB Club Penguin Symbol

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.

  • Neutral Special - Sled Racing: Sensei prepares a sled before lunging forward in his Snow robes, dishing out heavy damage.
  • Side Special - Hot Sauce: Sensei equips his Fire robes before shooting hot sauce forward, which can trap opponents in a miniature fire.
  • Up Special - Jetpack: Sensei flies upwards via a jetpack. The direction can be adjusted slightly.
  • Down Special - Catchin' Waves: Sensei equips his Water robes before getting on a surfboard, which creates a wave of water below him that will push himself and enemies upwards.
  • Final Smash - Dojo Sketch: The entire stage turns to black and white as Sensei rides a pencil along the stage, damaging anyone in his way and knocking them around.
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.

Downloadable[]

Characters

Kaiden

KaidenX

SSB Ghostverse Series

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.

  • Neutral Special - Thunder Blade: Kaiden shoots a blast of electricity forward from his swords that deals decent damage to enemies.
  • Side Special - Ferocious Charge: Kaiden charges a short distance with a sword attack, dishing out decent knockback to those he hits.
  • Up Special - Whirlwind: Kaiden spins around with his swords. In the air, he'll ascend a short distance.
  • Down Special - Power Strike: Kaiden braces for an attack. If hit, he'll unleash an immense strike forward at the enemy.
  • Final Smash - Hyper Mode: Kaiden slashes forwards with his swords, sending whoever he hits to a war-torn battlefield of sorts. From there, he'll go into Hyper Mode and let loose a flurry of attacks with his giant two-handed sword.
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

ElinaX

SSB Ghostverse Series

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.

  • Neutral Special - Flame Sphere: Elina fires off a chargeable fireball that explodes upon travelling a certain distance. However, landing a direct hit doubles the damage dealt.
  • Side Special - Icicle Blades: Elina creates a ring of icicles around herself that will damage enemies nearby. The move can then be used again to throw them in a direction of choice with the analog stick, damaging and slowing enemies.
  • Up Special - Afterimage Teleport: Elina teleports a distance. However, the area she was at prior to teleporting has an invulnerable afterimage that will copy the next special move she uses, making it an excellent tool for mindgames and zoning.
  • Down Special - Earth Shock: Elina unleashes a blast of energy down to the ground diagonally that will create a pillar of rock. The rock can block projectiles, and can also damage enemies it hits while coming upward. In the air, the move has a meteor effect, but the projectile moves slower.
  • Final Smash - Divinios Strike: Elina forms a laser made of all five magical elements, before firing it directly forward and damaging those in her path.
Elina shares a victory theme with Kaiden and has an entrance animation where she teleports onstage.

Volta

Volta

SSB Ghostverse Series

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!

  • Neutral Special - Shock Orb: Volta shoots an orb of electricity forward that loops back to her, hitting multiple times.
  • Side Special - Shock Punch: Volta slugs forward an electricity-coated punch that dishes out decent damage and knockback.
  • Up Special - Drone: Volta grabs onto a drone as it pulls her up into the air.
  • Down Special - Killer Roomba: Volta throws a Roomba forward, which will damage enemies in its way before exploding.
  • Final Smash - Overclock: Volta unleashes a flurry of electricity across the entire stage that dishes out big damage and knockback.
Volta's entrance animation has her emerge from code, and her victory theme is a snippet of the main theme of Vyrus.

Felton & Trent

AgentBoaF

SSB Ghostverse Series

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.

  • Neutral Special - Beak Attack: The leading bird pulls back their beak until the button is released, before letting out a flurry of beak attacks at the foe in front.
  • Side Special - Beak Spin: Felton and Trent get into a spinning maneuver together, hitting anyone in their way. The spin can be angled as well.
  • Up Special - Takeoff: Felton and Trent jump high into the air, before getting into a glide. The initial ascent will hit anyone in their way.
  • Down Special - Aerial Dive: Felton and Trent hop into the air a short distance, before crashing down at an angle.
  • Final Smash - Phoenix Form: Felton and Trent transform into their Phoenix forms as they shoot a fireball at opponents in front of them. From there, the duo ravage their foes with countless attacks before unleashing a strike together. After the move is done, both members of the duo will be ready for battle even if one was eliminated earlier.
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.

Master Hand

Master Hand SSB4

SSB Super Smash Bros. Series

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.

  • Neutral Special - Finger Bullet: Master Hand aims his fingers like a gun as he shoots two homing bullets forward.
  • Side Special - Big Slap: Master Hand swipes forward, crossing a large area and damaging anyone in his way.
  • Up Special - Finger Drill: Master Hand moves upwards as his fingers act like a drill, damaging anyone they hit.
  • Down Special - Laser Nail: Master Hand produces lasers in front of him from his nails that will destroy projectiles on contact and trap opponents they hit.
  • Final Smash - Master Core: Master Hand transforms into the Master Core's various forms as he lets loose attacks across the stage.
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.

Midbus

625px-Midbus Artwork - Mario and Luigi BiS

SSB Mario Series

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.

  • Neutral Special - Ice Roar: Midbus transforms into Blizzard Midbus as he expels ice in front of him. While it deals vicious damage, it loses range much quicker than Bowser's Fire Breath and takes longer to recharge.
  • Side Special - Dash Slam: Midbus lunges forward in an attempt to grab an opponent, before picking them up and belly slamming them into the ground via a jump.
  • Up Special - Wrecking Ball: Midbus ascends into the air as he spins around a giant wrecking ball. Has a bit more range than Whirling Fortress and travels further horizontally, but hits slower and doesn't travel as far vertically.
  • Down Special - Midbus Slam: Midbus leaps into the air before coming crashing down, burying anyone he hits.
  • Final Smash - Snowball Slam: Midbus transforms into Blizzard Midbus as he rolls across the stage on a giant snowball.
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.

Rabbid Peach

RabbidPeach

SSB Mario Series

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.

  • Neutral Special - Royal Pain: Rabbid Peach fires her blaster, known as the Royal Pain. It can either be shot in short bursts, or charged up. A fully charged Blaster shot has a Honey effect, which will root enemies in place temporarily, though unlike a bury they can still attack.
  • Side Special - Excavator Sentry: Rabbid Peach throws down an Excavator Sentry that will roll along the stage much like a Bombchu or Hot Head until it hits someone, after which it will explode.
  • Up Special - Team Jump: Rabbid Peach lets out a "BWAH" noise as either Rabbid Mario, Rabbid Luigi, or Rabbid Yoshi appears below her, throwing her into the air. If she manages to footstool anyone while in the fall state after, she rockets upwards.
  • Down Special - Heal Shield: Rabbid Peach braces herself for attack. If hit, the enemy is knocked back slightly, but doesn't take damage. Instead, Rabbid Peach is healed by 50% of the damage she would've taken from the attack, though to compensate for the healing factor, Heal Shield has more endlag than other counters.
  • Final Smash - Selfie Spree: Rabbid Peach uses her phone to take a picture directly in front of her, transporting enemies to the outskirts of Peach's Castle from Mario + Rabbids: Kingdom Battle. From there, after undergoing a transformation sequence in which she lets loose her hair, brandishes her cellphone, and puts on sunglasses, she takes a selfie with the enemies, with the flash causing massive damage and knockback.
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.

Dry Bowser

Dry Bowser

DryBowser Stock
SSB Mario Series

One day, when Bowser took a dip in the lava of his castle thanks to Mario, he didn't die. Rather, he emerged in a more skeletal form: Dry Bowser! This monstrous skeleton is just as ruthless and powerful as the Koopa King, and may even be stronger in a few apects.

In Super Smash Bros. GR, Dry Bowser is a powerful heavyweight who, contrary to what one may think, isn't a clone of Bowser at all. He's on the lighter side of the heavyweight scale, and this can be further changed via his unique Bone gimmick. Whenever Dry Bowser takes a hit or uses Bone Toss, bones will be lost from his body and fly outwards, before rocketing back towards him, with both the explusion and return of the bones damaging enemies. He can airdodge or shield against the bones to delay their return, and the less bones Dry Bowser has on him, the faster he moves and attacks. However, with less bones, he becomes more vulnerable to attack. Knowing when you want to expel bones, combined with knowing how many bones you want on you, makes him a versatile fighter. He also has great recovery in the form of Flame Charge, Head Dunk, and a tether grab made of bones, as well as a solid projectile game thanks to his bones and up special.

However, Dry Bowser has some key weaknesses. He has a large hitbox and is easily hit by attacks, which is made worse when you consider that he can lose bones for every hit he takes. He also has a poor grab game due to the lag of his tether grab and low-damaging throws. Dry Bowser's need to manage bones also makes it tricky in that sometimes you might not have the right bone status for the right situation.

Overall, Dry Bowser is an unorthodox heavyweight who can choose to play quickly and offensively with a lack of bones, or turtle and go on the defensive with all of his bones.

  • Neutral Special - Bone Toss: Dry Bowser tosses a giant bone in an arc, which temporarily makes him lighter while it's in play, before rocketing back toward him. If the button is held down, more bones are tossed at once, allowing for an option of pressuring opponents, but also making him MUCH lighter.
  • Side Special - Flame Charge: Dry Bowser charges up for as long as the button is held, before rocketing forward while coated in blue flames and causing an explosion to the first enemy he hits if they're close enough. He has limited super armor during the charge, but it can be broken through and lead to the loss of bones.
  • Up Special - Head Dunk: Dry Bowser throws his head into the air as the rest of his body hits the ground, with the initial throw dealing heavy damage along with the falling bones. Once the head touches the ground again, it will reform.
  • Down Special - Shell Defense: Dry Bowser curls up into his shell, gaining damage immunity until the armor is broken through by enough damage. While in this state, he'll begin to regain bones at a faster rate than normal.
  • Final Smash - Mega Flame: Dry Bowser rears his head briefly, before letting loose a massive, multi-hitting blast of blue flame.
Dry Bowser falls onto the stage before reforming from a pile of bones for his entrance animation, and he shares his victory theme with the other Mario characters.

Goomba Tower

Goomba Stack SM3DL

SSB Mario Series

Goombas are the "mooks" of the Mushroom Kingdom. Like them or hate them, they're always the first to be sent out by Bowser, and the first to be stomped on. Some decide to join together and form stacks to gain the height advantage against Mario. A tale as old as time...

In Super Smash Bros. GR, the Goomba Tower is a unique fighter in that it's four Goombas joining forces together to battle. They can switch between three Formations, with each having effects on their moves and hitboxes. This versatility allows them to choose the formation fitting the situation, whether it be overwhelming enemies as a tower, utilizing the tactical benefits of a phalanx formation, or staying in a line to defend themselves. These Goombas also have fantastic recovery due to the use of Headbonk to throw themselves across the stage, and can supplement it with Choomba Charge and Paragoomba. Their ability to rack up damage is not to be feared, and so is their versatility as a whole.

However, the Goomba Tower can be toppled. Their reliance on formations requires heavy micromanagement, and can be troublesome for newer players. Their moves also tend to be a bit laggy and can be exploited should they miss. In addition, even though some of the formations mitigate the issue, the Goomba Tower still struggles with having a large hitbox.

Overall, the Goomba Tower is an unorthodox addition to the roster of Super Smash Bros. GR that excels in unpredictability, but is a challenge to play.

  • Neutral Special - Headbonk: One of the Goombas jumps forward with a headbutt, slamming the target firmly. The move can be charged up to allow the Goomba to bounce along the ground on the way to his target as well as dealing more damage, and will subtract a Goomba from the current formation. Uniquely however, if it's used in the air, the first Goomba to reach a platform will lead to the others instantaneously appearing at his location, giving it a dual purpose as a recovery move!
  • Side Special - Choomba Charge: The Goombas all become miniature Choombas, with train chimneys on their heads, as they charge up before rocketing forward, causing a miniature explosion on impact. In Phalanx Formation, the move deals the most damage, in Line Formation it moves the fastest, and in Stack Formation it has the greatest range.
  • Up Special - Paragoomba: The Goombas sprout wings as they soar upwards, headbutting anyone in their way. Has decent range for a recovery move, but has a bit of starting and ending lag. It gains the most distance in Stack Formation, followed by Phalanx and Line.
  • Down Special - Formation Change: The Goombas shift formations to one of the following, in the order the button is pressed in. This affects their hitboxes as well as some stats.
    • Stack Formation: The default formation has all four Goombas on top of one-another. While this leaves the hitbox as tall and easy to hit, it grants the Goombas great range with their attacks.
    • Phalanx Formation: The Goombas shift into a formation that has two on each side. In this formation, mobility is slowed down, but they can seamlessly turn on the spot and thus make better use of several moves.
    • Line Formation: The Goombas shift into a formation that has them all standing side by side. Here, their hitbox is low to the ground and harder to hit due to them being spread thin, but they have poor range as a result.
  • Final Smash - Tower Pound: Multiple Goombas start jumping onto the stage as the tower increases in size, before it smashes down onto the stage for huge damage and knockback. While it's stacking, it acts as a wall more or less.
One of the Goomba Tower's alternate costumes has it being made of Galoombas, its entrance animation has the Goombas jumping on top of one-another, and their victory theme is shared with the other Mario characters.

Dixie Kong

Dixie Kong SSBGR

SSB Donkey Kong Series

Dixie Kong is an ECHO of DiddyKongHeadSSBU DIDDY KONG.

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.

  • Neutral Special - Gumball Popgun: Dixie shoots a gumball from her Gumball Popgun, which shoots faster but deals less damage than Diddy's peanuts. If the move is charged up for too long, the gun explodes, damaging those around her.
  • Side Special - Monkey Flip: Dixie leaps a short distance, grabbing onto anyone she hits and hitting them repeatedly. Pressing the button mid-leap causes Dixie to kick instead.
  • Up Special - Ponytail Helicopter: Dixie spins her ponytail around, damaging enemies around her. In the air, it covers impressive vertical distance but its horizontal distance isn't as good in comparison.
  • Down Special - Banana Peel: Dixie throws a banana peel behind her, which damages and trips opponents it hits.
  • Final Smash - Tag Team: Dixie whips her ponytail forward as it grabs enemies in front of her. Those she grabs are sent into a river where Dixie and Kiddy Kong hit them in a raft, akin to how the raft could be used to traverse the Northern Kremisphere in Donkey Kong Country 3: Dixie Kong's Double Trouble!
Dixie Kong has the same entrance animation and victory theme as Diddy Kong.

Revali

RevaliBotWSplotchless

SSB The Legend of Zelda Series

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.

  • Neutral Special - Great Eagle Bow: Revali charges up his bow before firing it in a direction of choice. Unlike his other arrow attacks, the Great Eagle Bow has the most range when fully charged. If Revali rolls out of the way of an attack while charging up the bow, he gets a free fully charged shot on the enemy as they move in slow-mo, before returning to normal speed once the arrow is shot.
  • Side Special - Archer's Mark: Revali lunges forward with his hand out. If the grab connects, he kicks the foe forward as a large arrow appears above their head, "marking" them for fifteen seconds. Marked enemies take extra damage from Revali's arrow attacks, and arrows will sort of "curve" towards the marked targets if possible. However, only one enemy can be marked at a time.
  • Up Special - Revali's Gale: Revali creates an updraft beneath him as he soars upwards in a spiral formation, damaging those in his way. The updraft will persist for a short time after, and arrows fired into it will spin around in the updraft, damaging enemies they hit and lasting for longer.
  • Down Special - Quiver Switch: Revali swaps arrow types via a control stick flick, with arrows that have run out of ammo greyed out. He has access to the following types of arrows:
    • Regular Arrows are the most basic arrow type, but are of infinite supply unlike the other types, and thus a good tool for racking up damage.
    • Fire Arrows create a small flame upon hitting an enemy, damaging them multiple times.
    • Shock Arrows lock the enemy in place for a second or so after hitting, but deal less damage on hit. The stunning property can be useful for combos however.
    • Bomb Arrows create an explosion upon hitting the ground or an enemy, making them good for damaging groups of foes or those who have poor aim, but deal less damage overall to compensate for the large area they cover.
  • Final Smash - Divine Beast Vah Medoh: Revali leaps into the air before appearing atop Divine Beast Vah Medoh in the background of the stage. A cursor then appears onstage that can be used to fire a devastating laser forward at enemies. When Revali returns to the stage afterward, all of his arrows are fully replenished.
Revali's entrance animation has him fly onto the stage, and his victory theme is shared with the other Zelda characters.

Mipha

MiphaBotWSplotchless

SSB The Legend of Zelda Series

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.

  • Neutral Special - Whirlpool Reflection: Mipha spins her trident directly in front of her, damaging enemies in front of her. The move can also reflect projectiles.
  • Side Special - Trident Lunge: Mipha lunges directly forward with her trident. This move covers good distance and is a good recovery option, and is one of the best moves for triggering the trident's sweetspot effect.
  • Up Special - Waterfall Ascent: Mipha swims upwards into the air as she damages anyone in her way, before jumping a large distance at the end.
  • Down Special - Mipha's Grace: Mipha meditates as three button prompts appear above her. Pressing the buttons in the right order causes her to be healed for 10% as well as boosting her movement speed, and emitting a wave around her that damages and pushes back enemies. However, this move becomes slower if repeatedly used.
  • Final Smash - Divine Beast Vah Ruta: Mipha leaps into the air before appearing atop Divine Beast Vah Ruta in the background of the stage. A cursor then appears onstage that can be used to fire a devastating laser forward at enemies.
Mipha leaps onto the stage with her trident for her entrance animation, and shares a victory theme with the other Zelda characters.

Daruk

DarukBotWSplotchless

SSB The Legend of Zelda Series

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.

