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Super Smash Bros. Great Fray (known in Japanese as Great Fray Smash Bros. Superpowered) is a successor of Super Smash Bros. for 3DS/Wii U, first revealed during the Previews of Fantendo 9th Anniversary Showcase. It will be exclusive for the Evo-Gem and is produced by Gear Games, with Samtendo09 as the main executive while Masahiro Sakurai being the advisor. It is revealed that it would be released at 2022, some months later after the Evo-Gem's indicated release. It is also revealed that Master Hand and Crazy Hand will have bigger roles, and the latter one will be more than just Master Hand's literal left-handed counterpart.
The gameplay is about 1.15x of speed from Super Smash Bros. for Wii U, have the same physic of Super Smash Bros. Melee, gives graphics slightly more realistic but also more detailed (like Link's Master Sword being more shiny).
It also gives multiple addition for the gameplay, such as Flip Jump, Counter-Grab, Combo-Stopper (said to be available only for heavyweight characters), Super Smash (power-up version of Special Moves) and the transformation counterpart of Final Smash, the Great Fray, a powerful mechanic that makes characters greatly boosted or transformed, based on Pokken's Burst Mode. The distance of edge-grabbing is also reduced to be comparable to Melee, and the L-Cancel returns.
General Mechanics Changes
|Shield||Now last longer for heavier fighters, but last shorter for lighter fighters.|
|Sidestep||Reverted into closer from Melee.|
|Roll/Dodge||Reverted into closer to the Rolling/Dodging from Melee.|
|Air Dodge||Now works like in Melee, albeit it does not leave the user helpless in order to avoid frustrating accidents and self-destructs.|
|Footstool Jump||Characters in Giant, Mega or Great Fray form (depended of the size of the Great Fray itself such as Mega Captain Toad) may instead "squish", damage and bury the jumped on a normal victim. When this happens in the air, it is a guarenteed Meteor Smash. A character who is asleep can now be footstooled.|
|Jump/Short Hop/Aerial||Going aerial will reduce the character's launch resistance by 1.25% by ground attack, while the character on the ground will take 1.25% less knockback from aerial attacks. This make aerial attacks more risky and situational.|
|Weight||Most characters whose not heavyweight and got one or more aerial attacks (Captain Falcon) or can deal more combo (Fox) had less launch resistance. Heavyweight characters who can't do aerial combo but may or may not have a powerful aerial attack (Bowser, Ganondorf and King Dedede, but not Wario) got slightly more launch resistance.|
|Rage||Now at maximum rage, attacks will deal 20% more knockback than normal. It is now optional and is setted off by default.|
|Ledge Grab||Now have distance comparable to Melee, but also not able to grab if an enemy (not an ally) had already grabbed that ledge. It is still possible to grab even if the character is facing the opposite of the ledge.|
|Counter (Special Moves)||Now only gives less knockback and damage than the incoming attack does. This is to prevent desperated spamming of Countering and to make it more like a last resort. Only slower counters can deal more damage, with the exception of Vision Counter. In Bayonetta's Witch Time case, it require a more precise timing to make it work correctly.|
|Hitstun||Slightly reduced in order to give the victim a more aggressive counter.|
|Reflecting||Only give less damage and knockback than the original projectile, making it more situational. Villager's Pocket is as strong as the normal projectile for the first second, but gradually get weaker and weaker before being up to 30% weaker.|
Can now have "Very Low" and "Very High" setting in the Rule Settings. Most Assist Trophies are only able to damage, not flinching nor launching, the opponents, with the exception of Foul Assists and Assist Bosses. The amount of items at a time is increased, and more Assist Trophies, Poké Balls and Master Balls can appear but there cannot be a matched Assistant.
Multiple items become even less powerful, including explosive items, which include Assist Trophy (except of Assist Bosses who can be stunned with a Super Smash or a powerful attack, and they can be toggled off), and also Pokemon from Poke Balls that get notably weaker and less frustrating to get over.
|Stages||All levels are compatible to 8-Player. However, all stages become tamer and friendlier. Stage Bosses are weaker and can be stunned by strong attacks or Super Smashes, and can be toggled off by itself. Some stages like The Great Cave Offensive have a Small Version which shrink down the level to a more reasonable proportion.|
If launched and the K.O. is inevitable, the character will scream like if they got knocked out, but they will not scream again after being K.O. off-screen.
Boss Fighters and players under Great Fray makes a more violent explosion when blasted off-screen.
|0-HP K.O.||Each character have a different "death" animation, and sent off-screen. Mega Man's K.O. animation is simply the classic death/blunder animation from the classic series.|
|Custom Items||When you receive a Custom Equipment and Custom Orb, that item will be unlimited and you will not receive it again. This is to prevent tedious results of RNG and allow player to collect them all with shorter time without getting the same item over and over again.|
The characters had the most recent voice actors for multiple fighters. Bowser, Donkey Kong and Diddy Kong uses their respective voice actors instead of their realistic voices, although it can be switched between the original voices or the Smash voices. Anyone who speaks Japanese now speaks English.
