Super Smash Bros. GR

Super Smash Bros. GR (also referred to as SSBGR or Super Smash Bros. Ghostrealm) is a crossover fighting game in the Super Smash Bros. series developed by Ghostrealm Studios and published by Nintendo. Unlike past games, this title is considered a "spinoff", in that it has its own separate roster chosen by its lead developer and is more or less an author appeal project.
==Opening Movie==
The game's opening starts with two trophies, one of Mario, one of Fox, being thrown onto the game's Battlefield. As they turn to life, the two characters looks around, before staring intently at each other and charging into a fight.
The next scene depicts Link and Kirby duking it out, before Link is knocked aside by Kirby's hammer. He then looks behind Kirby to see both Zelda and Ganondorf looming before the pink puffball as Ganondorf Warlock Blades Kirby into the screen. Afterwards, the scene cuts to Donkey Kong and Diddy Kong running through a jungle as they stop before Pikachu and Lucario. As DK leaps at Lucario, the latter leaps out of the way before letting loose a full-blast Aura Sphere as Pikachu and Diddy watch in awe.
Afterwards, some gameplay is shown of various characters fighting in-game, before cutting to Samus and the Marine shooting Ridley from afar, with the former narrowly dodging a fireball. As Ridley looms before her, he's then knocked in the head by a purple Pikmin from Olimar, before growling and lunging at the small astronaut. Sonic is then seen running alongside Bowser Jr.'s Koopa Clown Car, before Bowser Jr. tosses a Mechakoopa at Sonic, sending him flying. He then flies over to Bowser and high-fives him as the two stare at a nearby, nervous Princess Peach.
More shots of gameplay are shown before a scene depicting Yoshi eating fruit fed to him by Villager before turning his head to the nearby Pac-Man, who Yoshi and Villager share their fruit with. The scene afterwards shows Pit flying alongside Spyro and Charizard as the Pokémon Trainer below waves at the two of them as Falco's Arwing flies by. What comes next is a shot of Marth and Cloud duking it out, before Marth lets loose a thundering Shield Breaker at Cloud, sending him flying.
More gameplay is shown, this time of some more serious fighting, before the scene switches to the original eight characters from the first Super Smash Bros. standing on a cliff before the rest of the roster, with the camera focusing on Paper Mario, Adeleine, Steve, and Skull Kid in particular, before the original eight turn their attention to the sky, where the game's title screen begins to form.
==Gameplay==
The core Super Smash Bros. gameplay remains unchanged in Super Smash Bros. GR. Players attack each other to raise their opponents' damage percentages, with the higher the percentage, the farther you're knocked back. Being launched off the stage results in a K.O..
===New Physics===
Super Smash Bros. GR's physics are unlike any game before it, taking inspiration from the mod of Super Smash Bros. Brawl known as Project M, more specifically its Turbo Mode. What this means is that every move in the game can be cancelled into another move upon hitting an enemy or a shield, making for more intense combos than any game before it. The general game speed is also almost as fast as Melee was. Several other physics changes are present as well:
*Momentum during a dash is now retained while jumping.
*Aerial attacks can be interrupted with an airdodge.
*If you spotdodge as someone rolls past you, you can trip them and deal 1% damage.
*Landing lag has been reduced even further from Ultimate.
*The tech window has been enlarged, making for easier teching.
**This also applies to several returning techniques like wavedashing.
*When charging a Smash Attack, a meter shows up above your character that indicates how powerful said attack is going to be.
*Characters who can wall jump can now "slide" down a wall before initiating the wall jump, much like the wall jump physics of the Super Mario series.
*Short hops and neutral aerials can now be bound to a separate button from the regular jump/attack button when creating custom controls, allowing them to be more consistently used and easier to perform.
You're also able to enable and disable the following modifiers from the rules, allowing you to choose which optional physics aspects to have and which to retain. The bolded ones are what the setting is at by default.
*Airdodging (Melee, Smash 4, Ultimate)
*Tripping (On or Off)
*Gliding (On or Off)
*Edgehogging (On or Off)
*Disabled Special Moves (None, Neutral, Side, Down)
**More than one of these can be activated at once.
*Size (Normal, Mega, or Mini)
*Head (None, Flower, Bunny)
**More than one of these can be activated at once.
*Body (None, Metal, Clear, Tail, Rocket Belt, Screw, Back Shield)
**More than one of these can be activated at once.
*Status (None, Curry, Reflect)
**More than one of these can be activated at once.
*Camera (Normal, Fixed, Angled)
===Visual Changes===
*A "battle scars" feature now exists, where characters will change in appearance depending on how much damage they've taken. This can range from bruises, to battered weapons, to something as simple as missing ammunition clips.
*The general artstyle resembles Super Smash Bros. Ultimate, but characters from more cartoonish universes have more solid colors and less detail, while characters from more realistic universes have more detail. The game also uses more cel shading much like the graphical effect Boxing Ring had in the previous game, with more vibrant colors.
===Other Changes===
*The timer for matches is now centered instead of being at the rightmost corner of the screen.
*On the title screen, the Konami Code (Up Up, Down Down, Left Right Left Right B A Start) can be inputted to activate Competitive Mode. In Competitive Mode, all characters and stages are unlocked, but only Group modes can be chosen. In addition, records won't be saved and matches played won't count towards unlocking anything.
*Bonuses are back from Smash 64 and Melee, along with the Bonus gamemode.
*The C-Stick can be used to rotate the camera on the menu once again.
*The camera is capable of full 360-degree rotations on most stages.
*While Xander Mobus continues to act as the game's announcer, the announcer can be changed in the settings to several of the playable characters, in addition to players being able to record their own soundclips for the announcer.
*The classification of Echo Fighter is now a bit more broad, referring to all clone characters introduced from Smash 4 onwards, unless the changes made are drastic enough to consider them their own separate character, such as different hitboxes or multiple unique moves of their own. At most, Echoes can have special moves other characters have, but no unique special moves of their own. In particular, the following justifications are used for several characters and their clone status:
**Dr. Mario has a special move Mario doesn't possess as well as vastly different properties and both a different down aerial and Final Smash.
**Young Link has different hitboxes than Link as well as keeping the Hookshot. He also has a slingshot instead of a bow and can utilize a shield bash.
**Falco has a myriad of different standard attacks from Fox, has electrical effects in his up special instead of fire, and has a vastly different reflector.
**Pichu now serves as a way of retaining Pikachu's old moveset due to the latter's revamp, and also has a smaller stature and the recoil mechanic.
**Ganondorf has received many, many changes in GR to his special moves to the point where he's only barely a semiclone of Captain Falcon.
**Roy has multiple unique moves of his own as well as his attacks hitting harder around the hilt of his sword as opposed to the tip.
**Lucas's moves all have differing properties from Ness's, and he also has a tether grab.
**Toon Link not only has differing hitboxes from Link, but retains the Hookshot and utilizes the Skull Hammer.
**Dark Pit has been heavily decloned in GR, both due to him using his staff more and due to changes Pit obtained.
==Game Modes==
For a full breakdown of each of the gamemodes, please head to the subpage here.
===Group===
Group modes are meant to be played with more than two people.
Modes 	Modes
Smash 	The main mode for fighting. Up to eight players can join in.
Tournament 	Hold a tournament with AI or regular players. Unlike past games, this tournament feature is more robust to help with competitive play, supporting round robin gameplay as well as separate winner/loser brackets.
Smash Run 	Enjoy a four-player experience where you delve into a massive labyrinth to gather stat boosts in preparation for a final battle.
For a list of enemies seen in Smash Run, click here.
Stadium 	Enjoy several minigames here:
*Home Run Contest: Hit a Sandbag as far as you can!
*Target Test: Take on each character's target test!
*Multi-Man Smash: Take down the Fighting Assist Trophy Team!
*Boss Battles: This mode is unlocked once you beat Adventure Mode for the first time. You'll be battling every boss in the game in a gauntlet.
Squad Strike	Enjoy a unique form of Smash battles where each stock is a different character!
Smashdown 	Smashdown is a mode where once you use a character, it can't be selected the next match.
Flag Smash 	Two teams battle it out for Special Flags across a massive map!
Name Entry 	Enter names here, and adjust controls per name.
===Solo===
Solo modes are designed around there only being one player, though some of them are playable with two.
Modes 	Modes
Story Mode: Intertwining Paths	Delve into multiple episodic storylines involving the characters of Smash GR!
For more information, click here.
