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Smash Ultimate 2 Shine On Logo

Super Smash Bros. Ultimate 2: Shine On!

The radiant sequel to Super Smash Bros. Ultimate!

Aliases: Smash Ultimate 2, Super Smash Bros 6, Smash Ultimate Deluxe Edition, Smash Ultimate Definitive Edition

This is a proposal for the next Smash Bros game, written entirely by me, VGFan95. Below you'll find a list of the changes that have been made in the transition from Ultimate to SSBU2. Thanks so much for checking out SSBU2!

If you want to avoid new character spoilers, click on the Stage Types link in the Index below to skip passed the Battle Assets section.

Index


Playable Fighters

SSBU2 features a roster of 100 Playable Fighters, of which 25 are Guest Fighters. 88 Fighters are available at launch, with the remaining 12 being DLC Fighters releasing over time post-launch. Every Playable Fighter from Ultimate is playable again, although some have been converted to Alternate Costume Fighters instead of being considered a unique Fighter. All Playable Fighters are unlocked by default.

Returning Playable Fighters - Nintendo:
(open an image in a new tab for a larger view)

Returning Playable Fighters - Nintendo

Returning Playable Fighters - Guest:

Returning Playable Fighters - Guest

Alternate Costume Playable Fighters:
(not considered unique Playable Fighters. Any differences are purely aesthetic)

Alternate Costume Playable Fighters

New Playable Fighters - Nintendo:
(Isaac, Toadette, Purah, and Nia are DLC)

New Playable Fighters - Nintendo

New Playable Fighters - Guest:
(all DLC)

New Playable Fighters - Guest

Partners

Each Playable Fighter in SSBU2 has a Partner assigned. Partners can help out in battle by performing a Partner Assist in supported game modes.

Partners - Nintendo:

Partners - Nintendo

Partners - Guest:

Partners - Nintendo

Here's the table that shows each Playable Fighters assigned Partner:

Partner Assignment Table
Franchise Playable Fighter Partner
Super Mario Mario Pauline
Super Mario Luigi Dreambert
Super Mario Peach / Daisy Daisy / Peach
Super Mario Bowser Kamek
Super Mario Rosalina Captain Toad
Super Mario Yoshi Baby Mario
Super Mario Dr. Mario Nurse Toadstool
Super Mario Bowser Jr. / Koopalings Pom-Pom
Super Mario Piranha Plant Wiggler
Super Mario / Wario Wario Mona
Donkey Kong Donkey Kong Funky Kong
Donkey Kong Diddy Kong Dixie Kong
Donkey Kong King K. Rool Kritter
The Legend of Zelda Link Zelda (Breath of the Wild)
The Legend of Zelda Sheik Impa
The Legend of Zelda Zelda Hilda
The Legend of Zelda Young Link Saria
The Legend of Zelda Ganondorf Phantom Ganon (Wind Waker)
The Legend of Zelda Toon Link Tetra
Metroid Samus / Dark Samus Chozo Soldier
Metroid Zero Suit Samus Adam Malkovich
Metroid Ridley Space Pirate
Kirby Kirby Prince Fluff
Kirby Meta Knight Galacta Knight
Kirby King Dedede Bandana Waddle Dee
Star Fox Fox Krystal
Star Fox Falco Slippy
Star Fox Wolf Leon
Pokemon Pikachu Eevee
Pokemon Jigglypuff Clefairy
Pokemon Pichu Totodile
Pokemon Mewtwo Gengar
Pokemon Squirtle Snorlax
Pokemon Ivysaur Snorlax
Pokemon Charizard Snorlax
Pokemon Lucario Luxray
Pokemon Greninja Blastoise
Pokemon Incineroar Obstagoon
Earthbound Ness Jeff
Earthbound Lucas Kumatora
F-Zero Captain Falcon Jody Summer
Ice Climber Ice Climbers Shiverian
Fire Emblem Marth Linde
Fire Emblem Lucina Gerome
Fire Emblem Roy Lilina
Fire Emblem Ike Micaiah
Fire Emblem Robin Chrom
Fire Emblem Corrin Azura
Fire Emblem Byleth Edelgard
Game & Watch Mr. Game & Watch Mr. L
Kid Icarus Pit / Dark Pit Phosphora
Kid Icarus Palutena Dyntos
Metal Gear Solid Snake Gray Fox
Sonic The Hedgehog Sonic Tails
Pikmin Olimar / Alph Alph / Olimar
R.O.B R.O.B E.M.M.I.
Animal Crossing Villager Tom Nook
Animal Crossing Isabelle K.K Slider
Mega Man Mega Man Roll
Wii Fit Wii Fit Trainer Ring Fit Trainee
Punch-Out Little Mac Doc Luis
Mii Mii Brawler Megan
Mii Mii Gunner Haru
Mii Mii Swordfighter Eddy
Pac-Man Pac-Man Pac-Mom
Xenoblade Chronicles Shulk Fiora
Xenoblade Chronicles Pyra Rex
Xenoblade Chronicles Mythra Rex
Duck Hunt Duck Hunt General Pepper
Street Fighter Ryu Sakura
Street Fighter Ken Guile
Final Fantasy Cloud Tifa
Final Fantasy Sephiroth Genesis
Bayonetta Bayonetta Rodin
Splatoon Inkling Octoling
Castlevania Simon / Richter Richter / Simon
Persona Joker Makoto
Dragon Quest Hero Serena
Banjo-Kazooie Banjo & Kazooie Tooty
King of Fighters Terry Kyo
Arms Min-Min Spring Man
Minecraft Steve / Alex Alex / Steve
Tekken Kazuya Jun
Kingdom Hearts Sora Kairi
Paper Mario Paper Mario Yoshi Kid
Pokemon Urshifu Zeraora
The Legend of Zelda Midna Agitha
Super Mario Waluigi Birdo
Super Mario RPG Geno Mallow
Super Mario Toadette Peachette
Street Fighter Chun-Li Cammy
Golden Sun Isaac Jenna
The Legend of Zelda Purah (Tears of the Kingdom) Robbie (Tears of the Kingdom)
Xenoblade Chronicles Nia Dromarch
Dungeon Fighters Kunoichi (DNF Duel) Ghostblade
Crash Bandicoot Crash Coco
Chrono Trigger Lucca Robo
Final Fantasy Lightning Serah
Tales Of Sheena Zelos
Halo Master Chief The Arbiter

Assist Fighters

In SSBU2, an Assist Trophy can spawn a Partner or one of these characters:

Assist Fighters - Nintendo:

Assist Fighters - Nintendo

12 Guest Assist Fighters will also be released over time as DLC:

Assist Fighters - Guest

Bosses

SSBU2 has 33 Bosses that can be fought in various game modes. 8 of them are Guests.

Bosses - Nintendo:

Bosses - Nintendo

Bosses - Guest:

Bosses - Guest

Pokéball Pokémon

SSBU2 has 40 Pokémon that can come out of Poké Balls and 15 Pokémon that can come out of Master Balls.

Poké Ball Pokémon:

Poké Ball Pokémon

Master Ball Pokémon:

Poké Ball Pokémon - Master Ball

Items

SSBU2 has 55 items that can be used in various game modes.

Items

Stages

SSBU2 has 62 stages that can be played on in versus game modes. 50 are available at launch, with 12 being released as DLC with the associated DLC Fighter. Every stage from Ultimate is still in Ultimate 2, however, the stages omitted here are only available in Challenge modes.

Returning Versus Stages - Nintendo:

Stages - Nintendo

Returning Versus Stages - Guest:

Stages - Guest

New Versus Stages

New Launch Stages

DLC Versus Stages:

DLC Stages

Boss Stages:

Boss Stages

Songs

New music tracks have been added to SSBU2! There are songs from games that came out before Ultimate as well as songs from games that came out after Ultimate.

Spirits

New spirits have been added to SSBU2! Like the songs, there are Spirits from games that came out before Ultimate as well as Spirits from games that came out after Ultimate.

Stage Types

Every versus stage in the game now has the following 12 forms:

  • Normal Form, with Hazards On
  • Normal Form, with Hazards Off
  • Omega Form
  • Omega Form, with Battlefield Platform Layout (Battlefield Form)
  • Omega Form, with Small Battlefield Platform Layout (Small Battlefield Form)
  • Omega Form, with Dynamic Platforms (Dynamic Battlefield Form)
  • Big Omega Form
  • Big Omega Form, with Big Battlefield Platform Layout
  • Big Omega Form, with Pyrosphere Platform Layout
  • Barrier Form
  • Barrier Form, with Battlefield Platform Layout
  • Barrier Form, with Small Battlefield Platform Layout

Dynamic Battlefield Form refers to a stage where the platforms gently change between Battlefield, Small Battlefield, and Omega layouts in a fixed order. Barrier Forms are like King of Fighters Stadium, where the stage has blast zone walls on the sides and no bottom blast zone.

King of the Hill

King of the Hill is Stock Battle with the addition of a “hill” appearing. The hill is the designated zone players have to control in order to gain points. Typically, this zone is Center Stage. Eg, if the stage is Battlefield, the hill is a box with the horizontal area of the hill being the area between the two side platforms and the vertical area of the hill being the area below the top platform.

Points can only be earned by controlling the hill. KOs and Falls do not influence score. A hill can only be controlled while no opposing players are in the hill and the hill is considered contested when opposing players are within the hill. If the hill has no players within it, then no team has control of it.

Victory is awarded to the player who reaches a specified point value first, or, the player with the most points at the end of the match. A player can also lose the game by running out of Stocks.

The match will only end by Time Limit if no teams have control of the hill and a single team has more points than the others, or the team with the most points has control of the hill when no time remains. An Overtime period will be used if needed.

At the start of Overtime, the stage morphs into it’s Omega Form (or Barrier Form if a Barrier Form is currently being played). Bob-Ombs will begin to fall and spawn live on the ground after 10 seconds of Overtime have passed.

An Uncontested Control Bonus Timer mechanic is also present in King of the Hill. It causes a Master Ball to spawn in the hill (even if items are turned off in the ruleset) when a player/team remains uncontested in the hill for a specified duration, configurable in the Rules options. The Master Ball can only be picked up by the team that had control of the hill when it was spawned.

Squad Strike Tag-Team: Tag-In

A Tag-In option is available in the Tag Team Rules menu. When enabled, it allows character tag-ins in 3v3 Tag Team mode. This means that you can change characters during the match if your active character is currently in a state that allows swapping. The Tag-In mechanic is based on Pyra/Mythra’s Swap.

Partner Assist: Squad Strike Tag-Team 3v3

An option is now available in the rules to enable Partner Assists.

In Tag-Team 3v3, the standby characters on your Tag-Team team are the Partners. When called, the partner appears and performs their Partner Assist move, then leaves the screen. Each Playable Fighter has a specified Assist Move, which is typically one of their Special Moves.

Partner Assist can only be used when the currently controlled character is in a state that allows for it. An assist cannot be called while in hitstun, hitlag (victim), shieldstun, shieldlag, in a helpless state, while grabbing a foe or while being grabbed. There must also be stage or a platform (something to stand on) directly below the active character to be able to call an assists, and the character must be within a certain distance of that ground if in the air when calling the assist.

When called, if the active character is grounded, the Partner will appear slightly in front or behind the active character facing towards the foe, and use their assist move. If the active character is not grounded when the partner is called, the Partner will appear below the active character.

If the Up direction is being held while the partner is called and there is a platform above the active character, the partner will instead appear at that platform.

If the partner is hit while performing the assist move, the partner will leave the screen once they get out of hitstun.

While the partner is on the field, opponents in Shieldstun or Shieldlag will have grab-immunity.