A major difference is that Master Hand and Crazy Hand also speaks, voiced by the famous voice actor Xavier Mobus, who also voices the Announcer, and they occasionally taunt the player (Crazy Hand a bit more often) during the battle against them.
|Graphics||The graphics in general give out more details to match the current game standards but also have more effects like shining effect on Link's Master Sword and Mega Man's armor.|
|Sound Effects||Now sounds more faithful to the home series, such as Link's slashes sounds like it is from recent Legend of Zelda games, and Pokemon moves have sound effects from modern Pokemon games.|
|Match End||Now the background have a more refreshed and the other fighters now show up. The clapping animation is retained for middle place, but the losing animation (three different for each fighter) are introduced, and is used for last place, such as Waluigi furiously stomping down the floor and Inkling uses her/his Splattershot losing animation from the Splatoon series.|
|Expressions||The characters give out an angrier or more surprised expression when hit by an ally. This only happens when Friendly Fire is turned on. They also expose this when receiving a Screen K.O. by an ally. Exemples are Wario giving a furious glare, Rayman gives a genuinely shocked one, and Captain Toad being saddened.|
New Mechanics and Techniques
|Flip Jump||The fighter jump even higher from the ground than an initial jump. Light-Weight Fighters can jump much higher. To do this, press down softly, then up quickly.||All fighters.|
|Counter-Grab||When the victim takes enough hits from a combo, that victim rushes at his rival who uses that Combo, with a Super Armor, in order to grab it. The throw functions are the same.||All fighters.|
|Combo-Stopper||When the fighter has damage % over 50% while unable to attack, the Fighter cannot be flinched from any more hits beyond the first one, including hits in the airs, and only takes up to 5% of each hits. This makes Smash Attacks or other strong attacks more mandatory.||Heavy-Weight fighters.|
|Stout Strength||The fighter will lift heavy items like a Barrel Container or large enemies or bosses with ease, which moves and jumps as the same, but cannot perform a mid-air jump and Special Moves. Their throwing ability is also enhanced. Mega Man can perform this thanks to his Super Arm. It is also applied when having a Giant status or Mega-Size status for everyone.||All strong and Heavy-Weight fighters, plus Mega Man, plus any Giant/Mega-Sized fighters|
Collect the Smash Energy, hit your opponent and get hit by anything (the latter one increases more than the two others) will increase the Smash Meter. Once fulfilled, the fighter can unleash a Super Smash, an enhanced Special Move, by pressing A and B at the same time (assuming you are using the Gamecube Controller).
Super Smashes can stun Stage and Assist Bosses, which gives an advantage for the players, but it must be used wisely.
(Can be Disabled)
Transforming counterpart of the Final Smash. Any former transformating Final Smash like Giga Bowser and Ganon becomes a Great Fray, though others like Mega Mewtwo Y remains the same Final Smash. Upon the Great Fray Gauge fullfilled by doing the same way as filling up the Super Smash Meter, the fighter will automatically transform.
Some characters had no physical changes but are still boosted, while others becomes more different as an actual transformation. The duration also varies depended on the Great Fray mode's effectiveness. The Great Fray fighter can still do anything a regular fighter can do, including Super Smashes and Final Smash.
(Can be Disabled)
|Team Finale||A fighter can join its teammate's Final Smash by pressing B during a Final Smash. It will either cause more damage or other effects.||All fighters.|
|Statuses||The status will hinder the player, and the way its work is depended on what status it is. See the table below for its effects.||
(Can be Disabled)
One player have to crouch or dodge while its teammate will use the Grab button. When the combination succeed, the thrown player will not only become immune to all attacks but also give an extra jump when thrown in the air. The thrower will not be left helpless, and can throw its teammate in eight directions.
Heavy-Weight fighters can throw further, while Light-Weight fighters can be thrown at longer distance.
|Ambush Breaker||When ambushed by two or players, whatever if they are on the same team or not, the fighter will deliver an unblockable counterattack but with fixed launch power to seperate the group. A successful Ambush Breaker will also heal the fighter by 50% of damage received.||All fighters.|
|Beyond 999% K.O.||When the character is at 999% and that it got hit by anything as long as the attack or hazard is damaging, the character will undergo under a 0 HP KO.||General.|
|Burn||Gradually damage the victim by 2% each half second, but also damage foes who made contact attack by 5%. Automatically healed when hit by Water attacks or when swimming on water.||Flame attacks.|
|Paralysis||Unable to move, but will not fall in the air. Will wear off when hit or even touched by anything.||Electric attacks.|
|Deep Sleep||Prolonged version of Sleep; will not woke up until taking enough damage, but gradually heal itself by 10% each half-second.||Various.|
|Deep Freeze||Prolonged version of Freezing; will not take damage from anything that are not flames, explosions or anyone under Great Fray.||Ice attacks.|
|Poison||Damage the victim by 5% everytime it attack. It will do nothing if the victim will not attack at all.||Poison attacks.|
|Splashed||Decrease the power of Special Moves, and make them unable to flinch any fighters.||Water attacks.|
|Smashlust||Heal the player by 5% everytime it hit someone, but also decrease Defense.||Various.|
|Injured||Decrease the power of regular moves, and make them unable to flinch any fighters.||Certain attacks like Little Mac's attacks.|
Up to 8 players will play together, or take on the Local Tourney, Vs. Boss, Smash Roulette and Random Smash.
The Regular, Special and Tournament matches will take place in Timed, Stock, Coin or Enemy Bash. The Enemy Bash is all new, as the goal is to knock out as many Enemies from Smash Run as possible.
Play an 8-player Smash without any additional condition. With the Evo-Gem's Super Gaming Operation System (SGOS), it is now possible to play any stages in 8-Player Smash without restriction, thus even making a Boss appears during a Smash with 8-players. Unlike in previous Super Smash Bros. games, the Stage Boss(es) will only appears when the stage is switched to Boss Battle, and thus will not disrupt the battle in a normal stage with Boss Battle off.
The player will set the General Conditions, then put up Individual Conditions for each of the eight players. Only Player 1 will give the conditions. Aside of this, it plays the same as in Regular Smash, but the battles will not count towards the records.