  • Neutral Special - Boulder Bash: Daruk prepares the Boulder Breaker for a massive, powerful strike. It buries upon hitting, with the more it's charged up, the longer it'll bury for.
  • Side Special - Goron Roll: Daruk curls up into a spherical form for as long as the button is held down, before lunging forward at enemies. While rolling, he will deflect any projectiles in his way.
  • Up Special - Stone Vortex: Daruk spins his Boulder Breaker around. While it initially moves slowly, it goes extremely fast after some time and can also generate momentum to push Daruk along. In the air, it soars a considerable distance.
  • Down Special - Daruk's Protection: Daruk puts up a crystalline barrier around himself. It acts as a reflector while active, firing back projectiles with triple the power and speed, thus making it much stronger than other reflectors, but it breaks after three uses and must recharge. In addition, it also has a counter property if it's used right when Daruk is about to take a hit, knocking back the opponent slightly and dealing damage.
  • Final Smash - Divine Beast Vah Rudania: Daruk leaps into the air before appearing atop Divine Beast Vah Rudania in the background of the stage. A cursor then appears onstage that can be used to fire a devastating laser forward at enemies.
Daruk's entrance animation depicts him rolling onto the stage, and his victory theme is shared with the other Zelda characters.

Urbosa

UrbosaBotWSplotchless

SSB The Legend of Zelda Series

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.

  • Neutral Special - Urbosa's Fury: Urbosa charges up as a sphere of electricity forms around her and grows, damaging enemies it hits. When the charge is released, Urbosa causes a massive shockwave to emerge in the sphere, heavily damaging and knocking back enemies around her. In addition, any energy-based projectiles that hit the electricity field as it charges will accelerate the charging process, potentially allowing for the move to deal more damage than normal.
  • Side Special - Desert's Dance: Urbosa slashes forward with her Scimitar of the Seven and Daybreaker shield, damaging enemies in her way. If Urbosa jumps during this move, she performs a shield bash in midair that causes considerable knockback to those hit as well as a lot of shield damage.
  • Up Special - Sand Seal Surf: Urbosa quickly whistles for a Sand Seal to appear before her, jumping off of its back before standing on the Daybreaker shield and surfing on it. While shield surfing, Urbosa is immune to attacks from below, and can exit the animation by attacking. However, while shield surfing, Urbosa cannot use any special moves except Desert's Dance.
  • Down Special - Perfect Guard: Urbosa raises her shield in front of her. Should she time it right as she's being hit by an attack, she'll quickly bash the enemy with it and send them a short distance, making it more akin to a parry than a counter. This is further augmented by Perfect Guard having a larger timing window than most counter.
  • Final Smash - Divine Beast Vah Naboris: Daruk leaps into the air before appearing atop Divine Beast Vah Naboris in the background of the stage. A cursor then appears onstage that can be used to fire a devastating laser forward at enemies.
Urbosa leaps onto the stage for her entrance animation, and her victory theme is shared with the other Zelda characters.

Nogan

CalamityGanondorf

SSB The Legend of Zelda Series

Nogan is an ECHO of GanondorfHeadSSBU GANONDORF.

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.

  • Neutral Special - Warlock Punch: Nogan charges up a punch before letting it loose, dishing out massive damage and knockback. While stronger than Warlock Blade, it loses the projectile aspect in favor of more power.
  • Side Special - Flame Choke: Nogan lunges forward with dark energy. If he grabs an opponent during the move, they're slammed down to the ground and buried briefly.
  • Up Special - Dark Dive: Nogan leaps upward, causing an explosion if he collides with an opponent, and an uppercut if the initial grab fails.
  • Down Special - Dead Man's Volley: Nogan floats above the ground briefly, damaging adjacent opponents and reflecting projectiles.
  • Final Smash - Calamity: Nogan transforms into Calamity Ganon as the whole stage is enveloped in Malice, before exploding and causing damage to all enemies. The closer you are to Nogan, the harder you'll be hit.
Nogan has the same victory theme as Ganondorf, but has a different entrance animation where he emerges from pure Malice.

Kraid

Kraid SSBGR

SSB Metroid Series

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.

  • Neutral Special - Rock Spew: Kraid fires off a barrage of rocks from his mouth. These rocks will roll along the ground vigorously once they land, staying on the stage for a considerable amount of time, and deal a good amount of damage on impact. Kraid can also alter the angle at which they're fired, with rocks capable of meteor smashing if they hit an airborne opponent.
  • Side Special - Spike Barrage: Kraid lets loose his signature spikes from his belly. They deal quite a bit of damage on impact, and can also be stepped on and used for recovery if you're quick enough. The move also has a powerful hitbox up close that will dish out heavy knockback.
  • Up Special - Ramming Ascent: Kraid dashes upwards at a surprising speed, dealing damage to those in his way. However, it isn't exactly good for distance.
  • Down Special - Quaking Tilt: Kraid attempts to leap upwards a short distance after charging up, before slamming down on the stage. Normally, the move only deals damage to enemies near Kraid, but if fully charged, it temporarily causes the stage to tilt, sending those near the edges flying upwards like a catapult. Kraid also has super armor after landing, and the move has an interesting property when used in combination with Rock Spew: the rocks will rocket through the air if they're on the tip of the stage that goes upwards, and deal triple damage on impact and explode upon hitting the ground again.
  • Final Smash - Brinstar Assault: Kraid lets loose a barrage of spikes forward from his chest, transporting those hit to his lair in Brinstar. From there, he rises from the ground in his full glory before barraging them with spikes, sending them flying across the stage.
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.

Omega Ridley

Omega Ridley SSBGR

SSB Metroid Series

Omega Ridley is an ECHO of RidleyHeadSSBU RIDLEY.

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.

  • Neutral Special - Phazon Breath: Omega Ridley shoots a singular fireball from his mouth, but if the move is charged up enough, a giant beam of Phazon is shot forward instead, a property unique to Omega Ridley. The move can however backfire if Omega Ridley takes damage while charging, damaging Omega Ridley and those around him.
  • Side Special - Space Pirate Rush: Omega Ridley lunges forward, dragging anyone he hits along the ground before throwing them forwards. Omega Ridley's version of the move works differently in the air, where it will throw opponents straight down, burying or meteor smashing them. To compensate, the grounded version is less powerful.
  • Up Special - Wing Blitz: Omega Ridley pauses briefly before flying upwards. The move can be angled to a degree and hits enemies fairly hard.
  • Down Special - Skewer: Omega Ridley pauses before letting loose a sudden tail stab. If the tip hits, the opponent takes even more damage and is stunned briefly.
  • Final Smash - Meson Bomb Launcher: Omega Ridley roars before taking flight. He then flies in a circle around the stage three, dropping Phazon-infused bombs as he goes around. After the third lap, he flies straight back to his starting position, dealing vicious damage to those in his way.
Omega Ridley shares an entrance animation and victory theme with Ridley.

Shy Guy

ShyguyCTTT

SSB Yoshi Series

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.

  • Neutral Special - Snifit: Shy Guy puts on a Snifit mask as he shoots three tiny cannonballs forward.
  • Side Special - Spear Guy: Shy Guy throws a spear forward at an enemy, dealing damage to them. If the spear manages to hit an enemy, then a wall, the enemy is briefly pinned to the wall!
  • Up Special - Fly Guy: Shy Guy sprouts a propeller as he flies upwards, damaging those above him.
  • Down Special - Shyster: Shy Guy gains a pogo stick as he springs along the ground. If he hits anyone from above, they're buried or meteor smashed depending on their location, and Shy Guy is granted a hefty boost into the air!
  • Final Smash - General Guy: Shy Guy whistles as General Guy appears, who proceeds to fire giant cannonballs into the sky, which rain down on the stage.
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.

Queen Sectonia

Sectonia Artwork Transparent

SSB Kirby Series

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.

  • Neutral Special - Orb Shot: Sectonia shoots three orbs that will home in on nearby foes, dealing damage. The move can be charged to increase the size and power of the orbs as well, but they all home in on one target. Enemies hit by the orbs will also become the prime target of any Antlers on the field.
  • Side Special - Rapier: Sectonia transforms her scepters into rapiers before unleashing a flurry of slashes forward, akin to Dancing Blade. However, the move has the properties of a command grab in that it "traps" an opponent hit in the slashes.
  • Up Special - Vine Teleport: Sectonia teleports away, leaving behind vines at her exiting position that root enemies in place, before emerging in another spot. If these vines hit an Antler, they're healed.
  • Down Special - Antler Summon: Queen Sectonia summons an Antler to fight for her. Antlers are weak minions that are easily destroyed, but are capable of firing off blasts of magic to harass enemies. Up to three Antlers can be on the field at once.
  • Final Smash - Floral Sectonia: Sectonia transforms into her second form from Kirby: Triple Deluxe before flowers begin growing across the stage, damaging those they hit. When time is up, Sectonia unleashes vines across the stage that damage and knock back any enemies they hit before reverting to her normal form.
Sectonia flies onto the stage for her entrance animation, and she shares a victory theme with the other Kirby characters.

Yarn Kirby

YarnKirby

Yarnkirbystock
SSB Kirby Series

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.

  • Neutral Special - Whip Grab: Whip Grab is a command grab that causes Yarn Kirby to pull in an enemy, and bury them behind him. In the air, they're simply thrown backwards a short distance.
  • Side Special - Yarn Hammer: Yarn Kirby charges up a hammer before striking upwards with it. The move has excellent damage and KO power.
  • Up Special - Yarn Cutter: Yarn Kirby ascends upwards with a blade of sorts, before descending and unleashing a shockwave before him.
  • Down Special - Weight: Yarn Kirby rockets downwards in his Weight form. Deals considerable shield damage.
  • Final Smash - Tankbot: Yarn Kirby transforms into a Tankbot, before unleashing a barrage
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

SlippyStarlink

SSB Star Fox Series

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.

  • Neutral Special - Beltino Reflector: Slippy takes out his reflector, equipping it in his hand. Unlike Fox and Wolf, his reflector is an item that can be thrown and can even stick to solid surfaces, and has several other unique properties.
    • The reflector will always deflect projectiles even after latching onto a solid surface.
    • The reflector will deal damage to anyone that collides with it, both when thrown and after sticking, making it a versatile zoning and edgeguarding tool. It also semi-spikes airborne opponents!
    • The reflector can be picked up off of the ground at any time by Slippy and thrown again.
    • The reflector will be destroyed if it takes enough damage from enemy attacks or if it's thrown offstage. A new one can be spawned right after.
    • If the button is pressed again after the reflector is thrown, it will emit a surge of electricity that dishes out powerful, multihit damage to nearby enemies, but reduces the durability of the reflector. It can withstand five electricity surges before breaking. The surges also damage Slippy if he's nearby, but this can be used to your advantage as a recovery method.
  • Side Special - Sniper Rifle: Slippy pulls out a sniper rifle as he aims carefully. While the rifle deals little damage up close, it can reach across the whole stage and deals more damage the farther it's shot. If it shoots Slippy's reflector, it explodes instantly and deals massive damage to those in the affected area.
  • Up Special - Booster Pack: Slippy launches into the air with a Booster Pack, granting considerable vertical distance. He also spins during the move much like the Arwing's Barrel Roll technique, which can deflect projectiles.
  • Down Special - RE:BOT: Slippy throws down a RE:BOT that will walk around the stage. It's equipped with a device on its head, modified from Slippy's shield analysis tech, that creates a bubble around the area, preventing enemies inside it from shielding, airdodging, or rolling for as long as they stand in the area affected. However, the RE:BOT can be destroyed.
  • Final Smash - Arwing Crash: Slippy calls for the Star Fox team's Arwings to fly in front of him, sending enemies hit into a cutscene where Slippy attempts to barrage them with lasers. However, his Arwing gets out of control and proceeds to crash into the stage instead, causing a massive explosion.
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.

Arwing

ArwingWalker

SSB Star Fox Series

The Arwing is the primary vehicle used by the Star Fox team, capable of performing a variety of combat maneuvers and tackling enemies at high speed. During the Lylat Wars, the Arwing could even transform into a Walker mode that could move along the ground!

In Super Smash Bros. GR, the Arwing is a heavyweight who, while scaled down from its usual size, is still a formidable foe. Being a spaceship, it possesses excellent aerial capabilities and will shift out of the Walker mode for some attacks, as well as having the fastest air speed in the game. In addition, the Arwing's airdodge, sidestep, and rolls utilize the Barrel Roll technique the Arwing is famous for, reflecting projectiles for the duration of the dodge. The Arwing in general has great frame data and can quickly rack up damage.

However, the Arwing isn't perfect. It has a fairly large frame and is vulnerable to combos, as well as being quite slow on the ground. The Arwing's grab game is also a joke due to its lack of limbs, with little range and weak throws.

Overall, the Arwing is an unorthodox fighter that can overwhelm enemies with aerial superiority, but is lacking on the ground.

  • Neutral Special - Lasers: The Arwing fires lasers forward. While it can pepper the enemy with rapid blasts, it can also charge up and release a larger laser blast. The lasers can also be angled via the analog stick.
  • Side Special - Somersault: The Arwing exits the Walker mode as it quickly performs a somersault in the air. If it hits an enemy on the way up, it can send them into the ground and bury them.
  • Up Special - Flight Engines: The Arwing exits the Walker mode as it gains flight for a brief moment of time. During this period, it cannot stop moving and can be controlled with the analog stick, but its engines will eventually run out of fuel and cause it to fall, returning to Walker mode when it hits the ground. However, if you manage to hit an opponent while in flight, you'll deal major damage and knockback. The Arwing can also use all of its other moves while flying.
  • Down Special - Boost: The Arwing lunges forward out of its Walker mode, or diagonally downwards in the air.
  • Final Smash - Great Fox Assault: The Arwing fires a Smart Bomb that sends those it hits into deep space, where the Arwing, alongside the Great Fox, bombards them with a barrage of lasers.
An alternate costume resembling the Arwing from Star Fox: Assault, as well as the Wolfen, are available, the Arwing flies onstage for its entrance animation, and its victory theme is shared with the other Star Fox characters.

Leon

LeonCharged

Leon Stock Icon
SSB Star Fox Series

Leon Powalski is by far the most cold-blooded, ruthless, and murderous member of the Star Wolf team. Known for his love of torture, he's second only to Wolf and has a fierce rivalry with Falco Lombardi. His sadistic attitude is to be reviled.

In Super Smash Bros. GR, Leon is a unique character among his fellow Star Fox characters. Rather than relying on projectiles or complicated gadgets, Leon is an assassin-like character who excels in stealth, big, sudden hits, and navigating the battlefield quickly. He's among the fastest characters in the game, and also has a unique fighting style that utilizes two laser-based knives. His moveset is perfect for psychologically outwitting opponents and surprising them, with even his up special being a powerful stage control tool. Leon also has an excellent grab game that can put opponents out of commission easily, with his throws damaging more than they kill.

However, Leon isn't a flawless character. He's quite light and easily knocked around by attacks. Leon is also lacking in terms of sheer KO power, as while he can rack up damage quickly, he lacks meaningful finishers and has to outwit opponents with mindgames. Leon also lacks a method of dealing with projectiles, nor does he have any of his own.

Overall, Leon is a powerful, quick-moving character who's perfect for mindgames and deceiving opponents.

  • Neutral Special - Assassin's Slash: Leon charges up for a strike with his knives. When the move is used again, he'll unleash a massive slash in front of himself that dishes out major damage and knockback.
  • Side Special - Backstab: Leon lunges forward with both of his knives, with a different attack animation depending on what side of an opponent he hits. If he hits them from the front, they take a small burst of damage and are stunned as Leon kicks them forward, while if he attacks them from behind, the move deals double damage and stuns the opponent briefly before sending them flying.
  • Up Special - Poison Grenade: Leon throws down a poison grenade as he disappears, before reappearing in a direction of choice, a good distance away. The grenade will remain idle at the original location briefly, creating a gas cloud that places flowers onto the heads of those who walk into it.
  • Down Special - Blend In: Leon uses his abilities as a chameleon to blend into his surroundings, disappearing for as long as the button is held down, though he will eventually emerge from his invisibility. While invisible, Leon can move around on the ground, albeit an outline is shown, while standing still makes his location completely unknown. When he emerges from his invisibility, he unleashes a knife strike around himself as an attack.
  • Final Smash - Wolfen Strike: Leon calls for the rest of his team to fly in front of him in their Wolfens, in an unorthodox ship formation, before throwing his opponents into space. From there, the Star Wolf team lets loose a barrage of lasers that dish out big damage and knockback.
Leon has an alternate costume resembling his Star Fox 64 outfit, his entrance animation has him arrive onstage via Wolfen, and his victory theme is shared with the other Star Fox characters.

Zinnia

Zinnia SSBGR

SSB Pokemon Series

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.

  • Neutral Special - Hyper Voice: Aster lets loose a soundwave around Zinnia, damaging and briefly stunning those next to her. The button can be held down to continually emit sound.
  • Side Special - Crunch: Zinnia releases her Tyrantrum from its Poké Ball and lunges forward on its back with a powerful bite. Dishes out heavy knockback and has a sweetspot around Tyrantrum's teeth.
  • Up Special - Air Slash: Zinnia releases her Noivern from its Poké Ball as it flies her into the air. After some time, or if the button is pressed again, Noivern will perform a slashing motion in a direction of choice, nudging Zinnia in that direction as well.
  • Down Special - Dragon Claw: Zinnia releases her Salamence from its Poké Ball as she lunges forward on it. In the air, she shoots down diagonally instead.
  • Final Smash - Dragon Ascent: Zinnia calls for Mega Rayquaza to strike in front of her. Whoever is hit is sent into a meteorite in space, before Zinnia, riding on the back of Mega Rayquaza, slams into the meteor, shattering it in two, and dishing out major damage and knockback.
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.

Hawlucha

701Hawlucha

SSB Pokemon Series

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.

  • Neutral Special - High Jump Kick: Hawlucha charges up before unleashing a powerful kick upwards, with a sweetspot at the knee that sends opponents directly forward instead of upwards. However, if the move is fully charged and ends up missing, Hawlucha hits the ground and takes recoil damage.
  • Side Special - Sky Drop: Hawlucha reaches out to grab an opponent. If the grab lands, Hawlucha pulls the enemy into the air before slamming them onto the ground.
  • Up Special - Flying Press: Hawlucha leaps into the air, damaging enemies on his way up. If the attack misses, Hawlucha dives downwards right after, but the downwards dive can meteor smash enemies.
  • Down Special - Drain Punch: Hawlucha charges up a punch much like Ryu's Focus Attack, before letting it loose. While it doesn't stun enemies, it does heal Hawlucha by a small bit, and unfortunately has quite a bit of endlag. The button can also be held down to increase the damage and healing, but also increasing the endlag.
  • Final Smash - All-Out Pummeling: Hawlucha charges forward, before hitting anyone it strikes with a flurry of attacks, followed by a powerful Flying Press that sends them flying.
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.

