Skip to main content

Smash 6 - Playable Fighter Updates

The primary goal of these updates was to get rid of things that contributed to a frustrating experience. The highest priority is that the game be fun. A frustrating move/gimmick should be removed or modified to be a better experience regardless of the character it is on.

The secondary goal was to apply balancing adjustments. Overall, Ultimate did a good job with character balance, though there were some Fighters that clearly felt too far above the target balance level. Only a few Fighters in Ultimate felt like they were significantly below the target balance level.

When considering Fighter changes for balance purposes, it is important to keep in mind that some characters are going to be better or worse in specific situations. That's a good thing for a fighting game to have. Characters should always have at least one area they aren't great at. If a character is a true "All Rounder" that has no weaknesses, they are probably balanced by not excelling in any areas either.

For the purposes of the changes listed on this page, I considered what the character could contribute to a Tag Team alongside how it felt to play as and against the character in Ultimate's 1v1. Characters that struggle in 1v1 may find a spot in Tag-Team or Doubles. It's also worth noting that just because a character appears lower on some tier list, or has fewer favorable matchups, doesn't mean they should be significantly changed.

The third goal was to try and make sure each character had something unique about them without compromising goals 1 or 2. That doesn't mean the character is required to have a gimmick to set it apart, it just means the character's moveset and attributes give it some identity. Ultimate did a great job with this despite the large roster size.


Banjo & Kazooie​

  • During Breegull Blaster, pressing Grab will cause Banjo to do a move similar to his Forward-Tilt and will cancel out of Breegull Blaster stance
  • The Intangibility of Shock Spring Jump is now Invincibility instead
  • Final Smash Attack: The Mighty Jinjonator (initial hit)
  • Ultimate Final Smash Attack: The Mighty Jinjonator
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Egg Firing (tap input)
  • Assist Cooldown: TBD

Bayonetta​

  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Infernal Climax
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Heel Slide
  • Assist Cooldown: TBD

Bowser​

  • The Intangibility of Flying Slam is now Invincibility instead
  • Final Smash Attack: Giga Bowser Punch now functions similar to Ganondorf's Final Smash Attack, doing a quick transformation then punching rather than moving to the background.
  • Ultimate Final Smash Attack: Giga Bowser (temporarily play as Giga Bowser)
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Up-Tilt
  • Assist Cooldown: TBD

Bowser Jr.​

  • Final Smash Attack: Shadow Mario Strike
  • Ultimate Final Smash Attack: Wonder Bowser Jr.
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Mechakoopa
  • Assist Cooldown: TBD

Byleth​

  • Reduced Down-Air strength such that Ganondorf's Down-Air is stronger
  • Final Smash Attack: Progenitor God Ruptured Heaven (initial hit)
  • Ultimate Final Smash Attack: Progenitor God Ruptured Heaven
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Sword of the Creator (a unique variant which has no follow up)
  • Assist Cooldown: TBD

Captain Falcon​

  • Updated Turnaround Dash animation to avoid sliding backwards for a few frames
  • Final Smash Attack: Blue Falcon (initial hit)
  • Ultimate Final Smash Attack: Blue Falcon
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Raptor Boost
  • Assist Cooldown: TBD

Charizard​

  • Pokémon Change now fails in Tag Team mode.
  • Charizard does not automatically switch to Squirtle when KO’d in Tag Team mode.
  • Pokémon Change now has 3 frames of startup
  • Forward Aerial now auto-cancels from a Short Hop
  • Final Smash Attack: Fire Blast
  • Ultimate Final Smash Attack (without Pokemon Trainer): Mega Charizard X
  • Ultimate Final Smash (with Pokemon Trainer): Triple Finish
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Flamethrower (tap input)
  • Assist Cooldown: TBD

Cloud​

  • Cross Slash Hit 2 and 3 now have 3 Frames of Startup
  • Removed Auto-Cancel window of Neutral Aerial, Up Aerial, and Back Aerial when not in Limit Break status
  • Final Smash Attack: Limit Break
  • Ultimate Final Smash Attack: Omnislash
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Dash-Attack
  • Assist Cooldown: TBD

Corrin​

  • Counter (Counter Surge) has been replaced by Dragon Surge, where Corrin enters Dragon form and stomps the ground, similar to the Counter effect of Counter Surge
  • The Intangibility on Dragon Ascent is now Invincibility instead
  • Final Smash Attack: Torrential Roar (initial hit)
  • Ultimate Final Smash Attack: Torrential Roar
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Up-Air (Short Hop)
  • Assist Cooldown: TBD