Adventure Mode 	Adventure Mode consists of several platforming levels with fights included every now and then. Enemies from all sorts of franchises also populate the levels, and can all be found in Smash Run as well.
Spirit Board 	Rescue Spirits by battling their Puppet Fighters!
Classic Mode 	Classic Mode consists of a unique lineup of opponents for each fighter, culminating in a showdown with a boss at the end.
All-Star Mode 	Unlocked when you've unlocked every single character, All-Star Mode is a gauntlet in which you'll take on the entire roster.
Event Matches 	Event Matches are Smash battles with specific conditions for you to play by. Usually they have a theme of some sort.
For a list of event matches, see here.
Smash Tactics 	Inspired by Hyrule Warriors's Adventure Mode, Smash Tactics has you going across a grid-based map themed around a classic Nintendo franchise, taking out enemy groups and side objectives!
Race to the Finish 	Grab the gold and head to the finish line in this mode inspired by Gourmet Race from Kirby Super Star!
Showdown 	Challenge a gauntlet of CPUs as you collect rewards, and fight a boss afterwards to claim them!
Training/Lessons 	Practice your skills, or even learn some new techniques from Lessons!
===Online===
Online modes are all the modes that can be played online with players from all around the world.
Modes 	Modes
Lobby Smash 	Create or join a lobby, and play with friends here!
Quickplay 	Play a casual round of Smash with all stages and items enabled.
Ranked 	Play a more intense Smash battle with all items off and a more conservative stagelist.
amiibo Smash	Send your amiibo into the ring!
Spectate 	Spectate matches, and bet gold on them.
===Creation===
Creation modes are the game's go-to spot for customizable content, all of which can be shared online.
Modes 	Modes
Stage Builder	Create stages with a variety of tools at your disposal. Plus, you can even make your own Target Test courses alongside normal battle stages!
Event Creator	Inspired by WarioWare D.I.Y., the Event Creator allows for custom event matches to be created using simple scripting tools, along with choosing your characters and stages.
Mii Fighters 	Create and modify Mii Fighters here!
amiibo 	Modify your amiibo!
Movie Studio 	In the Source Filmmaker-inspired Movie Studio, you can set up films using the game's engine. Plop down characters on a stage of your choice, set them to perform actions, maybe add some dialogue via subtitles or recording your own voice, and let the camera roll!
Sound Booth 	Record your own voice clips for use in the game, whether it be for characters or the announcer!
===Vault===
The Vault contains all of the game's collectables.
Modes 	Modes
Shop 	Buy Trophies, Spirits, songs, Mii costumes, and more here!
Trophies	Take a look at your trophies and take pictures of them in the Trophy Gallery! Or maybe try your luck at the Coin Launcher!
Replays 	Watch replays of past matches.
Movies 	Look at the game's cinematic cutscenes.
Sounds 	Listen to the game's music and sounds in the Sound Test, and change stage and menu music in My Music.
Records 	Look at the records you've set.
===Challenges===
Challenges are little tasks for you to complete, with various rewards.
==Characters==
Super Smash Bros. GR features a myriad of characters from all sorts of video game franchises, as well as a few fourth-party representatives. Characters were chosen purely due to 's fondness for them, with all veterans returning so that the game could have as big of a roster as possible and because many people have characters they adore that would go sorely missed. 
While most characters have their own individual, unique movesets, some are known as Echo Fighters and marked with an epsilon symbol (ε). Echo Fighters have the same base moveset as another character, but may have their own individual gameplay differences on top of unique idle animations, taunts, victory poses, and voice lines. Some Echo Fighters have different special moves entirely as well! Other characters are known as semiclones, which border the line between Echo Fighter and original fighter in that while they are based on an existing character, they have more unique aspects than Echo Fighters.
Starting Characters
Unlockable Characters
Downloadable Characters
===Starting===
Characters 	Characters
Paper Mario 	Paper Mario
 	
Sometimes flat characters are influential. Paper Mario is no exception. He's been on many adventures to stop Bowser along with a myriad of villains, and met many different allies along the way. He has a varied arsenal compared to other depictions of the character, and has been to space, across dimensions, and even in arenas of battle! Just don't bring up stickers or paint around him...
In Super Smash Bros. GR, Paper Mario is a lightweight with an unorthodox moveset. Being flat, he can produce strange hitboxes as he attacks, not to mention that his Hammer offers disjointed hitboxes most of the time. Paper Mario's special moves also provide unorthodox methods of attack, such as leaping across the stage or appealing to the Audience. Paper Mario possesses a unique Audience meter that's filled whenever he takes or deals damage, along with being able to be charged up via his Appeal down special, and when full, he can summon one of his partners to aid him in battle. He also possesses great recovery with a combination of both Super Hammer and Carrie.
However, Paper Mario suffers from the usual problems lightweights face: knockback. He's easily pushed around by attacks, and the hitboxes on his own attacks are quite small. Paper Mario also possesses a poor grab game, due to the Pixl Thoreau offering a disjointed grab that has a lot of ending lag, and lacks a proper projectile, though some of his partners remedy the range issue. Last but not least, the Audience meter may prove to be tricky to juggle alongside fighting opponents.
Overall, Paper Mario is an unorthodox lightweight who relies on summoning allies and dishing out damage quickly, but is in trouble when it comes to being knocked around and handling the Audience meter.
*Neutral Special - Power Bounce: Paper Mario leaps into the air, before jumping towards the nearest target. If the attack hits, Paper Mario hits hard with a stomp, though if the button is mashed you can unleash more stomps. Should the attack not hit anyone, Paper Mario will either hit the ground with a ground-pound, or simply move forwards in the air before entering a fall state.
*Side Special - Super Hammer: Paper Mario spins his hammer around. This move can be charged up, and will also slow his fall.
*Up Special - Carrie: The Pixl Carrie spawns and allows Mario to head on top of her and fly for a brief moment of time, similar to Pit's old Wings of Icarus move.
*Down Special - Appeal: Mario quickly performs a maneuver that gets the audience, including his partners from the first two games, cheering, charging up the Audience meter by a large amount. If the meter's full, he can consume it to summon a partner who will aid him briefly until either he or the partner is KOed.
*Final Smash - Mega Star: Paper Mario pulls out a Mega Star, before transforming into a giant 8-bit version of himself. From there, he rushes across the stage, damaging and knocking back anyone he hits, before reverting to his previous form.	
*Neutral Special - Power Bounce: Paper Mario leaps into the air, before jumping towards the nearest target. If the attack hits, Paper Mario hits hard with a stomp, though if the button is mashed you can unleash more stomps. Should the attack not hit anyone, Paper Mario will either hit the ground with a ground-pound, or simply move forwards in the air before entering a fall state.
*Side Special - Super Hammer: Paper Mario spins his hammer around. This move can be charged up, and will also slow his fall.
*Up Special - Carrie: The Pixl Carrie spawns and allows Mario to head on top of her and fly for a brief moment of time, similar to Pit's old Wings of Icarus move.
*Down Special - Appeal: Mario quickly performs a maneuver that gets the audience, including his partners from the first two games, cheering, charging up the Audience meter by a large amount. If the meter's full, he can consume it to summon a partner who will aid him briefly until either he or the partner is KOed.
*Final Smash - Mega Star: Paper Mario pulls out a Mega Star, before transforming into a giant 8-bit version of himself. From there, he rushes across the stage, damaging and knocking back anyone he hits, before reverting to his previous form.
Paper Mario's victory theme is the battle victory theme from Paper Mario: The Thousand-Year Door, and his entrance animation depicts him "unfolding". 	Paper Mario's victory theme is the battle victory theme from Paper Mario: The Thousand-Year Door, and his entrance animation depicts him "unfolding".
Pokémon Trainer 	Pokémon Trainer
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Known to some as Red, or even Ash Ketchum, the Pokémon Trainer is a powerful foe, using Charizard, Ivysaur, and Squirtle in tandem with each other. Pokémon Trainer merely stands in the back as he uses one of these three Pokémon to fight, and can switch between them via shielding or airdodging and pressing the special move button at the same time. Each Pokémon has its own moveset, and there's no penalty for sticking to one.	
Pokémon Trainer retains his previous entrance animation, but its victory theme is now that of a Trainer battle being won in Pokémon FireRed and LeafGreen. 	Pokémon Trainer retains his previous entrance animation, but its victory theme is now that of a Trainer battle being won in Pokémon FireRed and LeafGreen.