Boney

BoneySSBGR

SSB EarthBound Series

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.

  • Neutral Special - Sniff: Boney reaches out to grab an opponent, before sniffing them once they're grabbed. A text box will then show up indicating that they'll take increased damage and knockback from ground attacks, aerial attacks, or throws for a short period of time.
  • Side Special - Canine Weapon: Boney throws his bone forward, which hits with impressive knockback. If the input is smashed instead of simply being tapped, it won't go as far but will hit multiple times.
  • Up Special - Collar Jump: Boney uses his collar as a rope as he attempts to latch onto a ledge in a large jump. If he hits anyone with the collar, he can use the move again without incurring helplessness.
  • Down Special - Dog Counter: Boney braces for damage, before counterattacking if hit. Has a smaller window for counterattacking than other counters, but hits harder.
  • Final Smash - Owner and Pet: Boney charges forward, sending whoever he hits to a forested setting where he and Flint attack as a team, before Boney finishes with a powerful headbutt that sends his enemies flying.
Boney's entrance animation has him jump onto the stage, and he shares a victory theme with the other EarthBound characters.

Ninten

Smash ultimate ninten by shinfurevindo-dch9m7k

SSB EarthBound Series

Ninten is an ECHO of NessHeadSSBU NESS.

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.

  • Neutral Special - PK Flash: Ninten creates a green ball of energy above him that explodes should it hit a target.
  • Side Special - PK Fire: Ninten shoots a small lightning bolt-shaped projectile forward, which creates a miniature pillar of fire should it hit an opponent.
  • Up Special - Teleport: Ninten disappears before reappearing in a direction of choice.
  • Down Special - PSI Magnet: Ninten creates a bubble of energy around himself which allows him to absorb energy-based projectiles and heal himself in the process.
  • Final Smash - PK Starstorm: Ninten calls upon Ana and Teddy as meteors rain down on the stage.
Ninten has the same entrance animation and victory theme as Ness and Lucas.

Captain Rainbow

CaptainRainbowSSBH

Ssbcaptainrainbowicon

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.

  • Neutral Special - Rainbow Punch: Captain Rainbow lets loose a rainbow-coated punch. Faster than Falcon Punch, but not as powerful.
  • Side Special - Yo-Yo Boost: Captain Rainbow dives forward, before pushing his yo-yo upwards in an uppercut fashion.
  • Up Special - Rainbow Dive: Captain Rainbow leaps upward, attempting to grab an opponent. If he does, they're hit with an explosion and he can use the move again without being helpless.
  • Down Special - Rainbow Kick: Captain Rainbow rockets forward with a kick. If used in the air, it goes diagonally and will cause a small shockwave upon landing.
  • Final Smash - Forgotten Legends: Captain Rainbow unleashes a punch forward. Those hit are taken to a field where Captain Rainbow attacks them alongside the depictions of Little Mac and Birdo from his debut game, with the former finishing the attack with a belly flop.
Captain Rainbow leaps onto the stage for his entrance animation, and his victory theme is a snippet of the main theme of Captain Rainbow.

Rex

RexPyra

Rex Stock
SSB Xenoblade Series

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.

  • Neutral Special - Blade Combo: Rex consumes his current Blade Combo level to unleash an attack, via throwing the Aegis Sword into the air and allowing Pyra to enhance it with her abilities. If the Blade Combo isn't built up to I at least, Rex simply catches the Aegis Sword from the air before slashing forward with it.
    • Rex's Level I Blade Combo is Flame Nova, a horizontal spinning flame slash with a lot of area.
    • Rex's Level II Blade Combo is Prominence Revolt, which creates a giant pillar of flame upward after plunging the Aegis Sword into the ground.
    • Rex's Level III Blade Combo is Burning End, which has the Aegis Sword spin vertically, creating a trapping vortex of fire, before exploding.
  • Side Special - Rolling Smash: Rex charges up before doing a frontflip with the Aegis Sword, slamming it into the ground. The sword slam releases a wave of flame that moves forward afterwards.
  • Up Special - Anchor Shot: Rex aims his Anchor Shot in a specific direction before shooting it forward, moving forward in that direction. If it hits an enemy, they're Toppled and either buried or meteor smashed depending on whether they're on the ground or in the air.
  • Down Special - Double Spinning Edge: Rex charges up before unleashing two fierce sword strikes forward.
  • Final Smash - Sacred Arrow: Pyra transforms into Mythra as she causes beams of light to rain down from the sky, dishing out vicious damage.
Rex leaps onto the stage with the Aegis Sword for his entrance animation, and his victory theme is shared with Tora.

Doshin

Doshin

SSB Doshin Series

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.

  • Neutral Special - Palm Tree: Doshin raises a palm tree from the ground. He can either leave it there to act as a barricade of sorts, or pick it up and use it as a battering weapon.
  • Side Special - Quake Smash: Doshin slams the ground before a wave of kinetic energy moves forward, damaging enemies in its way. It will also push any groundbound objects, and is unfortunately capable of destroying his Palm Tree and Monument if they're up.
  • Up Special - Land Raise: Doshin raises a pillar of land below him as he jumps off of it, before it recedes.
  • Down Special - Monument: Small villagers on the ground build a monument to Doshin, which increases his attack power and movement speed for as long as it's standing. However, it can be destroyed.
  • Final Smash - Tsunami: Doshin grows to an incredibly large size, before unleashing a giant wave of water across the whole stage.
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

AvatarSpeedstar

SSB Sonic Series

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.

  • Neutral Special - Burst Wispon: The Rookie fires off a blast of fire forwards that will damage enemies multiple times. If the button is continually held however, it shoots a stream of fire forward instead that's good for racking up damage continually.
  • Side Special - Drill Wispon: The Rookie uses the Drill Wispon to dig into the ground beneath them, popping up after some time. Both the descent and the exit of the digging state deal damage to nearby enemies, and it also has mindgame potential due to the digging part. In the air however, the move acts as a diagonal charge in midair that can climb walls should it hit one, and meteor smashes airborne enemies.
  • Up Special - Hover Wispon: The Rookie rides their Hover Wispon into the air like a balloon, with it emitting slow-moving shockwaves below it that deal damage to and push back enemies.
  • Down Special - Void Wispon: The Rookie shoots a small black hole forward that will absorb, and destroy, incoming projectiles and nearby items as well as drawing forward enemies. However, it deals no damage.
  • Final Smash - Phantom Ruby: Before the Avatar can activate their Final Smash, Infinite teleports onto the stage and pulls the Smash Ball towards him as he snickers, consuming it and using his own. Infinite's "Final Smash" consists of him creating energy cubes from the Phantom Ruby's energies, erratically tossing them around the stage for massive dmaage.
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.

E-123 Omega

E-123 Omega (Speed Way)

SSB Sonic Series

Created by Dr. Eggman as the last E-Series robot, E-123 Omega, or simply Omega, would begin to resent the doctor after seeing that his abilities were being wasted. He'd join Team Dark in the process alongside Shadow the Hedgehog and Rouge the Bat, and even form a close bond with Shadow.

In Super Smash Bros. GR, E-123 Omega is a heavyweight with a killer projectile game, primarily excelling in countering defensively-oriented characters and punishing enemies for their mistakes. Omega Launcher, his neutral special, is the cornerstone of this in that it's a projectile that can destroy shields in a single blow if fully charged. He can also attack enemies from afar while recovering with Omega Arm, giving him some offstage utility, and he has hard-hitting attacks as a whole. His projectiles can also be augmented by Lock-On, which allows them to home in on targeted enemies.

However, Omega has several weaknesses. Omega Arm, despite dealing heavy damage, is a poor recovery move. Omega is also quite vulnerable to reflectors due to the nature of his special moves, and has trouble working around that flaw. Finally, Omega's a bit slow and easily outmaneuvered by faster characters.

Overall, E-123 Omega is a powerful heavyweight who can harass enemies at long range, but has to keep himself defended up-close.

  • Neutral Special - Omega Launcher: Omega charges up a fireball which can either be saved for later, or shot right away. Unlike other chargeable projectiles, the fireball deals considerable shield damage and the fully charged variant can break a shield in a single shot, but to compensate, it has below average damage and knockback to non-shielding opponents and takes some time to charge.
  • Side Special - Omega Shot: Omega lets out a shotgun-esque blast of bullets before him that deal more damage the closer the enemy is to him, as well as semi-spiking opponents.
  • Up Special - Omega Arm: Omega spins around as he lets loose a flurry of bullets on both sides of himself, ascending in the process. Even after he's ascended the maximum distance, he can continue to hold down the button to spray bullets on both sides of himself.
  • Down Special - Lock-On: Omega emits a quick laser blast in front of himself, which, if it connects with an enemy, causes all of his projectiles to home in on them for a short period of time.
  • Final Smash - Blazing Tornado: Omega shoots a blast of flame that, if it connects, sends the opponent to a battlefield where he and Rouge the Bat attack together, with Rouge channeling the flames from Omega's flamethrower into a series of fiery kicks.
Omega lands on-stage via his jet boosters in his entrance animation, and shares a victory theme with Sonic.

Scourge

Scourge GR

SSB Sonic Series

Scourge is an ECHO of SonicHeadSSBU SONIC.

Originally known as Anti-Sonic, Scourge the Hedgehog would later transform into his more recognizable green form after absorbing energy from the Master Emerald. From there, he'd proceed to fight with Sonic and the Freedom Fighters, before eventually being defeated and sent to Zone Jail.

In Super Smash Bros. GR, Scourge fittingly acts as Sonic's Echo Fighter, retaining many of the same moves but with different properties. For the most part however, Scourge's attacks hit harder but are a tad slower, and his special moves as a whole have a different feel to them. For the most part however, he offers a different playstyle than Sonic, but is still familiar and easy to pick up.

  • Neutral Special - Homing Attack: Scourge curls up into a ball as he ascends, before striking a nearby opponent head-on. Scourge's variant of the move attempts to attack enemies from directly above, meteor smashing them if they're in the air, but otherwise he'll plummet downwards, making it a more risky move to use,
  • Side Special - Boost: Scourge immediately rushes forward for as long as the button is held down on the ground, and once while airborne. Deals heavy damage on impact, but has a large amount of ending lag should it not hit anyone. Scourge's variant of the move allows for him to jump during it when groundbound, leading into a kick, but this otherwise reduces the range of the Boost.
  • Up Special - Double Spring: Scourge throws a spring underneath him before leaping off of it. Scourge can throw down a second spring after the first, but both springs don't cover as much distance.
  • Down Special - Spin Dash: Scourge curls up into ball form before lunging forward. The more the button is pressed, the faster he'll go. Scourge's Spin Dash will destroy any projectiles that hit him during the move, but is slightly slower.
  • Final Smash - Super Scourge: Scourge uses the Chaos Emeralds to transform into Super Scourge, before dashing back and forth across the stage at lightning speed. The player can only adjust his vertical position.
Scourge has the same entrance animation and victory theme as Sonic.

Fang

Fang GR

SSB Sonic Series

Out of all the foes Sonic has faced, Fang the Sniper has been an interesting one. He's only interested in profit, even going as far as to attempt to steal the Chaos Emeralds. Fang does have a heart of gold sometimes however, as he was among those who sought to destroy the Death Egg II in a fighting tournament.

In Super Smash Bros. GR, Fang is a bouncy, nimble fighter who relies on his popgun and various moves based off of Sonic the Fighters to attack. Many of his moves have ending animations where he rebounds backwards slightly, and the majority of them involve kicks as well. Fang excels in pressuring enemies and forcing them to act, and he also possesses vicious throws such as the Tabletop Flip, his back throw. Fang also boasts a good projectile game thanks to his Popgun, and the utility of his attacks allow him to navigate the stage easily.

However, Fang is not without his weaknesses. His recovery, while far-reaching, is easily gimpable, and his air attacks lack the unique property of allowing him to rebound back, making it easier to punish him in the air. Fang is also quite light and easily knocked around, forcing him to play defensively a lot.

Overall, Fang is a powerful pressuring character who can force opponents to act, but needs to watch his guard.

  • Neutral Special - Cork Shot: Fang fires off a cork from his Popgun. They can be shot rapidly, or charged up fully. Uniquely, the popgun can also be aimed and the corks will bounce off of solid surfaces if they hit them.
  • Side Special - Tail Spring Kick: Fang bounds forwards with his tail as a spring, kicking in front of him. Enemies he kicks will take damage and be tripped briefly, making it a good approaching move.
  • Up Special - Bike Bounce: Fang gets into the Marvelous Queen, his airbike, as the spring underneath activates and he bounces upwards, continuing to bounce if he lands on solid surfaces. If he uses it to jump onto an opponent, they will be buried/meteor smashed as he gains a massive boost in altitude. At any point, the move can be cancelled into a Cork Shot to assist in pressuring enemies, but can't be used again until Fang touches the ground.
  • Down Special - Homing Missile: Fang gets onto the Marvelous Queen before firing a missile from it. The missile will travel a short distance, and should it fail to hit anyone during its initial trajectory, it will try to return to Fang, causing an explosion should it hit him. While this does damage Fang, it will also injure nearby enemies and grant him a boost in the direction he's hit in.
  • Final Smash - Cannon Barrage: Fang laughs to himself before unleashing a flurry of popgun blasts forwards, dishing out heavy damage..
Fang springs onto the stage with his tail for his entrance animation, and his victory theme is that of winning a battle in Sonic the Fighters. He also has a costume based on his polygonal appearance in Sonic the Fighters.

Vile

Mhx vilestand

SSB Mega Man Series

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.

  • Neutral Special - Front Runner: Vile shoots blasts of energy from his shoulder cannon, the Front Runner. While the button is held down, blasts will be continually fired, and you can tilt the stick to change the angle. Each energy blast deals light damage and hitstun, but has low range.
  • Side Special - Nervous Ghost: Vile shoots a continual beam of energy forward that inflicts hitstun and damage to those in its way. However, the beam loses power the longer it's fired for.
  • Up Special - Green-Eyed Lamp: Vile propels himself into the air a short distance with a jet of reddish-pink fire from his knee. The fire itself has short range, but hits enemies multiple times.
  • Down Special - Bumpity Boom: Vile shoots a grenade out of his knee that travels a short distance before exploding. If an enemy attacks Vile as he's shooting the grenade, it explodes prematurely and deals double damage.
  • Final Smash - Necro Burst: Vile surrounds himself with a sphere of energy that grows over time, covering the screen and continually damaging enemies it hits, before exploding and dealing big damage, KOing those who are at 100% or higher.
Vile shares an entrance animation and victory theme with the other Mega Man characters.

Cactuar

Cactuar SSBGR

SSB Final Fantasy Series

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.

  • Neutral Special - Poison Barb: Cactuar shoots a needle forward that deals very minor damage on hit, but plants a flower on the enemy's head that will rack up damage continually.
  • Side Special - Volleyball: Cactuar lobs a volleyball from Mario Sports Mix up into the air, which will damage enemies it hits and keep bouncing until it falls off the stage or after a certain amount of time. Should Cactuar collide with his own volleyball however, it will pop and the material will go flying around the stage, dealing moderate damage.
  • Up Special - Spinning Needle: Cactuar leaps into the air as he spins, continually damaging enemies, before letting loose a burst of needles from himself that pushes away enemies.
  • Down Special - Photosynthesis: Cactuar ingrains himself in the ground as he slowly regenerates health. However, he lets loose a burst of needles upon cancelling the move, making it double as a defensive tool as well.
  • Final Smash - 1000 Needles: Cactuar lets loose a barrage of needles in front of him, which stun enemies in their tracks and deal damage, before a final burst that dishes out major knockback.
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.

Thrall

Thrall SSBGR

SSB Warcraft Series

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.

  • Neutral Special - Chain Lightning: Thrall throws out a lightning bolt. If it hits, it will try to bounce to a nearby enemy, repeating until it's hit three targets. However, if there are less than three targets, those targets take increased damage due to the lack of the bounce. With Windfury, two lightning bolts are sent out instead of one.
  • Side Special - Lava Lash: Thrall charges forward with the Doomhammer coated in lava, dealing heavy damage upon hitting. With Windfury, Lava Lash buries the opponent it hits.
  • Up Special - Ghost Wolf: Thrall transforms into a ghostly wolf as he lunges in a direction of choice, before returning to his normal state. The lunge deals damage on impact. With Windfury, the distance travelled and damage dealt increases.
  • Down Special - Frost Shock: Thrall shoots forward a bolt of ice that, if it hits, deals damage but is more likely to freeze the farther it's gone. With Windfury, Frost Shock always freezes.
  • Final Smash - Hand of Rock: Thrall slams the Doomhammer forward, sending out a bolt of electricity that sends those hit to the field where he fought Garrosh in World of Warcraft: Warlords of Draenor. From there, a hand made of rock traps the enemies hit before they're struck by a bolt of lightning from the sky, inflicting heavy damage and knockback.
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.

The Knight

The Knight

SSB Hollow Knight Series

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.

  • Neutral Special - Vengeful Spirit: The Knight charges up before unleashing a massive blast of energy forward that deals more damage the farther it goes. Generates a full charge of Soul if it hits an enemy after going the maximum distance.
  • Side Special - Super Dash: The Knight lunges forward instantaneously, causing powerful damage and knockback on impact. The start of the lunge deals the most damage and generates a full charge of Soul if it hits.
  • Up Special - Dash Slash: The Knight dashes in a direction of choice with a sword strike, with a sweetspot around the tip of the Nail. Generates a full charge of Soul if it lands a fully sweetspotted strike.
  • Down Special - Focus: The Knight consumes a charge of Soul it has to heal 15% damage.
  • Final Smash - Abyss Shriek: The Knight immediately lets loose four massive surges of energy from itself, each blast being harder-hitting and farther-reaching than the last. When the Final Smash is done, the Knight immediately gains two charges of Soul to use.
The Knight leaps onto the stage for their entrance animation, and their victory theme is a snippet of the main theme of Hollow Knight.