Partners can only be called when they are "ready" and will go on cooldown once they leave the screen (or when the foe leaves hitstun/blockstun, whichever is later). Each assist move has a specified cooldown period. If a Partner is hit while performing the Partner Assist, the cooldown period is increased by 5 seconds.

A player cannot Tag-In to a standy character that is on cooldown.

Partner Assist: 1v1

1v1 also supports Partner Assists. As indicated in the Battle Assets - Partners section, each Playable Fighter has been assigned a specific Partner that can be called. Each assigned partner has two possible Partner Assist moves. The first option is used by pressing Partner Assist 1. The second option is used by pressing Partner Assist 2.

Smash Meter Updates

The "Final Smash Meter" has been renamed to the "Smash Meter". A player can gain varying amounts of Smash Meter by:

  • Perfect Shielding Attacks
  • Hitting an opponent
  • Shielding Attacks
  • Hitting an opponent's shield
  • Taking Damage
  • Having control of the Hill in King of the Hill mode

The Smash Meter has been divided into 6 equal segments. A player with a Full Smash Meter will lose a segment of Smash Meter if no segments are consumed within 15 seconds of the meter being filled.

There are three ways to consume segments of the Smash Meter:

  • Power Shield (1 segment)
  • Smash-Link (varies)
  • Final Smash Attack (all segments)

Power Shield

Upon activation, the character's shield will not take shield damage or decay for 1 second. The effect can only be activated while shielding and the effect will end if the character stops shielding. Smash Meter is not gained by shielding attacks while Power Shield is active.

Smash-Link

If the Smash-Link button is being held down during the link-cancel window of an attack that is Smash-Linkable, that attack can cancel into another specific action. That action could be another attack, grab, jump, dash, or a combination of those options.

The Smash Meter cost and specific Smash-Link options are determined on a per-move basis. If a move can Smash-Link into multiple options, the Smash Meter cost may or may not be the same for each option.

If a move is Smash-Linked into a dash, the character will have a glow around them and be in the "Linked-Dash" state. While glowing in this state, the character will not be able to Shield, Roll, Spot Dodge, Grab, or perform Smash Attacks. This state lasts 2 seconds or will go away if the character gets hit. The input for Smash-Linking into a dash is Smash-Link + (Shield or Sprint) + (Left or Right) directional input.

Most moves can only be Smash-Linked if it hit a foe or a foe's shield, with few exceptions. If a move can Smash-Link into a grab, it will only be able to do so on hit and not on hitting a shield.

Each character has at least one Smash-Linkable move, but some characters will have more possibilities than others.

Ultimate Final Smash Attack

In SSBU2, each character now has a Final Smash Attack and an Ultimate Final Smash Attack. The Ultimate Final Smash Attack is always a cinematic cutscene that ends the game. Eg, Sephiroth's Supernova and Fox's Team Star Fox are Ultimate Final Smash Attacks, whereas Roy's Critical Hit and Ryu's Shinku Hadoken are standard Final Smash Attacks.

An Ultimate Final Smash Attack is obtained when the following conditions are met:

  • There are only two participants remaining in the match
  • The winning player has at least two more stocks than the losing player
  • The losing player is on their final stock
  • The losing player has 50% or more damage

When these conditions are met, the winning player will be given an Ultimate Final Smash Attack.

Final Smash Attack Power

Final Smash Attacks in this game have varying power:

  • Ultimate Final Smash Attack: Unblockable and will always instant kill
  • Final Smash obtained from a Smash Ball: Unblockable and standard power
  • Final Smash used by spending Smash Meter: Not Unblockable and 0.6x power

Custom Stage Music Playlist

A new editable, non-removable playlist called "My Custom Stage Music Playlist" now resides in the Vault -> Playlists menu. This allows players to create a playlist of songs that can be played on any stage. Music tracks from any series can be put into this playlist.

Cucco Keep-Away

This is Time Battle, but the objective is to hold a Cucco for the target period of time. Points are only gained by holding the Cucco, not by KOs or Falls. If a player is holding a Cucco, taking any knockback will automatically drop it. The game will only end by time limit if the winning team has control of the Cucco when time expires, or no team has control of the Cucco and a clear winner can be determined.

Rules and Options

New rules and options have been added, and some existing options have been updated.

Show Details
Rule Name Possible Values Description
Tie Breaker Sudden Death, Lowest % Wins Determines what happens at the end of a Time or Stock match when 2+ players are tied in score or stock.
Point Value A range from 30 to 150, Infinite The target Point Value to use in King of the Hill or Cucco Keep Away. 1 Point is earned every second while in control of the objective.
Hill Capture Timer A range from 1 to 5 seconds, Instant The duration a player or team must remain uncontested in the Hill for control of the hill to be given to that team. Each team has their own Capture Timer. The Capture Timer will pause when the hill becomes contested, and will reset when no players on the team are in the hill. Control of the hill is immediately reset to neutral (not controlled by any team) when no players are within it or no players from the controlling team are within it.
Uncontested Control Bonus Timer A range from 15 to 30 seconds, Disabled The duration a player or team must remain uncontested in the Hill while having control of the hill in order for a Master Ball to spawn at the hill.
Uncontested Control Awards Smash Meter Enabled, Disabled Determines if having Uncontested Control of the Hill awards a small amount of Smash Meter for every second of control
Hill Appearance Intense, Subtle, Invisible Determines how noticible the hill zone is.
Respawn Delay None, 3 Seconds, 5 Seconds Available in King of the Hill mode, determines the delay before the character appears back at the Respawn Platform.
Configure Assist Trophy Pool Functions like Item Select menu Allows players to configure the set of possible Assistants that can appear form an Assist Trophy.
Partner Only Assist Trophies Enabled, Disabled Forces assist trophy spawns to be the Partner character assigned to that Playable Fighter. When this setting is used, each Playable Fighter can only have 1 Assist Trophy active at a time. When enabled, Pokemon that are Partners will come out of Assist Trophies instead of Poke Balls / Master Balls.
Permanent Assist Trophies Enabled, Disabled Causes Assist Fighters to remain on the stage forever and respawn if they are KO'd. In Stock games, KO'ing an opponent's Assist Fighter causes the owner to lose a stock, unless it is their final stock. The Assist Fighter won't respawn if the owner is on their Final Stock. When this setting is used, each Playable Fighter can only have 1 Assist Trophy active at a time.
Configure Pokéball Pool Functions like Item Select menu Allows players to configure the set of possible Pokémon that can appear form a Poké Ball.
Pause Enabled, Long Press, Disabled Determines if pausing the game is allowed, and if the Pause button must be held down for 3 seconds to pause the game.
Star KOs Enabled, Disabled Determines if Star KOs can occur.
Screen KOs Enabled, Disabled Determines if Screen KOs can occur.
Special Zoom Enabled, Disabled Determines if Special Zoom can occur.
Final Zoom Enabled, Disabled Determines if Final Zoom can occur.
Stock Count 1, 2, 3, 4, 5 Available in Squad Strike Elimination and Best Of. Stock Count for the victor carries to the next round.
Losing Team Next Character Fixed, Pick Available in Squad Strike Elimination. Fixed enforces the order that was chosen at the start of the Squad Strike. Pick allows the losing team to choose the next character to send in before each match. Characters already defeated cannot be picked.
Winning Team Next Character Stay, Fixed, Pick Available in Squad Strike Elimination. Stay means the winning character proceeds to the next match. Fixed means the winning character must swap to the next character, from the order that was chosen at the start of the Squad Strike (will loop back to start of team order, to first non-defeated character, if needed). Pick allows the winning team to choose the next character to send in before each match. Characters already defeated cannot be picked and characters that have played fewer games must be picked first.
Squad Strike Team Color Any Team Color The Team Color can now be adjusted in Squad Strike modes
Stock Behavior Shared, Separate Available in Squad Strike Tag Team 3v3. Shared Stock Behavior means the characters on your team share stocks and percentage. Separate Stock Behavior means the characters on your team do not share stocks and percentages, and only have 1 stock each. When Separate is used, the standby characters recover a tiny amount of HP every second and when a character is KO'd, the next character on the team appears at the respawn platform without percentages being reset. If Shared is used and a partner is hit into a blast zone while performing a Partner Assist, a stock will be lost, unless the player is on their final stock. The default value is Shared.
Auto Switch to Next Character When K.O'd Enabled, Disabled Available in Squad Strike Tag Team 3v3, when Shared Stock Behavior is being used.
Partner Assists Enabled, Disabled Determines if Partner Assists are enabled or disabled.
Tag-Ins Enabled, Disabled Available in Squad Strike Tag Team 3v3. Determines if Tag-Ins are enabled or disabled.
Smash-Link Enabled, Disabled Determines if Smash-Link is enabled or disabled.
Power Shield Enabled, Disabled Determines if Power Shield is enabled or disabled.
Smash-Link Minimum Smash Meter Cost 1, 2, 3, 4, 5 Any Smash Links that would ordinarily cost less than the set value will instead cost the set value.
Smash-Link Maximum Smash Meter Cost 1, 2, 3, 4, 5 Any Smash Links that would ordinarily cost more than the set value will instead cost the set value.
Power Shield Smash Meter Cost 1, 2, 3, 4 Determines how many segments of Smash Meter a Power-Shield costs
Maximum Smash Meter Segments 6,7,8 Determines how many segments the Smash Meter is divided into.
Starting Smash Meter Segments 0, 1, 2 Determines how many segments of Smash Meter each player starts the match with
Starting Partner Assist Status Ready, Cooldown Determines if the game starts with Partner Assists Ready to be called, or on cooldown
Additional Partner Assist Cooldown A range from 0 to 10 Determines if an additional number of seconds are applied to a Partner Assist cooldown. Default is 0.
Allow Character Swap Special Moves Enabled, Disabled Determines if Pokémon Trainer's Pokémon Change and Pyra/Mythra's Swap special moves will be enabled or disabled. If disabled, Pokémon Trainer will not change Pokémon when the active character is KO'd.
Allow Mii Fighter Custom Moves Enabled, Disabled Determines if Mii Fighters can use non-default special moves.
Ratio Sheet Disabled, Current Online Quickplay Preset, Previous Online Quickplay Preset, Random, Custom Determines the Ratio Sheet point values for each character and the maximum points a team can have.
Pointing Style Victor Only, Spread Available in Smashdown. This adjusts how points are awarded after a match. Victor Only means that only the winner gets a point. Spread means all participants in the match get points, and the number of points they receive is based on their match placement.
Random Stage Selection All possible stage forms All possible stage forms can be selected as the Random Selection stage type.
Stage Hazards Rule Removed This rule has been removed, since Normal Form Hazards On is a stage type selectable from the Stage Select Screen or set as the Stage Type in the rule above.
Random Stage Select Screen - Custom Stages are now on their own tab in this menu.
KO'ing an Assist Fighter Give Score Enabled, Disabled Determines if KO'ing an Assist Fighter from an Assist Trophy provides +1 score (-1 if KO'ing your own Assist Fighter) or 0 score.
Show Name Tags Enabled, Disabled Determines if Name Tags are displayed above characters heads and on character portraits during a match.
Show Usernames Enabled, Disabled Available in Online Settings, this determines if usernames on nameplates of players are shown.
Launch Trail Color See Description Determines the color of the launch trail smoke when a Fighter gets hit. Can be set to Port Color of the Player that Dealt the Hit or Port Color of the Player that Got Hit.
Portrait Smoke Enabled, Disabled Determines if portrait smoke appears around character icons during a match.
Hide HUD Enabled, Disabled Causes the HUD to be visible or hidden
Stage Music See Description Determine what playlist will be used for Stage Music for online and offline play. Can be set to Use Preferred Stage Music Settings, Play A Random Song From My Custom Stage Music Playlist, Play A Random Song From All Available Music Tracks, Play A Random Song From All Nintendo Music Tracks, and Play A Random Song From All Guest Music Tracks.
First To X - Stages Custom When the First to 2 option is used, 3 stages are now selected instead of just 2. When the First to 3 option is used, 5 stages are selected. When First To 4 is used, 7 stages are selected. When First To 5 is used, 9 stages are selected.
Squad Strike 5v5 Stages Custom Squad Strike Elimination 5v5 now selects 9 stages. Squad Strike Best Of 5v5 now select 5 stages.
First to - Random Stage Type Custom When the First to X option is used alongside the Random stage select option, Stage Types are picked instead of stages. The same Stage Type can be used more than once.
Next-Game Timer 10 Seconds, 15 Seconds, 30 Seconds When the First to X option is used, this value indicates how long to wait until the next game in the set automatically begins. If all players "ready up", this value is ignored and the next game in the set will begin.
Negate Spirit Power Bonuses On, Off When On, Spirits will not give an increase to power and defense. Only the bonus effects and abilities will be applied.
Underdog Boost Rule Removed The Underdog Boost setting has been removed, since it is now configurable in Custom Smash.
Damage Handicap Rule Removed The Damage Handicap setting has been removed, since it is now configurable in Custom Smash.
Launch Rate Rule Removed The Launch Rate setting has been removed, since it is now configurable in Custom Smash.
Custom Balance Feature Removed The Custom Balance feature has been removed, since damage dealt/received is now configurable in Custom Smash.
Stack Echo Fighters Feature Removed The Stack Echo Fighters option is removed.
Show Input Display Enabled, Disabled Determine if inputs are displayed on screen during a replay.
Auto-Save Replays Enabled, Disabled Determine if replays are automatically saved after a match.
4v4 Squad Strike - Squad Strike Elimination, Best Of, and First To can be played with 4 players on each team