Diddy Kong​

  • Diddy can now only pull a maximum of 3 Banana Peels per stock, and has a Banana meter similar to Banjo's Golden Feather meter
  • Banana Peels will disappear after hitting a character one time
  • Final Smash Attack: Hyper Rocket Barrel (final hit)
  • Ultimate Final Smash Attack: Hyper Rocket Barrel
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Peanut Popgun (tap input)
  • Assist Cooldown: TBD

Donkey Kong​

  • If Donkey Kong is in the air and currently performing Cargo Carry, the only move he can use is Cargo-Up-Throw
  • Hand Slap deals increased damage to buried foes
  • Final Smash Attack: DK Barrel
  • Ultimate Final Smash: DK Crew
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Hand Slap (tap input)
  • Assist Cooldown: TBD

Dr. Mario​

  • The endlag of Dr. Tornado can be canceled by Super Jump Punch
  • Jab 1 and 2 now have 3 Frames of Startup
  • The Armor of grounded Dr. Tornado begins on Frame 3
  • Final Smash Attack: 1-Up Mushroom (Restores 40% HP)
  • Ultimate Final Smash: Doctor Finale
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Megavitamin
  • Assist Cooldown: TBD

Duck Hunt​

  • The Clay Pigeon can only be shot by inputting Side-Special if the Trick Shot can is also present
  • Trick Shot now has 3 Frames of Startup for generating the can
  • Final Smash Attack: Super Scope (fires a charged Super Scope shot)
  • Ultimate Final Smash: NES Zapper Posse
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Trick Shot
  • Assist Cooldown: TBD

Falco​

  • Increased reflector damage and speed multiplier to 1.4x
  • Jab 1 now has 3 Frames of Startup
  • Final Smash Attack: Team Star Fox (initial hit)
  • Ultimate Final Smash Attack: Team Star Fox
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Reflector
  • Assist Cooldown: TBD

Fox​

  • Reduced travel distance of Fire Fox to match Falco's Fire Bird
  • Jab 1 and 2 now have 3 Frames of Startup
  • Final Smash Attack: Team Star Fox (initial hit)
  • Ultimate Final Smash: Team Star Fox
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Fox Illusion
  • Assist Cooldown: TBD

Ganondorf​

  • Additional frames of armor added to grounded Warlock Punch so that there is no longer a gap before the first frame of the attack
  • Increased shield damage of Warlock Punch
  • Updated hitboxes of Forward-Smash to be more similar to Ike's Forward-Smash
  • Added Projectile Immunity to the dash of grounded Flame Choke.
  • Final Smash Attack: Dead Man's Volley
  • Ultimate Final Smash Attack: Ganon, Demon King
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Flame Choke
  • Assist Cooldown: TBD

Greninja​

  • Counter (Substitute) has been replaced with Water Veil, which negates projectiles
  • Final Smash Attack: Secret Ninja Attack (initial hit)
  • Ultimate Final Smash Attack: Secret Ninja Attack
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Neutral-Air (full Hop)
  • Assist Cooldown: TBD

Hero​

  • Hero's Critical Hit mechanic has been removed
  • Whack, Thwack, and Magic Burst can no longer appear in the standard Command Selection menu
  • Metal Slash, Kaclang, and Hocus Pocus can no longer be in the standard Command Selection menu when Items are turned off in the Ruleset
  • Bang and Kaboom can appear together in the Command Selection Menu
  • Sizz and Sizzle can appear together in the Command Selection Menu
  • The MP Cost of Command Selection moves is now listed next to each item, instead of in a separate box, and the move does not have to be hovered over to see the MP cost
  • The Command Selection moves now show a unique icon per move next to the mana cost of each item
  • The MP Cost of Psyche Up is now 17 MP
  • The MP Cost of Snooze is now 18 MP
  • The MP Cost of Zoom is now 25 MP
  • Final Smash Attack: Opens a fixed Command Selection menu where Hero gets to select from Whack, Thwack, Magic Burst, and Hocus Pocus
  • Ultimate Final Smash Attack: Gigaslash
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Zap
  • Assist Cooldown: TBD

Ice Climbers​

  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Iceberg
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Ice Block
  • Assist Cooldown: TBD

Ike​

  • Counter has been replaced by Radiance, a powerful single spin attack which can be charged like a Smash Attack
  • Ike's chargeable moves (Eruption, Smash Attacks, Quick-Draw, Radiance) gain a Blue Flame effect when charged which enhances the move based on the charge level
  • Increased the power of fully charged Eruption
  • Final Smash Attack: Great Aether (initial hit)
  • Ultimate Final Smash Attack: Great Aether
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Forward-Air
  • Assist Cooldown: TBD