Golurk 	Golurk
 	
Golurk, a Ghost/Ground-type Pokémon, was said to have been built as a laborer. Yet, despite its size, this giant can fly at mach speeds, and is a formidable force to be reckoned with. Trainers like the former king of Kalos, AZ, know the advantages of using a Golurk.
In Super Smash Bros. GR, Golurk is an odd character: an aerial heavyweight. In the air, Golurk has unprecedented mobility in the air due to a combination of being able to glide and having great air speed, and his aerial attacks are fast and powerful. With long-reaching special moves, Golurk has no trouble at all recovering from being knocked away from the stage. Golurk also has a hefty grab game, with many of his grabs sending opponents into the air to follow up with aerial combos.
However, Golurk, being a heavyweight, has large hitboxes, making him an easy target. He also suffers in regards to a poor ground game, thus forcing him to play in the air. On the ground, Golurk's attacks are slow, but they still pack a punch, though this is also affected by his poor walking and running speeds. This forces him to rely on grabs to get opponents where he wants them. The lack of a proper projectile, as well as a means of dealing with projectiles, also hinders Golurk.
Overall, Golurk is capable of dominating the air, but can be easily exploited on the ground. He acts as the inverse of the archetype shared by characters like Little Mac.
*Neutral Special - Rock Smash: Golurk's neutral special consists of him punching a rock apart, flinging the shards around much like Charizard's old move. Up close, it hits quite hard.
*Side Special - Shadow Punch: Golurk activates his thrusters and lunges forward for a punch in his side special. The attack can be angled in any direction as well.
*Up Special - Zen Headbutt: In his up special, Golurk soars a massive distance head-first, dealing vicious knockback upon hitting. The move then leads into a glide, allowing Golurk to set up aerial combos.
*Down Special - Earth Power: Golurk adjusts his rocket-like arms to shoot out blasts of flame, with a different effect depending on whether he's on the ground or in the air for his down special:
**On the ground, Golurk smashes the ground before him, letting loose a flurry of explosions on the ground. If they hit an opponent, they're buried.
**In the air, Golurk unleashes blasts of seismic energy all around himself, slowing his descent and damaging enemies he's in contact with, while also pushing them away from him in the direction of the thruster. Golurk can also angle himself during this time, allowing him to also prepare to use another special move.
*Final Smash - Tectonic Rage: Golurk smashes the ground around him, trapping opponents. From there, he flies into the air, fires off a flurry of rocks, and then smashes into the ground with a Zen Headbutt to send his enemies flying.	
*Neutral Special - Rock Smash: Golurk's neutral special consists of him punching a rock apart, flinging the shards around much like Charizard's old move. Up close, it hits quite hard.
*Side Special - Shadow Punch: Golurk activates his thrusters and lunges forward for a punch in his side special. The attack can be angled in any direction as well.
*Up Special - Zen Headbutt: In his up special, Golurk soars a massive distance head-first, dealing vicious knockback upon hitting. The move then leads into a glide, allowing Golurk to set up aerial combos.
*Down Special - Earth Power: Golurk adjusts his rocket-like arms to shoot out blasts of flame, with a different effect depending on whether he's on the ground or in the air for his down special:
**On the ground, Golurk smashes the ground before him, letting loose a flurry of explosions on the ground. If they hit an opponent, they're buried.
**In the air, Golurk unleashes blasts of seismic energy all around himself, slowing his descent and damaging enemies he's in contact with, while also pushing them away from him in the direction of the thruster. Golurk can also angle himself during this time, allowing him to also prepare to use another special move.
*Final Smash - Tectonic Rage: Golurk smashes the ground around him, trapping opponents. From there, he flies into the air, fires off a flurry of rocks, and then smashes into the ground with a Zen Headbutt to send his enemies flying.
Golurk's entrance animation consists of him flying onto the stage, and his victory music is shared with the other Pokémon characters. 	Golurk's entrance animation consists of him flying onto the stage, and his victory music is shared with the other Pokémon characters.
Anna 	Anna
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Throughout the many battles of the Fire Emblem franchise, Anna's been a part of many of them. She's sold items to the numerous heroes and armies who've crossed paths with her. However, at times she's taken up arms herself, and wielded a myriad of skills. Some say there isn't even a singular Anna!
In Super Smash Bros. GR, Anna draws upon her appearance in Fire Emblem Heroes as an axe user, a first for the series's representation in Smash. She's a heavyweight, but a bit lighter than most heavies in that she has good ground mobility and can avoid attacks easily. Anna's strengths in particular lie in her ability to confuse and overpower enemies, due to her specials often crippling foes defensively. Anna's axe, Nóatún, allows her to take the spot as the best character in the game in regards to shield damage, being able to break shields effectively without having to rely on special moves, not to mention that it deals extra damage to opponents who have just emerged from a dodge! Anna can limit an opponent's defensive options, and her specials allow for her to show off her ferocious power, with many of them hitting quite hard.
Yet, Anna isn't flawless. She lacks range compared to a lot of characters, often having to get up close to them to dish out damage. Even her "projectile", Arrow Jump, is an unorthodox one that can't be used that effectively. Anna also suffers in regards to lag on her attacks, with many of them coming out slowly. This means that she has to make sure each hit counts and make careful decisions. Anna's throws are also mediocre and don't cover much distance, and her recovery is quite weak as well.
Overall, Anna is a unorthodox heavyweight who specializes in crippling defensive options, but can't perform well against ranged-focused characters and is easily gimped when recovering.	
*Neutral Special - Slaying Axe: Anna charges up her axe before unleashing a flurry of strikes before her. These strikes don't deal much knockback or damage, but leave the opponent in hitstun for a bit longer, allowing for combos to be utilized.
*Side Special - Reposition: Anna performs a flipping attack with her axe. If she hits the ground instead of an enemy, a small shockwave emerges. In the air, this attack can meteor smash.
*Up Special - Arrow Jump: Anna pulls out a bow before firing several arrows into the air below her, allowing her to soar up a distance. These arrows can bury grounded opponents, but don't meteor smash in the air.
*Down Special - Night Sky: Anna calms her mind for several seconds, before gaining a temporary damage and knockback boost. This move has a cooldown however.
*Final Smash - Lethality: Anna slashes at any enemies before her, trapping them in the Final Smash. From there, she unleashes a single, powerful blow from her axe that sends her foes soaring upwards into the sky.	
*Neutral Special - Slaying Axe: Anna charges up her axe before unleashing a flurry of strikes before her. These strikes don't deal much knockback or damage, but leave the opponent in hitstun for a bit longer, allowing for combos to be utilized.
*Side Special - Reposition: Anna performs a flipping attack with her axe. If she hits the ground instead of an enemy, a small shockwave emerges. In the air, this attack can meteor smash.
*Up Special - Arrow Jump: Anna pulls out a bow before firing several arrows into the air below her, allowing her to soar up a distance. These arrows can bury grounded opponents, but don't meteor smash in the air.
*Down Special - Night Sky: Anna calms her mind for several seconds, before gaining a temporary damage and knockback boost. This move has a cooldown however.
*Final Smash - Lethality: Anna slashes at any enemies before her, trapping them in the Final Smash. From there, she unleashes a single, powerful blow from her axe that sends her foes soaring upwards into the sky.
Anna gains an alternate costume based on her appearance in Fire Emblem Awakening, though this alternate costume uses a sword instead of an axe. Anna's victory theme is the same as the other Fire Emblem characters, and her entrance animation depicts her simply leaping onto the battlefield. 	Anna gains an alternate costume based on her appearance in Fire Emblem Awakening, though this alternate costume uses a sword instead of an axe. Anna's victory theme is the same as the other Fire Emblem characters, and her entrance animation depicts her simply leaping onto the battlefield.
Vector 	Vector
 	
The Chaotix, a detective agency, is led by Vector the Crocodile: a scaly music-lover with a soft heart. He looks for high-paying jobs, though his tendency to occasionally work for free may be the reason for the debt of the Chaotix.
In Super Smash Bros. GR, Vector is a character who excels when it comes to both speed AND attack power. He's able to knock around opponents easily, and then retreat if they try to attack, making him a "hit and run" character of sorts. Vector's attacks are the best when it comes to sheer force, and his speed also allows him to approach easily.
Yet, Vector is slow in the air, making him more of a ground-bound character. Being a larger character, he's also vulnerable to having larger hurtboxes.
Overall, Vector is a unique heavyweight that hits hard, but isn't that strong in the air and has trouble getting back to the stage.
*Neutral Special - Jaw: Vector opens up his jaws for a biting attack. Should he make contact, he will keep the opponent trapped in his jaws, deal damage as he bites them, then spit them behind him. If they hit a wall or floor, they'll take more damage.