The Rules Menu itself has been divided into two pages: Default Presets and Custom Presets. The Default Presets are shipped with the game, have a Smash Ball icon next to them, and are not editable. There are many default presets, so players can jump right in to the game.

Random Classic Mode Route

The Character Select Screen for Classic Mode now has the Random icon on it. When Random is chosen, the Classic Route becomes a generic, semi-randomized path. The path is an 8-round gauntlet that the player must fight through to be victorious. The type of battle will be in a fixed order every time but the opponents will be different. Below is a breakdown of the eight rounds:

  • Round 1: 1 Opponent
  • Round 2: Team Battle (2 vs 2)
  • Round 3: 1 Opponent
  • Round 4: Team Battle (3 vs 1 Giant Foe)
  • Round 5: 1 Opponent
  • Round 6: Team Battle (1 vs 7 Weaker Foes)
  • Round 7: 1 Metal Opponent
  • Round 8: Boss Fight

A difficulty of 9.9 can be set from the start. This mode supports 2-player cooperative play.

All-Star Mode

All-Star Smash has been removed and replaced by a traditional, Melee style All-Star mode. The player has the option to play the mode with a fixed seed or randomize the fighters in each round. This mode supports 2-player cooperative play.

Boss Rush Mode

A Boss Rush mode has been added, which functions similarly to Brawl’s Boss Rush mode. The player has the option to play the mode with a fixed seed or randomize the boss order. This mode supports 2-player cooperative play.

All-Star Boss Rush

This mode is a combination of previous entries All-Star Mode and Boss-Rush. It is a gauntlet of rounds that the player must fight through to be victorious. Each round consists of battling 3 Fighters, followed by a Boss Fight. The order in which Fighters are challenged is randomized each time the mode is played. The order of some, but not all bosses, is randomized as well. A fixed seed can also be played.

The player begins this mode with only one stock for the character they selected. Whenever the player defeats a Fighter, that Fighter is added to their pool of available characters, with 1 stock. Whenever the player is KO’d, the next Fighter in their queue comes out. If no Fighters are available for the player to use, a Game Over occurs. A difficulty of 9.9 can be set from the start. This mode supports 2-player cooperative play.

World of Light

World of Light now supports Co-op Play and a Challenge Mode. Challenge Mode includes:

  • Must start from a fresh save file
  • Difficulty is forced to Hard
  • The overworld maps will start fully revealed
  • Randomized Starting Character
  • Shuffled Battles
  • Restrictions on Spirits that can be equipped
  • Only Spirits obtained in the current playthrough can be used
  • Once a character is KO'd, that character cannot be used again
  • Ending Objective can be selected (Darkness Prevails, Light Prevails, or True Ending)
  • Optional Boss Objective: Defeat All Bosses
  • Optional Fighter Object: Free All Fighters
  • Optional Battle Objective: Beat all Spirit Battles
  • The positions of Weapon Resist Up and Airborne Endurance on the Skill Tree have been swapped.
  • The cost of the skills Unflinching Charged Smashes, Sprinting Endurance, and Airborne Endurance is increased to 100.
  • The first battle will always award the player with these spirits: Link (A Link Between Worlds), Cyrus & Reese, Susie, ROB 64, Viridi, Ho-Oh, Lapras, Kapp'n, Kappn (Wild World), Pico, Great Zapfish, Alfonzo & Engineer Link, Volcanion, Rover, Phosphora, Medli, and Darkrai.

Subspace Emissary Remaster

SSBU2 includes a remaster of Brawl's Subspace Emissary, bringing updated gameplay and enhanced cinematic quality to this beloved adventure. The remaster does not include the "Great Maze" level and the sticker mechanic is no longer present in this mode.

Break the Targets

The Stage Builder now allows players to create Break the Targets courses. Player’s can share their courses online like custom stages.

This version of Break the Targets is based on the Melee version. The player can require that a specific character be used, and items and certain enemies can be set on the course. The player must be able to complete their own course in order to submit it, and the “ghost” replay can be watched after downloading the course.

Stage Builder Tools

Stage Builder now supports the following features:

  • Red, blue, and green switches, like those found in the Princess Peach's Castle stage, which can be mapped to make blocks, terrain, or hazards appear/disappear
  • Rails and Gears can be attached to Targets and hazards
  • Terrrain, Hazards, and Targets on Rails or Gears can be set to ignore other Terrain (passing through it)
  • Rails can have Step Points marked. The start and end points are also considered steps. Each step can have a different speed set.
  • Cycle delay timers can be put on Rails and Gears, which can be used to pause it at the end of a step
  • Break the Targets Targets support a higher max speed value
  • Fighter Spawn Positions can be set
  • Items can be placed manually on the stage (or in the air), and will appear at the specified location when the stage loads. Some items can be set to "does not dissapear" or "respawns at this location when it dissapears".
  • New materials and terrain types
  • New backgrounds, including the animated background from Melee Break the Targets
  • Duplicate Selection function
  • Ability to assign a franchise playlist to a the stage, instead of just a specific song
  • A collection of premade platforms and blocks
  • A warp-zone-capable platform
  • A 1-way warp-zone connection
  • A Force-Field tool/hazard, which prevents Fighters from passing through it but allows items and other objects to pass through it
  • Spikes can be placed as a hazard object
  • Cannons can launch items if an item falls or is thrown into one
  • A Modifier Zone background element that allows certain character stats to be adjusted while in the zone. This includes multipliers for Air Speed, Air Acceleration, Air Friction, Falling Speed, Fast Falling Speed, Gravity, Traction, Walk Speed, Initial Dash Speed, Run Speed, and Traction
  • The same stats that a Modifier Zone can adjust can also be set for the entire course, without using the Modifier Zone. If this is done, a notification will appear when the player loads into the course, showing the adjusted stats.

Event Match Builder

Players can now create custom Event Matches by placing Fighter Modifiers on a per-port level via Custom Smash.

Show Details
Rule Name Description
Giant Causes the character to permanently be Giant size
Mega Causes the character to permanently be Mega size
Mini Causes the character to permanently be Mini size
Tiny Causes the character to permanently be Tiny size
Flower Causes the character to permanently have the Flower status
Bunny Causes the character to permanently have a Bunny Hood
Metal Causes the character to permanently be Metal
Gold Causes the character to permanently be Golden
Clear Causes the character to permanently be Clear
Tail Causes the character to permanently have a Super Leaf Tail
Rocket Belt Causes the character to permanently have a Rocket Belt
Screw Attack Causes the character to permanently have a Screw Attack
Reflect Causes the character to permanently have a Franklin Badge
Longshot Causes the character to permanently have a Longshot
Knockback Dealt Multiplier Adjusts the amount of Knockback the character deals
Knockback Received Multiplier Adjusts the amount of Knockback the character Receives
Damage Dealt Multiplier Adjusts the amount of Damage the character deals
Damage Received Multiplier Adjusts the amount of Damage the character Receives
Shield Damage Multiplier Adjusts the amount of Shield Damage the character deals
Shield Damage Received Multiplier Adjusts the amount of Shield Damage the character Receives
Starting Percentage Sets the starting percentage the character spawns with
Stock Count Sets the number of stocks the character has
Cannot Pick Up Items Causes the character to be unable to pick up items
Immunity to Items Causes the character to be immune to items
Only Damage-able by Items Causes the character to be immune to everything except items (does not grant immunity to Poke Ball Pokémon or Assist Fighters)
Random Disabled Move Causes the character to start the match with a move or action disabled. The disabled move periodically changes throughout the match.
Weight Multiplier Adjusts the Weight of the character
Air Speed Multiplier Adjusts the Air Speed of the character
Air Acceleration Multiplier Adjusts the Air Acceleration of the character
Air Friction Multiplier Adjusts the Air Friction of the character. If set to 0, when the character goes airborne outside of jumping they will have an Air Friction of 0.015
Falling Speed Multiplier Adjusts the Fall Speed of the character
Fast Falling Speed Multiplier Adjusts the Fast Fall Speed of the character
Gravity Multiplier Adjusts the Gravity of the character
Jump Height Multiplier Adjusts the Jump Height of the character
Traction Multiplier Adjusts the Traction of the character
Walk Speed Multiplier Adjusts the Walk Speed of the character
Initial Dash Speed Multiplier Adjusts the Initial Dash Speed of the character
Dash (Run / Sprint) Speed Multiplier Adjusts the Run speed of the character
Tough Guy Modifier Can give the character Passive Knockback Armor, in a range of 50 to 100
Throw Immunity Modifier Can give the character throw immunity
Stamina Can set the character to Stamina Mode, causing them to take knockback as if they were at 0% and giving them an HP (Stamina) value.
Can Only Gain Points By KO'ing CPUs Causes the character to only gain score when KO'ing CPUs (including Assist Fighters)
Can Only Gain Points with Flags Causes the character to only gain score when using the Flag item
Can Only Lose Points When KO'd by CPUs Causes the character to only lose score when KO'd by CPUs (including Assist Fighters)
Assist Fighters Grant Invincibility Causes the character to be invincible while they have an active Assist Fighter
Cannot Lose Score Causes the character to be unable to lose score
Underdog Boost Causes the character to get a boost to Damage Dealt and Knockback Dealt, and to receive less damage and knockback, when far behind in Score. Has a chacne to give the player a Final Smash.
Hazard Floor Can set the stage to have Fire Floor, Ice Floor, Zap Floor, Slumber Floor, or Sticky Floor
Hazard Platform Can set the stage to have Fire Platforms, Ice Platforms, Zap Platforms, Slumber Platforms, or Sticky Platforms
Hazard Immunity Gives the character immunity to Fire, Ice, Zap, Slumber, and Sticky Floor/Platform Hazards
Bob-omb Zone Causes Bob-Ombs to rain and spawn on walking on the ground at high frequency from the start of the match
Spawn with Item Select an item for the character to spawn with at the start of the match and whenever they respawn. Specific Assist Fighters or Pokemon can be set.
Infinite Smash Meter Causes Smash-Links to cost 0 Smash Meter but prevents Power Shield and Final Smash Attacks from being used from Smash Meter
Bounty This option causes the team to lose when a character on the team with this modifier runs out of stocks

In addition to the above table, any other modifiers that could be granted by Spirits or the World of Light Skill Tree can be used.