Incineroar​

  • Final Smash Attack: Max Revenge - Gives Incineroar max Revenge Stacks and prevents Revenge from being lost for a short duration
  • Ultimate Final Smash Attack: Max Malicious Moonsault
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Darkest Lariat
  • Assist Cooldown: TBD

Inkling​

  • Removed Bury Property from Splat Roller
  • Further reduced movement speed and jump height of foes standing in ink
  • Jab 2 now has 3 Frames of Startup
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Killer Wail
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Splattershot
  • Assist Cooldown: TBD

Isabelle​

  • Increased knockback and damage of Neutral Attack
  • Final Smash Attack: Item Container - Creates an item container which spawns multiple random items
  • Ultimate Final Smash Attack - Dream Town Hall
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Pocket
  • Assist Cooldown: TBD

Ivysaur​

  • Pokémon Change now fails in Tag Team mode
  • Ivysaur does not automatically switch to Charizard when KO’d in Tag Team mode
  • Pokémon Change now has 3 frames of startup
  • Final Smash Attack: New
  • Ultimate Final Smash Attack (without Pokemon Trainer): Solarbeam
  • Ultimate Final Smash Attack (with Pokemon Trainer): Triple Finish
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Razor Leaf
  • Assist Cooldown: TBD

Jigglypuff​

  • Rest can no longer trigger a Blast KO from the Top Blast Zone
  • Final Smash: TBD
  • Ultimate Final Smash: Puff Up
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Pound
  • Assist Cooldown: TBD

Joker​

  • Rebellion Gauge is now exclusively gained from absorbing attacks with Rebel's Guard
  • Tetrakarn is removed. Makarakarn always activates when down-special is used while Arsene is active
  • Reduced the number of Intangibility frames during Wings of Rebellion
  • Neutral Special: This move has been updated to look less realistic or replaced with a new move entirely. (Even though this is a Toy Gun, it seems out of place in Smash Bros. For example, Fox, Falco, Wolf, ZSS all use energy based weapons. Snake was designed to not use any realistic handguns. Even Bayonetta has significant magical effects applies to her guns.)
  • Final Smash Attack: Summon Arsene
  • Ultimate Final Smash: All-Out Attack
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Grappling Hook
  • Assist Cooldown: TBD

Kazuya​

  • Kazuya no longer has the Rage Drive mechanic
  • Electric Wind God Fist is now a Just-Frame (1-Frame) window
  • Removed Reflector from Left Splits Kick
  • Removed Intangibility from Down-Tilt
  • Final Smash Attack: The Rage Drive version of Heaven's Door
  • Ultimate Final Smash Attack: Final Blaster
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Stature Smash
  • Assist Cooldown: TBD

Ken​

  • Neutral Attack 1 (Tapped) now has 3 Frames of Startup
  • Neutral Attack 1 (Tapped) will transition to Neutral Attack 2 (Tapped) and Neutral Attack 3 (Tapped) if whiffed and additional tap inputs are performed during the attack
  • The armor on Focus Attack begins on Frame 3
  • Removed full-body Intangibility from aerial Shoryuken
  • Removed Light Ankle Kick (Tap-Input Down-Tilt)
  • Removed Elbow Strike (Tap-Input Up-Tilt)
  • Ken is no longer classified as an Echo Fighter
  • Final Smash Attack: Shinryuken
  • Ultimate Final Smash Attack: Shippu Jinraikyaku
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Shoryuken (not command input, tapped light version)
  • Assist Cooldown: TBD

King Dedede​

  • King Dedede can now swallow inhaled foes, like Kirby, though he will not copy any abilities
  • If King Dedede inhales a foe in the air, he will always immediately swallow them
  • The Intangibility frames Dedede has after he inhales a foe are now Invincibility
  • The full-body Intangibility of Super Dedede Jump is now Invincibility instead
  • King Dedede's Forward and Down Smash Attacks push shielding foes back further and are given the force-out-of-shield property that Kazuya's Electric Wind God Fist has.
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Dedede-Rush
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Inhale & Spit
  • Assist Cooldown: TBD

King K. Rool​

  • If K. Rool is in the air and sucks in an opponent with the Blunderbuss, he can only shoot them upwards
  • Gut Check will now fully restore King K. Rool's Belly Armor HP whenever the move is used
  • Increased K. Rool's weight to 140
  • Final Smash Attack: Banandium Shot - Shoots a ball of pure Banandium out of the Blunderbuss which also leaves a trail of Gold Banandium behind. The Gold Banandium can be consumed like an item to temporarily increase knockback power.
  • Ultimate Final Smash Attack: Blast-o-Matic
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Blunderbuss
  • Assist Cooldown: TBD