Cuphead

Cuphead SSBGR

SSB Cuphead Series

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.

  • Neutral Special - Peashooter: Cuphead fires a bullet by snapping his fingers. The move can be spammed to shoot a flurry of blasts, or held down to consume a charge of the Super Meter to use Mega Blast, a multihitting projectile that deals considerable shield damage.
  • Side Special - Chaser: Cuphead shoots a green, slow-moving projectile that curves towards enemies, but deals less damage and knockback than Peashooter. A charge of the Super Meter can be consumed by holding down the button to use Chaos Orbit, which creates four projectiles that circle Cuphead and absorb attacks, being destroyed in the process.
  • Up Special - Parry: Cuphead jumps into the air in the form of a ball, with a pink hand coming from his straw and slapping the first fighter he touches. Slapped enemies are put in a semi-helpless state as if they were just hit by a footstool, and Cuphead gains even more altitude.
  • Down Special - Roundabout: Cuphead tosses a boomerang-esque projectile forward, which will curve back towards him shortly after and move much faster at that point. By holding down the button instead of pressing it, a charge of the Super Meter can be consumed to use Jumbo Rebound, which is larger, hits harder, and will more intelligently navigate past obstacles.
  • Final Smash - Energy Beam: Cuphead fires a massive stream of liquid from his head that deals significant damage and knockback.
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.

Peashooter


SSB Plants vs. Zombies Series

Plants and zombies have been enemies for a while. Peashooter in particular is one of many plants that have been fighting against them, with all sorts of variants. They tend to just shoot peas at zombies, an interesting projectile choice.

In Super Smash Bros. GR, Peashooter is a lightweight who excels in projectile usage alongside an unorthodox moveset. Key to his success is his ability to root into the ground by shielding and pressing the special move button simultaneously. While rooted, he has super armor, preventing him from suffering knockback or hitstun, along with several buffs to his special moves, but at the cost of Peashooter taking 1.3x more damage, being unable to move, and being forced to unroot after taking 40% damage. You can also manually exit the root state via jumping or using an up tilt or up smash, dealing extra damage in the process. Rooting is a key part of Peashooter's playstyle, and has both offensive and defensive benefits. Besides rooting, Peashooter has an excellent projectile game due to his projectile-based normal attacks, the Gatling Pea's quick-firing projectiles, and the Jalapeno's mindgame potential. He also has a decent recovery and anti-projectile tool in the Umbrella Leaf, and an unorthodox counter in the form of Chomper Counter.

Despite these advantages, Peashooter is not flawless. His reliance on rooting means he needs to play close to the ground, making him vulnerable and unable to take advantage of the air. He also has a terrible grab game due to a lack of limbs, and poor aerial mobility as a whole. He's also quite light and easily knocked around.

Overall, Peashooter is an interesting character who can overwhelm the enemy with projectiles, but needs to play close to the ground.

  • Neutral Special - Gatling Pea: Peashooter transforms into a Gatling Pea as he begins to fire off peas at a fast rate. They inflict a good amount of hitstun, but not so much damage. The move can also be angled however you like. If Peashooter is rooted when he uses this move, the peas will be fired faster.
  • Side Special - Jalapeno Toss: Peashooter tosses a Jalapeno forward that will quickly explode. When it explodes, it will create a line of fire that stretches across the entire screen from left to right. While it doesn't deal too much damage and knockback, it does cause hitstun so it's good for disorienting enemies for follow-ups. If Peashooter is rooted when he uses this move, the Jalapeno deals more damage.
  • Up Special - Umbrella Leaf: Peashooter props up an Umbrella Leaf, with a different function depending on whether he's on the ground or airborne. On the ground, it will cover him and deflect projectiles, with each deflection also damaging nearby enemies, and in the air Peashooter will leap off of it for recovery. If Peashooter is rooted when he uses this move, the Umbrella Leaf covers a wider area.
  • Down Special - Chomper Counter: The Peashooter crouches slightly as a Chomper appears in front of him. If an enemy attacks him directly during this time, the Chomper will devour them whole, leaving them in his mouth for several seconds and allowing Peashooter to attack them. If Peashooter is rooted when he uses this move, the Chomper will create a vacuum of sorts when he first appears, drawing in nearby enemies for a bite.
  • Final Smash - Plant Food: Peashooter ingests some Plant Food as he gains a military-esque helmet, before unleashing a barrage of peas forward, followed by one giant one.
Peashooter burrows out of the ground for his entrance animation, and his victory theme is that of clearing a level in Plants vs. Zombies.

Starkiller

Starkiller

SSB Star Wars Series

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.

  • Neutral Special - Force Lightning: Starkiller unleashes Force lightning in front of him. It hits multiple times and can lock enemies in place, and can also be aimed slightly.
  • Side Special - Lightsaber Toss: Starkiller throws one of his lightsabers forward. He can stall it by holding down the button too, but if you only have one lightsaber on you, your attack power is reduced. Uniquely however, the lightsaber will bounce from enemy to enemy if it manages to land a hit during the initial throw.
  • Up Special - Force Leap: Starkiller leaps upwards with his lightsabers, before crashing down with them. Upon hitting the ground, a small wave of Force energy moves along it.
  • Down Special - Jedi Mind Trick: Starkiller emits a small pulse of Force energy that turns around opponents, and can deflect projectiles.
  • Final Smash - Star Destroyer: Starkiller pulls a Star Destroyer into orbit from space as it devastates the area of the stage he's on.
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.

General Grievous

Grievous

SSB Star Wars Series

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.

  • Neutral Special - Unrelenting Advance: Grievous spins his four lightsabers around him in a wheel fashion for a brief moment of time, and can also move while doing so.
  • Side Special - Claw Rush: Grievous drops into a crawl as he rushes forward. If he hits anyone during his rush, he grabs them and pins them down before landing a lightsaber strike.
  • Up Special - Thrust Surge: Grievous lunges upwards with his lightsabers, with a sweetspot along the tip.
  • Down Special - Staff Smash: Grievous pulls out an electrostaff as he stabs it forward, stunning whoever he hits briefly. While stunned, any attack he makes towards them will influence their trajectory once the stun breaks.
  • Final Smash - Malevolence Strike: The Malevolence, Grievous's flagship, appears behind the stage as it fires off a massive blast from its ion cannon. Those caught in the blast are then hit by a barrage of laserfire and sent flying.
Grievous's entrance animation has him jump out of his starfighter, and his victory theme is shared with Starkiller.

Kick Buttowski

Kick Buttowski SSBGR

SSB Disney Series

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.

  • Neutral Special - Ping Pong: Kick fires off a ping-pong ball which will bounce along the stage. He can then use the move again to perform a series of paddle whacks much like the Fan item.
  • Side Special - Skateboard Leap: Kick gets on his signature skateboard before dashing forward. If he jumps while riding it, he performs an ollie before hitting the ground again, with the descent having a meteor effect.
  • Up Special - BMX Jump: Kick spins into the air on a bicycle, with the bike falling onto the ground beneath him.
  • Down Special - Cheetah Chug: Kick drinks a can of Cheetah Chug, which doubles his movement speed for a brief period of time and causes his next smash attack to consume the drink's effects to be more powerful, allowing it to offer a choice between blistering speed or a single, powerful move.
  • Final Smash - Kickasaurus Wrecks: Kick calls for the Kickasaurus Wrecks to attack the battlefield briefly, wreaking havoc and attacking other fighters.
Kick's entrance animation has him skateboard onto the stage, and his victory theme is a snippet of the main theme of Kick Buttowski.

Unlock Criteria[]

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

Mii Fighters[]

MiiFightersSSBGR

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.

Playstyles[]

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.

Playstyles
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.

Special Moves[]

Each Mii type has multiple special moves to choose from:

Mii Brawler Mii Gunner Mii Swordfighter Mii Athlete
Neutral Specials
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.
Side Specials
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.
Up Specials
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
Down Specials
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.
Final Smashes
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.

Cosmetic Clothing[]

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.

Stages[]

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.

New Stages[]

Base Game[]

Stage Info
Battlefield SSBGR
Battlefield
Smashgrlogo
SSB Super Smash Bros. Series

This simple stage has been in Super Smash Bros. since Melee, with three platforms above a larger platform.

FinalDestination SSBGR
Final Destination
Smashgrlogo
SSB Super Smash Bros. Series

Final Destination is a simple, one-platform stage that soars through the skies, switching through backdrops.

Table of Beginnings SSBGR
Table of Beginning
Super Smash Bros 64 logo
SSB Super Smash Bros. Series

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!

SubspaceGunship
Subspace Gunship
Super Smash Bros. Brawl Logo
SSB Super Smash Bros. Series

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.

Bowserscastle
Bowser's Castle
SuperMarioExcursionExotoroLogo
SSBMarioSymbol

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.

MushroomKingdomIII SSBGR
Mushroom Kingdom III
Smb3logo
SSBMarioSymbol

Mushroom Kingdom III is the logical next step compared to its predecessors: a stage based on Super Mario Bros. 3. This particular version takes place in several locales: Grass Land, where you'll have the usual setup of blocks and platforms, Water Land, where Boss Bass will leap out of the water in an attempt to swallow fighters whole, Ice Land, where the ground itself is slippery and hard to keep your traction on, and last but not least an airship where you won't have much ground room.

LinelandRoad
Lineland Road
SPMLogo
SSBMarioSymbol

Lineland Road, the first area Mario ventured into to recover the Pure Hearts, is an interesting stage. It has two layouts: a 2D one with a platform with walk-off blast lines and two platforms floating above, and a 3D one featuring a platform with ledges, but only one floating platform above. Every so often the stage will flip between 2D and 3D, so make sure to avoid one of the areas that'll be changing with the flip!

BowserMap
Bowser's Body
Bowsers Inside Story
SSBMarioSymbol

Mario & Luigi were once stuck inside Bowser's body. Now, it's a huge stage, akin to the Great Cave Offensive! Delve into the Trash Pit's pits of liquid, break open carrot chunks in the Gut Check, fight through the shelves in the Memory Bank, and find some...dark threats in the Airway!

MP8Scene
Mario Party
MarioPartyLogo SSBGR
SSBMarioSymbol

Drawing from multiple games in the series, Mario Party is a stage of surprises. Despite having the same layout constantly, it will switch between four aesthetic looks: Mystery Land from Mario Party 2, Castaway Bay from Mario Party 6, Koopa's Tycoon Town from Mario Party 8, and Whomp's Domino Ruins from Super Mario Party. In between transitions, one of several minigames will happen, and winning will give you a random buff for a short period of time:

  • Shy Guy Says from the first Mario Party, where you'll have to perform the action Shy Guy tells you to.
  • The Great Deflate from Mario Party 4, where you'll have to smash inflatable Thwomps with attacks.
  • Pokey Pummel from Mario Party 7, where you need to tear apart Pokeys, but you can fling their segments at other fighters.
  • Beeline Shrine from Mario Party 10, where you need to avoid the bees flying around the stage.
Stormship Stadium
Stormship Stadium
MSCLogo SSBGR
SSBMarioSymbol

After the finals of the Striker Cup, many of the best teams came to Stormship Stadium. This stage may seem flat, but it tilts often, making the ground an erratic element. What's worse is that lightning will occasionally strike the stage, so watch out!

100m
100m
DonkeyKongLogo
SSB Donkey Kong Series

100m was the last of the four areas Mario delved into to save Pauline. This stage is a spiritual successor to 75m from Brawl, and features a more simplistic layout with ladders and multiple levels. However, the rivets can be attacked, which will destroy the floors of the stage. Eventually they'll come back up however. The fires that randomly spawn, along with Donkey Kong himself, will also be a problem.

GangplankGalleonSSBC
Gangplank Galleon
Donkey-kong-country-snes-logo-73926
SSB Donkey Kong Series

King K. Rool's ship was used to keep Donkey Kong's Banana Hoard hostage. Here, it's more of a traditional stage with walk-off blast lines, but you can attack the piles of barrels and send them at your foes!

Angry Aztec
Angry Aztec
Donkey Kong 64 Logo
SSB Donkey Kong Series

The temples of Angry Aztec held Golden Bananas during Donkey Kong's initial venture into the area. Now, it's a stage featuring a vicious sandstorm. The sandstorm will occasionally rage on the stage, limiting sight on the stage. This can be both an advantage and a disadvantage however, so be careful!

DKR-WhaleBay
Whale Bay
Diddy Kong Racing logo
SSB Donkey Kong Series

Whale Bay may be a racetrack, but it's a frightening place to be. Occasionally your platform will stop on the track as racers drive by, but who you really want to watch out for is Wizpig. He'll occasionally attack you, but you can defeat him for a point!

Scorch N Torch
Scorch 'n' Torch
Logo EN Final - Donkey Kong Country Tropical Freeze
SSB Donkey Kong Series

When the Snowmads invaded, the Kongs made their way across multiple islands, including Bright Savannah and the Scorch 'n' Torch region. Here, you'll be proceeding along as the savannah before you burns. Platforms will be destroyed by the flames, as will ropes.

BotW Final Trial Lock
Ruin of Adventure
Lozwott
SSB The Legend of Zelda Series

The Ruin of Adventure was an optional dungeon for Link and his allies to delve into during the war against Termina, and featured a myriad of puzzles. Here, the stage consists of a platform that will rise and fall through the ruin, with each floor having a different layout and gimmicks.

PalaceOfWinds
Palace of Winds
Minish Cap Logo
SSB The Legend of Zelda Series

The sky-high Palace of Winds was the last of the dungeons Link needed to visit to reforge the Four Sword. Here, you'll have cloud platforms flying alongside the main platform, but some might have fans on them, which will push you away!

ALBW Lake Hylia
Lake Hylia
A Link Between Worlds logo
SSB The Legend of Zelda Series

Lake Hylia surrounds the House of Gales in Hyrule, where the Pendant of Wisdom was held. This stage normally features a simple set of platforms above the island in the lake, but occasionally Yuga will appear, before turning the stage into Lorule Lake and Turtle Rock. Unlike Hyrule, Lorule's version of the stage features a different platform layout.

InsectCavern
Insect Cavern
RosyRupeeland
SSB The Legend of Zelda Series

During Tingle's journey to reach Rupeeland, he came across the Insect Cavern. Here, Rupees are all over the simply laid-out stage, which can be collected and delivered to a random Bodyguard that fought alongside Tingle in the game the stage is from. When the bodyguard receives one-hundred Rupees from a single player, they'll fight alongside that player until an amount of time has passed or they're KO'd.

HW Temple of the Sacred Sword
Temple of the Sacred Sword
Hyrule Warriors Logo
SSB The Legend of Zelda Series

This temple held the Master Sword, but also played host to a massive battle. Here, ghosts will occasionally fly through the battlefield, attacking anyone in their way, though they can also be attacked, which will change the direction they fly in! The stage layout itself consists of a large field with walk-off blast lines.

Phaaze SSBGR
Phaaze
Metroid Prime 3 Logo
SSB Metroid Series

Phaaze was invaded by Samus during her journey to locate and stop Dark Samus, and is a hostile place. This stage consists of a cavernous layout with a moving platform above, but occasionally, Phazon will creep onto the stage. Fighters who make contact with it will enter Hypermode, where they'll hit harder with all attacks, but take increased knockback.

Talvania SSBGR
Talvania
FederationForce
SSB Metroid Series

The Space Pirates invaded Talvania to take control of its machines, before the Federation Force came in. Talvania is a moving stage that transitions between the power station, Space Pirate weapon factory, and Metroid breeding facility, each with their own hazards.

Samusreturns
SR388
SamusReturns
SSB Metroid Series

SR388 was infiltrated by Samus during her mission to exterminate the Metroid species. SR388 is a large labyrinth stage fitting for the Metroid series, with Teleport Stations allowing for easy travel around the labyrinth. The purple liquid all around the stage is key to eliminating your foes.

Windblownwilderness
Windblown Wilderness
Yoshi's Island DS
SSB Yoshi Series

Windblown Wilderness is a calm stage set at sunset, which features multiple small platforms above an abyss, including several smaller Number Platforms. These platforms will fall if they're stood on until the counter on it reaches zero. Wind gusts will also periodically alter the platform layout on the stage, making for some interesting variations.

YCScreen
Yoshi's Cookie
Yoshiscookielogo
SSB Yoshi Series

Yoshi's Cookie is a unique stage in that it only possesses a blast line above. However, as the battle goes on the cookies will move throughout the grid. Should a fighter be caught between several cookies or a wall, they'll be instantly KOed. Make sure to watch the constantly moving battlefield!

MountainOfEchoes SSBGR
Mountain of Echoes
TreasurePack
SSB Kirby Series

This mountain holds the nightmares of Kirby's past adventures, which he had to face himself. This stage features a simplistic cave layout, but occasionally stalagmites will fall and alter the platform layout. However, these stalagmites can be destroyed, but will eventually fall down again.

PlanetEarthfall
Planet Earthfall
KirbyStarAlliesLogo
SSB Kirby Series

Planet Earthfall was one of many planets Kirby visited during the battle to stop Hyness and the Jambastion mages. The layout of the stage features two hills, providing an angled approach to attacking enemies, as well as a single tree that can be used to gain the high ground against foes.

Kirbys-epic-yarn1 1829655b
Patch Land
Kirby's Epic Yarn Logo
SSB Kirby Series

This quilty landscape was desecrated by the evil Yin-Yarn, but Kirby and Prince Fluff fixed it back up after a grueling adventure. Patch Land features three distinct platform layouts that will switch as time goes on: one based on Quilty Square, one based on Snow Land, and one based on Space Land.

Citytrial
City Trial
Kirby Air Ride Logo
SSB Kirby Series

The expanses of the City Trial are full of Patches to collect, vehicles to utilize, and all sorts of events. City Trial is a moving stage that takes place on top of the Air Ride Machines from the stage's game of origin, with all sorts of machines to fight on top of. New machines will come and go, so make sure to keep moving!