The Event Match can also include specific stage, character, and team requirements mapped to specific ports. Ports can be mapped to "Player", "Player or CPU", or "CPU". CPUs can be set to specific difficulty levels.

Players can share their Event Match rulesets online for other players to download and use.

Show Me Your Moves

Players can now create Combo Clips while in training mode, then upload these to Shared Content. Other players are then able to download the Combo Clips and try to repeat what they see. The Combo Clips are at most 30 seconds long, but will automatically be clipped shorter if the CPU is KO’d, the CPU is out of hitstun for a significant duration, or no attacks are input by the player for a significant duration.

The mode supports sample playback of the player who created it, with input display for both the player character and CPU character. When a player is browsing uploaded Combo Clips via Shared Content, they can specify the character doing the combo and the character on the receiving end of the combo.

This Ken Strings video is a great example of what this mode would be capable of.

Training mode has been updated to be able to set the CPU's Directional-Influence and actions in response to whatever the player character is doing. For example, “When I (the CPU) get hit by [this move] set my DI to [this direction] and perform [this action] on the first actionable frame.” Whenever the CPU gets hit by a move, a new event is added to the combo list. A player can then edit that list as needed to adjust CPU behavior in response to each event. This is required for Smash because a lot of stylish combos are actually combo strings and the CPU may temporarily leave hitstun.

New Tips

New tips have been added for new and returning mechanics.

Show Details
Tip Title Description
Launch Speed Influence (LSI) The character's launch speed can be altered depending on the control stick's vertical position prior to being launched. Holding the stick up increases Launch Speed, and Holding the stick down decreases Launch Speed. Not all attacks can be affected by LSI.
Tag-In A Tip for performing the Tag-In technique
Power Shield A Tip for performing a Power Shield
Partner Assists A Tip for performing Partner Assist in Tag Team 3v3, and a tip for performing Partner Assist in 1v1
Smash-Link A Tip for performing a Smash-Link
Ultimate Final Smash Attack A Tip for how to obtain an Ultimate Final Smash Attack
Act Quickly Out of Shield A Tip that indicates which actions bypass the Shield Drop Animation
Initial Dash A Tip that describes Initial Dash, how it differs from running, and the restrictions it has
Skid A Tip that describes the Skid animation, actions/moves that can bypass the Skid animation even if used when running, actions/moves that can cancel the skid animation
Soft Landing A Tip that describes Soft Landing
Hard Landing A Tip that describes Hard Landing
Aerial Attack Landing Lag A Tip that describes Aerial Attack Landing Lag, and how it can vary per attack
Aerial Auto-Cancel Window A Tip that describes Aerial Attack Auto-Canceling when touching the ground
Untechable Attack A Tip that describes an Untechable attack (red explosion instead of green)
Knockdown Locking A Tip that describes Knockdown Locking (Jab Locking) and the bounce animation
Automatic Turnaround from Weak Attacks A Tip that describes Automatic Turnaround from weak attacks
Roll Landing A Tip that describes Roll Landing (1 Shield Button held)
Shield Landing A Tip that describes Roll Landing (2 Shield Buttons held)
Escaping Bury / Egg with the Control Stick A Tip that describes using the Control Stick to help escape Bury / Egg / Freeze, etc
Aerial Lockout A Tip that describes an Aerial Lockout (using the desired aerial immediately upon escaping bury / egg)
Meteor Smash High Velocity KO A Tip that describes how a Meteor Smash can KO a foe before they reach the blast zone
Input Buffer System A Tip that describes how the Input Buffer works in the game
Repeating Input System A Tip that describes how the Input Buffer works in combination with buttons being held down

Interactive Tutorial Mode

A Tutorial Mode is available, where the player plays as Mario and covers the basics of how to play the game and various controls options. Provides a breif overview of the topics discussed in both Vault → How to Play and Core-A-Gaming's Why Button Mashing Doesn’t Work video.

Training Mode

The Training Mode has been made more robust and supports a variety of new features:

Show Details
Feature Description
* Input Record and Playback Allows Input Record and Playback for Player and CPU
* Frame Data Meters Allows Frame Data Meters to be displayed on screen. Each move has one or more meters displayed, stacking on top each other. Each meter is divided into blocks, where each block is a frame of the animation, and the blocks are filled with colors indicating a particular attribute at that frame of the animation.
* Show Me Your Moves Combo Clip Creation Allows Show Me Your Moves Combo Clips to be created
* CPU Event List Allows CPU behavior to be set in response to getting hit by an attack. "When I (the CPU) get hit by [this move] set my DI to [this direction] and perform [this action] on the first actionable frame."
* Color Highlighting Individual Color Highlighting for Intangibility, Invincibility, Damage-Based-Armor, Knockback-Based-Armor, Super-Armor, Hitstun, Block Stun, Startup Frames, Active Frames, and Recovery Frames
* Cancel Window Indicator This will show an icon above the character when a move is capable of being canceled by another move or action
* Begin, Stop, Pause, Resume Matchmaking The player can queue into Online Quickplay from within Training Mode. The CPU character will auto-change into the character most recently battled when returning to Training Mode.
Adjust Starting Positions Allows Starting Positions to be configured (where Player and CPU spawn when reset positions is used)
Don't Reset Music The music does not reset when Reset Positions is used
Tag-Team Support The player can now bring 3 characters into Training Mode, to test Tag-Ins and Partner Assists
Partner Assist Support Partner Assists can be used in Training Mode
Smash Meter Support Smash Meter can be used in Training Mode and set to a fixed or starting value
Ultlimate Final Smash Attack Support The player can give their character an Ultimate Final Smash Attack
Input History Display An Input History Display can now be shown on screen
Virtual Controller Display A Virtual Controller with input monitoring can now be shown on screen
On-Screen Timer A Timer can now be shown on screen
CPU Behavior - All Actions Allows all moves to be selected as the CPU Action on repeat
CPU Behavior - Crouch The CPU can be set to Crouch
CPU Behavior - Shield The CPU can be set to Shield
CPU Shield Behavior The CPU can be set to No Shield Movement or Move Shield Towards Player
Shield Strength The Player and CPU Shield Strength can be set to a constant strength (but will still deplete when blocking an attack). The Shield Strength will auto-recover to the specified value after a short period of time where no attacks were blocked.
CPU Ground Tech Behavior The CPU Tech Behavior can be set to Roll Towards, Roll Away, Neutral Get Up
CPU Wall Tech Behavior The CPU Wall Tech Behavior can be set to Always Tech If Able or Don't Tech
HP Recovery Settings Percentages can be set to Quick Recovery, Slow Recovery, or No Recovery. Quick Recovery will reset the percentage as soon as the character is out of hitstun. Slow Recovery will reset the percentage after a delay.
Stale Moves / Rage The Stale Moves toggle no longer controls the Rage mechanic
Tips Page The player can pull up the character's Tips page without leaving Training Mode
Techniques Page The player can pull up the Techniques list without leaving Training Mode
Damage and Hitstun Can be set to Standard, 1v1 Items Off, 4+ Players.

Items with an asterisk are only available for players with the Competitors Supporter Pass.

Character Select Screen

The Character Select Screen has several improvements:

  • Player character selections are no longer reset upon returning to the Character Select Screen.
  • Additional character colors are added as needed, such that every character in the game now has the following colors available:
    • Red, Blue, Yellow, Green, Orange, Cyan, Pink, Violet, Black, White, Grey, Brown.
    • These colors are now available to use as a Team Color for Team Battle games.
  • When changing Team Color, the character color will automatically switch to the new Team Color.
  • Character colors will now always be in the same order for every character.
    • Slot 1 will be the character's default appearance.
    • Slots 2-13 will be in the color order listed above.
    • Slot 14+ will be for any extra colors the character may have.
  • Players can now map and test their controls while on the character select screen.

Game End Menu (Offline Smash)

When First To 1 Win is being used and there are only two teams, the loser of the game can select the following options before the game loads the results screen: Rematch, Return to Stage Select, Return to Character Select, Proceed to Results Screen. This same menu will appear if the game is paused and the match is resigned.

Gallery Mode

There is now a Gallery Mode, which players can use to view videos and artwork, such as cinematic videos from adventure mode, trailers, character reveals, congratulations screens, and promotional artwork.

Character Voice Language Select

An option is now available to change voice language on a per-character level.

Replay Fast Forwarding

Replays can now be Fast-Forwarded.

Replay Takeover

The player can pause a replay and choose to take control of a character as if it was a live match, for a moment. The point the replay was paused is a save state that can be loaded as if it was in Training mode.

Delete All Replays

A button has been added that allows all Replays to be deleted at once.

Button Mapping

The D-pad buttons now support movement / directional input mappings. Movement with the D-Pad is fixed at the character’s max walking speed.

  • D-Pad-Up can be mapped to Up
  • D-Pad-Left can be mapped to Left
  • D-Pad-Left can be mapped to Right
  • D-Pad-Down can be mapped to Down

The Right-Stick is split into separate directional inputs, which can all have unique actions assigned to them:

  • A mapping for Right-Stick-Up
  • A mapping for Right-Stick-Down
  • A mapping for Right-Stick-Left/Right

The Left-Stick is also split into separate directional inputs, which can all have unique actions assigned to them:

  • A mapping for Left-Stick-Up
  • A mapping for Left-Stick-Down
  • A mapping for Left-Stick-Left/Right

The following buttons can now have actions assigned:

  • Plus
  • Minus
  • Left-Stick-Click
  • Right-Stick-Click

The Tag-Team buttons can be mapped:

  • Any button can now be mapped to Tag-In Partner 1. Acts as Directional-Input Up if Tag-Ins are not supported in the current mode.
  • Any button can now be mapped to Tag-In Partner 2. Acts as Directional-Input Down if Tag-Ins are not supported in the current mode.

The Partner Assist buttons can be mapped:

  • Any button can now be mapped to Partner Assist 1. Does Nothing if Partner Assists are not supported in the current mode.
  • Any button can now be mapped to Partner Assist 2. Does Nothing if Partner Assists are not supported in the current mode.

These actions can now be mapped to any button:

  • Sprint
  • Direction Lock
  • Final Smash Attack
  • Smash-Link (does nothing if Smash Meter is not enabled in the current mode)
  • Nothing (Unassigned)

Controls: Sprint Button

When the Sprint Button is mapped to the control scheme, the character will be unable to Dash (eg, Sprint / Run) by using just the Left Control Stick. The Control Stick by itself will only allow for walking.

Instead, Dashing (including Initial Dash and Running) is achieved by holding the Sprint button down while Left / Right is being pushed on the Left Control Stick, or Walk-Left / Walk-Right is being pushed on the D-Pad. The character will Initial Dash and then Run in the direction they are facing while the button is held.

Essentially, when the Sprint Button is mapped to the control scheme, all movement inputs are considered "lightly pressed" and "not Smash Input", unless the Sprint Button is being held, in which case all the movement inputs are instead considered "fully pressed" and "Smash input".

If the player jumps, attacks, or uses an action that takes them out of the running state while holding the Sprint button throughout it's duration, the Sprint Button does not have to be released and pressed again to start running again after that action has finished. The character will start initial dash into running again on the first frame they can.

Controls: Direction Lock Button

When this button is held down, the character will not change direction when walking (they will be able to walk back facing forward) and the character will be able to perform a backstep by performing a dash input in the direction the character is not facing. If the dash input is held, they will turn around and run that way. This is similar to how the 2D Fighter characters work (Ryu, Ken, Terry, Kazuya).