Kirby​

  • If Kirby inhales a foe in the air, he will always immediately swallow them
  • Copy Power multiplier is increased to 1.25x
  • In Tag Team, Inhale can suck up characters from your own team
  • Jab 1 now has 3 Frames of Startup
  • Final Smash Attack: Dragoon (functions similarly to Team Star Fox initial hit)
  • Ultimate Final Smash Attack: Final Cutter
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Inhale & Swallow (when he has no copied ability) / Copied Ability (when he has a copied ability)
  • Assist Cooldown: TBD
  • Final Smash Attack: Ancient Arrow (reduced power)
  • Ultimate Final Smash Attack: Champions of Hyrule
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Remote Bomb (thrown upward or detonated if already out)
  • Assist Cooldown: TBD

Little Mac​

  • Little Mac's Super Armor has been reworked to be Knockback based armor instead
  • Removed Intangibility from aerial Rising Uppercut
  • Jab 1 and 2 now have 3 Frames of Startup
  • Neutral-Air now has 3 Frames of Startup
  • Little Mac's Smash Attacks have a unique charge timing mechanic, functioning like Makoto's Drive from BlazBlue Central Fiction
  • Pummel damage increased to 2.5%
  • The Power Meter Damage Dealt multiplier is now 0.4x
  • The Power Meter now has a Damage Received multiplier, set to 0.9x
  • Final Smash Attack: Instantly fills Little Mac's Power Meter
  • Ultimate Final Smash Attack: Giga Mac
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Jolt Haymaker
  • Assist Cooldown: TBD

Lucario​

  • Counter (Double Team) is replaced with Aura Charge, rapidly giving Lucario damage while the move is held
  • Added particle effect for initial launcher hitboxes of Up-Smash
  • Final Smash Attack: Max Aura - Temporarily gives Lucario Aura as if he was at Max Aura percentage
  • Ultimate Final Smash Attack: Aura Storm
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Aura-Sphere (Fixed Aura)
  • Assist Cooldown: TBD

Lucas​

  • Jab 1 now has 3 Frames of Startup
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: PK Starstorm
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: PSI Magnet
  • Assist Cooldown: TBD

Lucina​

  • Counter has been renamed to "Deflect" and functions like the Reflector portion of Sora's Counterattack, producing no counterattack and deflecting projectiles behind her. Only protects the direction she is facing.
  • Added particle effect for initial launcher hitboxes of Up-Smash
  • Lucina is no longer classified as an Echo Fighter
  • Final Smash Attack: Critical Hit (reduced power and range)
  • Ultimate Final Smash: Pair Up (with Chrom) if Robin is not a Playable Fighter, otherwise Galeforce (similar to Chrom's Awakening Aether)
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Dolphin Slash
  • Assist Cooldown: TBD

Luigi​

  • Super Jump Punch now has its power scaled (reduced) when used as part of a combo
  • Removed Intangibility from aerial Super Jump Punch
  • Aerial Luigi Cyclone invincibility now starts on the same frame as the grounded version
  • Jab 1 now has 3 Frames of Startup
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Poltergust G-00
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Fireball
  • Assist Cooldown: TBD

Mario​

  • Jab 1 and 2 now have 3 Frames of Startup
  • Removed intangibility of aerial Super Jump Punch
  • Final Smash Attack: Power Up - Spawns one of Metal Box, Super Leaf, or Super Mushroom at random
  • Ultimate Final Smash Attack: Mario Finale
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Fireball
  • Assist Cooldown: TBD

Marth​

  • Counter has been renamed to "Deflect" and functions like the Reflector portion of Sora's Counterattack, producing no counterattack and deflecting projectiles behind him. Only protects the direction he is facing.
  • Added particle effect for initial launcher hitboxes of Up-Smash
  • Final Smash Attack: Critical Hit (reduced power and range)
  • Ultimate Final Smash Attack: Shadow Breaker - A cross between Chrom's Awakening Aether and Marth's Melee Shield Breaker
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Shield Breaker (tap input)
  • Assist Cooldown: TBD

Mega Man​

  • Removed Intangibility from Rush Coil
  • Final Smash Attack: Mega Legends (initial hit)
  • Ultimate Final Smash: Mega Legends
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Crash Bomber
  • Assist Cooldown: TBD

Meta Knight​

  • Forward Tilt 2 and 3 now have 3 Frames of Startup
  • Final Smash: Darkness Illusion (initial hit)
  • Ultimate Final Smash: Darkness Illusion
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Down-Tilt (a variant with 100% trip chance)
  • Assist Cooldown: TBD