*Side Special - Head Slide: Vector slides along the ground headfirst. Upon smashing into an opponent, they'll be launched a heavy distance, while in the air, the move can meteor smash!
*Up Special - Bubblegum Descent: Vector blows a bubble with his bubblegum before soaring into the air. He can then glide with the bubblegum for some distance before it pops.
*Down Special - Hammer Down: Vector leaps upwards with his fists, before coming crashing down. On impact, he'll deal heavy damage and bury whoever he hits, and if he lands a direct hit on an opponent, they'll be launched upward!
*Final Smash - Chaotix Recital: Vector calls upon Charmy Bee and Espio the Chameleon before singing loudly alongside the other Chaotix members. The song affects the whole stage, but the closer you are to Vector, the more damage and knockback you'll suffer.	
*Neutral Special - Jaw: Vector opens up his jaws for a biting attack. Should he make contact, he will keep the opponent trapped in his jaws, deal damage as he bites them, then spit them behind him. If they hit a wall or floor, they'll take more damage.
*Side Special - Head Slide: Vector slides along the ground headfirst. Upon smashing into an opponent, they'll be launched a heavy distance, while in the air, the move can meteor smash!
*Up Special - Bubblegum Descent: Vector blows a bubble with his bubblegum before soaring into the air. He can then glide with the bubblegum for some distance before it pops.
*Down Special - Hammer Down: Vector leaps upwards with his fists, before coming crashing down. On impact, he'll deal heavy damage and bury whoever he hits, and if he lands a direct hit on an opponent, they'll be launched upward!
*Final Smash - Chaotix Recital: Vector calls upon Charmy Bee and Espio the Chameleon before singing loudly alongside the other Chaotix members. The song affects the whole stage, but the closer you are to Vector, the more damage and knockback you'll suffer.
Vector receives his designs from Knuckles' Chaotix and Sonic Channel as alternate costumes, his entrance animation depicts him being flown onto the stage by Charmy, and his victory music is the level clear theme from Sonic Heroes. 	Vector receives his designs from Knuckles' Chaotix and Sonic Channel as alternate costumes, his entrance animation depicts him being flown onto the stage by Charmy, and his victory music is the level clear theme from Sonic Heroes.
Steve 	Steve
 	
In some games, the main character is more or less a vessel for the player to express their creativity. A blank slate, so to speak. Steve exemplifies this as part of Minecraft. Any of his actions are up to the player, whether it be mining for ore, building a house, or taking on the monsters of the world.
In Super Smash Bros. GR, Steve is a middleweight who excels in stage control due to a unique terraforming mechanic. Many of his special moves leave permanent effects on the stage until destroyed, primarily his Block Placement move. With Block Placement, Steve can actually build structures on the stage, such as a bunker or a tower to prepare his other specials from. While said structures can be destroyed, Steve can easily build more. Steve also possesses powerful aerials due to his pickaxe, not to mention a strong grab game due to his fishing rod-powered tether grab. His Dispenser can also provide a method of attacking enemies from afar.
However, Steve faces problems due to his unique playstyle. His structures can be destroyed easily, forcing him to waste time rebuilding them, not to mention that they're affected by gravity and can fall off the stage if there's no ground beneath it. Steve's recovery, while great for horizontal distance, can be gimped due to the nature of the Ender Pearl. Steve also possesses weakened KO potential due to his smash attacks capable of breaking his own blocks instantly, so he needs to worry about spacing.
Overall, Steve possesses unique mechanics that allow him to make the stage his domain, but is held back when it comes to unique problems only he has to deal with.
*Neutral Special - Block Placement: Steve places down a random block, though the type of block placed is purely cosmetic. The block can be broken if it takes enough damage, or instantly via a smash attack, and you can place up to ten blocks on the map. 
*Side Special - Elytra: Steve dives forward via an Elytra, dealing damage and also allowing for horizontal mobility.
*Up Special - Ender Pearl: Steve throws an Ender Pearl in a direction of his choice, which will teleport him to the location of impact, damaging anyone in the area upon arrival.
*Down Special - Dispenser: Steve places a single Dispenser that will fire arrows until destroyed.
*Final Smash - Ender Dragon: Steve builds an End Portal, which proceeds to suck in nearby opponents. From there, the Ender Dragon notices them and attacks them, dealing heavy damage and knockback as they soar out of the portal.	
*Neutral Special - Block Placement: Steve places down a random block, though the type of block placed is purely cosmetic. The block can be broken if it takes enough damage, or instantly via a smash attack, and you can place up to ten blocks on the map. 
*Side Special - Elytra: Steve dives forward via an Elytra, dealing damage and also allowing for horizontal mobility.
*Up Special - Ender Pearl: Steve throws an Ender Pearl in a direction of his choice, which will teleport him to the location of impact, damaging anyone in the area upon arrival.
*Down Special - Dispenser: Steve places a single Dispenser that will fire arrows until destroyed.
*Final Smash - Ender Dragon: Steve builds an End Portal, which proceeds to suck in nearby opponents. From there, the Ender Dragon notices them and attacks them, dealing heavy damage and knockback as they soar out of the portal.
Steve gets several palette swaps resembling a Zombie, a Skeleton, a Zombie Pigman, and Herobrine, his entrance animation has him spawn in as the text "Steve joined the game" appears in the bottom left-hand side of the screen, and his victory theme is a snippet of Minecraft's title screen theme.	Steve gets several palette swaps resembling a Zombie, a Skeleton, a Zombie Pigman, and Herobrine, his entrance animation has him spawn in as the text "Steve joined the game" appears in the bottom left-hand side of the screen, and his victory theme is a snippet of Minecraft's title screen theme.
===Unlockable===
Characters 	Characters
Funky Kongε 	Funky Kongε
 	
Funky Kong is an ECHO of DONKEY KONG.
An ally of Donkey Kong, Funky Kong has always been there to provide aid to the big ape and his allies, whether it be through providing his vehicles or selling items. Funky has also went on adventures of his own and even played baseball and went kart racing once!
In Super Smash Bros. GR, Funky Kong acts as Donkey Kong's Echo Fighter, retaining many of DK's animations and special moves. However, Funky Kong is a bit faster than his base character, with his attacks coming out quicker but dealing less damage. He's also a bit lighter than Donkey Kong and can cover more vertical distance with Spinning Kong, but less horizontal distance as a result. Funky Kong also benefits from an additional projectile, the Orange, instead of getting Donkey Kong's Giant Punch. Funky's aerials also hit harder than DK's, but as a result his ground attacks aren't as strong.
Compared to Donkey Kong, Funky Kong can attack quicker and recover more effectively, but loses out on sheer power as well as being hit farther than his base character. Funky's playstyle isn't as aggressive and moreso about making quick, rapid attacks and keeping distance.
*Neutral Special - Orange: Funky Kong tosses an Orange from Donkey Kong 64 a short distance. It explodes after a few seconds, dealing damage and knockback.
*Side Special - Steel Keg: Funky Kong throws a Steel Keg forward that will roll off the stage. Compared to the barrels Donkey Kong can throw, Funky's Steel Kegs don't break even if they hit an enemy or wall, only breaking if Funky throws another barrel, they fall off the stage, or if they sustain enough damage from attacks.
*Up Special - Spinning Kong: Funky Kong spins around with his arms outstretched. Compared to Donkey Kong's Spinning Kong, Funky's is the inverse: it covers a lot of vertical distance but barely any horizontal distance.
*Down Special - Hand Slap: Funky Kong slaps the ground with his bare hands, sending nearby enemies skyward. Funky's Hand Slap sends enemies upwards at an angle rather than straight up.
*Final Smash - Jumbo Barrel: Funky Kong flies up into the air with his Jumbo Barrel plane, with the fighters he's hit strapped to it. He then performs a barrel roll and sends them flying off the plane, dealing heavy damage and knockback.	
*Neutral Special - Orange: Funky Kong tosses an Orange from Donkey Kong 64 a short distance. It explodes after a few seconds, dealing damage and knockback.
*Side Special - Steel Keg: Funky Kong throws a Steel Keg forward that will roll off the stage. Compared to the barrels Donkey Kong can throw, Funky's Steel Kegs don't break even if they hit an enemy or wall, only breaking if Funky throws another barrel, they fall off the stage, or if they sustain enough damage from attacks.
*Up Special - Spinning Kong: Funky Kong spins around with his arms outstretched. Compared to Donkey Kong's Spinning Kong, Funky's is the inverse: it covers a lot of vertical distance but barely any horizontal distance.