Control Option: Stick Flick Smash Attacks Toggle

Stick Flick Smash Attacks can be enabled or disabled. When disabled, the player cannot get a Smash Attack with a stick flick. The Attack+Special (A+B) setting must be used.

Easier Out of Shield

If the character is currently shielding (even if they are holding two shield buttons down or moving their shield around), and not in blockstun, pressing:

  • A button mapped to Up-Special will always cause the character to Up-Special instead of grabbing or moving the shield
  • A button mapped to Up-Smash will always cause the character to Up-Smash instead of grabbing or moving the shield
  • A button mapped to Jump will always cause the character to Jump out of shield

Platform Drop During Dash

During the character’s Initial Dash or Run, pressing Down+Jump will cause the character to drop through a soft platform. It uses the 3 frame jumpsquat window to determine if the character should drop through the platform. Short Hop Down-Air has priority over dropping through the platform if the attack button is pushed.

Auto Short Hop Special

Pressing Jump and Special at the same time will cause the character to perform a short-hop and the corresponding special move. This is similar to how pressing Jump and Attack at the same time will perform a short-hop aerial.

Controls Option: Auto Short-Hop

The Auto Short-Hop option has three values it can be set to:

  • Off: When this setting is used, the Auto Short-Hop-Aerial feature cannot be used. The player must input an attack during the jumpsquat animation and release the Jump button if they want to get the frame perfect short-hop-aerial.
  • Hold: Holding Jump+Attack will give the short-hop-aerial, even if the Jump button was held throughout the entire jumpsquat animation.
  • Tap: Holding Jump+Attack will give a Rising-Full-hop-aerial if the Jump button was held throughout the entire jumpsquat animation. If the Jump button was released during the jumpsquat, the player will get a short-hop aerial.

Control Option: Input Delay

Intentional Input Delay can now be set in the controls for offline play. This can be useful for players familiar with online Intentional Input Delay.

Controls: Final Smash Attack

If a button has been mapped to Final Smash Attack, then it will be the only way to activate a Final Smash Attack. The Final Smash Attack will not be activated when pressing Neutral Special.

Buffered Aerial Direction

The input buffer will now store directional input for buffered aerials like it does for other attacks.

Button Mapping: New Defaults

The Default Controls preset cannot be modified. Custom controller configuration presets need to be assigned to a name tag (or used temporarily by editing controls on the Character Select Screen). Below is the new default button mapping and settings for the Ninth Generation Nintendo Console Pro Controller, which has 4 back paddles similar to the Xbox Elite Wireless Controller Series 2.

Show Details
Button Action
ZL Shield
ZR Shield
L Smash-Link
R Grab
A Attack
B Special
X Jump
Y Jump
Left-Stick-Up Movement & Directional Input
Left-Stick-Down Movement & Directional Input
Left-Stick-Left Movement & Directional Input
Left-Stick-Right Movement & Directional Input
D-Pad-Up Tag-In Partner 1
D-Pad-Down Tag-In Partner 2
D-Pad-Left Walk Left / Directional Input
D-Pad-Right Walk Right / Directional Input
Right-Stick-Up Up-Smash
Right-Stick-Left/Right Forward Tilt
Right-Stick-Down Down-Tilt
Left-Stick-Click Up-Special
Right-Stick-Click Power Shield
Plus Pause
Minus Taunt
Back Paddle 1 Jump
Back Paddle 2 Partner Assist 1
Back Paddle 3 Final Smash Attack
Back Paddle 4 Partner Assist 2
-------------------------------------------------- --------------------------------------------------
Rumble Enabled
Attack + Special = Smash Attack Enabled
Stick Flick Smash Attacks Disabled
Stick Jump Disabled
Stick Sensitivity Normal
Auto Short-Hop Setting Standard
Input Latency 0

Online Quickplay: New Playlists

The Preferred Rules system has been removed. When a player selects Online Quickplay, they will choose 1 of the following playlists to queue into. A player will be guaranteed to get the ruleset of the playlist they queue into.

Show Details
Ranked 1v1 Unranked 1v1
Mode: King of the Hill Mode: King of the Hill
Point Value: Infinite Point Value: Infinite
Stock Count: 3 Stock Count: 3
Time Limit: 4:00 Time Limit: 4:00
Smash Meter: Enabled Smash Meter: Disabled
Partner Assists: Enabled Partner Assists: Disabled
Character Swap Special Moves: Disabled Character Swap Special Moves: Enabled
Items: Disabled Items: Determined by Players Item Enablement Choice
Stage Type: Determined by Stage Type Striking Stage Type: Determined by Stage Type Striking
Automatic Character Striking: Enabled Automatic Character Striking: Disabled
Ranked Matchmaking: Enabled Ranked Matchmaking: Disabled
------------------------------------------------------ ------------------------------------------------------
Ratio Tag Team 3v3 Unranked Tag Team 3v3
Mode: King of the Hill Mode: King of the Hill
Point Value: Infinite Point Value: Infinite
Stock Count: 3 Stock Count: 3
Time Limit: 4:00 Time Limit: 4:00
Smash Meter: Enabled Smash Meter: Disabled
Items: Disabled Items: Determined by Players Item Enablement Choice
Character Swap Special Moves: Disabled Character Swap Special Moves: Disabled
Stage Type: Determined by Stage Type Striking Stage Type: Determined by Stage Type Striking
Ranked Matchmaking: Enabled Ranked Matchmaking: Disabled
Tag-Ins: Enabled Tag-Ins: Enabled
Partner Assists: Enabled Partner Assists: Disabled
Stock Behavior: Shared Stock Behavior: Shared
------------------------------------------------------ ------------------------------------------------------
Team Attack Doubles Team Battle
Mode: King of the Hill Mode: King of the Hill
Point Value: Infinite Point Value: Infinite
Stock Count: 3 Stock Count: 3
Time Limit: 4:00 Time Limit: 4:00
Smash Meter: Off Smash Meter: Off
Items: Off Items: Determined by Players Item Enablement Choice
Character Swap Special Moves: Disabled Character Swap Special Moves: Enabled
Stage Type: Determined by Stage Type Striking Stage Type: Determined by Stage Type Striking
Ranked Matchmaking: Off Ranked Matchmaking: Off
Team Attack: On Team Attack: Off
------------------------------------------------------ ------------------------------------------------------
Free-For-All King of the Hill Playlist of the Week
Mode: King of the Hill -
Point Value: 100 -
Stock Count: Infinite -
Time Limit: 2:30 -
Smash Meter: Off -
Items: All, Medium Frequency -
Character Swap Special Moves: Enabled -
Ranked Matchmaking: Off -
Stage Type: Barrier Form (Battlefield Layout) -

Ranked 1v1, Ratio Tag Team, and Team Attack Doubles are all played in sets of First to 2.

Stage Type Striking

A menu has been added that allows the player to order the 5 possible stage types used in playlists that have Stage Type Striking.

  • Battlefield Form
  • Small Battlefield Form
  • Omega Form
  • Dynamic Battlefield Form
  • Barrier Form: Small Battlefield Layout (if playing Team Battle, this is Barrier Form: Battlefield Layout instead)

The player places the 5 stage types in a top to bottom list. The top 1 is the most desired stage type. The bottom 2 stage types will always be auto-struck. Auto-Stage Striking occurs when the players are paired.

  • If, after auto-striking, 1 stage type is remaining, then that stage type is played on.
  • If, after auto-striking, one of the stage types shares highest priority among both players, then that stage type is played on.
  • If, after auto-striking, 2 stage types are remaining, and the stage type have differing priorities by the players, one of them is selected at random.
  • If, after auto-striking, 3 stage types are remaining, and the stages have differing priorities by the players, the lowest priority stage type for each player is removed. Then, if there is only 1 stage remaining, it is played on. Otherwise, the stage type is randomly chosen among the remaining two.

The same stage is played on for each game in the set, and continues to be played on when rematch is selected. There is no character or stage counterpicking after a game.

New Ranking System

The GSP system is no longer used for online matchmaking. Instead, a ladder system is used. The 30 ranks are:

  • Bronze I – Bronze V
  • Silver I – Silver V
  • Gold I – Gold V
  • Platinum I – Platinum V
  • Diamond I – Diamond V
  • Elite I – Elite IV
  • Legend

The ranking system in this game does not use a points and mmr based system. It simply tracks the win/loss ratio of the last 10 sets played.

  • When the win/loss ratio is 70% or greater, the player is promoted
  • When the win/loss ratio is 30% or lower, the player is demoted

If a player has not yet played 10 sets, promotions and demotions are decided by:

  • If, after the 7th, 8th, or 9th set played, the player has won 7 sets, the player is promoted
  • If, after the 7th, 8th, or 9th set played, the player has lost 7 sets, the player is demoted

Whenever the player is promoted or demoted, the history of the last 10 sets is cleared. A player cannot be demoted for the remainder of the season upon reaching Legend rank.

The matchmaking system will attempt to pair players of the exact same rank. However, if a same-rank opponent cannot be found within 10 seconds, the search is expanded to include players within 2 ranks. For example, a Gold III player could match with any player in Gold.

At the end of a set, players can continue to play against each other by selecting Rematch. Any sets played after rematch has been selected are not tracked as part of the last 10 sets history.

The first time a player plays in a ranked playlist, they will be asked where they prefer to start on the ladder. The player may choose Silver I (recommended for new players) or Gold I (recommended for returning players).

There are 3 ranked seasons per year, with each season generally lasting 120 days. At the end of a Ranking Season, players will be pushed up or down the ladder depending on what tier they were at the time of the season end.

  • Bronze & Silver players will be set to Silver I
  • Gold players will be set to Gold I
  • Platinum players will be set to Platinum I
  • Diamond players will be set to Diamond 1
  • Elite & Legend players will be set to Elite I

If a player did not play at least 10 sets in a season and was not promoted in this season, that player will be automatically demoted one division rank (for example, Diamond I -> Platinum V).

Legend Leaderboard

Once a player has played 50 sets while at Legend Rank, they will appear on the Legends Leaderboard.

You can see the following data for each Legend on the Legend Leaderboard:

  • Legend Leaderboard Rank: Players on the Legend Leaderboard are ordered by the win/loss ratio of their 50 most-recent sets. Players with the same Win/Loss Ratio for their 50 most-recent sets will be rated according to Total Legend Set Wins for the current season. If no determination can be made, the players are considered tied.
  • Player Name: The account name of the player
  • Top 3 Most Played Characters: The 3 characters the player has played the most sets with for their 50 most-recent sets
  • Win/Loss Ratio of the 50 most-recent sets played while in Legend Rank
  • Legend Set Wins: Total Set Wins this season while in Legend rank
  • Legend Veterancy: Total Number of Seasons this player has been in Legend Rank
  • Region: The region the player is from

Listings on the Legend Leaderboard can be filtered out by selecting a character. Entries that do not have the selected character in their Top 3 (for the Ratio Tag Team Legends Leaderboard) or Top 1 (for the 1v1 Legends Leaderboard) are filtered out. Listings can also be filtered by player name.

Players who win 50 sets with a character while at Legend Rank for Ranked 1v1 will earn a Nameplate Mastery Badge for that character. Similarly, winning 50 sets of Ratio Tag Team with a character on the team will earn a Tag-Team Nameplate Mastery Badge for that character. Listings on the Legend Leaderboard can be filtered by excluding players without specific Nameplate Mastery Badges. Mastery Badges persist throughout all seasons. Once obtained, the player will always have it. Players who obtain all Mastery Badges will earn the Ultimate Smash Legend Mastery Badge for the corresponding playlist.

At the end of a ranking season, players within the Top 500 will receive a Nameplate indicating "Season X Top 500 Legend".