Mewtwo​

  • Added particle effect for initial launcher hitboxes of Up-Smash
  • Final Smash Attack: Psystrike (reduced power)
  • Ultimate Final Smash Attack: A giant energy ball thrown similarly to Kid Buu's Planet Burst
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Disable
  • Assist Cooldown: TBD

Mii Brawler​

  • The Special Moves this character uses as the default (1, 1, 1, 1) have been changed to Flashing Mach Punch, Burning Dropkick, Thrust Uppercut, Feint Jump
  • When this character is selected on the Character Select Screen, the first in the list of choices is always the Default Costume with default Special Moves
  • When this character is selected on the Character Select Screen, the second in the list of choices is always a Random Matching Costume with default Special Moves. (The Hat and Outfit will belong to the same set)
  • The Custom Moves that are being used are now displayed on the match loading screen (with number and move name)
  • An Online Setting is now available to set the costume used by opponents during Online Quickplay
  • If using the default outfit in a Team game, the outfit color will change to the team color
  • Counter (Counter Throw) has been removed and replaced by a move similar to Lucario's Long Range Force Palm custom move from Smash 4
  • Jab 1 and 2 now have 3 Frames of Startup
  • Final Smash Attack: Omega Blitz (initial hit)
  • Ultimate Final Smash Attack: Omega Blitz
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Burning Dropkick
  • Assist Cooldown: TBD

Mii Gunner​

  • The Special Moves this character uses as the default (1, 1, 1, 1) have been changed to Charge Blast, Gunner Missile, Arm Rocket, Bomb Drop
  • When this character is selected on the Character Select Screen, the first in the list of choices is always the Default Costume with default Special Moves
  • When this character is selected on the Character Select Screen, the second in the list of choices is always a Random Matching Costume with Default Special Moves. (The Hat and Outfit will belong to the same set)
  • The Custom Moves that are being used are now displayed on the match loading screen (with number and move name)
  • An Online Setting is now available to set the costume used by opponents during Online Quickplay
  • If using the default outfit in a Team game, the outfit color will change to the team color
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Full Blast
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Bomb Drop
  • Assist Cooldown: TBD

Mii Swordfighter​

  • The Special Moves this character uses as the default (1, 1, 1, 1) have been changed to Shuriken of Light, Gale Stab, Hero's Spin, Overhead Slash
  • When this character is selected on the Character Select Screen, the first in the list of choices is always the Default Costume with default Special Moves
  • When this character is selected on the Character Select Screen, the second in the list of choices is always a Random Matching Costume with Default Special Moves. (The Hat and Outfit will belong to the same set)
  • The Custom Moves that are being used are now displayed on the match loading screen (with number and move name)
  • An Online Setting is now available to set the costume used by opponents during Online Quickplay
  • If using the default outfit in a Team game, the outfit color will change to the team color
  • Counter (Blade Counter) has been renamed to "Deflect" and functions like the Reflector portion of Sora's Counterattack, producing no counterattack and deflecting projectiles behind the mii. Only protects the direction the mii is facing.
  • Gale Stab (release) now has 3 Frames of Startup
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Final Edge
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Gale Stab (tap input)
  • Assist Cooldown: TBD

Min-Min​

  • The special effect of ARMS (Dragon Lasers, Ram Ram Fire, Megawatt Electricity) can only be used if Min Min has the ARMS Charge buff active.
  • Up-Smash now reflects projectiles at a 75 degree angle
  • Removed full-body Intangibility from ARMS Jump
  • ARMs can no longer be angled downward
  • Final Smash Attack: ARMS Rush (initial hit)
  • Ultimate Final Smash Attack: ARMS Rush
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Forward-Tilt (Left ARM)
  • Assist Cooldown: TBD

Mr. Game & Watch​

  • Removed Intangibility from aerial Fire
  • Removed initial launcher hitboxes from Fire
  • Removed Invincibility from Up-Smash
  • Removed Bury property from Down-Smash
  • Oil Panic Charges are now lost when KO'd
  • Oil Panic no longer reflects physical projectiles, instead negating them
  • Oil Panic Overload now has 3 Frames of Startup
  • Rapid Jab Finisher now has 3 Frames of Startup
  • Final Smash Attack: Judge 9
  • Ultimate Final Smash Attack: Octopus
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Chef (tap input)
  • Assist Cooldown: TBD