Thorntail Hollow
ThornTail Hollow
Star Fox Adventures Logo
SSB Star Fox Series

ThornTail Hollow is among the most beautiful areas on Sauria, and the first of its locales visited by Fox McCloud. The stage takes place in front of the WarpStone, and is more or less a platform with uneven terrain.

Area 3 SSBGR
Area 3
Star Fox Zero Logo
SSB Star Fox Series

Andross's forces hit the space colony of Area 3 hard, prompting the Star Fox team to defend the Gigarilla weapon inside. The stage actually takes place on top of the Gigarilla, which will move around occasionally as it moves to attack nearby Venomian ships.

PokeFloats2 SSBGR
Poké Floats 2
EnglishPokemonLogo
SSB Pokemon Series

Poké Floats 2 is the successor to the original Poké Floats from Melee, in which you'll battle on top of moving Pokémon floats. This time however, you'll see a myriad of Pokémon from across all seven generations.

Battle Frontier Map
Battle Frontier
Emeraldlogo
SSB Pokemon Series

Hoenn's Battle Frontier is a stage that takes place on a flat plane with walk-off blast lines, within the Battle Frontier complex itself. However, the battlefield will change occasionally to accommodate one of four types: Ghost, Fighting, Poison, or Bug. Each type has its own platform layout.

Ultra Sun Ultra Moon Ultra Megalopolis artwork
Ultra Megalopolis
USUMLogos
SSB Pokemon Series

Ultra Megalopolis had its light stolen by Necrozma, forcing the Ultra Recon Squad to build Megalo Tower. In Smash GR, the light plays a major role, with the Megalo Tower occasionally being attacked by Necrozma as you fight on a simple layout with a single platform above you. When Necrozma attacks the tower, the entire stage will darken briefly, before being lit up again.

CitadarkIsle
Citadark Isle
Xdlogo
SSB Pokemon Series

The volcanic island of Citadark Isle features a rugged platform layout of sorts. However, what sets this stage apart is the presence of XD001 (commonly known as Shadow Lugia) as a stage boss, who will occasionally appear and attempt to attack the fighters.

Temporal Tower
Temporal Tower
TimeDarknessLogos
SSB Pokemon Series

The Temporal Tower was the home of Primal Dialga during its descent into madness. The stage's vertical layout makes for some interesting situations, but what's even more interesting are the Time Gears that will periodically appear throughout the stage. Use one, and you'll either gain a speed boost, or be slowed down.

PokemonGO SSBGR
Pokémon GO
Pokemongologo
SSB Pokemon Series

Pokémon GO is a stage based on the titular mobile game, which consists of two moving platforms above a larger platform. What sets this stage apart however is the background, which will cycle between four real-world landmarks: the Golden Gate Bridge, the Eiffel Tower, Mt. Fuji, and the Great Pyramid of Giza.

Sand Ocean
Sand Ocean
Fzero-logo
SSB F-Zero Series

Sand Ocean is a well-known course to F-Zero racers, featuring plenty of tight turns. Unlike past F-Zero stages, Sand Ocean always takes place atop the Blue Falcon, with F-Zero machines occasionally coming in below. Choose where you wish to fight wisely.

SunshineForest SSBGR
Sunshine Forest
Mother3Title
SSB EarthBound Series

The Sunshine Forest, a vast area full of trees and fauna, was attacked by the Pigmask Army when they first arrived in the Nowhere Islands. The stage's flat layout is added onto by several burnt trees and logs on the ground, providing plenty of spots to take cover in.

OperaHouse SSBGR
Opera House
Fire Emblem Fates logo white
SSB Fire Emblem Series

Cyrkensia's Opera House is a popular attraction for both locals and tourists, and was the site of a battle between the kingdoms of Hoshido and Nohr. The entire stage takes place on a gondola as it circles around the opera house, making it a peaceful stage of sorts.

Space pirate ship
Space Pirate Ship
KIULogo
SSB Kid Icarus Series

During the war between the armies of Palutena and Medusa, the Space Pirates held the Three Sacred Treasures aboard their ship. The stage itself consists of multiple moving platforms, as well as the tentacles of the kraken aboard the ship occasionally breaking through and acting as platforms themselves.

GoldenPassage
Golden Passage
WarioLand 4 Logo
SSB Wario Series

The Golden Passage held many treasures that were later plundered by Wario himself. This stage is unique in that there is no upper blast line due to a ceiling: just one to the left, one to the right, and one below the singular platform. The stage itself is a bit cramped too, so don't play too defensively!

Gyromite2
Gyromite
GyromiteLogo
SSB R.O.B. Series

Professor Hector had to navigate through these mechanical tunnels with the help of R.O.B.. While Gyromite initially features a Final Destination-esque layout, the stage also features two gates on the left and right sides that will occasionally open and close.

Ambush In Africa SSBGR
Ambush in Africa
MGRRLogo
SSB Metal Gear Series

Desperado's attack on an African country led to the Maverick member Raiden confronting the gigantic Metal Gear RAY. Here, the stage shifts between various parts of the battle as Metal Gear RAY attempts to attack from afar with missiles and destroying nearby buildings.

Bingo Highway SSBGR
BINGO Highway
SonicHeroesLogo
SSB Sonic Series

During the conflict between Teams Hero, Dark, Rose, and Chaotix, they all stumbled upon the casino-esque BINGO Highway. Here, as you battle atop a large, complex layout of platforms, a giant Bingo board is the centerpiece. Occasionally, a marked number will appear on the stage, with players capable of collecting it. Collect the numbers that form a Bingo, and you'll receive a random buff.

Rooftop Run
Rooftop Run
Sonic Unleashed Logo
SSB Sonic Series

Sonic and his new ally Chip ventured through the city of Spagonia to retrieve key fragments to unlock access to a Gaia Temple in the city. Rooftop Run takes place at the top of the tower within the city, providing a nice view as you fight atop a simple stage layout consisting of two platforms above the tower.

Studiopolis SSBGR
Studiopolis Zone
SonicMania Logo
SSB Sonic Series

The Heavy Gunner fought with Sonic and his allies during their trip to Studiopolis Zone. This carries over to the stage itself, which will travel between several points within the boss fight. Whenever the main platform lands on the road, Mighty the Armadillo and/or Ray the Flying Squirrel will sprint by, followed by the Heavy Gunner's helicopter, so keep an eye out! Sometimes the stage will land on a skyscraper within Studiopolis instead, but the Heavy Gunner will fire off missiles at the skyscraper!

Pocket Camp SSBGR
Pocket Camp
Pocket Camp logo
SSB Animal Crossing Series

This campsite is home to many animals and travellers looking to relax. The stage itself is a flat layout with several RVs acting as platforms.

Highway SSBGR
Central Highway
MegaManXLogo
SSB Mega Man Series

X delved onto this highway to stop the Mavericks, and ended up encountering his rival Vile. Central Highway consists of a simple platform layout with a large platform that moves left and right above the main one.

Canyon Chaos SSBGR
Canyon Chaos
Pacmanworld2logo
SSB Pac-Man Series

Canyon Chaos was visited by Pac-Man during his journey to secure the Golden Fruit. The stage is notorious for the giant gap in the middle, essentially splitting it into two main platforms.

SSBVS-Argentum-Trade-Guild
Argentum Trade Guild
Xenoblade Chronicles 2 Logo
SSB Xenoblade Series

The Argentum Trade Guild is among the most influential factions in Alrest. This stage takes place on a ship docked at the trade guild, with an intricately designed platform layout as time goes through a day-night cycle.

World A SSBGR
World A
FF1Logo
SSB Final Fantasy Series

The four Warriors of Light travelled across this then-unnamed world to defeat the Four Fiends. While simplistic, with two moving platforms, World A as a stage has an almost nostalgic vibe to it.

S2 Stage The Reef
The Reef
Splatoon2
SSB Splatoon Series

The Reef is one of many popular areas in Inkopolis, both for its shops and for the Turf War battles. The stage itself takes place on the bridge in the center of the stage, which in itself is sloped.

Level 37 SSBGR
Level 37
Lostvikingslogo
SSBLostVikingsSymbol

The so-called "Level 37" was the domain of the alien emperor Tomator, and the site of his first battle with the Lost Vikings. Tomator himself appears as a stage boss within this 16-bit, intricately designed stage, so use all the platforms to your advantage!

SSBU-PictoChat 2
Pictochat X
Pictochat-logo
SSB DS Series

Pictochat X combines the transformations of both Pictochat and Pictochat 2 from Brawl and Smash 3DS, while also adding some new ones.

Overworld
The Overworld
Minecraft-logo
SSB Minecraft Series

The Overworld best exemplifies what Minecraft is about, in that it's 100% randomly-generated. Who knows what layout and/or biome you'll be fighting in!

Noisy Notebook DSSB
Noisy Notebook
Snipperclips Plus logo
SSB Snipperclips Series

Noisy Notebook is a unique stage where a variety of unique stage elements can show up, such as lights that will reduce visibility on the stage when attacked, basketball nets that will meteor smash opponents who enter them, and eggs that can be thrown into nests to receive healing!

Nintendo Floats
Nintendo Floats
NintendoLogoWhite
SSB Special Symbol

Nintendo Floats is a unique stage that takes place along floating Nintendo hardware. You'll battle it out on top of consoles and their peripherals.

Artisans
Artisans Homeworld
SpyroLogo
SpyroSymbol

The Artisans Homeworld was the first area Spyro delved into to stop Gnasty Gnorc. This stage is relatively peaceful, with walk-off blast lines and dragons flying overhead in the background. However, the Goons that will periodically spawn may be a problem!

Beacon
The Beacon
Club Penguin logo
SSB Club Penguin Symbol

The Beacon is among the highest points on the island of Club Penguin, and is an interesting stage. With a view of the whole island, you'll duke it out on both the main level of the Beacon and the roof of the light, which will provide for some interesting battles. Green Puffles may also fly in with items.

Zip Lash SSBGR
Zip Lash
Ziplash
Chibi-Robo! Emblem

Zip Lash is a scrolling stage that takes place throughout a neighborhood. Much like Chibi-Robo, you'll be traversing the ground at a small scale as you come across obstacles!

Forest Village SSBGR
Forest Village
Billy Hatcher and the Giant Egg (Logotipo)
BillyHatcherSeries

Forest Village was where Billy Hatcher first arrived in Morning Land, and is a unique stage in that it features giant eggs that sporadically appear. Players who break open these eggs will hatch animals to fight alongside them, but other than that the stage is relatively simple, consisting of two large platforms and a gap in between them.

Spiral Mountain SSBGR
Spiral Mountain
Banjo-Kazooie Logo
SSBZBanjoKazooieSymbol

The home of Banjo and Kazooie, Spiral Mountain takes place on the bridge between the main mountain and Gruntilda's lair. While this may seem quite simple, the bridge can break if it sustains enough damage, but will eventually respawn.

Burning Hells SSBGR
Burning Hells
Diablo3logo
SSB Diablo Symbol

The realm of demons that opposes the High Heavens, the Burning Hells stage features walk-offs and rugged terrain, but the presence of the demon lord Azmodan as a stage boss makes it even more chaotic! Lava can also erupt from the ground as well.

Labyrinth of Amala
Labyrinth of Amala
Shin Megami Tensei III Nocturne Logo
SSB ShinMegamiTensei

The Labyrinth of Amala is a hellish maze where each fighter can't see the whole stage. You'll need to navigate through the dark to reach your opponents!

Downloadable[]

Stage Info
Ghostrealm Stadium
GhostrealmHeroes
SSB Ghostverse Series

This basic three-platform stage is similar to Battlefield, but has various characters from Ghostrealm Studios's own games in the background. It's moreso a stage to celebrate the company rather than being a complex stage.

PvZ Day
The Lawn
Plants vs Zombies logo
SSB Plants vs. Zombies Series

The site of the first battle between plants and zombies, The Lawn is a relatively flat space. However, as the battle goes on, Sun will fall from the sky. Collect enough Sun, and a wave of Zombies will move across the stage to attack enemies in your way!

Stage Skins[]

An extension of Boxing Ring's dual designs in Smash 3DS/Wii U, Stage Skins are cosmetic variants of several stages in the game that retain the same layout and design, but look different aesthetically. Some are even based on other franchises entirely!

Stage Info
Battlefield SSBU
Battlefield (Ultimate)
Super Smash Bros. Ultimate logo (White)
SSB Super Smash Bros. Series

A Stage Skin of Battlefield, this version of the stage is based on Super Smash Bros. Ultimate. Relieve the time when everyone came back for the first time!

BattlefieldOblivion
Battlefield (for 3DS/for Wii U)
SSB4 Logo
SSB Super Smash Bros. Series

A Stage Skin of Battlefield, this incarnation of the beloved stage is based on Super Smash Bros. for Nintendo 3DS/for Wii U. Enjoy reliving the days of having two systems with the same game on them!

BattlefieldBrawl SSB
Battlefield (Brawl)
Super Smash Bros. Brawl logo
SSB Super Smash Bros. Series

A Stage Skin of Battlefield, this version is based on Super Smash Bros. Brawl. Relieve the days of tripping and complaining about a ruined competitive scene!

Battlefield Melee SSBGR
Battlefield (Melee)
Super Smash Bros. Melee logo
SSB Super Smash Bros. Series

A Stage Skin of Battlefield, this version is based on Super Smash Bros. Melee. Thankfully, the ledges here aren't as jank as they were before.

Battlefield64 SSB
Battlefield (64)
Super Smash Bros 64 logo
SSB Super Smash Bros. Series

A Stage Skin of Battlefield, this version is based on the original Super Smash Bros. and can be used in VS matches for the very first time!

FinalDestination SSBU
Final Destination (Ultimate)
Super Smash Bros. Ultimate logo (White)
SSB Super Smash Bros. Series

A Stage Skin of Final Destination, this version of the stage is based on Super Smash Bros. Ultimate. The lighting really brings the stage to life.

FinalDestinationAnarchy
Final Destination (for 3DS/for Wii U)
SSB4 Logo
SSB Super Smash Bros. Series

A Stage Skin of Final Destination, this incarnation of the beloved stage is based on Super Smash Bros. for Nintendo 3DS/for Wii U. The red and blue clash much like the two versions of the game.

FinalDestinationBrawl SSB
Final Destination (Brawl)
Super Smash Bros. Brawl logo
SSB Super Smash Bros. Series

A Stage Skin of Final Destination, this version is based on Super Smash Bros. Brawl. It's here that some of Smash's greatest songs came about.

FinalDestination Melee SSBGR
Final Destination (Melee)
Super Smash Bros. Melee logo
SSB Super Smash Bros. Series

A Stage Skin of Battlefield, this version is based on Super Smash Bros. Melee. All you need now is to play Fox exclusively here, and to turn off those items!

FinalDestination64 SSB
Final Destination (64)
Super Smash Bros 64 logo
SSB Super Smash Bros. Series

A Stage Skin of Final Destination, this version is based on the original Super Smash Bros. and can be used in VS matches for the very first time! It may seem ominous, but it really reminds you of the first appearance of Master Hand.

SMG BJAA Bowswer Jr. Battle
Bowser Jr.'s Airship Armada
Supermariogalaxylogo
SSB Mario Series

A Stage Skin of Gangplank Galleon, Bowser Jr.'s Airship Armada shares the same core concept of being on an airship before having to navigate an obstacle course, except it's all in space!

Kremling Arena
Kremling Arena
Donkey Kong 64 Logo
SSB Donkey Kong Series

A Stage Skin of Boxing Ring, the Kremling Arena features a different aesthetic based on the final battle in Donkey Kong 64.

Outset Island
Outset Island
The Legend of Zelda - The Wind Waker logo DSSB
SSB The Legend of Zelda Series

A Stage Skin of Tortimer Island, Outset Island continues the trend of having random layouts, and also has the Helmaroc King flying in the background.

Skytown
Skytown
Metroid Prime 3 Logo
SSB Metroid Series

A Stage Skin of Skyworld, the similarly-named Skytown is a bit more urban, and offers a nice, Metroid-themed change of pace.

RaphaelTheRavensCastle2
Raphael's Moon
SMW2 YI Logo
SSB Yoshi Series

A Stage Skin of Mario Galaxy, Raphael's Moon features the titular raven himself in the background, watching the fight.

KMA Starcutter
Lor Starcutter
270px-KRtDL Logo
SSB Kirby Series

A Stage Skin of Halberd, the Lor Starcutter is in space instead, and features more...spectacular aesthetics.

Lost Valley SSBGR
Lost Valley
LogoSonicForces 0
SSB Sonic Series

A Stage Skin of Green Hill Zone, Lost Valley is more of a desert. I guess you could say Green Hill's looking a lot more like Sand Hill right now.