Ranked Playlist Data Collection

The Records Menu for Ranked 1v1 will show the player their personal matchup chart for a selected character. This chart shows Favorable, Neutral, and Unfavorable matchup data, where a Favorable matchup is one where the win-rate is 70% or greater, Unfavorable is 30% or lower, and Neutral is in-between. Selecting a particular matchup will breakdown the set data per stage type. Only the 10 most recent sets per each stage type are tracked, so a matchup can have at most 50 sets of history.

The Records Menu for Ratio Tag Team will show the player their win/loss rate when the selected character is present on their team, as well as showing their win/loss rate when the selected character is on the opposing team. Only the 10 most recent sets with that character are tracked (the 10 sets being tracked separately for player team and opposing team).

Ratio Tag Team 3v3

This format is based on the Marvel Vs Capcom 2 Ratio Format popularized by Justin Wong. The Ratio Sheet used for this mode is simply (and intentionally) randomly generated before the start of each season:

  • 10% (10) of the characters are given a value of 1 Point
  • 20% (20) of the characters are given a value of 2 Points
  • 30% (30) of the characters are given a value of 3 Points
  • 25% (25) of the characters are given a value of 4 Points
  • 15% (15) of the characters are given a value of 5 Points

The team building rules are:

  • A Team must have 3 characters on it
  • A Team cannot exceed a total of 7 points
  • A Team comprised of Squirtle, Ivysaur, and Charizard will always cost 7 points, even if the sum of their individual point costs would be greater than 7.

The team building process is done on the character select screen, before queuing into the matchmaking system.

Automatic Character Striking

In Ranked 1v1, before queuing into the matchmaking system, a player selects 3 characters on the Character Select Screen. When the players are paired, an automatic character striking system takes place which strikes (removes) two of the opponent's character selections. The game is played with the characters remaining after the striking occurs.

By default, the automatic striking will remove the two characters the opponent selected second and third. To change this behavior, the player must first define a sorted list of each of the 100 Playable Fighter in the game, 1 to 100. The character placed at 1 is the "most preferred" to play against, whereas the charcter at 100 is the "least preferred" character to play against. If the player does not want to sort the list manually they can choose to automatically shuffle it. There is also an option to have the list "Auto-Update", which will move the character most recently played against to the bottom of the list.

Once the list has been defined, the player can set the automatic character striking to one of the following options:

  • Default: Strike the two characters the opponent selected second and third
  • Only Strike Bottom 2: Always strike the characters that are in slot 99 and 100 on the list, but do not strike any other characters. Opponent will play with the character they selected first if it was not struck (otherwise the second if it was not struck, or third character if it is the last one remaining).
  • Sorted Priority: Strike the two characters that have lowest placement on the list

Striking will not occur for Legend Rank opponents, unless that Legend Rank opponent already has a Mastery Badge for the character they first selected on the Character Select Screen.

Playlist of the Week

This playlist changes each week to one of the following playlists:

  • Standard Free-For-All (Time-Battle - Free-For-All)
  • Cucco Keep-Away (Cucco Keep-Away - Free-For-All)
  • Stamina Smash (Stock Battle - 1 Stock - Free-For-All)
  • Mega Smash (Time-Battle - Free-For-All)
  • Mini Smash (King of the Hill - Free-For-All)
  • Metal Smash (King of the Hill - Free-For-All)
  • Golden Smash (all Fighters are permanently golden) (King of the Hill - Free-For-All)
  • Saber Smash (all Fighters spawn with a Beam Sword) (King of the Hill - Free-For-All)
  • Sudden Death Smash (all Fighters spawn at 300%) (King of the Hill - Free-For-All)
  • Item Smash (all Fighters are only damage-able by Items) (King of the Hill - Free-For-All)
  • Pokeball Smash (all Fighters are only damage-able by Items, all Fighters spawn with a Pokeball, only Pokeballs spawn at high frequency) (King of the Hill - Free-For-All)
  • Assist Trophy Smash (all Fighters are only damage-able by Items, all Fighters spawn with an Assist Trophy, only Assist Trophies spawn at high frequency) (King of the Hill - Free-For-All)
  • Partner Smash (Partner-Only Assist Trophies is enabled, Permanent Assist Trophies is enabled, all Fighters spawn with an Assist Trophy) (King of the Hill - Free-For-All)
  • Fighter Restricted (only certain Fighters may be selected on the Character Select Screen) (King of the Hill - Free-For-All)
  • Fighter Shuffle (play with a Fighter that one of the other players selected on the Character Select Screen) (King of the Hill - Free-For-All)
  • 3v1 Giant (Stock Battle - 1 Stock) (King of the Hill - 3v1 Teams)

Remote Friend

Team-Attack Doubles and Team Battle cannot be played with a random teammate. However, a player can now queue into these modes with a remote friend.

Online Stage Music

Any music settings on opposing player’s consoles is ignored. The settings the local user has specified will be used.

Online Random Stage Select

A Random Stage Select option has been added to the online settings so that the player can configure the possible stages they play on during Online Quickplay games. Since players do not have to be playing on the same stage locally as an online opponent (they only have to be playing on the same Stage Type), the setting on the opposing player’s consoles is ignored. The exception to this is when a Normal Form stage is being used. If a Normal Form stage is being used for a playlist, this setting is ignored.

Rematch Prevention

A player will not be able to match up with the same opponent again for 3 hours when rematch is declined.

Online Quickplay Region Select

The region that the player is restricted to participating in for online quickplay can be changed in the online options menu. This includes allowing a different country to be set. However, there is also a setting available that allows players to only match up with players who are physically in the same region.

Handling Disconnects

All Online matches with 2 players or 2 teams will end immediately when a player disconnects. The Home Button is disabled during a ranked set.

Online Team Colors

Team colors can be set (for self and opposing player/team) while on the character select screen for any quickplay playlist. If team colors are set, the characters on each team will be the character color of the assigned team color. Players do not have to be seeing the same character colors locally as an online opponent.

Game End Menu (Online Quickplay)

For the non-Free-For-All playlists, the loser of the game can select the following options before the game loads the results screen: Rematch, Find New Opponent, Return to Character Select, Proceed to Results Screen.

Item Enablement Choice

The Unranked 1v1, Unranked Tag Team 3v3, and Team Battle playlists have items enabled or disabled based on both players/teams Item Enablement selection. Item Enablement is a new menu option that players can turn on or off.

If both players have items enabled, then items will be turned on. If any player/team has items turned off though, items will be disabled. This setting does not influence the matchmaking system.

Battle Arena

The following updates have been made to the Battle Arena mode:

  • Battle Arenas now support up to 17 participants at one time
  • Battle Arenas now support up to 8 battles taking place simultaneously
  • Battle Arenas now support mid-match spectating
  • Battle Arenas now allows a local teammate (same console) to participate in matches of a password protected 2v2 Battle Arena. Battle Arena hosts can choose to Enable, Disable, or Require this feature.
  • In password-protected Battle Arenas, the Host can now change the Rules and Options without having to re-create the Battle Arena.
  • Battle Arenas now support King of the Hill, Cucco Keep-Away, Squad Strike Tag Team 3v3, and Custom Smash.
  • Password protected Battle Arena’s can now support Amiibos in Team Battle, functioning similarly to the above local teammate option.
  • Spirit effects can be disabled when Amiibo are enabled in Battle Arenas. (Settings are Enabled, Skills Only, and Disabled)
  • Password protected Battle Arena’s now have a "Wired Connection" only option, limiting those that can join to only players with a wired internet connection.
  • Players can perform a Ping test before playing against each other in a Battle Arena
  • There is now an option that, when enabled, requires the Host to grant entry for a particpant when they try to enter a password protected arena. Otherwise, that participant will not be able to join.
  • Battle Arena hosts can choose to restrict entry to only players with a matching specified Quickplay Rank (choosing to match against either the Ratio Tag Team or Ranked 1v1 rank).
  • If rank restricted entry is in effect the host can also choose whether to allow players below or above that rank.

Wired Connection Preference

If the console is currently connected to the internet via a wired connection, an option becomes available that allows the player to restrict matchmaking to only other players who are also on a wired connection.

Rollback Netcode

SSBU2 implements Rollback Netcode for a smoother online experience.

Additionally, in Online Quickplay, a network tests is performed against all connecting consoles when opponents are found. If the ping is over 128ms, the match will be canceled and those opponents will be put on the 3 hour wait list, similarly to a rematch being declined.

Online Quickplay uses a static, non-configurable number of Intentional Input Delay Frames. Private Battle Arena lobbies will be able to configure the number of Intentional Input Delay Frames.

Networking HUD

During an online match, the following information is displayed on screen:

  • Ping, in milliseconds
  • Intentional Input Delay Frames
  • Rolled-back Frames: This indicates the number of frames that rolled-back in the most recent rollback
  • Rollback Count: This indicates the number of rollbacks that have occured throughout the match
  • Maximum Rollback Frames Allowed: This indicates how many frames an input can be lost for, before the game pauses (lags) to wait to recieve it / ask for that input again
  • Freeze Count: The number of times the game has had to pause and wait for missing inputs throughout the match
  • Connection Type: Shows a WiFi or Ethernet icon, per player

Each of these HUD elements can be configured to be visible or hidden.

Playable Fighter Moveset Changes

Here is the list of Playable Fighter specific changes made in the transition to SSBU2: (Smash-Links and updates to Final Smash Attacks / Ultimate Final Smash Attacks not listed)