Mythra​

  • Mythra is now an entirely separate character from Pyra
  • Swap has been replaced by Spectral Halo, which temporarily applies a buff to Mythra that causes her Forward-Smash to gain a chance to deal a critical hit when hitting foes at or above 100%. A critical hit in this manner provides a 1.3x damage boost. The base chance is 25% and increases based on the charge level.
  • Jab 1 now has 3 Frames of Startup
  • Mythra no longer has the Foresight mechanic
  • Mythra has a new alternate costume, based on her New Style Mythra outfit
  • Mythra has a another new alternate costume, wearing a similar cloak to Disguised Pyra
  • Final Smash Attack: Sacred Arrow (initial hit)
  • Ultimate Final Smash Attack: Sacred Arrow
  • Ultimate Final Smash Attack (in Tag-Team if Pyra is on the team): Infinity Blade
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Ray of Punishment (first hit only, no projectile)
  • Assist Cooldown: TBD

Ness​

  • PK Fire will fail if an active pillar of fire is already on the field
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: PK Starstorm
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: PK Thunder
  • Assist Cooldown: TBD

Olimar​

  • Removed Armor from Pikmin Order
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: End of Day
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Pikmin Throw
  • Assist Cooldown: TBD

Pac-Man​

  • Bonus Fruit has been reworked to give random items, similar to Platinum's Magical Symphony Drive from BlazBlue Central Fiction
  • Cherries, Strawberries, Paris, Apples, and Melons will disappear after hitting a character one time
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Super PAC-MAN
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Power Pellet (tap input)
  • Assist Cooldown: TBD

Palutena​

  • Counter is removed from Down-Special and the move is now just Reflect Barrier.
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Black Hole Laser
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Auto-Reticle
  • Assist Cooldown: TBD

Peach​

  • Neutral-Special (Toad) is now a Reflector instead of a counter. It only protects the direction Peach was facing when the move was performed and the move uses the Melee animation again.
  • Items can no longer appear from a turnip pull when items are turned off in the ruleset
  • Turnips will disappear after hitting a character one time
  • Jab 1 and Jab 2 now have 3 Frames of Startup
  • Final Smash Attack: Item Turnip - The next Turnip Peach pulls will reveal one of Mr. Saturn, Bob-omb, or Beam Sword
  • Ultimate Final Smash Attack: Peach Blossom
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Vegetable
  • Assist Cooldown: TBD

Pichu​

  • Jab now has 3 frames of startup
  • Removed Interuptability Window and Increased Landing Lag of Back-Aerial
  • Final Smash Attack: Volt Tackle (initial hit)
  • Ultimate Final Smash Attack: Volt Tackle
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Thunder Jolt
  • Assist Cooldown: TBD

Pikachu​

  • Jab now has 3 frames of startup
  • Removed Interuptability Window and Increased Landing Lag of Back-Aerial
  • Final Smash Attack: Volt Tackle (initial hit)
  • Ultimate Final Smash Attack: Volt Tackle
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Quick Attack
  • Assist Cooldown: TBD

Piranha Plant​

  • Piranha Plant has a new Fighter Ability called "Hearty Plant". This makes Piranha Plant immune to Poison Breath.
  • Poison Breath will damage all characters standing in it regardless of who owns the projectile
  • Jab 1 and 2 now have 3 Frames of Startup
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Petey Piranha
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Ptooie
  • Assist Cooldown: TBD

Pit​

  • Removed Armor from Upperdash Arm
  • Improved the interuptability window of aerial Upperdash Arm
  • Final Smash Attack: Lightning Chariot (functions similarly to Team Star Fox initial hit)
  • Ultimate Final Smash Attack: Daybreak
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Palutena Bow (tap input)
  • Assist Cooldown: TBD

Pyra​

  • Pyra is now an entirely separate character from Mythra
  • Swap has been replaced by Purifying Flames, which temporarily applies a buff to Pyra that causes her Forward-Smash to gain a chance to Instant KO foes at or above 100%. The base chance is 33% and increases based on the charge level.
  • Pyra has a new alternate costume, based on her New Style Pyra outfit
  • Pyra has another new alternate costume, wearing her Disguised Pyra cloak
  • Final Smash Attack: Burning Sword (initial hit)
  • Ultimate Final Smash Attack: Burning Sword
  • Ultimate Final Smash Attack (in Tag-Team mode when Nia is present on the team): Union Sword
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Down-air (full hop)
  • Assist Cooldown: TBD

Ridley​

  • Side-Special becomes Space Pirate Claw when used in the air instead of Space Pirate Rush. It's similar to Charizard's Forward-Air
  • Wing Blitz can now be angled in a manner similar to Fox's Fire-Fox
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Plasma Scream
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Plasma Breath (one fireball)
  • Assist Cooldown: TBD