*Down Special - Hand Slap: Funky Kong slaps the ground with his bare hands, sending nearby enemies skyward. Funky's Hand Slap sends enemies upwards at an angle rather than straight up.
*Final Smash - Jumbo Barrel: Funky Kong flies up into the air with his Jumbo Barrel plane, with the fighters he's hit strapped to it. He then performs a barrel roll and sends them flying off the plane, dealing heavy damage and knockback.
Funky gets his outfit from Donkey Kong 64 as an alternate costume, and he shares a victory theme with the other Donkey Kong characters. His entrance animation has him flying onto the stage via his plane. 	Funky gets his outfit from Donkey Kong 64 as an alternate costume, and he shares a victory theme with the other Donkey Kong characters. His entrance animation has him flying onto the stage via his plane.
Vaati 	Vaati
 	
Vaati, once an apprentice of the Minish sage Ezlo, is one of Hyrule's most notorious enemies. His search for the Light Force transformed him into a monster, one defeated by multiple incarnations of Link. His magical abilities as a wind mage are to be feared.
In Super Smash Bros. GR, Vaati is a "glass cannon" of sorts. He possesses a strong projectile game thanks to his Eye Shields, capable of attacking opponents from afar. Vaati also possesses strong smash attacks, and can generally control the distance between him and his opponents due to many of his attacks having windboxes, as well as decent ground and air mobility.
However, Vaati is a lightweight character, making him easy to knock around. His attacks also have high ending lag, making it easy to punish Vaati after he misses an attack. Vaati's recovery is also linear and easy to exploit, and his grabs have poor frame data, coming out slowly. Vaati's projectile-oriented playstyle doesn't leave much room for mistakes.
To sum things up, Vaati is a character who needs to keep his distance from his opponents, lest he be exploited.
*Neutral Special - Eye Shields: Vaati conjures an eye that will orbit himself and enhance his other moves. The Eyes orbit Vaati, and can also damage enemies up close. However, they're fragile and easily destroyed up-close, though projectiles will hit Vaati directly and avoid the Eyes. Up to six Eyes can be summoned.
*Side Special - Eye Blast: Vaati summons a floating Eye temporarily (if none exist from the use of Eye Shield) before shooting a laser beam in any direction of his choice. If the laser hits an opponent, they take damage and suffer from hitstun. If Eye Shield has at least one Eye up, the laser beam is stronger.
*Up Special - Warp: Vaati teleports a short distance, dealing damage upon arrival. If he has Eyes up, he's able to go father and deal more damage.
*Down Special - Cyclone: Vaati summons a cyclone in front of him that deals vicious damage. With Eyes up, one will be sacrificed to deal more damage and knockback.
*Final Smash - Vaati's Wrath: Vaati transforms into his Vaati's Wrath form from The Legend of Zelda: The Minish Cap, before charging up and unleashing a flurry of energy balls across the stage for a short period of time. These energy balls travel quickly and can be angled.	
*Neutral Special - Eye Shields: Vaati conjures an eye that will orbit himself and enhance his other moves. The Eyes orbit Vaati, and can also damage enemies up close. However, they're fragile and easily destroyed up-close, though projectiles will hit Vaati directly and avoid the Eyes. Up to six Eyes can be summoned.
*Side Special - Eye Blast: Vaati summons a floating Eye temporarily (if none exist from the use of Eye Shield) before shooting a laser beam in any direction of his choice. If the laser hits an opponent, they take damage and suffer from hitstun. If Eye Shield has at least one Eye up, the laser beam is stronger.
*Up Special - Warp: Vaati teleports a short distance, dealing damage upon arrival. If he has Eyes up, he's able to go father and deal more damage.
*Down Special - Cyclone: Vaati summons a cyclone in front of him that deals vicious damage. With Eyes up, one will be sacrificed to deal more damage and knockback.
*Final Smash - Vaati's Wrath: Vaati transforms into his Vaati's Wrath form from The Legend of Zelda: The Minish Cap, before charging up and unleashing a flurry of energy balls across the stage for a short period of time. These energy balls travel quickly and can be angled.
Vaati's entrance animation depicts him teleporting into battle, and his victory theme is that of the stage clear music from The Legend of Zelda: Four Swords Adventures. 	Vaati's entrance animation depicts him teleporting into battle, and his victory theme is that of the stage clear music from The Legend of Zelda: Four Swords Adventures.
Tora 	Tora
 	
Tora always wanted to be a Driver. However, after failing to resonate with a Core Crystal, he turned to building an artificial Blade, Poppi, instead. Tora would later join the salvager Rex and his Blade Pyra to reach the World Tree Elysium.
In Super Smash Bros. GR, Tora is focused around defending himself. Despite his small frame, he can disable and confuse enemies while dishing out heavy damage. His Drill Shield is a perfect tool for combos, and Tora can make deadly use of it. What's most unique about this Nopon however is his Rigid Shield move, which acts differently from other counters in that it stuns foes instead of damaging them. Tora also benefits from his rolls covering more distance than other characters, further heightening his defensive game. With these tools, Tora can initiate combos easily and effectively.
However, Tora is not flawless. He has poor frame data when it comes to his attacks, with many of them coming out quite late. Tora is also lacking in regards to his recovery, as while it's good for vertical distance, it can't cover much horizontal distance. Last but not least, Tora's Rigid Shield works differently from other counters in that it only protects the front, so he's still vulnerable from behind.
As a whole, Tora is a defensively-oriented character who excels in combos and self-defense, but suffers in regards to a unique counter mechanic and slow-hitting attacks.
*Neutral Special - Big Boost: Tora slams forward. If he hits a target, they're knocked to the ground immediately, while in the air, they're forced into a state of helplessness!
*Side Special - Spinning Cutter: Tora spins his Drill Shield around himself. In the air, it will slow his fall.
*Up Special - Steady Drill: Tora uses his Drill Shield to ascend upward, hitting anyone in his way. The move can be angled in any direction of your choice.
*Down Special - Rigid Shield: Tora puts his Drill Shield in front of him as a counter. When an enemy hits him while he's shielding, Tora will stun them briefly instead of dealing damage like other counters.
*Final Smash - Noponic Storm: Tora calls upon his blade, Poppi α, to unleash a vortex of ether from her body, trapping enemies and dealing damage. After some time, the ether vortex will dissipate and opponents will be sent flying.	
*Neutral Special - Big Boost: Tora slams forward. If he hits a target, they're knocked to the ground immediately, while in the air, they're forced into a state of helplessness!
*Side Special - Spinning Cutter: Tora spins his Drill Shield around himself. In the air, it will slow his fall.
*Up Special - Steady Drill: Tora uses his Drill Shield to ascend upward, hitting anyone in his way. The move can be angled in any direction of your choice.
*Down Special - Rigid Shield: Tora puts his Drill Shield in front of him as a counter. When an enemy hits him while he's shielding, Tora will stun them briefly instead of dealing damage like other counters.
*Final Smash - Noponic Storm: Tora calls upon his blade, Poppi α, to unleash a vortex of ether from her body, trapping enemies and dealing damage. After some time, the ether vortex will dissipate and opponents will be sent flying.
Tora from Xenoblade Chronicles X appears as an alternate costume, Tora's entrance animation has him jumping onto the stage, and his victory music is a snippet of the battle theme from Xenoblade Chronicles 2.	Tora from Xenoblade Chronicles X appears as an alternate costume, Tora's entrance animation has him jumping onto the stage, and his victory music is a snippet of the battle theme from Xenoblade Chronicles 2.
The Lost Vikings 	The Lost Vikings
 	
The Lost Vikings, known as (from left to right) Baelog, Olaf, and Erik, once lived fruitful lives until they were kidnapped by Tomator, emperor of the Alien Croutonian Empire, for his intergalactic Arena of Death. However, the ship they were taken in malfunctioned, sending the trio through all sorts of wacky locations on their way home. Eventually, they'd also take on Tomator a second time, and even gain the help of the dragon Scorch and the werewolf Fang.
In Super Smash Bros. GR, the Lost Vikings are the perfect example of "easy to play, tricky to master". All three Vikings will be out on the field at once, with their down special, Select Viking, used to switch while on the ground, and two of their taunts reserved to either group up the Vikings, or split them apart. The biggest advantage the Lost Vikings have is their ability to cover a large area on the stage and easily attack opponents. They are also capable of utilizing a pseudo chain grab to toss enemies between them, allowing them to rack up damage quickly.