Show Details
Character Change
Global
• The Perfect Shield (parry) window has been reduced by 1 frame
• Any move that previously only had 1 or 2 frames of startup lag now has at least 3 frames of startup (meaning the active frames start on frame 3)
• Removed the intangibility of a Phantom Footstool
• A cancel-window has been added to the last 9 frames of end lag of a directional air-dodge's landing lag
Banjo & Kazooie
• None
Bayonetta
• None
Bowser
• None
Bowser Jr.
• None
Byleth
• None
Captain Falcon
• None
Charizard
• Pokémon Change now fails when Character Swap Special Moves are disabled
• Charizard does not automatically switch to Squirtle when KO’d when Character Swap Special Moves are disabled
• Charizard can be selected in Tag-Team mode even if Squirtle or Ivysaur have already been selected on the Team
• Charizard can be selected on the Ranked 1v1 Character Select Screen even if Squirtle or Ivysaur have already been selected
• Forward-air now auto-cancels from a short-hop
Cloud
• Reduced mobility when not in Limit-Break status
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
Diddy Kong
• Diddy can now only pull a maximum of 3 Banana's per stock, and has a Banana meter similar to Banjo's Golden Feather meter
• Bananas will disappear after hitting a character one time
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
Dr. Mario
• The endlag of Dr. Tornado can be canceled by Super Jump Punch
Duck Hunt
• The Clay Pigeon can now only be shot by inputting Side-Special
Falco
• Increased reflector damage and speed multiplier to 1.4x
Fox
• Reduced travel distance of Fire Fox to match Falco's Fire Bird
Ganondorf
• Additional frames of armor are added to grounded Warlock Punch, so that there is armor all the way until the first active frame of the attack
• Ganondorf has a new passive Fighter Ability called King of the Gerudo, giving Ganondorf immunity to Curse and causing his attacks to ignore Armor and break Counters
• Flame Choke now has projectile invincibility during it's dash
Greninja
• Counter (Substitute) has been replaced with Water Veil, which negates projectiles
Hero
• A Critical Hit can no longer occur when Items are turned off in the Ruleset
• Whack, Thwack, Metal Slash, Kaclang, and Hocus Pocus can no longer be in the 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 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 19 MP
Ice Climbers
• None
Ike
• Counter has been replaced by Radiance, which functions similarly to Hero's Kazap without the initial hit, and with a Blue Flame effect
• Removed Armor from Aether
Incineroar
• None
Inkling
• Removed Bury Property from Splat Roller
• Reduced Ink Cost of Splat Roller
• Increased the amount of stage that can be inked at one time
• Further reduced movement speed and jump height of foes standing in ink
Isabelle
• Increased knockback of Neutral Attack
Ivysaur
• Pokémon Change now fails when Character Swap Special Moves are disabled
• Ivysaur does not automatically switch to Squirtle when KO’d when Character Swap Special Moves are disabled
• Ivysaur can be selected in Tag-Team mode even if Squirtle or Charizard have already been selected on the Team
• Ivysaur can be selected on the Ranked 1v1 Character Select Screen even if Squirtle or Charizard have already been selected
Jigglypuff
• Rest Intangibility is now Invincibility
Joker
• Rebellion Gauge is now exclusively gained from absorbing attacks with Rebel's Guard
• Rebellion Gauge is now emptied when Joker is KO'd
• Tetrakarn is removed. Makarakarn always activates when down-special is used while Arsene is active
• Removed Intangibility from Wings of Rebellion
Kazuya
• Kazuya will now lose Rage Drive on the first missed Rage Drive attempt (Grab or Down-Special)
• Kazuya will now lose Rage Drive upon taking 25% damage instead of 37%
• Kazuya will now lose Rage Drive after 20 seconds have passed
• Removed Intangibility from Down-Tilt
• Removed Intangibility from Spinning Demon to Left Hook
• Removed Reflector from Left Splits Kick
• Electric Wind God Fist is now a "Just-Frame" attack, having only 1 frame for activation instead of 3 frames
Ken
• None
King Dedede
• King Dedede can now swallow inhaled foes, like Kirby
• 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
• King Dedede can now hit Gordos with his hammer after tossing them without requiring an opponent to have hit the Gordo first
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 whever the move is used
• Gut Check is now just a Reflector
Kirby
• If Kirby inhales a foe in the air, he will always immediately swallow them
• Copy Power multiplier is increased to 1.25x
Link
• None
Little Mac
• Counter (Slip Counter) has been replaced by Power Charge, which functions similarly to Cloud's Limit Charge and charges Little Mac's Power Meter
• The Power Meter 0.3x multiplier is now applied to damage received instead of damage dealt
• Pummel damage increased to 2.5%
• Removed Intangibility from aerial Jolt Haymaker
• Removed Intangibility from aerial Rising Uppercut
• Removed Super Armor from Little Mac's Smash-Attacks
Lucario
• Counter (Double Team) is replaced with Aura Charge, rapidly giving Lucario damage while the move is held
Lucas
• None
Lucina
• Counter only protects the direction the character is facing
• Removed Intangibility from aerial Dolphin Slash
Luigi
• None
Mario
• None
Marth
• Counter only protects the direction the character is facing
• Removed Intangibility from aerial Dolphin Slash
Mega Man
• None
Meta Knight
• None
Mewtwo
• None
Mii Brawler
• When this character is selected on the Character Select Screen, the default appearance is always the first in the list of choices
• 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
• Non-Default Special Moves cannot be used in Online Quickplay Ranked 1v1, Ratio Tag Team 3v3, or Team Attack Doubles
• Counter (Counter Throw) only protects the direction the character is facing
Mii Gunner
• When this character is selected on the Character Select Screen, the default appearance is always the first in the list of choices
• The Special Moves this character uses as the default (1, 1, 1, 1) have been changed to Laser Blaze, Gunner Missile, Arm Rocket, Bomb Drop
• Non-Default Special Moves cannot be used in Online Quickplay Ranked 1v1, Ratio Tag Team 3v3, or Team Attack Doubles
Mii Swordfighter
• When this character is selected on the Character Select Screen, the default appearance is always the first in the list of choices
• The Special Moves this character uses as the default (1, 1, 1, 1) have been changed to Blurring Blade, Airborne Assault, Skyward Slash Dash, Power Thrust
• Non-Default Special Moves cannot be used in Online Quickplay Ranked 1v1, Ratio Tag Team 3v3, or Team Attack Doubles
• Counter (Blade Counter) only protects the direction the character is facing
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.
Mr. Game & Watch
• Removed Intangibility from aerial Fire
• Removed Invincibility from Up-Smash
• Removed Bury property from Down-Smash
• Oil Panic Charges are now lost when KO'd
• The number shown in the Flag that Mr. Game & Watch holds on his Character Select Screen is randomly determined (from 1-9) each time the character is selected
Mythra
• Swap now fails when Character Swap Special Moves are disabled
• Mythra can be selected in Tag-Team mode even if Pyra has already been selected on the Team
• Mythra can be selected on the Ranked 1v1 Character Select Screen even if Pyra has already been selected
• Mythra no longer has the Foresight mechanic
Ness
• PK Fire will fail if an active pillar of fire is already on the field
Olimar
• Removed Armor from Pikmin Order
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
Palutena
• Counter is removed from Down-Special. Down-Special is now just a reflector
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.
• 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
Pichu
• None
Pikachu
• None
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
Pit
• Removed Armor from Upperdash Arm
Pyra
• Swap now fails when Character Swap Special Moves are disabled
• Pyra can be selected in Tag-Team mode even if Mythra has already been selected on the Team
• Pyra can be selected on the Ranked 1v1 Character Select Screen even if Mythra has already been selected
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
R.O.B
• Removed grounded Launcher hitboxes on Up-Smash
• Removed Intangibility 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
Robin
• None
Rosalina
• None
Roy
• Counter only protects the direction the character is facing
• Counter multiplier reduced to 1.2x, to match Marth and Lucina
• Increased ending lag of Flare Blade
• Removed Armor from aerial Blazer
• Removed Intangibility from aerial Blazer
Ryu
• None
Samus
• None
Sephiroth
• Sephiroth no longer gains Armor on Smash Attacks while in Winged Form
• Scintilla is now just a reflector, functioning similarly to Palutena's Reflect Barrier
Sheik
• None
Shulk
• Counter (Vision) has been replaced with Battle Soul, which damages Shulk but clears the cooldown of his Monado Arts
• Removed Intangibility during the Monado Art activation pose
Simon
• None
Snake
• Snake no longer gains Armor during Cipher
• C4 can no longer be detonated when attached to a foe if that foe is being held in a grab
Sonic
• Removed Intangibility from Up-Smash
• Removed Intangibility from Spin Dash
• Removed Intangibility from Spring Jump
• Homing Attack, Spin Dash, Spring Jump, and Spin Charge now have negative Shield damage, dealing very little damage to Shields
Sora
• Counterattack (Down-Special) has been replaced by Aero
• Aero no longer appears as one of Sora's Taunts
Steve
• Blocks must now be connected to the stage or another block to be placed
• Blocks placed inside the Hill area in King of the Hill disappear quicker, similar to blocks being placed far away from the stage.
• Blocks placed by Steve will be destroyed when Steve tags out in Tag-Team mode
• Removed grounded Launcher hitbox on Up-Smash
Squirtle
• Pokémon Change now fails when Character Swap Special Moves are disabled
• Squirtle does not automatically switch to Squirtle when KO’d when Character Swap Special Moves are disabled
• Squirtle can be selected in Tag-Team mode even if Ivysaur or Charizard have already been selected on the Team
• Squirtle can be selected on the Ranked 1v1 Character Select Screen even if Ivysaur or Charizard have already been selected
Terry
• Terry will now lose GO Meter on the first missed Super Special Move
Toon Link
• Fully charged Spin Attack becomes Hurricane Spin when Toon Link is at 0% HP, increasing its range and damage
Villager
• Woodchips will disappear after hitting a character one time
Wario
• Wario no longer retains Waft Charge when KO'd
Wii Fit Trainer
• Removed Bury property from the third hit of Neutral Attack
Wolf
• Removed Transcendent Priority from Blaster projectile
Yoshi
• None
Young Link
• None
Zelda
• Phantom can no longer be reflected or pocketed
Zero Suit Samus
• Removed Bury property from Flip Jump

Lite Edition

A Lite Edition of this game is available, free for Nintendo Switch Online members. The Lite Edition only contains the Tutorial and Online Quickplay, and only a static subset of the Playable Fighters are available to pick on the Character Select Screen.

Show Details

Lite Edition Fighters

Amiibo

New Playable Fighters each have a new Super Smash Bros Series Amiibo figure.

DLC Schedule

DLC releases begin 1 month after the launch of the game. Each quarter (3 months) has the following set DLC cycle:

  • Month 1: DLC Playable Fighter (with any bundled content)
  • Month 2: DLC Assist Fighter (with any bundled content)
  • Month 3: Misc DLC (Character Colors, Alternate Outfits, Mii Fighter Costumes, etc)

This provides a steady flow of updates to the game for 3 years after it's launch.

Whenever a DLC Playable Fighter is released, that Fighter has strike-immunity in Ranked 1v1 until the next game update. That fighter is also given a ratio point value of 3 until the start of the next season.

When the second DLC Playable Fighter is released, it will be determined if work should begin on a DLC Adventure Mode featuring the full 100 character roster (Subspace Emissary Part 2?). If approved, this would release 3 months after the final DLC Playable Fighter comes out.

Competitors Supporter Pass

The competitors supporter pass is a 120-day access-pass that players can purchase that allows access to the advanced Training Mode features. It also grants 24 hours early access to DLC. The money generated by the Competitors Supporter Pass will be used to boost the prize pool of Offline Tournaments Nintendo partners with, provide funding for staff, equipment, the streaming team, as well as offering a reimbursement program for the venue fee, tournament participation fee, hotel, and airfare expenses of high placing players at those events.

DLC Discounts

Players on a Nintendo Switch Online Family Plan are eligible for a dicsount on all DLC. Players on the Nintendo Switch Online Expansion Plan can play DLC content for free.

Reasons for Change

This section has brief summaries for why each item is being put into SSBU2.