R.O.B​

  • Removed grounded Launcher hitboxes on Up-Smash
  • Removed Intangibility and Grab Immunity from Robo Burner
  • R.O.B can now only use a maximum of 3 Gyro's per stock, and has a Gyro Meter similar to Banjo's Golden Feather meter
  • Gyros will disappear after hitting a character one time
  • Down-Throw now functions like Lucas's Down-Throw. The bury effect is aesthetic only. The knockback and knockback scaling is identical to Lucas's Down-Throw
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Guided Robo Beam
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Robo Beam (fixed charge level)
  • Assist Cooldown: TBD

Robin​

  • Removed Intangibility from Nosferatu
  • Robin now starts the match with a Levin Sword
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Pair Up
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Thunder
  • Assist Cooldown: TBD

Rosalina​

  • Final Smash Attack: Prankster Comet
  • Ultimate Final Smash Attack: Grand Star
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Gravitational Pull
  • Assist Cooldown: TBD

Roy​

  • Counter has been renamed to "Deflect" and functions like the Reflector portion of Sora's Counterattack, producing no counterattack and deflecting projectiles behind him. Only protects the direction he is facing.
  • Increased ending lag of Flare Blade
  • Reduced the power of Fully Charge Flare Blade such that a clean hit of Ike's Eruption is stronger
  • Removed Armor from aerial Blazer
  • Removed Intangibility from aerial Blazer
  • Added particle effect for initial launcher hitboxes of Up-Smash
  • Final Smash Attack: Critical Hit
  • Ultimate Final Smash: Binding Blade
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Flare Blade (tap input)
  • Assist Cooldown: TBD

Ryu​

  • Neutral Attack 1 (Tapped) now has 3 Frames of Startup
  • Neutral Attack 1 (Tapped) will transition to Neutral Attack 2 (Tapped) and Neutral Attack 3 (Tapped) if whiffed and additional tap inputs are performed during the attack
  • The armor on Focus Attack begins on Frame 3
  • Removed full-body Intangibility from aerial Shoryuken
  • Removed Light Ankle Kick (Tap-Input Down-Tilt)
  • Removed Elbow Strike (Tap-Input Up-Tilt)
  • Final Smash Attack: Shinku Hadoken
  • Ultimate Final Smash Attack: Shin Shoryuken
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Hadoken
  • Assist Cooldown: TBD

Samus​

  • Removed intangibility from aerial Screw Attack
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Zero Laser
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Homing Missile
  • Assist Cooldown: TBD

Sephiroth​

  • Scintilla is now just a reflector, functioning similarly to Palutena's Reflect Barrier
  • Winded Form no longer activates automatically, and has moved to Sephiroth's Final Smash Attack
  • Final Smash Attack: Winged Form
  • Ultimate Final Smash Attack: Supernova
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Shadow Flare (tap input)
  • Assist Cooldown: TBD

Sheik​

  • Jab 1 now has 3 Frames of Startup
  • Sheik has a new Taunt where she plays the Prelude of Light on the Goddess Harp.
  • Final Smash Attack: Sheikah Dance (initial hit)
  • Ultimate Final Smash Attack: Sheikah Dance
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Bouncing Fish
  • Assist Cooldown: TBD

Shulk​

  • Counter (Vision) has been replaced with Battle Soul. Battle Soul damages Shulk but clears the cooldown of his Monado Arts
  • Removed Intangibility during the Monado Art activation pose
  • Added particle effect for initial launcher hitboxes of Up-Smash
  • Final Smash Attack: An install which temporarily places Vision back on Down-Special and extends the duration of Monado Arts
  • Ultimate Final Smash Attack: Chain Attack
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Air-Slash (first hit)
  • Assist Cooldown: TBD

Simon​

  • Holding the Attack button down after Jab 1 will cause Simon to automatically spin the chain
  • The landing lag of Down-Air can be canceled into Down-Tilt
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Grand Cross
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Down-Tilt
  • Assist Cooldown: TBD

Snake​

  • Reduced Armor during Cipher to 5%
  • Removed intangibility from Dash Attack
  • A Grenade cannot explode until Snake pulls the pin on frame 6. If Snake is hit before pulling the pin, the move is canceled.
  • C4 can no longer be detonated when attached to a foe if that foe is being held in a grab
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Covering Fire
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Hand Grenade
  • Assist Cooldown: TBD

Sonic​

  • Removed Intangibility from Up-Smash
  • Removed Intangibility from Spin Dash
  • Removed Intangibility from Spring Jump
  • Reduced Shield Damage of Homing Attack, Spin Dash, Spring Jump, and Spin Charge
  • Reduced power of Back Aerial
  • Removed the hitbox from the Spring during Aerial Spring Jump and the Spring disappears much quicker
  • Jab 2 now has 3 Frames of Startup
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Super Sonic
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Homing Attack (quick input)
  • Assist Cooldown: TBD