The tournament, setted by Player 1, can have up to 256 players in a single or double-bracket. Aside of the matches settings, the following tournament settings as shown below can also be changed. Unlike the previous games, it is possible to save the Tourney at anytime for later. The settings below are only basic and more advanced settings are available in Mod-Mode.
|Basic Setting||Available Options|
|Best out of Rounds||One, Three, Five, Seven|
|Change Character?||No, Yes, Randomize, Randomize if Needed|
|Amount of Players per Matches||2-8 Players|
|Solo or Team?||Solo, Duo, Triplet, Quadiplet.|
|Can the Host changes Outcomes?||Yes, No, Replay Required|
|Bronze Match||Yes, No|
The player will decide which Fighters are allowed or banned, or are not allowed to be Custom.
Allow, Ban, No Custom, Random
|Custom-Type Fighters||Allow, Default Only, Ban|
Up to eight Players will take on an Assist Boss, a Stage Boss, a Boss Fighter, a Great Fray Fighter or a Great Fray Boss Fighter, and this mode can be played alone. If the Boss is defeated, the players will gather more rewards, but shall they loses instead, they will have minimal rewards.
This mode will give out which Fighters will be given to which players, which stage will be played and what is the Special Condition. The match will continues until everything is played, and anything already picked cannot be used again.
Unlike Smash Roulette, the Random Smash will randomize everything, even give out Customs and Modify Orbs that are not found yet for one match. The player can set out the match rules, then the match begins. It will take place on either Regular Smash, Special Smash or Vs. Boss.
Online Smash can be played For Fun, For Glory, Online Tourney, Smash Run and Community Smash. The player must have Connext account to have access to any of these modes, as well as sharing custom fighters, Equiped Fighters and levels.
Unlike previous Super Smash Bros. games, Online Smash is more constructed and have game quality matched of offline gameplay thanks to the Evo-Gem's capacity. The other main difference is that up to eight player can play in any of these modes (in the case of Online Tourney, a whopping 64 players) and a Community Smash can hold as many players as member of any community as possible.
Taunts can only be activated once (with the exception of special taunts that switches characters or moveset, such as Ganondorf and Wario, but they become muted when used once), and spamming an attack (used more than twice) will cause the character's voice to be muted during this attack for the rest of the match.
Equipments and Customized Moves cannot be used in any online matches except on specified Online Tourneys and certain communities, however the Custom Fighters can be used, but only as default. Alternative moves cannot be used in For Glory and For Glory Tourneys.
Up to eight players (or four if the player prefer this limit) can play in almost any stages (Final Destination and Omega Stages are not included) with items on in Medium frequency. It can be played in Free-For-All, Doubles, Triples, Squad (4-on-4), Four-Team Battle and 1-on-1. Any of these type of matches can be played with Quick Play.
There is no ranked matches as it is made for players who only wanted to have fun. Overused characters, however, tend to be limited to avoid causing ire from certain players does to their prescence.
The stage is alway chosen at random, although the player in the Waiting Time can know what stage it will be, and while in the Waiting Time, it will fight with the Sandbag.
Unlike For Fun, For Glory takes a bigger manner about competitive and thus only allow Final Destination, all of Omega Stages, and a few selection of stages being considered as competitive-safe. There is also no limit use for any characters but the player can decide to only fight the fighters that have the same Gear Games Tier as the selected fighter (the character in F-tier is in the E-tier Category, while the SS-tier is in the S-tier Category).
Items are disactivated, and Super Smashes cannot be used as well. The set is two stocks, seven minutes and team attack on.
For Glory can be played in Free-For-All, Doubles, Triples, Squad (4-on-4) and 1-on-1. There is no quick play selection, and there is one unranked mode and ranked mode; the unranked mode have no impact whatsover, while ranked mode will increase your Rank if you perform with various skills, and lower if you spam one or two moves, or if you deliberatly quit in the middle of the match (disconnection will do nothing but doing so three-in-a-row will cause the player to be unable to play for 12 hours).
There are modes made for one to two players (four in Adventure Mode), which have Classic Mode (now reverted to Smash 64, Melee and Brawl's style), Adventure Mode (the remake from Melee with more stages and up to four players can play together), and three Special Orders, which consist of Master Orders, Crazy Orders and the new one, Versus Orders. All-Star Mode also returns, although it is readjusted does to the enourmous amount of playable characters.
The Classic Mode is reverted into the style of old-school since Super Smash Bros. Brawl, although there are new additions of formats and a new final boss namedthat is fought instead of Master Core should the last battle take place on the Fatal Confrontation instead of the Final Destination (decided at random when facing the two hands), from the same difficulty as required as before for the two. Another addition is that in the middle of the Classic Mode path, you will confront a Stage Boss, Assist Boss or a Boss Fighter before being able to advance to the next level.
The amount of stock can now be setted by the player has between one to five like in Smash 64, Melee and Brawl, and is the same amount for both players. Since the Long Classic tend to be more challenging than previous Classic Mode from previous Smash games, the player(s) can get another stock upon defeating a Boss, but no more than his/her/their initial amount of stocks (i.e. once you started with three stocks, you cannot get more than three stocks).
The opponents will always have the same moveset and original color in difficulty under 3.0, but also instead have random colors and moveset as of difficulty 3.0. Unlike in any other Classic Modes, the opponents that are going to be faced is completely random, but the stage always match the same franchise of one of the opponents (i.e. if Bowser is faced, the battle will place on any Mario stages).
Because of the Classic Mode had more level and bring back bonus stages, the battle against Master Core/had been shortened as each of the formes had fewer HP than bosses in general. However, to compound this, the other Hand will try to protect the exposed core of one of the Hands.