Show Details
  • Battle Assets
    • Playable Fighters: 100 Playable Fighters is a tremendous achievement for the game! The 75% Nintendo 25% Guest split is great. I love all these characters and know they will greatly boost sales and interest in the game. 16 new Playable Fighters is a substantial amount!
    • Partners: Every Playable Fighter has been given a fitting partner. Players will love seeing these characters on stage!
    • Assist Fighters: A great way to let more characters into the game and be visible in battle without having to go over the 100 Playable Fighters limit. Players will love seeing these characters on stage!
    • Bosses: Smash has incredible Boss Battles. The team really knows how to make them fun and exciting, so the number of bosses has been cranked way up. 33 was chosen since the idea for the All-Star Boss Rush mode came before the bosses were decided. Players will love seeing these characters in battle!
    • Pokemon: A mix of new and returning Poke-ball & Master-ball Pokemon. Some tough, some cute, all fun! Players will love seeing these characters on stage!
    • Items: This set of items was chosen since it preserved the fun part of items while avoiding the frustrating part. Golden Mushroom turns a character gold and gives them the knockback buff, while the Longshot is intended to function similarly to the grappling hook from Gravity Circuit - ideally for some great Break the Targets courses.
    • Stages: This set of versus mode stages was picked as I felt they were the highest quality stages, and Ultimate had a bit of a quantity vs quality problem among its stages. As mentioned before, every stage from Ultimate is still in the game to avoid having to make a bunch of changes to World of Light and Spirit Battles. However, it did not seem feasible to create a Barrier Form for 130 stages. Ultimate already had a Normal Form, Omega Form, and Big Omega Form for each stage, but it did not have Barrier Forms. Some stages in Ultimate 2 will have alternate Normal Forms too. For example, Marina Stadium has grass, clay, and hard court alternates. There are a lot of new Boss Fight stages that will have to be made too.
    • Songs: New songs not specified, but a lot of new songs are added to the expansive soundtrack
    • Spirits: New Spirits not specified, but there are now even more to collect. There may be a feature to carry-over collected spirits from Ultimate 1 to Ultimate 2, so players need not collect the same ones again.
  • Battle Updates
    • Stage Types: This is an essential change for making Online Quickplay a better experience, as it allows players to play on different stages (visually). That means players can set which stage (visual aesthetics) they'd like to play on, without it effecting the gameplay at all. Barrier Form is essential for helping less experienced players have fun with the game, because a big challenge for new Smash players is recovering to the stage. It's near-impossible to SD on a Barrier Form stage, so any player can play on this stage type and have fun. This was a tremendous bonus that King of Fighters Stadium gave to Ultimate when it was added. Barrier Form stages also have a unique balancing aspect to them since you don't need recovery at all. Dynamic Battlefield form can pair well with Tag Team, since some fighters will do better depending on platform layout. The additions of Big Battlefield Form and Pyrosphere Form will help 5+ player matches with some more variety, and could be great for a mode like Cucco Keep Away.
    • King of the Hill: This mode will alleviate the pain points players have with Stock and Time. It encourages an engaging, faster pace of play because players will be drawn towards center stage. Ultimate suffered tremendously from camping and player targeting, but King of the Hill eliminates that problem. It's a clear, easy to understand objective that works well for casual or competitive play, and will become the new "standard" game mode.
    • Partner Assist: Squad Strike Tag-Team 3v3: A fun combo extension mechanic or used in neutral. Partner Assists in Tag-Team 3v3 also help display the full roster, as some characters may have an assist that fits your team better than others. Provides a faster and flashier pace of play.
    • Partner Assist: 1v1: Same as above, can be a combo extender or used in neutral. Can be tailored to synergize well with the specific Playable Fighter. Essentially two new moves given to each Playable Fighter. Provides a faster and flashier pace of play.
    • Squad Strike Tag-Team: Tag-In: This is a very exciting new feature that brings immense team theory crafting to the game. It's a true Tag-Team experience like you'd find in Dragon Ball FighterZ or Marvel vs Capcom 2. It really lets the full roster shine because some characters are better or worse when put into certain situations.
    • Smash Meter: The meter system in Ultimate was not great. It often resulted in a bunch of Final Smashes being used back-to-back, and the way meter was gained did not feel particularly engaging. So, the meter system has been significantly altered.
      • Power Shield: A defensive mechanic so your shield doesn't pop so often when under pressure from Assists or Smash-Links
      • Smash-Link: Many traditional Fighting Games have a cancel mechanic that burns meter, like a Guilty Gear Roman Cancel or BlazeBlue Rapid Cancel. This is similar, although a bit more restrictive as only certain "links" are allowed. In turn, however, the unique links per character will help characters feel unique and require more effort to understand the matchup or master a character. With each character having Smash-Links and the game having Tag-Ins and Partner Assists, there should be plenty of room for players to develop their own unique playstyles / player expression. Provides a faster and flashier pace of play.
    • Ultimate Final Smash Attack: This is a fun cinematic ender to a match. It will be a rare occurrence but very hype when it happens. Similar to a BlazBlue Astral Heat.
    • Final Smash Attack Power: Meter-obtained Final Smashes were a bit too strong in Ultimate, so they've been toned down.
    • Custom Stage Music Playlist: This is a big quality of life feature so that you can listen to more of this games expansive soundtrack
    • Cucco Keep-Away: A fun new game mode, great for casual or party formats. Can think of it like Oddball from Halo.
    • Rules and Options: Everything has been made configurable so players can play the way they want to play.
  • Challenge Modes
    • Random Classic Mode Route: This is a throwback to Smash 64. Quick and straightforward, a fun challenge that players can play over and over again.
    • All-Star Mode: This is a throwback to Melee and a fun, tough challenge. Really put your skill with a character to work.
    • Boss Rush Mode: This is a throwback to Brawl, and will be great for facing Bosses outside of the other Challenge Modes.
    • All-Star Boss Rush: A great way to showcase all the Fighters and Bosses at the same time. Fun and intense challenge.
    • World of Light: 2-Player support is very exciting, and the challenge difficulty will see players returning to this mode
    • Subspace Emissary Remaster: Huge selling point for the game, everybody loves the Subspace Emissary and it's universally known as the best Adventure Mode in a Smash game
  • Custom Content
    • Break the Targets: Offers an endless amount of time-trial type content, created by players
    • Stage Builder Tools: Expanded set of tools allow for even cooler creations
    • Event Match Builder: This really helps players create their own versions of Melee / Brawl event battles, and even their own Spirit Battles. Sharing them online allows for an endless amount of fun.
    • Show Me Your Moves: This can really showcase cool combos a character can do, being a challenge and training tool at the same time.
  • Training
    • New Tips: Tips that were not included in Ultimate, as well as some new tips for the new mechanics in the game
    • Interactive Tutorial Mode: An interactive tutorial can work wonders for fighting games. A lot of people who have never played the game can be intimidated by it, or maybe they have experience with the game but need help with a certain aspect of it.
    • Training Mode: Lots of Quality of Life updates for Training Mode, so players can test whatever they want to test and get a full mastery of the game.
  • Menu
    • Character Select Screen: Additional character colors inject a lot of life into the game. Also, a huge quality of life update to allow controls mapping while on the screen, similar to games like Street Fighter 6 and Guilty Gear Strive.
    • Game End Menu (Offline Smash): Simple Quality of life update to reduce loading screen time
    • Gallery Mode: A very nice bonus feature to have, can look back at cinematics from all the games and get nostalgic.
    • Character Voice Language Select: A very nice bonus feature to have
  • Replay
    • Replay Fast Forwarding: A Quality of life feature that helps in finding a specific spot in a match
    • Replay Takeover: A benefit of Rollback, showcased to the world via Under-Night In-Birth 2 and Tekken 8. For Smash, this would help re-create the exact scenario that occurred in the match.
    • Delete All Replays: Useful to clear up old replays
  • Controls
    • Button Mapping: Huge Quality of life, allowing for even more specific button layouts
    • Controls: Sprint Button: Huge Quality of Life, as one of the hardest parts of Smash is being able to "gently" push the left stick. It will make the game feel smoother and more responsive.
    • Controls: Direction Lock Button: This is change that requires a lot of work, due to having to give each character a backstep and back-walk animation. However, it will be a great mechanic as an alternative to having to do turnaround pivots. Might look a bit stylish too.
    • Control Option: Stick Flick Smash Attacks Toggle: Another big quality of life change, this will prevent you from getting a Smash Attack at an undesirable time
    • Easier Out of Shield: Huge quality of life, won't get stuck in shield anymore when trying to up-special or up-smash
    • Platform Drop During Dash: This will also make the game feel a lot smoother and responsive, and you won't feel stuck when running on soft platforms
    • Auto Short Hop Special: This will make special moves easier to short-hop with
    • Controls Option: Auto Short Hop: A quality of life feature for those who want different jump behaviors
    • Control Option: Input Delay: A quality of life option for players who want the same amount of input lag offline and online
    • Controls: Final Smash Attack: This takes the Final Smash Attack off the Special Button, so you can use Neutral Special without forcing the Final Smash Attack out
    • Buffered Aerial Direction: This will let you do an aerial of any direction while jumping in any direction
    • Button Mapping: New Defaults: The updated default controls for the game. They are different than previous games, but I believe them to be the best to learn. If you've never tried a controller with back paddles, it really is a game changer. The Xbox Elite Series 2 really is the best pad on the market.
  • Online
    • Online Quickplay: New Playlists: This entire project begin because I wanted to see Ultimate's Online Quickplay improved. This is a massive overhaul that will result in a much more pleasing experience. There's playlists for casual and competitive play here.
    • Stage Type Striking: Allows both players to play on stage they like
    • New Ranking System: A straightforward Ranking System that's easier to follow and works great
    • Legend Leaderboard: A healthy competition for those at the top of the ranks
    • Ranked Playlist Data Collection: This is for players to create a personal matchup chart. Global matchup charts don't really do much, but the personal data can be interesting.
    • Ratio Tag Team 3v3: A superb way of keeping the game fresh without having to make any balancing updates. Encourages team building each season
    • Automatic Character Striking in Ranked 1v1: Sometimes, certain characters can irk people real bad. It's not the same for everyone, and this lets the player choose. This gives players a better chance of having fun in each match they play. It does mean that each player is encouraged to have 3 "mains', which is good anyway for a game that has 100 Playable Fighters.
    • Remote Friend: People get older and can no longer physically play in the same household as their sibling or friends. This feature allows that to happen again.
    • Online Stage Music: A quality of life feature to listen to more of the games' soundtrack during online play
    • Online Random Stage Select: As stated before, this is the feature that lets players choose which stage visuals are possible
    • Rematch Prevention: Ultimate had this issue where you would constantly pair up with the same player, even though you declined to rematch. This prevents that from happening.
    • Online Quickplay Region Select: If you find yourself playing against the same foes over, you can change regions to get a different pool of players. However, if the connection isn't good enough, it could limit the number of playable matches.
    • Handling Disconnects: A quality of life feature, because nobody wants to play against a cpu when they queued for pvp.
    • Online Team Colors: A quality of life feature and accessibility feature. Team color coordination looks nice and makes it easier to distinguish friend from foe.
    • Game End Menu (Online Quickplay): A quality of life feature to reduce load times and the number of menus after each set
    • Item Enablement Choice: Allows players who want to play with items online to do so
    • Battle Arena: Lots of quality of life and improvements to this feature. Works more like traditional fighting games now, where a bunch of people can join to hang out and play matches simultaneously.
    • Wired Connection Preference: Big quality of life feature. Wi-fi just doesn't have the stability of a wired connection.
    • Rollback Netcode: Likely the largest technical challenge of Ultimate 2, but essential for a modern fighting game to have. Every major competitor has this now.
    • Networking HUD: Quality of life to see all the networking details happening during the match.
  • Fighter Updates
    • Playable Fighter Moveset Changes: I made these updates with the main goal of making the game as fun as possible. This means reducing the gimmicks and getting rid of the things that I felt contributed to a frustrating experience. I also did a bit of buffing/nerfing where I saw it fit to do so.
  • Related Media
    • Lite Edition: This allows even more people to play Smash Bros.
    • Amiibo: New Amiibo Figures for the new Playable Fighters
  • DLC Notes
    • DLC Schedule: This allows for regular game updates over a 3-year period and a steady stream of additional revenue.
    • Competitors Supporter Pass: This allows for an income source that can directly support the competitive scene. If Nintendo decides to not support any tournaments, than this should not exist. Tekken got a bad wrap for paywalling frame data in Tekken 7, but the frame-by-frame mode that Smash has will still be there without requiring this pass. The point of this is to be able to support the competitive scene, which will be clearly communicated.
    • DLC Discounts: This will encourage people to get the Family Plan or Expansion Pass.

Closing

I submitted this proposal to Nintendo of America in 2021 shortly after it was announced that there were no plans for a sequel to Ultimate. I submitted it again in 2022 and 2023. Unfortunately, Nintendo's company policies prohibit them from actually reading the document.

I'm confident this is the best path forward for Smash Bros. I would really love to at least be able to present this to Nintendo of America, so if anyone has any ideas for how to make that happen let me know. The next Nintendo console is likely to release in late 2025, so it would be great to have this game in 2026 or 2027, without rushing it.

This would be a 35 million copies sold in 5 years game. It is great for all parties involved - a great monetization strategy to generate revenue for Nintendo (game + dlc + console + controller + amiibo sales, Online Service subscriptions), great long term project for employees, and an incredible game for the fans.

I had a lot of fun writing this and may decide to write another one for a different game series. The discussions tab is open for any questions or comments.

Thanks for reading!


Super Smash Bros. Ultimate 2: Shine On! by VGFan95