Returning Stages[]

Stages
SSBU-Princess PeachsCastle
Mushroom Kingdom Melee SSBGR
Mushroom Kingdom II Melee
SSB4UMarioCircuit
SSBM Icon Princess Peach's Castle
SSBMarioSymbol
SSBM Icon Mushroom Kingdom
SSBMarioSymbol
SSBM Icon Mushroom Kingdom II
SSBMarioSymbol
SSBB Icon Figure-8 Circuit
SSBMarioSymbol
SSB4UDelfinoPlaza
SSB4ULuigisMansion
SSBU-3D Land
Mario Galaxy SSBGR
SSBB Icon Delfino Plaza
SSBMarioSymbol
SSBB Icon Luigi's Mansion
SSBMarioSymbol
SSB4-3 Icon 3D Land
SSBMarioSymbol
SSB4-U Icon Mario Galaxy
SSBMarioSymbol
SSB4 Rainbow Road SSBGR
SuperMarioMakerWiiU SSBGR
SSBU-New Donk City SSBGR
SSB4UKongoJungle64
SSB4-3 Icon Rainbow Road
SSBMarioSymbol
SSB4 Icon Super Mario Maker
SSBMarioSymbol
SSBUltimate Icon New Donk City Hall
SSBMarioSymbol
SSB64 Icon Kongo Jungle
SSB Donkey Kong Series
SSBU-Kongo Falls SSBGR
SSB4UJungleHijinxs
Super smash bros stage hyrule castle 64
SSB4UTemple
SSBM Icon Kongo Falls
SSB Donkey Kong Series
SSB4-U Icon Jungle Hijinx
SSB Donkey Kong Series
SSB64 Icon Hyrule Castle
SSB The Legend of Zelda Series
SSBM Icon Temple
SSB The Legend of Zelda Series
SSBU-Great Bay SSBGR
Bridge of eldin
Pirate Ship SSBGR
Gerudovalley SSBGR
SSBM Icon Great Bay
SSB The Legend of Zelda Series
SSBB Icon Bridge of Eldin
SSB The Legend of Zelda Series
SSBB Icon Pirate Ship
SSB The Legend of Zelda Series
SSB4-3 Icon Gerudo Valley
SSB The Legend of Zelda Series
Skyloftwiiu SSBGR
SSBU-Great Plateau Tower SSBGR
Brinstar SSBGR
BrinstarDepths SSBGR
SSB4-U Icon Skyloft
SSB The Legend of Zelda Series
SSBUltimate Icon Great Plateau Tower
SSB The Legend of Zelda Series
SSBM Icon Brinstar
SSB Metroid Series
SSBM Icon Brinstar Depths
SSB Metroid Series
NorfairAnarchy
FrigateOrpheonSSBGR
SSB4UDreamLand64
FoD SSBGR
SSBB Icon Norfair
SSB Metroid Series
SSBB Icon Frigate Orpheon
SSB Metroid Series
SSB64 Icon Dream Land (64)
SSB Kirby Series
SSBM Icon Fountain of Dreams
SSB Kirby Series
GreenGreens SSBGR
Halberd SSB4
DreamLandSSBGR
TheGreatCaveOffensiveAnarchy
SSBM Icon Green Greens
SSB Kirby Series
SSBB Icon Halberd
SSB Kirby Series
SSB4-3 Icon Dream Land GB
SSB Kirby Series
SSB4-U Icon Great Cave Offensive
SSB Kirby Series
YoshisIsland64 SSBGR
YoshisStory SSBGR
SSB4UYoshisIsland
SSB4UWoollyWorld
SSB64 Icon Super Happy Tree
SSB Yoshi Series
SSBM Icon Yoshi's Story
SSB Yoshi Series
SSBM Icon Yoshi's Island (Melee)
SSB Yoshi Series
SSB4-U Icon Woolly World
SSB Yoshi Series
Corneria SSBGR
Venom SSBGR
Lylat Cruise SSB4
OrbitalGateAssault SSBGR
SSBM Icon Corneria
SSB Star Fox Series
SSBM Icon Venom
SSB Star Fox Series
SSBB Icon Lylat Cruise
SSB Star Fox Series
SSB4-U Icon Orbital Gate Assault
SSB Star Fox Series
SaffronCity SSBGR
PokemonStadium SSBGR
PokemonStadium2Anarchy
SpearPillar SSBGR
SSB64 Icon Saffron City
SSB Pokemon Series
SSBM Icon Pokémon Stadium
SSB Pokemon Series
SSBB Icon Pokémon Stadium 2
SSB Pokemon Series
SSBB Icon Spear Pillar
SSB Pokemon Series
PrismTower SSBGR
OnettAnarchy
Fourside SSBGR
Magicant SSBGR
SSB4-3 Icon Prism Tower
SSB Pokemon Series
SSBM Icon Onett
SSB EarthBound Series
SSBM Icon Fourside
SSB EarthBound Series
SSB4-3 Icon Magicant
SSB EarthBound Series
BigBlue SSBGR
SSB4UPortTownAeroDive
MuteCity SSBGR
Summit SSBGR
SSBM Icon Big Blue
SSB F-Zero Series
SSBB Icon Port Town Aero Dive
SSB F-Zero Series
SSB4-3 Icon Mute City
SSB F-Zero Series
SSBB Icon Summit
SSB Ice Climber Series
CastleSiegeAnarchy
ArenaFerox SSBGR
ColiseumAnarchy
FlatZoneXAnarchy
SSBB Icon Castle Siege
SSB Fire Emblem Series
SSB4-3 Icon Arena Ferox
SSB Fire Emblem Series
SSB4-U Icon Coliseum
SSB Fire Emblem Series
SSB4-U Icon Flat Zone X
SSB Game & Watch Series
SkyworldAnarchy
ResetBombForest SSBGR
PalutenasTempleWiiUFull
WarioWareInc SSBGR
SSBB Icon Skyworld
SSB Kid Icarus Series
SSB4-3 Icon Reset Bomb Forest
SSB Kid Icarus Series
SSB4-U Icon Palutena's Temple
SSB Kid Icarus Series
SSBB Icon WarioWare, Inc.
SSB Wario Series
Gamer SSB4
DistantPlanet SSBGR
GardenofHopeAnarchy
ShadowMosesIsland SSBGR
SSB4-U Icon Gamer
SSB Wario Series
SSBB Icon Distant Planet
SSB Pikmin Series
SSB4-U Icon Garden of Hope
SSB Pikmin Series
SSBB Icon Shadow Moses Island
SSB Metal Gear Series
GreenHillZone SSBGR
Ssbb stages smashu windy hill zone final by dsx8-d8mo5df
SSB4USmashville
TortimerIsland SSBGR
SSBB Icon Green Hill Zone
SSB Sonic Series
SSB4-U Icon Windy Hill Zone
SSB Sonic Series
SSBB Icon Smashville
SSB Animal Crossing Series
SSB4-3 Icon Tortimer Island
SSB Animal Crossing Series
TownAndCity SSBGR
WilyCastle SSBGR
WiiFitStudio
Boxing ring
SSB4-U Icon Town and City
SSB Animal Crossing Series
SSB4 Icon Wily Castle
SSB Mega Man Series
SSB4-U Icon Wii Fit Studio
SSB Wii Fit Series
SSB4 Icon Boxing Ring
SSB Punch-Out Series
Pac-Maze SSBGR
Gaur Plains Revised
SSB4UDuckHuntStage SSBGR
BalloonFight SSBGR
SSB4-3 Icon Pac-Maze
SSB Pac-Man Series
SSB4 Icon Gaur Plain
SSB Xenoblade Series
SSB4 Icon Duck Hunt
SSB Duck Hunt Series
SSB4-3 Icon Balloon Fight
SSB Balloon Fight Series
LivingRoom SSBGR
PilotwingsSSBC
WuhuIslandAnarchy
WreckingCrewSSB4
SSB4-3 Icon Living Room
SSB Nintendogs Series
SSB4-U Icon Pilotwings
SSB Pilotwings Series
SSB4-U Icon Wuhu Island
SSB Wii Sports Series
SSB4-U Icon Wrecking Crew
SSB Wrecking Crew Series
SSB4WiiUSukazuCastle SSBGR
MidgarSSB4
UmbraClockTower SSBGR
SSBU-Moray Towers2
SSB4 Icon Suzaku Castle
SSB Street Fighter Series
SSB4 Icon Midgar
SSB Final Fantasy Series
SSB4 Icon Umbra Clock Tower
SSB Bayonetta Series
SSBUltimate Icon Moray Towers
SSB Splatoon Series
SSBGR DraculasCastle
SSBUltimate Icon Dracula's Castle
SSB Castlevania Series

Smash Taunts[]

See here.

Items[]

Returning Items[]

Almost every single item in Super Smash Bros. history returns in Super Smash Bros. GR.

Items
200px-AssistTrophyWiiU
Assist Trophy
BackShield
Back Shield
Banana Gun Smash Ultimate
Banana Gun
BananaPeelWiiU
Banana Peel
SSBUBarrel
Barrel
Barrel Cannon
Barrel Cannon
BeamSwordSSB4
Beam Sword
BeehiveRenderWiiU
Beehive
BeetleSSBC
Beetle
Black Hole Smash Ultimate
Black Hole
BlastBoxSSB4
Blast Box
SSBUBobOmb
Bob-omb
BombchuSSB4
Bombchu
SSBUBomber
Bomber
Boomerang SSB4

Boomerang
BossGalaga
Boss Galaga
Bullet Bill - Mario Kart Wii

Bullet Bill
Bumperssb4
Bumper
BunnyHoodSSB4
Bunny Hood
CapsuleSSB4
Capsule
Cd SSB
CD
Cracker Launcher
Cracker Launcher
CratesSSB4
Crate
CuccoSSB4
Cucco
DaybreakSSB4
Daybreak
DekuNutsSSB4
Deku Nut
Fig 20 dragoon
Dragoon
DrillSSB4
Drill Arm
FairyBottleSSB4
Fairy Bottle
Fake Smash Ball
Fake Smash Ball
Fan SSBGR
Fan
FireBarssb4
Fire Bar
Fire Flower Artwork - Super Mario 3D World
Fire Flower
Variousfoods
Food
FranklinBadgeSSB4
Franklin Badge
Freezie SSB4
Freezie
GoldenHammerSSBC
Golden Hammer
GooeyBomb
Gooey Bomb
Fig 20 grass
Grass
T730GreenShell
Green Shell
Gust Bellows - Smash Bros
Gust Bellows
Hammer Smash Bros Wii U
Hammer
Healing Field Smash Ultimate
Healing Field
Heart Container
Heart Container
HocotateBomb
Hocotate Bomb
Homerunbatwiiu2
Home Run Bat
HotheadSSB4
Hothead
Killer Eye
Killer Eye
Launch Star
Launch Star
Lightning SSB4
Lightning Bolt
Lipsstick ssbgr
Lip's Stick
MasterBallSmash
Master Ball
MaximTomatoSSB4
Maxim Tomato
MetalBox
Metal Box
SSB4 - Motion-Sensor Bomb
Motion Sensor Bomb
SSB4 Mr Saturn
Mr. Saturn
Ore Club
Ore Club
Kirby Triple Deluxe Parasol Artwork
Parasol
Partyball
Party Ball
PitfallSSB4
Pitfall
PoisonMushroomMK8
Poison Mushroom
Fig 20 pokeball
Poké Ball
POW Block Hat Model
POW Block
RayGUNssb4
Ray Gun
Red Shell Artwork - Super Mario 3D World
Red Shell
Rocket Belt
Rocket Belt
RollingCratesSSB4
Rolling Crate
SandbagSSB4
Sandbag
ScrewAttackSSB4
Screw Attack
Smart Bomb Artwork
Smart Bomb
SmashBall
Smash Ball
SmokeballSSBA
Smoke Ball
SoccerBallSSB4
Soccer Ball
SpecialFlag
Special Flag
MK7 Blue Spiny Shell Artwork - Super Mario 3D World
Spiny Shell
Spring-0
Spring
Star Rod1
Star Rod
SteelDiverGun
Steel Diver
Super Leaf Build
Super Leaf
T730SuperMushroom
Super Mushroom
SuperScopeSSB4
Super Scope
Super Star NSMB2
Super Star
SuperspicyCurrySSB4
Superspicy Curry
TeamHealer
Team Healer
TimerWiiU
Timer
BlankSSBTrophyStandHD

Trophy
Fig 20 unira
Unira
Warp star trophy 3635
Warp Star
X Bomb
X Bomb
Killing Edge SSBU
Killing Edge
Deaths Scythe SSBU
Death's Scythe
Staff SSBU
Staff
RamblinEvilMushroom
Ramblin' Evil Mushroom
Rage Blaster SSBU
Rage Blaster

New Items[]

Items
Plus Clock SMG2
+ Clock
HW Ancient Spinner Icon
Spinner
SSBMarioSymbol

When collected, the + Clock adds 20-30 seconds to the match timer. Because of this, it only spawns in matches in which the timer is enabled.

SSB The Legend of Zelda Series

The Spinner can be ridden when grabbed. While riding the Spinner, you can charge it up for more momentum and knockback power, akin to being able to control a Rolling Crate.

BotW Stamina Vessel Icon
Stamina Vessel
StageSummon
Stage Morpher
SSB The Legend of Zelda Series

The Stamina Vessel, when collected, sticks to your character. Whenever you're put into a fall state, the badge is consumed and pulls you out of the fall state, potentially allowing for you to use a recovery move twice.

SSB Super Smash Bros. Series

The Stage Morpher acts similarly to an Assist Trophy, except it activates a Stage Morph into a random stage.

Crash Guard - Donkey Kong Country Tropical Freeze
Crash Guard
Dream Choice Band Sprite
Choice Band
SSB Donkey Kong Series

The Crash Guard adds a miniature Stamina meter (50 HP) next to your percentage. The next time you take a hit, the attack will consume Stamina instead of increasing your percentage.

SSB Pokemon Series

The Choice Band increases the power of non-special moves, but weakens the power of special moves while equipped.

Flame Monitor
Flame Shield
Pink Wisp - Sonic Colors Artwork - (1)
Pink Wisp
SSB Sonic Series

The Flame Shield, when broken open via an attack, creates a sphere of fire around you that will damage opponents who are adjacent to it, but it doesn't block damage entirely.

SSB Sonic Series

The Pink Wisp will cause your character to stick to the stage briefly, preventing them from jumping, but also causing knockback to merely slide them along the ground.

Assist Trophies[]

Many Assist Trophies from previous games return in Super Smash Bros. GR, and all Assist Trophies are integrated into Multi-Man Smash (as the main opponents), Boss Battles (as helpers against the bosses), and Adventure Mode (as companions akin to Helpers in the Kirby series).

Assist Trophies
Alucard Assist Trophy (SSBU)
Alucard
AndrossRender
Andross
Arcade Bunny 2
Arcade Bunny
Ashley SSB4 Trophy
Ashley
Bomberman Ultimate by GildedPudding
Bomberman
Burrowing Snagret
Burrowing Snagret
Chain Chomp MTA
Chain Chomp
Color TV Game 15
Color TV-Game 15
DevilBrawl
Devil
Dr-kawashima
Dr. Kawashima
Wright SSB4 solo
Dr. Wright
Elec-Man
Elec-Man
Mystery Mushroom Excitebike
Excitebikes
Ghirahim
Ghirahim
Ghostswiiu
Ghosts
Gray Fox Assist Trophy (SSBU)
Gray Fox
Hammer Bro Mario Kart 9
Hammer Bro.
Infantryrender
Infantry and Tanks
Isaaci
Isaac
Clay jeff render by nibroc rock-da1y7ty
Jeff
Jill y Drill Dozer Drill Dozer
Jill
Kapp'n Assist Trophy (SSBU)
Kapp'n
Kat ana prepare
Kat and Ana
Klaptrap Assist Trophy (SSBU)
Klaptrap
0.1.CSSB Knuckle Joe 3
Knuckle Joe
Knuckles-2
Knuckles the Echidna
LakituAssist
Lakitu and Spinies
Lyn (Multiverse Mash-Up)
Lyn
Magnus
Magnus
MetroidSamusReturns Metroid
Metroid
MidnaRender
Midna
Mr Resetti - Game 1 Round 2
Mr. Resetti
The Moon DSSB
Moon
Mother Brain T SSB4
Mother Brain
Nightmare SSB4
Nightmare
SSBUltimate Nikki
Nikki
NintendogSSBGR
Nintendog
Phosphoraart
Phosphora
Rathalos
Rathalos
Ray Mk. III
Ray Mk III
Rikiwiiu
Riki
RodinRender
Rodin
Sable-prince
Sablé Prince
Ssbc saki amamiya css artwork
Saki Amamiya
SamuraiGorohTransparency
Samurai Goroh
SheriffNStars
Sheriff
SquidSistersRender
Squid Sisters
StarmanEB
Starman
SSBUltimate Sukapon
Sukapon
Takamaru DSSB
Takamaru
Waluigismash
Waluigi
Zero Assist Trophy (SSBU)
Zero

Many new Assist Trophies are added as well:

Assist Trophies
CaptainToadSMS
Captain Toad
Mini Mario-0
Mini-Mario
SSBMarioSymbol

Captain Toad will run around the stage, picking up vegetables and tossing them at the summoner's enemies.

SSBMarioSymbol

When summoned, Mini-Mario will walk along the stage as girders are drawn into place, providing temporary platforms as well as knocking around anyone in the way of the girder.

VirusesPuzzleCollection
Viruses
Timid Guy
Timid Guy
SSBMarioSymbol

The Viruses, as a trio, will run around the stage as giant Megavitamins descend from the top of the screen, damaging any fighters they hit. The Viruses themselves will also hurt anyone they hit. And just like in Dr. Mario, the Megavitamins will destroy the Viruses.

SSBMarioSymbol

Timid Guy will brandish his sword, before leaping around the stage and slashing at any opponents in his way.

DimentioSuperPaperMario
Dimentio
Captain Goomba
Captain Goomba
SSBMarioSymbol

Dimentio will bring the stage into Dimension D, before creating countless clones of himself and diving at the summoner's enemies.

SSBMarioSymbol

Captain Goomba will whistle before a herd of his soldiers rampage across the stage, hitting anyone in their way.

RambiRhinoDKCR
Rambi
DK64 Chunky Kong
Chunky Kong
SSB Donkey Kong Series

Rambi, when summoned, will ram forward, knocking back anyone in his way, before circling around to go in the other direction. The summoner can ride on top of him too.

SSB Donkey Kong Series

Chunky Kong will perform the Simian Slam numerous times, causing bananas to rain down from the sky and trip up anyone they hit, besides the summoner.

Valoo
Valoo
ALBW Ravio
Ravio
SSB The Legend of Zelda Series

Valoo will fly in the air and spit out a flurry of fireballs before despawning. These fireballs will then crash down onto the stage for major damage.

SSB The Legend of Zelda Series

Ravio will use the Tornado Rod to create a tornado in the center of the stage that will trap any fighters briefly. The tornado disappears when Ravio disappears.

T730Kamek
Kamek
Nep-Enut DS
Nep-Enut
SSB Yoshi Series

Kamek will fire off magical blasts at enemies. Should they miss, a Shy Guy will spawn if the blast hits the ground.

SSB Yoshi Series

The Nep-Enut will emerge from below the stage, and damage anyone who makes contact while blocking off part of the stage in a way.

KSA Bandana Waddle Dee
Bandana Dee
Escargoon
Escargoon
SSB Kirby Series

Bandana Dee, when summoned, will attempt a round of Megaton Punch on-stage that will cause massive damage to anyone standing on the ground. Afterwards, he'll fly out of the stage via his spear helicopter technique, damaging anyone in his way.