An example is if Master Core is exposed at the end of the battle, Crazy Hand reappears and attempt to protect Master Core by attacking the player(s) until he/she/they knocked Master Core offscreen, forcing Crazy Hand to forfeit.
Like in Super Smash Bros. for Wii U, up to two players can play this mode. This chart demonstrate the level order when a single player is playing this mode, and such one-on-one battle will never occurs when playing with a friend. If a Giant, Mega or Metal Battle had taken place, it will not happen again afterward except for Level 10 in 5.5 Difficulty or higher.
Two length are available while setting the Difficulty and either length is counted to any rewards involving Classic Mode; Long, which have eleven levels, three bonus levels and three boss levels, which is useful to collect a lot of rewards, or Short, which offers much less rewards but is much faster to complete Classic Mode as every characters in the game.
Long Classic Mode
|One (Start)||One-on-One (Two-on-Two in Two-Player mode)|
|Two||2-on-2 Team Battle, 3-on-3 Team Battle or 4-on-4 Team Battle, or Free-For-All from three to eight fighters.|
|Bonus One||Target Test, Platform Board or Coin Rain|
|Three||1-on-1, 2-on-2, 3-on-3 or 4-on-4 Battle, or 2-to-8 player free-for-all.|
|Four||Giant Battle (3-on-1), Mega Battle (5-on-1) or Metal Battle|
|Boss One||Stage Boss, Assist Boss or Boss Fighter|
|Five||1-on-1, 2-on-2, 3-on-3 or 4-on-4 Battle, or 2-to-8 player free-for-all.|
|Six||10-Men (10-Women if the opponent is female) Battle|
|Bonus Two||Trophy Snag, Trophy Rush or Homerun Contest|
|Seven||1-on-2, 2-on-3 or 3-on-4 Battle|
|Eight||Giant Battle (2-on-1), Mega Battle (3-on-1) or Metal Battle|
|Boss Two||Stage Boss, Assist Boss or Boss Fighter|
|Nine||Vs. Enemy Team (Enemies that appears during Enemy Bash Match, Smash Quest and Smash Run)|
|Ten||Dangerous Battle (Six fighers versus two Giant opponents. Difficulty from 5.5 to 9.0 will make the opponent either Giant, Metal, Great Fray Mode or rarely, Mega. Two Mega-sized opponents will only occurs in 7.5 to 9.0)|
|Bonus Three||Race to the Finish|
|Eleven||Fighting Custom Team (A step-up of the Fighting Mii Team; Mii Brawler, Mii Swordfighter, Mii Gunner, Mii Mecha, Pokemon Trainer, Custom Robo, Villager and Inkling.)|
|Final Boss||Master Hand and/or Crazy Hand (Master Core will show up after the two hands takes enough damage if the difficulty is setted from 5.5 to 9.0.)|
Short Classic Mode
|One (Start)||One-on-One (Two-on-Two in Two-Players Mode)|
|Two||Anything from Long Classic's Level Two to Level Four|
|Three||Same condition as Short Classic's Level Two|
|Bonus or Boss||Any Bonus levels as above or a Stage Boss, Assist Boss or Boss Fighter|
|Four||Same condition as Short Classic's Level Two and Three|
|Five||Guaranteed Giant (2-on-1), Mega (3-on-1) or Metal Battle.|
|Six||Fighting Custom Team|
|Final Boss||Master Hand and/or Crazy Hand (Neither Master Core or will appears in Short Classic.)|
The Adventure Mode is basically a remake of Super Smash Bros. Melee's version of Adventure Mode. While most stages had few changes, there are two additional stages that represent Wario Land (which the fight with Wario characters, even Ashley, takes in Glittertown, a stage based on the game that existed way after Melee. However, the Wario Land franchise itself did existed before Melee) and Punch-Out, as well as the additions of In-Between Fights in stages of various franchises that didn't have a dedicated level, such as helping Shulk to defeat Metal Face, who is now one of the Boss Fighters.
The final opponent will be any Nintendo Rogues, with includes all villainous characters, as well as Wario and King Dedede, as well as his/her Great Fray version if either the Difficulty is at 5.5 or higher or that the Hard Path is taken, without using a continue. (In example, if Bowser was defeated and the conditions was met, then the player(s) have to face him again as Giga Bowser.) Because of that mode being planned, certain Melee had returned like Peach's Castle.
Like Classic Mode, each players can have up to five stocks, but the only difference is that the only way to get an extra stock is to defeat the Boss Fighter, Marx. With the exception of King Hippo, the Boss Fighters and fighters permanently under Great Fray will only appears in Difficulty 5.0 or higher, although for Marx himself, the Difficulty must be 6.0 or higher instead. Unlike in the orignal Adventure Mode, it is possible to quicksave after defeating one of the Boss Fighters, but only once.
The Adventure Mode was also splitted into two paths that the player can choose before entering each stage; the Easy Path, which is taking on easier fight, and Hard Path, which where you will face harder opponents and eventually, the Boss Fighters. Possibly because of extended length, the player can quick save after completing an In-Between Battle and the Fighters' Alt. Trophies are obtained as normal rewards, and completing Adventure Mode will reward a wave of ten Great Fray trophies instead of one by one, which up to 40 can be obtained if played in four players. It will go under a cycle until all Great Fray trophies are obtained, which then more will be given at random afterward.
|Stage 1: Mushroom Kingdom||
|Stage 2: Kongo Jungle||
|Stage 3: Underground Maze||
|Stage 4: Brinstar||
|Stage 5: Greens Greens||
|Stage 6: Boxing Ring||
|Stage 7: Corneria||
|Stage 8: Pokemon Stadium 2||
|Stage 9: F-Zero Grand-Prix||
|Stage 10: Glittertown||
|Stage 11: Onett (Easy Path)/New Pork City (Hard Path)||
|Stage 12: Icicle Mountain (Melee)||
|Stage 13: Flatzone X||
|Stage 14: Battlefield||
|Stage 15: Final Destination||
This mode play the same from Super Smash Bros. for Wii U, although with multiple additions such as the Final Battles from Smash Run such as Vs. Boss, as well as Bonus Stages and the new conditions introduced in this game. The only major difference is that you will be forced to face Master Hand and Crazy Hand shall you successfully completed ten tickets, and Master Hand will become Master Core if one of your completed tickets have at least one Very Hard mission.