However, the Lost Vikings possess some vital weaknesses. On their own, they don't deal much damage and are easy to knock around, forcing you to use all three. The Vikings also possess the steepest learning curve in the game, with a single mistake potentially costing a stock. Their recovery is also fairly mediocre, and if the Viking you're controlling dies, then the uncontrolled ones will also go. Losing Vikings you aren't in control of also limits your options. Their special moves are also only used by the Viking in control, save for Norse Force.
Overall, the Lost Vikings are an unorthodox character capable of taking on enemies three-on-one, but falter in regards to a learning curve and fighting solo. Players looking to master them will have a lot of practice they'll need to go through.
*Neutral Special - Scorch: The dragon known as Scorch emerges and fires off a large fireball. The fireball can be angled as well, allowing you to hit aerial targets.
*Side Special - Fang: The werewolf known as Fang slashes forward, much like Zelda's Phantom. The attack can be charged for more power, and if it collides with an uncontrolled Viking, they'll be punted forward and deal damage on impact.
*Up Special - Spin to Win: The Viking being controlled performs an upward spin attack that gains altitude.
*Down Special - Varies: The Lost Vikings' down special varies depending on whether they're on the ground or airborne:
**On the ground, Select Viking is used, where you'll swap over to another Viking depending on which direction the analog stick is tilted in.
**In the air, Norse Force is used, in which each Viking will produce a barrier around themselves that will destroy incoming projectiles. The barrier eventually disappears.
*Final Smash - Longboat Raid: The Viking being controlled lunges forward at his enemies, before sending them into a cinematic cutscene with all three Vikings in a giant longboat. The longboat fires cannons at the Vikings' enemies, culminating in a massive cannon blast to finish them off.	
*Neutral Special - Scorch: The dragon known as Scorch emerges and fires off a large fireball. The fireball can be angled as well, allowing you to hit aerial targets.
*Side Special - Fang: The werewolf known as Fang slashes forward, much like Zelda's Phantom. The attack can be charged for more power, and if it collides with an uncontrolled Viking, they'll be punted forward and deal damage on impact.
*Up Special - Spin to Win: The Viking being controlled performs an upward spin attack that gains altitude.
*Down Special - Varies: The Lost Vikings' down special varies depending on whether they're on the ground or airborne:
**On the ground, Select Viking is used, where you'll swap over to another Viking depending on which direction the analog stick is tilted in.
**In the air, Norse Force is used, in which each Viking will produce a barrier around themselves that will destroy incoming projectiles. The barrier eventually disappears.
*Final Smash - Longboat Raid: The Viking being controlled lunges forward at his enemies, before sending them into a cinematic cutscene with all three Vikings in a giant longboat. The longboat fires cannons at the Vikings' enemies, culminating in a massive cannon blast to finish them off.
The Lost Vikings' victory theme is the level clear theme from their debut game, and their entrance animation has them arriving via longboat. 	The Lost Vikings' victory theme is the level clear theme from their debut game, and their entrance animation has them arriving via longboat.
===Downloadable===
Characters	Characters
===Unlock Criteria===
In addition to the following table of specific unlock methods, several other methods exist.
*A Challenger Pass can be purchased from the Shop that will pit you against a random new character. However, Challenger Passes aren't always in stock!
*Playing Intertwined Paths will unlock any unlockable characters you use in an Episode. Uniquely, this is the only unlock method that skips the Challenger Approaching battle.
Character 	How to unlock 	VS matches required	Unlock Location
Ness 	Complete Classic Mode with any character. 	10 	Onett
Krystal 	Clear 100-Man Smash. 	20 	ThornTail Hollow
Funky Kong 	Clear Adventure Mode with Donkey Kong. 	30 	Jungle Hijinx
Pichu 	Collect 100 different trophies. 	40 	Battle Frontier
Vaati 	Clear Adventure Mode without any continues. 	50 	Palace of Winds
Isabelle 	Play 15 VS matches on Tortimer Island. 	60 	Tortimer Island
Luigi 	Complete the first level of Adventure Mode with a two in the seconds place. 	70 	Luigi's Mansion
Louie 	Clear Classic Mode on Hard difficulty or higher with Olimar. 	80 	Distant Planet
Adeleine 	Clear Smash Tactics's Kirby map. 	90 	Planet Earthfall
Dillon 	Score a distance of 500 meters or greater in Home-Run Contest. 	100 	Battlefield
R.O.B. 	Play a VS match with 50 stocks or more. 	110 	Gyromite
Daisy 	Clear 20 Event Matches. 	120 	Mario Party
Dark Pit 	Earn 1 KO in Cruel Smash. 	130 	Reset Bomb Forest
Mewtwo 	Play 20 hours of VS matches. 	140 	Prism Tower
Captain Falcon 	Run a total distance of 2000 meters across all modes. 	150 	Big Blue
Tatanga 	Complete Adventure Mode with ten different characters. 	160 	Stormship Stadium
Young Link 	Clear the Target Test stages of both Link and Toon Link. 	170 	Great Bay
Dark Samus 	Play an 8-Player Smash on any Metroid stage with all players as Samus. 	180 	Phaaze
Tora 	Create five stages in the Stage Builder. 	190 	Argentum Trade Guild
Shadow 	Complete Adventure Mode as Sonic in less than twenty minutes. 	200 	BINGO Highway
Torterra 	Create an Event Match in the Event Creator that uses at least one Pokémon character.	210 	Spear Pillar
King K. Rool 	Clear Classic Mode with Diddy Kong without any continues. 	220 	Gangplank Galleon
Dr. Mario 	Play 10 Coin VS matches with Mario. 	230 	Mushroom Kingdom III
Wolf 	Clear Event #4: Rival Pilots. 	240 	Venom
Mr. Game & Watch	Play 20 VS matches on Flat Zone X. 	250 	Flat Zone X
Ryu 	Play 30 Stamina matches. 	260 	Suzaku Castle
Zero Suit Samus 	Land 10 meteor smashes. 	270 	Norfair
Jigglypuff 	Clear Pikachu's Target Test in less than a minute. 	280 	Saffron City
Lucina 	Counter ten different attacks on any characters with counter specials. 	290 	Arena Ferox
Bayonetta 	Reflect twenty projectiles. 	300 	Umbra Clock Tower
The Lost Vikings	Win 50 trophies from the Coin Launcher. 	310 	Level 37
Chrom 	Complete Adventure Mode as Roy. 	320 	Coliseum
Richter 	Tether grab fifteen ledges. 	330 	Dracula's Castle
Robin 	KO 20 Assist Trophies. 	340 	Castle Siege
Zant 	Play five Squad Strike battles. 	350 	Bridge of Eldin
Ken 	Play 15 matches with Echo Fighters in them. 	360 	Suzaku Castle
Amy 	Play 20 matches with Sonic characters in them. 	370 	Windy Hill Zone
Cynder 	Perform 30 Final Smashes. 	380 	Artisans Homeworld
Sensei 	Complete Classic Mode or Adventure Mode with every other character. 	390 	The Beacon
===Mii Fighters===
In addition to the characters above, Mii Fighters can also be created from one of four types: Brawler, Swordfighter, Gunner, and Athlete, with the latter being a new type that draws upon the Wii Sports and Wii Fit titles. Each can build a moveset by choosing from multiple special moves and is based on an existing Mii, and are either selected through a "Quick Play" option on the character select screen that just has you picking a class and moveset, and a more in-depth interface in the Creation submenu in which a specific Mii and cosmetic clothing can also be chosen.
====Playstyles====
When creating a Mii Fighter, you have several playstyle options to choose from. Each playstyle influences the Mii's weight, non-special moves, and damage values on their special moves.
Playstyles 	Playstyles
All-Rounder 	All-Rounders are the easiest type of Mii Fighter to play, using a balanced moveset with no clear advantages or disadvantages. They're more or less the "jack of all trades, master of none".
Rushdown 	Rushdown Mii Fighters are purely offensive, relying on speed and firepower. They fall the fastest, but have good air speed as a result.
Glass Cannon	Glass Cannon Mii Fighters have a lot of firepower on their attacks, on top of great range, but are extremely fragile and easily knocked around.
Bruiser 	Bruiser Mii Fighters are quite resilient to knockback and have hardhitting attacks, but move and hit slowly.
Grappler 	Grappler Mii Fighters have the strongest throws of all the playstyles, and excel at grabbing enemies, but are a bit on the slower side and have poor aerial attacks.