SSB Kirby Series

Escargoon will appear in King Dedede's tank from Kirby: Right Back At Ya, using its robotic arm to grab fighters before flinging them off the stage. Uniquely, if someone is playing as King Dedede, Escargoon expresses a face of shock if he grabs that player.

71 - Giygas
Giegue
3d porky render by machriderz-d5h8arv
Porky
SSB EarthBound Series

Giygas will unleash waves of red energy around the stage that cause fighters afflicted to fall to the ground, crying while slowly taking damage.

SSB EarthBound Series

Porky, in his Bed Mecha, will crawl around the stage attacking fighters much like his appearance in Super Smash Bros. Brawl.

Micaiah Heroes
Micaiah
Camilla FE Heroes 1
Camilla
SSB Fire Emblem Series

Micaiah will cast Light, sending electricity blasts along the ground of the stage.

SSB Fire Emblem Series

Camilla, on the back of her wyvern, will fly around the stage and let loose a flurry of attacks.

ViridiKIU
Viridi
KIU Hades
Hades
SSB Kid Icarus Series

Viridi will throw down a Reset Bomb onto the stage, causing an explosion that consumes half of the stage's area temporarily.

SSB Kid Icarus Series

Hades will roam the stage briefly when summoned, letting loose blasts of shadow magic that can stun enemies in place after dealing damage.

Shake King
Shake King
9-Volt - WarioWare Gold
9-Volt
SSB Wario Series

The Shake King, when summoned, will run around in an attempt to grab enemies. If he grabs someone, he'll shake them vigorously before throwing them behind him. He can also use a shoulder ramming attack much like Wario.

SSB Wario Series

9-Volt, when summoned, will transform everyone onstage except for the summoner into 8-bit sprites of themselves. In this state, they take an increased amount of damage.

Metal Sonic Forces
Metal Sonic
BigtehCat
Big the Cat
SSB Sonic Series

Metal Sonic, when summoned, will run around the stage attacking enemies with Homing Attacks and flight. If Sonic is on the stage as well, he has a unique line of dialogue.

SSB Sonic Series

When summoned, Big the Cat will run across the stage shouting "Froggy!" while wielding his fishing rod, using it frequently in an attempt to reel in enemy players.

Creeper
Creeper
IronGolem
Iron Golem
SSB Minecraft Series

The Creeper will attempt to run into an enemy, exploding on contact and dealing major damage and knockback.

SSB Minecraft Series

The Iron Golem will attempt to fling enemies into the air. They will also prioritize enemies who've attacked the summoner.

Pokémon[]

Many Pokémon return as Poké Ball Pokémon in Super Smash Bros. GR.

Assist Trophies
Venusaur-0
Venusaur
Blastoise Alolan Raichu
035Clefairy
Clefairy
037Vulpix
Vulpix
037VulpixAlola
Alolan Vulpix
052Meowth
Meowth
063Abra
Abra
095Onix
Onix
101Electrode
Electrode
103ExeggutorAlola
Alolan Exeggutor
110Weezing
Weezing
113Chansey
Chansey
118Goldeen
Goldeen
120Staryu
Staryu
132Ditto
Ditto
133Eevee
Eevee
143Snorlax
Snorlax
144Articuno
Articuno
145Zapdos
Zapdos
146Moltres
Moltres
151Mew
Mew
175Togepi
Togepi
182Bellossom
Bellossom
183Marill
Marill
201Unown
Unown
202Wobbuffet
Wobbuffet
212Scizor
Scizor
233Porygon2
Porygon2
243Raikou
Raikou
244Entei
Entei
245Suicune
Suicune
249Lugia
Lugia
250Ho-Oh
Ho-Oh
251Celebi
Celebi
282Gardevoir
Gardevoir
316Gulpin
Gulpin
376Metagross
Metagross
380381LatiasLatios
Latias and Latios
382Kyogre
Kyogre
383Groudon
Groudon
385Jirachi
Jirachi
386Deoxys
Deoxys
393Piplup 2
Piplup
438Bonsly
Bonsly
446Munchlax
Munchlax
460Abomasnow
Abomasnow
461Weavile
Weavile
484Palkia
Palkia
487Giratina-Origin
Giratina
490Manaphy
Manaphy
491Darkrai
Darkrai
493Arceus
Arceus
494Victini
Victini
495Snivy
Snivy
571Zoroark
Zoroark
646Kyurem
Kyurem
647Keldeo-Resolute
Keldeo
648Meloetta
Meloetta
649Genesect
Genesect
650Chespin
Chespin
653Fennekin
Fennekin
661Fletchling
Fletchling
665Spewpa
Spewpa
673Gogoat
Gogoat
684Swirlix
Swirlix
686Inkay
Inkay
702Dedenne
Dedenne
716Xerneas
Xerneas
760Bewear
Bewear
771Pyukumuku
Pyukumuku
777Togedemaru
Togedemaru
778Mimikyu
Mimikyu
791Solgaleo
Solgaleo
792Lunala
Lunala
802Marshadow
Marshadow

Many new Pokémon join the battle as well:

Pokémon
Plusle & Minun DSSB
Plusle and Minun
526Gigalith
Gigalith
Plusle and Minun will use Electro Ball as they bounce around the stage separately for some time, dishing out damage and knockback to anyone they hit. Gigalith will use Stone Edge, sending stalagmites rising up through the ground at random intervals, though the location of the stalagmite will rumble briefly.
094Gengar
Gengar
485Heatran
Heatran
Gengar will use Shadow Ball, sending a flurry of dark orbs across the stage.

Sometimes, Gregor the Gengar will show up instead of a regular Gengar, but retains the same function.

Heatran will use Fire Fang, charging at nearby targets and biting them until it disappears.
213Shuckle
Shuckle
800Necrozma
Necrozma
Shuckle will use Sticky Web and fire several webs around the stage. Fighters caught in the webs will be stuck briefly. Necrozma will calm itself for a moment, before unleashing a ferocious Psycho Cut across the stage, harming anyone caught in the slash.
720Hoopa
Hoopa
279Pelipper
Pelipper
Hoopa uses Hyperspace Hole and creates two portals on the stage. Fighters can jump inside and use them to quickly move through the stage. Pelipper's Ability, Drizzle, comes into effect, causing rain to overtake and flood the lower portion of a stage with water briefly. Should this be impossible on some stages, Pelipper will instead use Hurricane and send tornadoes at the summoner's enemies.
730Primarina
Primarina
398Staraptor
Staraptor
Primarina uses Sparkling Aria, sending water across the whole stage for big damage. Staraptor uses Brave Bird from where it was summoned, charging forward and dishing out major damage and knockback.

Bosses[]

Super Smash Bros. GR has a myriad of bosses fought across multiple modes, each with their own attack patterns and weaknesses. Bosses can be fought in several ways:

  • Story Mode features several boss encounters.
  • Classic Mode always ends with a boss fight that varies depending on the character.
  • Adventure Mode has a set order of specific bosses that show up.
  • Smash Tactics always has one boss on the stage that depends on the map chosen.
  • Boss Battles is a gauntlet that features every boss in the game.
  • Smash Run's Free Run variant has bosses occasionally spawning.
  • Showdown has a boss that is fought when the player chooses to exit the tourney.
  • Bosses can be spawned in Training Mode after encountering them at least once.
Bosses
Master Hand
Master Hand SSBU
SSB Super Smash Bros. Series

While the rogue Master Hand who betrayed Galeem is playable, the original Master Hand himself is once again a boss in Super Smash Bros. GR, lording over Final Destination. In addition, he is now fully voice acted and will talk to the player during the battle, even bickering with Crazy Hand if both of them are present.

Master Hand's moveset is relatively unchanged from the last game, though he now has an attack in which he will pull on the edge of Final Destination, turning it into a slope that you can slide down, as well as a duo attack with Crazy Hand where the two of them will play rock-paper-scissors, the winning choice causing a rock to fall onto the stage, scissors to temporarily cut Final Destination in half, or a sheet of paper rolling along the stage.

Crazy Hand
Crazy-Hand-Official-Artwork-SSBU
SSB Super Smash Bros. Series

Master Hand's destructive counterpart, Crazy Hand is again a boss. Crazy Hand is also fully voice acted just like Master Hand.

Crazy Hand more or less retains his previous moveset, but he now has an attack where he will snap his fingers, causing half of the stage to turn to dust and forcing you to rush to the other side. He also has the rock-paper-scissors combo attack with Master Hand mentioned earlier.

Giga Bowser
DiscordGigaBowser
SSB Super Smash Bros. Series/SSB Mario Series

This monstrous form of Bowser has only been seen in the Super Smash Bros. series, and has always proven to be a notable threat. He's even bigger, burlier, and stronger than the regular Koopa King.

Giga Bowser is more or less a larger, burlier version of Bowser, with full access to most of his moves, though some are different such as his side smash being a headbutt instead of a dropkick. Uniquely, his Fire Breath also shoots giant fireballs instead of being a spray of fire.

Gooper Blooper
Gooper Blooper
SSB Mario Series

Gooper Blooper once terrified Ricco Harbor until Mario came along and defeated him. His tentacles and ink attacks are to be feared.

Gooper Blooper uniquely remains in the background during the fight, using its tentacles to attack. When the tentacles rise from the ground, you have your chance to hit them and deal damage. Gooper Blooper can also fire ink bombs into the air that explode upon impact.

Ganon
Beast Ganon SSBU Artwork
SSB The Legend of Zelda Series

This form of Ganon was taken on during the climax of the battle in his castle that would split the timelines of Hyrule. His power is immense, but he loses out on the magic side of things.

Ganon's boss fight is mostly the same as the previous game, though he now transforms into Calamity Ganon when at half of his HP. Calamity Ganon is capable of flight and attacks faster, but is now weak overall instead of only having a single weakpoint at the tail.

Gohma
GohmaWW
SSB The Legend of Zelda Series

This giant insectoid creature once held dominance over Dragon Roost Island due to being planted there by Ganondorf, but was defeated by Link and left to die.

Gohma's boss fight mostly consists of battering its armor with the nearby Bomb Flowers until it cracks open, after which you can attack it before it reforms. At the same time however, Gohma will throw rocks at you, slash its claws, and attempt to send lava flying out of the ground. Outside of Adventure Mode however, the Bomb Flowers aren't necessary.

Diggernaut
Diggernaut
SSB Metroid Series

This Chozo mining robot first went rogue when Samus was on SR388, and proved to be quite the threat as it chased her down. What were the Chozo mining for? Nobody knows.

The Diggernaut fight initially starts with a lengthy chase sequence in which you'll need to avoid obstacles, but after a certain distance it turns into a straight-up fight. It will often cling to walls and attempt to drill into them, sending rocks flying through the air, as well as firing off rotating lasers across the room. With its giant arms capable of blocking regular attacks, you'll need to attack past them. Outside of Adventure Mode, the chase sequence is skipped.

Great Fox
Great Fox Assault
SSB Star Fox Series

The flagship of the Star Fox team, the Great Fox is a massive ship capable of holding the team's Arwings, Landmasters, and more. It was even used to destroy the Aparoid homeworld!

The Great Fox is a unique boss in that it's, well, a giant spaceship. It will often fly over the platform you're on with a barrage of lasers, but is vulnerable from the underside. It can also drop Smart Bombs that can be caught in midair and thrown back at it! In Adventure Mode however, the Smart Bombs cannot be caught.

Black Knight
Black Knight SSBGR
SSB Fire Emblem Series

Zelgius, also known as the Black Knight, was one of the greatest warriors of Daein, crossing blades with Ike many times. However, there's more to him than meets the eye.

The Black Knight is unlike other bosses in that he's fought hand to hand. He's highly durable, and hits quite hard, with attack patterns similar to Ike. Occasionally, if the two of you attack each other at the same time, the camera will zoom in as you clash, requiring rapid button presses to overwhelm the Black Knight.

Galleom
Galleom SSBU
SSB Subspace Symbol

Galleom is a gigantic robot built by the Subspace Army that clashed with all sorts of fighters, and even showed up in Tabuu's Great Maze. He can even transform into a tank!

Galleom is more or less akin to his fight in the previous game, but has a few new attacks up his sleeves. For one, he can slam the ground and cause Primids to emerge from it, and can also grab enemies and wheel over them in his tank form akin to Sonic and Pac-Man's down throw.

DJ Octavio(1)
DJOctavio SSBGR
SSB Splatoon Series

The leader of the Octarians, DJ Octavio sought to steal the Great Zapfish TWICE. However, the heroes of Inkopolis beat him back both times.

DJ Octavio hovers near the stage, shooting bombs at you as well as a Killer Wail-esque attack. However, the most important attack to watch out for is his rocket fists attack, which can be deflected back with a strong hit like a smash attack. These deal triple damage to him and are necessary for the final blow.

Dracula
Dracula Phase 1 SSBU
SSB Castlevania Series

Every one-hundred years, Dracula would emerge to wage war against the Belmont clan and the rest of humanity, even going as far as to clash with his own son Alucard.

Dracula more or less fights similarly to his battle in the previous game, including how he transforms into a more monstrous version of himself. However, both forms now have a new attack in which he will grab an enemy and attempt to suck the lifeforce out of them to heal himself.

Ender Dragon
Ender Dragon SSBGR
SSB Minecraft Series

The Ender Dragon lords over the End, and is often the final goal for many Minecraft players. Some say it can create untold chaos if it appears in the real world...

The Ender Dragon is a purely airborne boss that will fly across the stage, and borrows several aspects from Rathalos and Ridley's boss fights in prior games. Its attacks consist of firing off fireballs, breathing acid, and diving across the stage. With this much agility, it'll be a challenge to defeat it.

Mr. Smash & Watch
CB64 Mr. Smash & Watch Render 1
SSB Super Smash Bros. Series/SSB Game & Watch Series

Mr. Smash & Watch is the result of the Shadow Bugs within Mr. Game & Watch overrunning his body and transforming him into a monstrosity of sorts. He is truly the incarnation of chaos.

Mr. Smash & Watch is a unique boss in that he can affect the WHOLE stage. The imprints of various Game & Watch characters can be seen on the screen at all times, and much like an actual calculator, they'll pop up sporadically. Because of this, his hitboxes are all over the stage, but there are moments where his full form will appear on the stage and let loose a barrage of hammers, sausages, and other projectiles.

Soundtrack[]

Super Smash Bros. GR features a myriad of songs from all sorts of games for its soundtrack (including every single song from previous Smash titles), including both original pieces, and fanmade remixes. The choice to include fanmade remixes was done due to the creator's enjoyment of said remixes. Please note that some songs are completely original and don't have YouTube links listed.

Unlike past Super Smash Bros. titles, any song can be played on any stage, and you can even set songs to play for a specific battle without having to adjust and then re-adjust your My Music settings for the stage.

Due to the return of every song that's previously been in a Smash game, this table only lists new songs.

Songs
SSB Super Smash Bros. Series

Super Smash Bros. series

Opening Movie The theme played during the game's opening movie.
Menu The main menu theme of Super Smash Bros. GR.

Composed by Claire Anne Carr.

Battlefield Battlefield's theme.
Final Destination Final Destination's theme.

Composed by Kamex.

Results The results screen's theme.
Tournament Tournament Mode's theme.
Home-Run Contest Home-Run Contest's theme.
Target Test The music played in a Target Test.
Multi-Man Smash Multi-Man Smash's theme.
Story Map The map theme of Intertwining Paths.
Boss Battle The battle theme played when facing a boss in Intertwining Paths.
Mr. Smash & Watch Mr. Smash & Watch's battle theme, consisting of a combination of the music of Flat Zone, Flat Zone 2, and Tabuu's battle theme.
Rest Area The music played in the rest areas of several singleplayer modes.
Smash Tactics Smash Tactics's main theme.
Online Practice Stage The music played in the online practice area.
Stage Builder Stage Builder's theme.
Trophies The Trophy Gallery's theme.
Trophy Shop The theme of the Trophy Shop.
Coin Launcher Coin Launcher's theme.
Super Smash Bros. Medley A medley consisting of several songs from Smash 4, Brawl, and Melee.

Composed by Masanori Sasaji.

Intro (64) A remix of the intro theme of the original Super Smash Bros..

Composed by ReduxSound.

Master Hand (64) A remix of Master Hand's battle theme from the original Super Smash Bros..

Composed by D20Watt.

Metal Battle (64) A cover of the music played when battling Metal Mario in the original Super Smash Bros..

Composed by Andy Guy CantYouLift.

Opening (Melee) A remix of Super Smash Bros. Melee's opening theme.

Composed by TroyAnthony.

Menu 1 (Melee) Ver. 4 A new remix of the first menu theme of Super Smash Bros. Melee.

Composed by Jonny Atma.

Menu 2 (Melee) Ver. 2 A remix of the second menu theme of Super Smash Bros. Melee.

Composed by NyxTheShield.

Final Destination (Melee) A remix of the Final Destination theme of Super Smash Bros. Melee.

Composed by DjWalturo.

Main Theme (Brawl) Ver. 2 A remix of Super Smash Bros. Brawl's main theme.

Composed by FalKKonE.

Final Destination (Brawl) Ver. 2 A remix of Super Smash Bros. Brawl's Final Destination theme.

Composed by Kamex.

Subspace Emissary Medley A medley consisting of snippets of the Subspace Emissary's map theme, plains theme, cave theme, and ending with the theme of the Subspace levels themselves.
SSB Mario Series

Mario series

Castle Theme - Super Mario Bros. A new remix of the castle theme of Super Mario Bros..

Composed by silentzorah.

Underground Theme - Super Mario Bros. 2 A new remix of the underground theme of Super Mario Bros. 2.

Composed by silentzorah.

Ground Theme - Super Mario Land A new remix of Super Mario Land's ground theme.

Composed by Qumu.

World Map - Super Mario World A new remix of the world map theme of Super Mario World.

Composed by Mykah.

Rainbow Road (Super Mario Kart) A new remix of the Rainbow Road theme of Super Mario Kart.

Composed by Paul LeClair.

Ground Theme - Super Mario Land 2: 6 Golden Coins A new remix of the ground theme of Super Mario Land 2: 6 Golden Coins.