The battle takes as long as the boss battle from the same previous game, although with Crazy Hand's last resort support when Master Core is fully exposed, just like in Classic Mode of this game.
Just like Master Orders, Crazy Orders play the same as from Super Smash Bros. for Wii U, although there are also additions such as Mega Battle, which offers more rewards than both Giant and Metal Battles, and Customized characters. If you reached the 20th Round or over and face Crazy Hand, the two Smash Hands will fight as usual .
It combines both Special Orders into one and can be played with up to four players. It can be played for between 5 to 100 turns, and the last turn is always a battle against Master Hand and Crazy Hand. If it ended in the 20th turn or higher, one of the Hands will use his Core in their respective stage once one of them had enough damage.
The difference is that shall everyone loses (in Vs. Boss for example), the half of the rewards will lose. During Streaming Mode (playing with players that don't have the game itself), only the hosting player can get rewarded (except for the guests who do have a save file if they played the game before). The players also must complete all of the settled turns, otherwise they will leave with little to no rewards.
The game mode play the same like in Melee; the players (up to four players like in Adventure Mode) will take on array of various characters without losing all of their lives (up to five each). Unlike recent Smash Bros. games, the player can continue but will lose points and Coins.
Instead of facing them in chronical order or the inverse, the opponents will be grouped in what they have in common (called Theme), plus some wild cards, and you will only need to face four of them at a time, and the amount of opponents at a time will adjust to match the number of players (like if there are three players, three opponents will appear at a time). There will be six per round with the exception of the last round, and around ten rounds, which means you would not face all playable characters. The Custom Fighters will always be in the last round, and this time you will face the ten (as Raichu, Hawlucha and Swampert are counted as seperated characters) instead of the usual six.
Games and Others
This main mode is where the renewed Smash Run, Smash Quest, Stadium and Stage Builder are at, as well as the Vault which contains Smash Shop, Trophies, Snapshots, Replays, Sound Test and Options.
Smash Run returns with renewed mechanics to make it more fun to play and much less difficult for many players, as well as more varieties such as more Final Battles, adjustable settings just like it's inspired mode from Kirby Air Ride, City Trail, and more stages (the latter mentioned mode being the last stage).
The Smash Run is now compatible for from two to eight players, and Team Battle is also available for the mode itself (although only if the number of players is paired).
It have many differences as demonstrated in the table below, and as the director Samtendo stated, it is to make the mode more fun, more varied and much less frustrating. The stages used only in Smash Run are found on the page with regular stages.
|Old Smash Run||New Smash Run|
|There is only one stage, and this stage does not randomize.||There are eight stages for Smash Run. The Smash Run World will have randomly generated paths and hazards.|
|The Enemies had varied strength, some of which are very dangerous for even the most skilled players.||Most Enemies are weak and have little to no knockback and all of them can't even flinch the players, and stronger one will side with the player once it is hit twice or thrice, somewhat similar of how Pokemon will follow you if you capture them with a Poke Ball or the Helpers from the Kirby series.|
|There are always four players, and when there are less than four, computer players will take place. It's always Free-For-All in the Smash Run itself (excluding some Final Battles).||Like a regular Smash match, the Smash Run can be played with between two to eight players. It can be even settled into Team Battle, but only if it is paired.|
|The Final Battle is completely random and is not entirely told until reached, as it cannot be settled.||It is now possible for the players to vote one of the three Final Battles, and the Final Battle with the most votes will be selected. The CPU cannot vote so if there is only player one, that player will entirely decide what Final Battle would it be. Which Final Battles would appears can also be settled just like in Air Ride's Trial City mode.|
|The players cannot interact between them other than specific Powers, until certain Final Battles.||It is now possible for players to actually fight each others in Smash Run. Hitting and defeating a fighter will not drop their stats but instead increase each others' random stat by 5 to 50, depended on weak or powerful moves.|
|The computer players cannot have their difficulty setted, thus making them easier for skilled players.||Just like in Smash Modes, their difficulty can be ranged from 1 to 9.|
|Actual bosses do not appears in Smash Run, other than overwhelmingly powerful enemies.||Assist Bosses and Boss Fighters can appear in Smash Run at any time, and it rewards immense amount of Stat Boost.|
|The time limit is only settled to five minutes, and the Events frequency is medium.||The time limit can be settled for up to 20 minutes (the longer, the more rewards at the end) and the Event frequency can be adjusted from None, Low, Medium, High and Constant (one after another).|
|The fighters uses the percentage like in regular Smash and will be defeated if they were launched from their own screen.||The fighters will instead use HP (can be settled for up to 999 HP for all fighters) and will only be defeated if it runs out of HP. If a fighter falls, it will take some damage but will reappears to the nearby spot.|
|The players can only keep rewards found in treasures and when defeating enemies.||The players can also have much more treasures when completing some Events and also produces more when knocking out stronger foes.|
|The treasures take a design from Kid Icarus: Uprising. The Mimicuties are used to trick the players and are considered as frustrating to fight with.||The treasures instead take design from respective series, and in the Smash Run World stage, it take the design from Super Smash Bros. Brawl's Subspace Emissary. As of the Mimicuties, they become noticeably much weaker and still offers big rewards.|
|Items will only drop in specific places, enemies and treasures.||Items can now spawns at anywhere, as well as recovery items being more frequent does to the HP system used instead of the % system.|