Sora​

  • Counterattack has been removed and replaced with Gravity magic
  • Reduced Power of Back-Throw
  • Reduced Power of Forward-Smash
  • Reduced Power of Up-Smash
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Sealing the Keyhole
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Sonic Blade (tap input, 1 Thrust)
  • Assist Cooldown: TBD

Squirtle​

  • Pokémon Change now fails in Tag Team mode
  • Squirtle does not automatically switch to Ivysaur when K.O'd in Tag Team mode
  • Jab 1 now has 3 frames of startup
  • Pokémon Change now has 3 frames of startup
  • Final Smash Attack: Water Pulse
  • Ultimate Final Smash Attack (without Pokemon Trainer): Squirtle Squad
  • Ultimate Final Smash Attack (with Pokemon Trainer): Triple Finish
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Water Gun
  • Assist Cooldown: TBD

Steve​

  • Blocks must now be connected to the stage or another block to be placed
  • Blocks placed by Steve will be destroyed when Steve tags out in Tag-Team mode
  • Removed grounded Launcher hitbox on Up-Smash
  • Reduced Speed and Power of all variants of Forward Smash
  • Reduced Speed and Power of all variants of Forward Air
  • Updated Steve's "Phantom" state, such that it is no longer possible to break hitstun with it
  • Final Smash Attack: Max Resources - Gives Steve maximum resources
  • Ultimate Final Smash Attack: House of Boom
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Mine (gathers resources for himself)
  • Assist Cooldown: TBD

Terry​

  • GO Mode no longer activates automatically at 100%, and has been moved to Terry's Final Smash Attack
  • Removed full-body Intangibility from command input aerial Rising Tackle
  • Removed full-body Intangibility from command input aerial Power Dunk
  • Neutral Attack 1 will transition to Neutral Attack 2 and Neutral Attack 3 if whiffed and additional inputs are performed during the attack, or the attack button is held down
  • Final Smash Attack: Activates GO Mode
  • Ultimate Final Smash Attack: Triple Wolf
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Power Wave
  • Assist Cooldown: TBD
  • Final Smash Attack: Hurricane Spin
  • Ultimate Final Smash Attack: Wind's Requiem (creates a strong wind effect)
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Boomerang
  • Assist Cooldown: TBD

Villager​

  • Woodchips will disappear after hitting a character one time
  • Up-Aerial and Down-Aerial will now always use 3-Turnips
  • Final Smash Attack: Item Container - Creates an item container that spawns several random items
  • Ultimate Final Smash Attack - Dream Home
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Pocket
  • Assist Cooldown: TBD

Wario​

  • Wario no longer retains Waft Charge when KO'd
  • Bike Armor now begins on Frame 3
  • Final Smash Attack: Full Power Waft
  • Ultimate Final Smash Attack: Wario-Man
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Dash Attack
  • Assist Cooldown: TBD

Wii Fit Trainer​

  • Removed Bury property from the third hit of Neutral Attack
  • Extended the duration of Deep Breathing to 15 seconds
  • Final Smash Attack: TBD
  • Ultimate Final Smash Attack: Wii Fit
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Header
  • Assist Cooldown: TBD

Wolf​

  • Removed Transcendent Priority from Blaster projectile
  • Final Smash: Team Star Wolf (initial hit)
  • Ultimate Final Smash: Team Star Wolf
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Blaster
  • Assist Cooldown: TBD

Yoshi​

  • Final Smash: Koopa Shell - Spits out a Green Shell
  • Ultimate Final Smash: Stampede!
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Egg Throw
  • Assist Cooldown: TBD
  • Final Smash Attack: Fierce Deity
  • Ultimate Final Smash: Triforce Slash
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Bomb
  • Assist Cooldown: TBD

Zelda​

  • Phantom can no longer be reflected or pocketed
  • Particle Effects of Nayru's Love now start three frames earlier
  • Taunt: Zelda has a new Taunt where she plays Zelda's Lullaby on the Ocarina of Time (if Young Link is no longer a Playable Fighter)
  • Final Smash Attack: Light Arrow
  • Ultimate Final Smash: Triforce of Wisdom
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Din’s Fire
  • Assist Cooldown: TBD

Zero Suit Samus​

  • Removed Bury property from Flip Jump
  • Jab 1 and 2 now have 3 Frames of Startup
  • Final Smash Attack: TBD
  • Ultimate Final Smash: Zero Laser
  • Offensive Smash Meter Gain Multiplier: TBD
  • Defensive Smash Meter Gain Multiplier: TBD
  • Assist Move: Paralyzer (tap input)
  • Assist Cooldown: TBD