====Special Moves====
Each Mii type has multiple special moves to choose from:
Mii Brawler 	Mii Gunner 	Mii Swordfighter 	Mii Athlete
Neutral Specials 	Neutral Specials 	Neutral Specials 	Neutral Specials
Shot Put: The Mii Brawler throws a ball into the air, which arcs forward and bounces twice upon landing. 	Charge Blast: The Mii Gunner charges up an energy projectile before shooting it forward. 	Gale Strike: The Mii Swordfighter creates a small tornado and shoots it forward. Deals less damage the farther it moves, but can push opponents.	Tennis Ball: The Mii Athlete throws a tennis ball into the air before hitting it forward. It can also be rallied back via a button press, but only one tennis ball can be active at once.
Ultimate Uppercut: The Mii Brawler charges up an uppercut before letting it loose. 	Laser Blaze: The Mii Gunner shoots fast-moving lasers that can be spammed. 	Shuriken of Light: The Mii Swordfighter throws a shuriken forward that deals more damage and knockback the further it goes. 	Bowling Ball: The Mii Athlete tosses a bowling ball forward, which is affected by gravity and can meteor smash airborne opponents.
Exploding Side Kick: The Mii Brawler dashes forward with a flaming foot. 	Grenade Launch: The Mii Gunner shoots a grenade forward that bounces along the ground before exploding. 	Blurring Blade: The Mii Swordfighter charges up its sword before letting loose a flurry of slashes. 	Basketball: The Mii Athlete spawns a basketball in its hands which can be thrown as an item. It bounces along the ground after being thrown, and will continually bounce in front of enemies it hits for damage.
Side Specials 	Side Specials 	Side Specials 	Side Specials
Onslaught: The Mii Brawler charges forward before letting loose a flurry of kicks and a punch if they hit someone. 	Flame Pillar: The Mii Gunner shoots a fireball to the ground that creates a miniature flame. 	Airborne Assault: The Mii Swordfighter charges up before somersaulting forward with a sword strike. 	Bicycle: The Mii Athlete dashes forward on a bike, damaging those in their way. They can jump off the bike as well for an extra jump.
Burning Dropkick: The Mii Brawler charges forward with a double kick while engulfed in fire. 	Stealth Burst: A shot of energy is fired forward by the Mii Gunner, and is detonated once they let go of the button. 	Slash Launcher: The Mii Swordfighter slashes forward with a simple sword strike after charging up. 	Jetski: The Mii Athlete rushes forward on a jetski.
Headache Maker: The Mii Brawler hops a short distance before coming down with a powerful two-handed punch. 	Gunner Missile: The Mii Gunner shoots a missile forward. 	Chakram: The Mii Swordfighter throws a chakram that can be angled. If the move is inputted like a smash attack, it flies farther and faster. 	Frisbee: A dog appears next to the Mii Athlete as they throw a frisbee forward. The dog will also run forward alongside the frisbee to catch it, before returning to the Mii Athlete. Both the dog and the frisbee will damage enemies.
Up Specials 	Up Specials 	Up Specials 	Up Specials
Soaring Axe Kick: The Mii Brawler kicks upwards with a flip kick, followed by a downwards kick that can meteor smash. 	Lunar Launch: The Mii Gunner launches upwards via an explosion they produce below themselves. 	Stone Scabbard: The Mii Swordfighter slashes upwards before stabbing downwards while falling. 	Biplane: The Mii Athlete flies upwards a short distance via a biplane.
Helicopter Kick: The Mii Brawler flies upwards diagonally with a flurry of kicks. 	Cannon Uppercut: The Mii Gunner fires a blast beneath them before rocketing upwards with an uppercut. 	Skyward Slash Dash: After a brief pause, the Mii Swordfighter travels in a direction of choice via a flurry of sword slashes. 	Ski Jump: The Mii Athlete jumps upwards via their skis. Once they hit the ground, they slide a short distance and can input attacks while sliding.
Piston Punch: The Mii Brawler jumps upwards with a flurry of punches. 	Arm Rocket: The Mii Gunner fires flames from its cannon to rocket upwards. 	Hero's Spin: The Mii Swordfighter spins their sword around, ascending into the air if they're airborne. 	Wakeboarding: The Mii Athlete pulls themselves upward whilst on a wakeboard
Down Specials 	Down Specials 	Down Specials 	Down Specials
Head-On Assault: The Mii Brawler leaps into the air before headbutting the ground, burying and meteor smashing enemies. 	Echo Reflector: The Mii Gunner activates a reflector which can deflect projectiles. 	Blade Counter: The Mii Swordfighter anticipates an attack, counterattacking if they're hit during the move. 	Sucker Punch: Using boxing gloves, the Mii Athlete unleashes a slow, powerful punch that stuns those they hit.
Feint Jump: The Mii Brawler flips off the ground, activating a kick if the button is pressed again. 	Bomb Drop: The Mii Gunner drops a small bomb that explodes after a short duration. 	Reversal Slash: The Mii Swordfighter performs a slashing motion that can deflect projectiles and turn around opponents. 	Skateboard: The Mii Athlete gets on a skateboard, riding a short distance, before flipping it upwards to attack enemies in front of them.
Foot Flurry: The Mii Brawler lets loose a flurry of kicks in front of them. 	Absorbing Vortex: The Mii Gunner creates an energy shield that absorbs energy-based projectiles, healing the Mii Gunner in the process.	Power Thrust: The Mii Swordfighter quickly lunges forward (diagonally in the air) with a sword thrust. 	Hang Glider: The Mii Athlete lunges forward with a hang glider. In the air, they can glide with it.
Final Smashes 	Final Smashes 	Final Smashes 	Final Smashes
Omega Blitz: The Mii Brawler uppercuts in front of them, before launching those it hits to the sky, ravaging them with attacks, and then finishing with a single, powerful punch.	Full Blast: The Mii Gunner fires off a massive laser beam in front of them. 	Final Edge: The Mii Swordfighter emits waves of energy from its sword forward. 	100-Pin Game: The Mii Athlete throws a giant bowling ball forward. Enemies the ball hits are sent into a bowling alley with one-hundred pins, where the Mii Athlete throws a giant bowling ball forward and dishes out massive damage and knockback.
====Cosmetic Clothing====
Unlike the last two games, Mii Fighter customization has been overhauled when it comes to cosmetic options. Instead of having two cosmetic slots, there are now individual Head, Body, Hand, Legs, Feet, and Weapon (Gunner, Swordfighter, and Athlete only) slots. Because of this, the need for class-specific clothing is redundant save for the weapons of the Gunner, Swordfighter, and Athlete classes. Any class can equip any cosmetic item because of this, and there's more options than before.
==Stages==
Super Smash Bros. GR features a myriad of stages from all five prior Smash games, plus plenty of new ones. All stages have several variants regarding their layouts:
*Normal Form is simply the "normal" variant.
*Ω Form is the same as Final Destination, consisting of a single platform above an abyss.
*Battlefield Form is the same as Battlefield, with three platforms above a larger platform, which in itself is above an abyss.
*Mega Form is a new form for stages, which creates a larger variant of the stage designed for playing with 5+ people. Depending on the stage, extra platforms might be added, hazards might be removed, or the stage itself simply might be upscaled in size.
Along with these variants, you have the Stage Morph option, retained from Super Smash Bros. Ultimate, in which one stage can transform into another during the match. However, this time, you can set stage "playlists" that will allow the stage to switch between more than two stages during the match. Hazard toggling also returns from Ultimate, and can be set per stage instead of a global switch.
===New Stages===
====Base Game====
Stage 	Info
Battlefield 	
This simple stage has been in Super Smash Bros. since Melee, with three platforms above a larger platform.
Final Destination 	
Final Destination is a simple, one-platform stage that soars through the skies, switching through backdrops.
Table of Beginning 	
At this table, Master Hand orchestrated the beginning of the Super Smash Bros. series back in 1999. The Table of Beginning's layout is simple, with a relatively flat plane and some large books that serve as platforms. Use the simple terrain design to your advantage!
Subspace Gunship 	
This gunship was once used to bring the World of Trophies into Subspace. However, it was subsequently destroyed after a short battle. In GR, the Subspace Gunship is a stage that takes place on the deck of the ship, with a battle taking place overhead. Eventually, the ship will break apart, and you'll be fighting as it falls into the ocean, before being picked up by an Arwing. From there, you'll move from ship to ship as the fleet enters Subspace. However, once you reach Subspace, the process starts over.