|The Final Battles lasts only one minute, with the exception of Stamina Smash.||The minutes can be settled between one to ninety-nine, just like in a regular Smash mode.|
|The penalty of getting knocked out is losing a big to huge amount of Stat Boosts.||The penalty is even less severe, losing only from 20 to 100 in all, but you will still waste precious seconds.|
|The series to have the most different kind of enemies is Kid Icarus, which is considered as disproportionate for certain players, and most of them are either difficult or annoying to deal with.||The series that have the most enemies are tied of Mario, Legend of Zelda, Kirby and Pokemon, with 16 each. As of Kid Icarus, nearly half of the enemies are cut, including the dreaded Orne, making a total of only nine.|
|Smash Run is not compatible for online play.||Smash Run is compatible for online play, although unlike Regular Online Smash, there is no such For Fun or For Glory in there. Anyone quitting will have his/her character controlled by the computer for the rest of the match.|
|The amount of rewards is restricted for each players, since each players uses their 3DS handheld consoles.||The amount of rewards for the Evo-Gem (console version) depends of how many Handheld Tablet version users have. Because of the nature of Smash Run, only controllers with seperated screen can be used (it is possible to connect the Handheld Tablet with a Gamecube Controller Adapter).|
There are also additional Final Battles, as well as old one returning. All challenges designated in the description as a "Smash" will randomly assigned on Free-For-All match, or a Team Battle (4, 6 and 8-players only), which in four players makes two-on-two, six players make three-on-three or three teams of two, or eight players makes four-on-four or four teams of two.
All players of the winning team will be considered as the victor. All matches are either Timed or Stocked (default amount is two) and in case of Timed, lasts five minutes (can be settled, and Sudden Death included if a tie had occured) unless otherwise specified.
Only Vs. Boss and its final bosses variation do not have Timed matches and have automatically two stocks for each players, excluding the "9th player" Boss Fighter.
|300% Smash||All fighters starts and respawn with 300% for the whole match, just like Super Sudden Death.|
|Climb!||A free-for-all match, where the goal is to climb up one of the three vertical stages. Smart Bombs and Danger Zones will hinder the race.|
|Double Smash||All fighters starts and respawn under the effect of Double Cherry for the whole match.|
|High-Launch Smash||A match with an increased launch ratio.|
|Explosive Smash||A match where only explosive Items spawn.|
|Flower Smash||A match where everyone have a Flower condition for the entire match.|
|Funny Smash||A match where Item frequency is Very High but the powerful items (i.e. Hammer) will never appears.|
|Giant Smash||A match where every fighters have a Super Mushroom buff.|
|Glorious Smash||A match on an Omega Form stage with no items, just like in For Glory.|
|Mega Smash||A match where all combatants have a Mega Mushroom buff.|
|Metal Smash||A match where every fighters have a Metal Box buff.|
|Mini Smash||A match where all combatants have a Mini Mushroom debuff.|
|Mr. Saturn Smash||A match where only Mr. Saturn appears as Items.|
|Multi-Man Smash||On Battlefied, the players will independently vies to defeat as many opponents as possible under rules similar of Multi-Man Fray, within one minute limit. Along with the Custom-type Fighters, Giant, Metal and rarely, Mega versions of an opponent fighter another player is using can appear.|
|Mushroom Smash||A match where only Super Mushrooms, Poison Mushrooms, Mini Mushrooms and Mega Mushrooms will appears.|
|Reflect Smash||A match where all combatants are permanently wearing the Franklin Badges.|
|Run!||A free-for-all match, where all players must reach the finish line at the end of one of the three horizontally scrolling stages, similar to Race to the Finish. Speed-based power-ups such as the Bunny Hood, Superspicy Curry and a temporary Speed stat boost will spawn occasionally and there are multiple Danger Zones.|
|Stamina Match||A match where all combatants uses health instead of damage percentage, with 200 HP for each of them. There is no time limit and each have only one stock.|
|Vs. Boss||The fighters will either fight each others (teammates notwithstanding in team battle) or the Stage, Assist Boss or Boss Fighter. In a match beyond six, the Boss is buffed up.|
|Vs. Enemy Team||
Each player will take on the Enemy Team, either seperately or in the same stage (the latter only possible in the console version) will defeat as many Smash Run enemies as possible, within the selected time settled in Rules. Variants include;
|Wrap Star Smash||Only the Wrap Star item will appears on a match, and only the Final Destination or Omega variation of the stage will be selected.|
|King of the Hall Smash||A match settled in King of the Hall gamemode. The player/team who stands on the brighted stage part for the longest time wins.|
|Shine Strife||A match with Shine Sprites. The player/team who collected the most Shine Sprites after the time runs out will win the match.|
|Tag!||A game of tag with only contact attack will deliver the IT status. The player who had the IT status after the time runs out will lose the match, while the rest of the players wins.|
|Juggernaut||A special one-stock match where one player will have a permanent Great Fray while the others players have to defeat it. In a match with six or more players, the Great Fray fighter will have enemies for his/her support.|
|High Stage Speed Smash||The speed of the stage will be even faster, making it more dangerous for the players.|
|WarioWare Smash||A special match where you will have to complete as many microgames as possible in the WarioWare D.I.Y. stage.|
|Party Smash||A match where Fans and Party Balls are more frequent.|
|Assist Wars||A match where only assisting Pokémon and Assist Trophies can damage the players, as none of the players' attacks will works.|
|Randomized Smash||A randomized match that works the same as in Random Smash, with the characters changed, but the players will keep their respective Stat Boosts.|
In this mode, the player can play any of the minigames below. Each of them are either a bonus game, a quick challenge or a special challenge. Up to four players can play in Multi-Man Fray, Boss Burst and WarioWare Endurence, while the rest have up to eight players to take their turn.