Composed by Tee Lopes.

Beware the Forest's Mushrooms A new remix of the Forest Maze theme from Super Mario RPG.

Composed by NoteBlock.

Fight Against Monsters A new remix of the main battle theme of Super Mario RPG.

Composed by Nintenga Dario.

Fight Against an Armed Boss A new remix of the Smithy Gang boss theme from Super Mario RPG.

Composed by LordoftheJimmy.

Fight Against Smithy A new remix of Smithy's battle theme from Super Mario RPG, with a few bits of the song Beware the Forest's Mushrooms inside it.

Composed by DjtheSdotcom.

Cool Cool Mountain/Snowman's Land A new remix of the snow level theme from Super Mario 64.

Composed by Super 0'Brothers.

Jolly Roger Bay/Dire Dire Docks A new remix of the water level theme from Super Mario 64.

Composed by M2THE49's Gaming Zone.

Koopa's Road A new remix of Koopa's Road from Super Mario 64.

Composed by Jonny Atma.

Bowser Battle - Super Mario 64 A new remix of Bowser's battle theme from Super Mario 64.

Composed by Jonny Atma.

Ultimate Koopa A new remix of Bowser's final boss theme from Super Mario 64.

Composed by AJ DiSpirito.

Choco Mountain A new remix of Choco Mountain's theme from Mario Kart 64.

Composed by Paul LeClair.

Main Theme - Mario Party The main theme of the original Mario Party, directly ported from said game.
Eternal Star A new remix of the theme of the Eternal Star board from the original Mario Party.

Composed by SilverCro.

Main Theme - Mario Golf A new remix of the main theme of the original Mario Golf.

Composed by Nintega Dario.

Horror Land A new remix of Horror Land's theme from Mario Party 2.

Composed by Neku.

Bowser Land A new remix of Bowser Land's theme from Mario Party 2.

Composed by RylandMakesMusicForYou.

Tournament Round 2 A new remix of the round two tournament theme from the original Mario Tennis.

Composed by SuperKirbyTwinz.

Battle - Paper Mario A new remix of the battle theme of Paper Mario.

Composed by BrokenMug.

Attack of the Koopa Bros. A new remix of the Koopa Bros. battle theme from Paper Mario.

Composed by Jonny Atma.

General Guy Battle A new remix of General Guy's battle theme from Paper Mario.

Composed by Vonyco Remix.

Escape from Mt. Lavalava The theme played when escaping Mt. Lavalava in Paper Mario, unaltered.
Bowser Battle Medley - Paper Mario A new medley of both Bowser battle themes from Paper Mario.

Composed by Jonny Atma.

Let's Get A Move On A new remix of Let's Get A Move On from Mario Party 3.

Composed by Nintega Dario.

Nice and Easy A new remix of Nice and Easy from Mario Party 3.

Composed by Nintega Dario.

Title Theme - Mario Kart: Super Circuit A new remix of the title theme of Mario Kart: Super Circuit.

Composed by Grimm Doker.

Sunset Wilds A new remix of Sunset Wilds' theme from Mario Kart: Super Circuit.

Composed by Panman14.

E. Gadd's Lab The theme of Professor E. Gadd's lab in Luigi's Mansion, directly ported from said game.
King Boo's Theme King Boo's battle theme from Luigi's Mansion, directly ported from said game.
Ricco Harbor A new remix of Ricco Harbor's theme from Super Mario Sunshine.

Composed by mario64remix.

Shadow Mario's Theme / Cosmic Mario A new remix of Shadow Mario's theme from Super Mario Sunshine as well as Cosmic Mario's theme from Super Mario Galaxy.

Composed by AJ DiSpirito.

Vs. Bowser - Super Mario Sunshine A new remix of Bowser's boss theme from Super Mario Sunshine.

Composed by Emdasche.

Loud and Sweet One of several minigame themes directly ported from Mario Party 4.
Double Dash Circuit - Mario Kart 8 The Mario Kart 8 rendition of the circuit theme of Mario Kart: Double Dash!!.
Mushroom Bridge/City A new remix of Mushroom Bridge and City's theme from Mario Kart: Double Dash!!.

Composed by NoteBlock.

Ready... OK A new remix of the Ready... OK minigame theme from Mario Party 5.

Composed by Nintenga Dario.

A New Adventure Begins DX The title theme of Mario & Luigi: Superstar Saga + Bowser's Minions, directly ported from said game.
Come On! - Mario & Luigi: Paper Jam The Mario & Luigi: Paper Jam rendition of the battle theme of Mario & Luigi: Superstar Saga.
The Shadow Thief A new remix of Popple's battle theme from Mario & Luigi: Superstar Saga.

Composed by Canamox El Leal.

Fossil Falls A new remix of Fossil Falls from Super Mario Odyssey.

Composed by gabocarina96.

Mario Circuit - Mario Kart 9 A new remix of Mario Circuit's theme from Mario Kart 9.
Main Theme - Super Mario Excursion Super Mario Excursion's main theme, directly ported from said game.
Vs. Boss - Super Mario Excursion Super Mario Excursion's boss theme, directly ported from said game.
Neo Bowser City A new remix of Neo Bowser City's theme from Super Mario Excursion.
Vs. Bowser - Super Mario Excursion Bowser's boss theme from Super Mario Excursion, directly ported from said game.
Battle Theme - Paper Mario: Double-Sided A new remix of the battle theme of Paper Mario: Double-Sided.
Tentacle Harbor Tentacle Harbor's theme from Super Mario Expedition.
Vs. Pikante A new remix of Prince Pikante's battle theme from Super Mario Expedition.
Going Bananas The Kongs' battle theme from Mario & Luigi: Bananas Split.
SSB Donkey Kong Series

Donkey Kong series

Aquatic Ambience A new remix of Aquatic Ambience from the original Donkey Kong Country.

Composed by Kamex.

DK Rap A new remix of the infamous DK Rap from Donkey Kong 64.

Composed by Player2.

Gang-Plank Galleon / DK Rap A mashup of the DK Rap from Donkey Kong 64 and the rendition of Gang-Plank Galleon from Super Smash Bros. Ultimate.
Scorch 'N' Torch The theme of the Scorch 'N' Torch level from Donkey Kong Country: Tropical Freeze, directly ported from said game.
SSB The Legend of Zelda Series

The Legend of Zelda series

Overworld - The Legend of Zelda: Link's Awakening A new remix of the overworld theme of The Legend of Zelda: Link's Awakening.

Composed by Psycho-Kinetic Griffin.

Facing Ganon - The Legend of Zelda: A Link Between Worlds Ganon's battle theme from The Legend of Zelda: A Link Between Worlds, directly ported from said game.
Hyrule Field - Hyrule Warriors The rendition of the main Zelda theme from Hyrule Warriors, directly ported from said game.
Calamity Ganon Medley A new medley of both Calamity Ganon battle themes from The Legend of Zelda: Breath of the Wild.

Composed by CarboHydroMusic.

Main Theme - The Legend of Zelda: War of the Triforce The main theme of The Legend of Zelda: War of the Triforce, directly ported from said game.
Vs. Chaargus A new remix of Chaargus's boss theme from The Legend of Zelda: Fields of Hyrule.
Soaring through Hylavia A new remix of Hylavia's theme from The Legend of Zelda: Pierced Skies.
Main Theme - The Legend of Zelda: Across Generations A new remix of the main theme of The Legend of Zelda: Across Generations.
Demise's Anguish A new remix of the final boss theme from The Legend of Zelda: Across Generations
SSB Star Fox Series

Star Fox series

Title Screen / Menu - Star Fox: Assault The menu theme of Star Fox: Assault.
Corneria - Starlink: Battle for Atlas The rendition of the Corneria theme from Starlink: Battle for Atlas, directly ported from said game.
Space Dynamics Raceway A new remix of the theme of Space Dynamics Raceway from Star Fox: Grand Prix.
SSB Pokemon Series

Pokémon series

Kanto Trainer Battle The Pokémon anime's rendition of Kanto's trainer battle theme.
Gym Leader Battle - Pokémon Diamond & Pearl A new remix of the Gym Leader battle theme from Pokémon Diamond & Pearl.

Composed by Zame.

Accumula Town A new remix of Accumula Town's theme from Pokémon Black & White.

Composed by [1] ああああ.

SSB Sonic Series

Sonic series

Marble Zone A new remix of Marble Zone's theme from the original Sonic the Hedgehog.

Composed by Box Robot Studios.

Emerald Hill Zone: Act 1 A new remix of Emerald Hill Zone's theme from Sonic the Hedgehog 2.

From the fanmade remake of Sonic 2.

Angel Island Zone A mashup of both the Super Smash Bros. Brawl rendition of Angel Island Zone and the original theme, based on the song from Sonic the Hedgehog 3.
Gotta Go Fast The main theme of the Sonic X anime.
All Hail Shadow The song All Hail Shadow, directly ported from Shadow the Hedgehog.
Green Hill Zone - Modern Green Hill Zone's theme when playing as Modern Sonic in Sonic Generations.
Hi Spec Robo Go! (Hard-Boiled Heavies Boss Theme) The boss theme of the Hard-Boiled Heavies from Sonic Mania, directly ported from said game.
Infinite's Theme Infinite's theme from Sonic Forces, directly ported from said game.
Jungle Fields Zone A new remix of the theme of Jungle Fields Zone from Sonic Isolation.
Special Stage - Sonic Shift The special stage theme of Sonic Shift.
SSB Final Fantasy Series

Final Fantasy series

Main Theme - Final Fantasy A new remix of the main theme of the Final Fantasy series.

Composed by mWIND.

One-Winged Angel A new remix of One-Winged Angel from Final Fantasy VII.

Composed by Jonny Atma.

SSB Minecraft Series

Minecraft series

Mice on Venus A remix of Mice on Venus, one of many Minecraft songs.

Composed by ZebesSystem.

Subwoofer Lullaby A remix of Subwoofer Lullaby, one of several Minecraft songs.

Composed by Motorblade.

Sweden (Caution & Crisis Remix) An existing remix of the song Sweden that was used for a trailer in 2012.
Wither Storm The Wither Storm theme from Minecraft: Story Mode, directly ported from said game.
SSB Warcraft Series

Warcraft series

Times Change A new remix of the opening cinematic theme of World of Warcraft: Warlords of Draenor.

Composed by Evil Ducky Production.

SSB Plants vs. Zombies Series

Plants vs. Zombies series

Grasswalk A new remix of the day level theme of Plants vs. Zombies.

Composed by NoteBlock.

Watery Graves The pool level theme of Plants vs. Zombies.
Graze The Roof The roof level theme of Plants vs. Zombies.
Graze The Roof (Remix) A new remix of Graze The Roof.

Composed by NoteBlock.

Loonboon A new remix of the minigame theme from Plants vs. Zombies.

Composed by NoteBlock.

Cerebrawl The puzzle level theme of Plants vs. Zombies.
Ultimate Battle The conveyor belt level theme from Plants vs. Zombies.
Brainiac Maniac The final boss theme from Plants vs. Zombies.
Brainiac Maniac (Remix) A new remix of Braniac Maniac.

Composed by Jonny Atma.

Zombies On Your Lawn The credits theme of Plants vs. Zombies.
SSB Ghostverse Series

Ghostverse series

Itching for a Fight A new remix of the battle theme of Champions of Ascerth.
The Soul Grazer Awakens The Soul Grazer's theme from Zalvar Online, directly ported from said game.
Vs. Colossotron A new remix of the Colossotron's battle theme from Birds of a Feather.
Volta's Theme Volta's theme from Vyrus, directly ported from said game.
Training The training theme of Vigilants, directly ported from said game.
The Necromancer Incarnate A new remix of Tobura's battle theme from Champions of Ascerth 2.

Downloadable Content[]

Super Smash Bros. GR features several DLC packs available for purchase, offering more characters, stages, and music.

Super Smash Bros. GR X Ghostverse[]

SSBGR X Ghostverse

Super Smash Bros. GR X Ghostverse was originally meant to be included alongside the base game, and contains the following content:

  • Kaiden, Elina, Volta, and Felton & Trent as playable characters.
  • The Ghostrealm Stadium stage from Ghostrealm Heroes.
  • Music tracks.

Echoes and Semiclones Expansion[]

The Echoes and Semiclones Expansion is a small DLC pack that contains six new characters, all of which are based on existing characters in the game to a degree.

  • Dixie Kong, Nogan from The Legend of Zelda: Across Generations, and Ninten as Echo Fighters of Diddy Kong, Ganondorf, and Ness respectively.
  • Midbus, Yarn Kirby, and Captain Rainbow as semiclones of Bowser, Kirby, and Captain Falcon respectively.

Non-Expansion DLC Newcomers[]

Several newcomers are sold separately from DLC packs.

Fighter Ballot[]

The fighter ballot for GR can be found here.

Development[]

Super Smash Bros. GR is the result of years of Krexxal (tbc) working with the Super Smash Bros. series. His first few games were quite barebones, only really detailing characters' special moves and barely focusing on side modes. While a later Smash game (which was later abandoned and taken on by another user) would improve upon this, it still felt like missed potential.

Super Smash Bros. GR also originated from Krexxal's desire to make "his" Smash game. The initial draft of GR saw almost every veteran getting new moves and being reworked, but this concept was scrapped due to it being too ambitious. One thing that did stick however was the ability to change game physics. Krexxal saw that players were never satisfied with the series's physics and playstyle, and sought to provide more options so players could customize their game however they wanted. In general however, the "main" physics of the game were close to that of Super Smash Bros. Ultimate, albeit tweaked slightly. This way, competitive players had lots of room to decide what should and shouldn't be legal, and more casual players had lots of settings to play around with.

Ultimate in general was used as a base once it was revealed, with many concepts introduced by it refined. Despite having abandoned the idea of reworking everyone, Krexxal still sought to make changes to various veterans, either due to personal preference or because it was about time in his eyes. In particular, Ganondorf and Bowser were heavily adjusted due to Krexxal not seeing them as paying enough homage to their series of origin. Many of these changes were also inspired by Brawl- and Project M, two mods for Super Smash Bros. Brawl.

Another major concept Krexxal took into consideration was costumes. In the past, he had wanted to see more creativity with palette swaps, with Smash 4 and Ultimate satisfying this in a way. However, for GR, Krexxal took this a step further. If a character had some sort of alternate look in another game, it was sure to be there.

Cut Content[]

SmashGRRoster

Super Smash Bros. GR's roster once consisted of the following image. Out of the cuts made, the following reasoning was used:

  • Captain Toad's inability to jump made him better-suited to an Assist Trophy role.
  • Both Petey Piranha and King Boo were generally seen as safer choices, and also cut due to the overabundance of Mario representation. Petey in particular was also cut due to his role in Piranha Plant's Final Smash.
  • Fawful was also seen as a safe choice, and Krexxal wanted to tackle a character from the Mario & Luigi series who was generally less seen.
  • The idea of Lakitu as a Mario Kart rep proved to be difficult to work with, and along with the overabundance of Mario characters, made him a key candidate to be cut.
  • Xananab was too obscure and lacked moveset potential, not to mention that he was more or less a joke pick.
  • The Shake King had a lack of source material.
  • Waluigi's cut was directly influenced by the actions of his fanbase following the reveal of Super Smash Bros. Ultimate, primarily the fact that Masahiro Sakurai received death threats.
  • Midna and Wolf Link's inclusion meant that there'd be four Links in the game, which proved to be one too many.
  • Bandana Dee was found to be better-suited to an Assist Trophy role.
  • Rick lacked moveset potential and was generally a strange choice.
  • Crobat, Aggron, Zoroark, and Decidueye were shelved in favor of other Pokémon representatives.
  • The Primid proved to be difficult to work with, and combined with the removal of a story mode, he didn't have much going for him.
  • Boba Fett was found to be too controversial of a choice, and thus removed.
  • The Labo Man was more or less a joke pick.
  • Taikari was scrapped due to Volta translating better to Smash.

Several other concepts were also scrapped, including, but not limited to:

  • A Core Crystal item, similar to Assist Trophies and Poké Balls that would've summoned Blades from Xenoblade Chronicles 2.
  • Rotom and Smeargle as Poké Ball Pokémon, due to complexity issues. The latter would've even used Sketch to copy enemy special moves.
  • Before the reveal of Intertwining Paths, a story mode akin to the Subspace Emissary was planned, but cut due to the team seeing it as unoriginal. Several ideas for this were present.
    • Dimentio, Infinite, Zant, and Giygas being the main villains.
    • A New Subspace Army existing as the main antagonist.
    • More backstory to Smash Bros. as a whole.
  • L-Cancelling was going to be a physics option, but was deemed redundant due to changes to landing lag.
  • A stage based on Splatoon 2: Octo Expansion was considered but cut in favor of Nintendo Floats. The stage would've been based on the floating GameCubes and Game Boy Colors seen in several levels.
  • A Mario Kart stage based on Mario Kart 9 was seen in the planning stages but removed due to the abundance of Mario stages.
  • Stages based on Sonic CD and Hey! Pikmin were planned, but cut due to a lack of ideas.

Credits[]

  • The Battlefield design is from here.
  • The Final Destination design is from here.
  • The Stage Morpher item is from Super Smash Bros. Discord, by Exotoro (tbc).
  • The Vector and Spyro stock icons were made by CrunchTime420 (tbc), with a color correction done later on by Exotoro (tbc) in the case of Vector.
  • Fire Scyther (tbc) made several of the stock icons.
  • Several stock icons were taken from here.
  • Poké Floats 2's image is from here.
  • Billy Hatcher's series symbol was taken from here.
  • Computerboy64 (tbc) created Mr. Smash & Watch's render.

Trivia[]

  • This is the first Super Smash Bros. title to:
    • Not feature the involvement of Masahiro Sakurai.
    • Be developed by a non-Japanese company.
    • Have trophies since Super Smash Bros. for Nintendo 3DS/Wii U.
  • The "battle-scars" feature is a reference to a cut feature Brawl was supposed to have.
  • Chunky Kong's Assist Trophy function is reminiscent of a hoax from the days of Smash 3DS/Wii U.
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