|Target Test||There are twenty different Target Test levels, each of them incresingly more difficult than one after one. The goal is to break all of the ten targets before time runs out. Each set levels of four also have color-coded sizes; blue are the largest, cyan the second largest, green the middle-sized, yellow the second smallest and red the smallest.|
|Target Blast!||A variation of Target Test. The player have to destroy as many props and targets as possible by launching a timed bomb that explode after ten seconds. The countdown will only start if it got touched by anything or if the player waits twenty seconds. There are two tries, and the second bomb is much bigger and thus more powerful.|
|Platform Boarding||There are twenty different Platform Boarding levels, and there is big platform and a smaller one. Unlike the Target Test, the player have to land on each of those platforms, but some of them are tricky to get on, so certain characters will have advantages while others will have troubles.|
|Home-Run Contest||This is a simplier game; the player have to damage and launch the Sandbag as much as possible. The best way to launch it is to use the Home-Run Bat that is available on the board. Some characters have their Special Moves tweaked in order to either help it or to avoid it from being able to hit harder than the Home-Run Bat is able to or to "kill" the Sandbag, such as Kirby, King Dedede and Wario unable to eat the Sandbag.|
The goal varies between the different ruleset but all of them contain the Fighting Custom Team (the step-up of the Fighting Mii Team that now include not only the Mii Mechas, but also the Pokémon Trianer's Raichu, Hawlucha and Swampert, and also Custom Robos, Villagers and Inklings) and are weak except in the last two ruleset.
|Race to the Finish||Similar to the Run Final Battle from Smash Run but can be played solo with no Danger Zones, as the goal is to get there as fast as possible. Like in the original Race to the Finish from the original Super Smash Bros., there are Fighting Customs wondering around, ready to slow down the player but are as weak as in the Multi-Man Fray.|
Returning from Boss Battle of Super Smash Bros. Brawl. This time, up to four players have to take on from ten to twenty bosses, and the one who scores the most points wins. For the solo player, it is simply to get the high score. There is also a surprise final boss calledwho fight the same as the Master Hand form Super Smash Bros. 64 and , the true final boss.
Unlocked once you completed Classic Mode, Adventure Mode, All-Stars Mode and all of the Smash Run stages, regardless of the difficulty.
An endurence minigame where you have to clear as many microgames as possible while getting the Fighting Customs out of your way in WarioWare D.I.Y. stage. You have four chances, and missing a microgame will make you lose a chance. Missed them all and it is game over. The last player standing will win the game. It can be played alone to get through as many microgames as possible.
Unlocked once you completed all of the Stadium games, with only any of the rulesets of Multi-Man Fray required and excluding Boss Burst, as Wario.
During the preview, Samtendo09 had confirmed that all veterans will returns, although some would be demoted into an alternative costume. All fighters are placed in the order is in order of confirmation. All of the veterans will be default characters. The Mii Fighters are now part of the new type of fighters which will be "Custom Fighters" which can have different costumes and other aestethic, and there are 8 type of Custom Fighters. It is confirmed that the game will have over ninety characters, which twelve of them need to be unlocked first.
Aside of the mentioned unlock methods, you can also individually unlock them without fighting them for 5000 Smash Coins in the Smash Shop. Online Smash now count toward the total battles made.
Palette Swap Characters
Unlike regular alternative costumes, the Palette Swap Characters may act as such but may have a different voice and tend to be knowledged by the announcer and the crowd as a different character.
Unlike in Super Smash Bros. 3DS/Wii U, each type of Custom Fighter have now their own default model and can hold up to 16 different colors and looks, which makes them legal for With Anyone, being available in Smash Quest and can be used by CPU in the same mode as well as in Classic, Adventure and All-Star Modes, where which Pokemon used by the Pokemon Trainer will be decided at random.
Only Gear Games approved mods will have their characters revealed.
|Say whatever you want about a character with a peculiar style of look, but Bowie the Teddy Bear is literally the greenest of the heroes (or anti-hero, depended on the story). Heck, even his sheriff badge is green! Do not worry, he is a fairly friendly guy who is easy to get along with...a rare example in the Fantendoverse. The only problem is that he is merciless against his foes.|
Exclusive to Fatal Toxins mod.
You sure think that he consume soup but this is only a pun. He goes supreme and able to use his strings as lassos to catch up his foes. He can also jump higher and run faster, but he got no benefice for his offensive and defensive.
|If I were you, I will not trust this blob. Because he hates literally everything, without good reasons, and mostly out of his super-dumb but sometimes funny blob-brother, Bob the Blob. He can be exceedingly more despicable than the most despicable villain, and he is not above to harm anything that annoys him. But unfortunately, he loses his control because he hates being angry and wanted to more like "destroy everything" and no "friendly smashing". Yeah...now you know it why.|
Exclusive to Fatal Toxins mod.
Fandro at beyond his usual rage...and at such an extreme it is comparable or even exceeded to...well...a human-vampire hybrid woman. He attack so violently that even the Nintendo bad guys will not tolerate it! Thankfully, only his attack and Special Moves are boosted, and his launching vulnerability is also increased. Just know when to strike him without getting caught up and pummeled like in a bloody rampage!
|"Whilst he may look like a generic anime character and fights with a Giant Key, Sora is no pushover. Don't let his looks deceive you or you'll be sent flying!"|
Exclusive to D.E.V.A mod
Sora fights with his Keyblade and can use Magic, Flowmotion, and Limits. He is very unpredictable so watch out.
|"This dragon joins the battle using her hair like Bayonetta, Shantae, and Dixie Kong and her super speed to attack!"|
Exclusive to D.E.V.A mod
Lilac is fast on her toes and can lead to some devastating combos so watch out for her attacks!
|"Sonic's sidekick/brother joins the battle!!"|
Exclusive to DEVA mod
Tails uses his Arm Cannon, Gadgets, and Tails to fight. Tails is a strategic character.
|"Steve joins the battle with his...... Blockiness?"|
Exclusive to DEVA mod
Steve uses his Sword, Pickaxe, Ender Pearls, Blocks, and Potions. Steve is a strategic character.
Enemies and Bosses
Unlike the other Smash Bros. games, there is no Story Mode but there is Smash Run and other modes where you can face the Enemies and there are three type of bosses; Stage Bosses, Assist Bosses and Boss Fighters. Super Smash Bros. Great Fray/Enemy List
Like other Evo-Gem games, this game can be legally modded by any players via Mod-Mode. Only the mods that are widely accepted and approved by Gear Games shall be shown in this section.
This mod is heavily based on the gameplay and toxicity mechanic from Fantendo Smash Bros. Fatality, although it is divided into two difficulty; Safer, which minimize the amount of toxic zones and Risky, which is the exact amount of toxicity like its origin.
The way the toxicity works is found on this section, and it include the two optional functions of team battles called Shock Ropes and Forces. Notable differences is that most characters are changed, notably the top-tiers and the bottom-tiers, in order to adapt more of this type of gameplay. The toxicity can be turned off but the mods keeps the changes on the characters.
The initial two extra characters, exclusive to this mods, are Bowie and Fandro, who play almost exactly from the game, with the difference of extra moves and the capacity of Great Fray. The two are met with rather positive but does met general criticism; the two are praised for interesting design and playstyle as well as unusual personality, albeit criticized by others as they seems too different than even Snake and Bayonetta despite their appearance and especially Fandro for being overly cynical and overly brutal, albeit some defenders said that it would be what Fandro should be since he is supposed to be the most sadistic of the blobs.
However, the two are actually much more tolerated by competitive players but are easily bothered by their "edgy" fans, but their behaviors didn't left the two characters' creator, .snickedge (t∣b∣c), disappointed since she does saw that coming. This is quite ironic since they are Fantendo characters and Unten and Netnu got mixed receptions does to their so-called iconic status, but the other six, Meta-Form, KiloBot, Pesh, Oldton, Aingeru and Drake were met with much more positive reception, and are quickly more welcomed by Nintendo fans.
Stages also exclusive to this are Lobby and Bloodbath, albeit they got some modifications to avoid being a rip-off from Big Battlefield and Final Destination, respectively. The stages bosses are Oxide Dragon and Toxia, also respectively, and attack almost the same as in their debut, with the latter one have two formes.
More characters that fit with the theme would comes if the mod is successful enough. The introduction of Bowie and Fandro may caused many players to fear to see more "extreme" characters, especially Leah Needlenam does to her very sadistic personality. The developers of the mod ensure that they will avoid it in order to not shock the Nintendo fans again, especially that they noticed that Nintendo fans, as well as Meta-Form series' fans, had already developed dislike of "dark and edgy" series of Fantendo does to the "edgy" violence and sometimes frequent swearing, but the Smash Bros. community itself is also quite divisive with the Fantendo Smash Bros. shenanigans for being only Smash Bros. with mostly Fantendo characters.
It is often rumored that Slanito would also be in this mod as a playable character in the future because, despite his slightly polarizing reception although perfectly fitting in the original game's theme, and seeing Slanito's very high popularity, and the developers having plans to do so, this is likely to be true, but still not guaranteed.
The mod itself was met with mostly positive receptions from Nintendo fans, Evo-Gem players and fans of Fantendo alike. Many praised it for being a step-up and a well-respecting tribute of the original Fantendo Smash Bros. Fatality game from TimeStrike, but also met with criticism for the two first exclusives for some fans, and also for being too dark for a Nintendo Smash Bros. mod (which will be fixed later) and for Melee-paced gameplay for players used for Great Fray or any Smash games in general.
- Arend (t∣b∣c), for the Pusher's Piles series. (Permission asked and granted)
- Yami no Tenshi (t∣b∣c), for the Battle of the Bracelets series. (Permission asked and granted)
- .snickedge (t∣b∣c), for the mechanics from Fantendo Smash Bros. Fatality.
- This is the first Super Smash Bros. game where Master Hand and Crazy Hand would have much more prominant role other than being Classic Mode bosses, although their exact roles in which modes are still unknown at the moment.
- This is also the first Super Smash Bros. game that show up villains that are not newcomers in the preview, which in this case are Bowser, Ganondorf, Mewtwo and King Dedede (if he is considered as one). It even reveals a Brawl veteran, Wolf, during the presentation as the game emphasize into putting more playable villains than usual.
- During the Fantendo 9th Anniversary Showcase presentation, Samtendo said that Captain Toad was intended to be an Assist Trophy, but because of his popularity, he is changed into playable along with Toadette as a palette swap.
- In the Fatal Toxins mod, if Fandro had won any type of multiplayer matches, the other characters, including Fandro's teammates, are severly injured and some of them jeer at him like Wario and King Kube KiloBot. This is actually not a coincidence; this demonstrate Fandro's violent nature and hatred, and despite being far from edgy, can be more destructive than others.