Bowser's Castle 	
Bowser's Castle was the stronghold of the titular Koopa King during his domination of the Mushroom Kingdom, within the glowing metropolis of Neo Bowser City. In GR, Bowser's Castle is a stage that features two lava pits on both sides of the singular platform. The lava will rise and fall on both sides, impacting your chances of being able to KO opponents.
Mushroom Kingdom III 	
Mushroom Kingdom III is the logical next step compared to its predecessors: a stage based on Super Mario Bros. 3. This particular version takes place in several locales: Grass Land, where you'll have the usual setup of blocks and platforms, Water Land, where Boss Bass will leap out of the water in an attempt to swallow fighters whole, Ice Land, where the ground itself is slippery and hard to keep your traction on, and last but not least an airship where you won't have much ground room.
Lineland Road 	
Lineland Road, the first area Mario ventured into to recover the Pure Hearts, is an interesting stage. It has two layouts: a 2D one with a platform with walk-off blast lines and two platforms floating above, and a 3D one featuring a platform with ledges, but only one floating platform above. Every so often the stage will flip between 2D and 3D, so make sure to avoid one of the areas that'll be changing with the flip!
Bowser's Body 	
Mario & Luigi were once stuck inside Bowser's body. Now, it's a huge stage, akin to the Great Cave Offensive! Delve into the Trash Pit's pits of liquid, break open carrot chunks in the Gut Check, fight through the shelves in the Memory Bank, and find some...dark threats in the Airway!
Mario Party 	
Drawing from multiple games in the series, Mario Party is a stage of surprises. Despite having the same layout constantly, it will switch between four aesthetic looks: Mystery Land from Mario Party 2, Castaway Bay from Mario Party 6, Koopa's Tycoon Town from Mario Party 8, and Whomp's Domino Ruins from Super Mario Party. In between transitions, one of several minigames will happen, and winning will give you a random buff for a short period of time:
*Shy Guy Says from the first Mario Party, where you'll have to perform the action Shy Guy tells you to.
*The Great Deflate from Mario Party 4, where you'll have to smash inflatable Thwomps with attacks.
*Pokey Pummel from Mario Party 7, where you need to tear apart Pokeys, but you can fling their segments at other fighters.
*Beeline Shrine from Mario Party 10, where you need to avoid the bees flying around the stage.
Stormship Stadium 	
After the finals of the Striker Cup, many of the best teams came to Stormship Stadium. This stage may seem flat, but it tilts often, making the ground an erratic element. What's worse is that lightning will occasionally strike the stage, so watch out!
100m 	
100m was the last of the four areas Mario delved into to save Pauline. This stage is a spiritual successor to 75m from Brawl, and features a more simplistic layout with ladders and multiple levels. However, the rivets can be attacked, which will destroy the floors of the stage. Eventually they'll come back up however. The fires that randomly spawn, along with Donkey Kong himself, will also be a problem.
Gangplank Galleon 	
King K. Rool's ship was used to keep Donkey Kong's Banana Hoard hostage. Here, it's more of a traditional stage with walk-off blast lines, but you can attack the piles of barrels and send them at your foes!
Angry Aztec 	
The temples of Angry Aztec held Golden Bananas during Donkey Kong's initial venture into the area. Now, it's a stage featuring a vicious sandstorm. The sandstorm will occasionally rage on the stage, limiting sight on the stage. This can be both an advantage and a disadvantage however, so be careful!
Whale Bay 	
Whale Bay may be a racetrack, but it's a frightening place to be. Occasionally your platform will stop on the track as racers drive by, but who you really want to watch out for is Wizpig. He'll occasionally attack you, but you can defeat him for a point!
Scorch 'n' Torch 	
When the Snowmads invaded, the Kongs made their way across multiple islands, including Bright Savannah and the Scorch 'n' Torch region. Here, you'll be proceeding along as the savannah before you burns. Platforms will be destroyed by the flames, as will ropes.
Ruin of Adventure 	
The Ruin of Adventure was an optional dungeon for Link and his allies to delve into during the war against Termina, and featured a myriad of puzzles. Here, the stage consists of a platform that will rise and fall through the ruin, with each floor having a different layout and gimmicks.
Palace of Winds 	
The sky-high Palace of Winds was the last of the dungeons Link needed to visit to reforge the Four Sword. Here, you'll have cloud platforms flying alongside the main platform, but some might have fans on them, which will push you away!
Lake Hylia 	
Lake Hylia surrounds the House of Gales in Hyrule, where the Pendant of Wisdom was held. This stage normally features a simple set of platforms above the island in the lake, but occasionally Yuga will appear, before turning the stage into Lorule Lake and Turtle Rock. Unlike Hyrule, Lorule's version of the stage features a different platform layout.
Insect Cavern 	
During Tingle's journey to reach Rupeeland, he came across the Insect Cavern. Here, Rupees are all over the simply laid-out stage, which can be collected and delivered to a random Bodyguard that fought alongside Tingle in the game the stage is from. When the bodyguard receives one-hundred Rupees from a single player, they'll fight alongside that player until an amount of time has passed or they're KO'd.
Temple of the Sacred Sword	
This temple held the Master Sword, but also played host to a massive battle. Here, ghosts will occasionally fly through the battlefield, attacking anyone in their way, though they can also be attacked, which will change the direction they fly in! The stage layout itself consists of a large field with walk-off blast lines.
Phaaze 	
Phaaze was invaded by Samus during her journey to locate and stop Dark Samus, and is a hostile place. This stage consists of a cavernous layout with a moving platform above, but occasionally, Phazon will creep onto the stage. Fighters who make contact with it will enter Hypermode, where they'll hit harder with all attacks, but take increased knockback.
Talvania 	
The Space Pirates invaded Talvania to take control of its machines, before the Federation Force came in. Talvania is a moving stage that transitions between the power station, Space Pirate weapon factory, and Metroid breeding facility, each with their own hazards.
SR388 	
SR388 was infiltrated by Samus during her mission to exterminate the Metroid species. SR388 is a large labyrinth stage fitting for the Metroid series, with Teleport Stations allowing for easy travel around the labyrinth. The purple liquid all around the stage is key to eliminating your foes.
Windblown Wilderness 	
Windblown Wilderness is a calm stage set at sunset, which features multiple small platforms above an abyss, including several smaller Number Platforms. These platforms will fall if they're stood on until the counter on it reaches zero. Wind gusts will also periodically alter the platform layout on the stage, making for some interesting variations.
Yoshi's Cookie 	
Yoshi's Cookie is a unique stage in that it only possesses a blast line above. However, as the battle goes on the cookies will move throughout the grid. Should a fighter be caught between several cookies or a wall, they'll be instantly KOed. Make sure to watch the constantly moving battlefield!
 	
This mountain holds the nightmares of Kirby's past adventures, which he had to face himself. This stage features a simplistic cave layout, but occasionally stalagmites will fall and alter the platform layout. However, these stalagmites can be destroyed, but will eventually fall down again.
Planet Earthfall 	
Planet Earthfall was one of many planets Kirby visited during the battle to stop Hyness and the Jambastion mages. The layout of the stage features two hills, providing an angled approach to attacking enemies, as well as a single tree that can be used to gain the high ground against foes.
Patch Land 	
This quilty landscape was desecrated by the evil Yin-Yarn, but Kirby and Prince Fluff fixed it back up after a grueling adventure. Patch Land features three distinct platform layouts that will switch as time goes on: one based on Quilty Square, one based on Snow Land, and one based on Space Land.
City Trial 	
The expanses of the City Trial are full of Patches to collect, vehicles to utilize, and all sorts of events. City Trial is a moving stage that takes place on top of the Air Ride Machines from the stage's game of origin, with all sorts of machines to fight on top of. New machines will come and go, so make sure to keep moving!
ThornTail Hollow 	
ThornTail Hollow is among the most beautiful areas on Sauria, and the first of its locales visited by Fox McCloud. The stage takes place in front of the WarpStone, and is more or less a platform with uneven terrain.
Area 3 	
Andross's forces hit the space colony of Area 3 hard, prompting the Star Fox team to defend the Gigarilla weapon inside. The stage actually takes place on top of the Gigarilla, which will move around occasionally as it moves to attack nearby Venomian ships.
Poké Floats 2 	
Poké Floats 2 is the successor to the original Poké Floats from Melee, in which you'll battle on top of moving Pokémon floats. This time however, you'll see a myriad of Pokémon from across all seven generations.
Battle Frontier 	
Hoenn's Battle Frontier is a stage that takes place on a flat plane with walk-off blast lines, within the Battle Frontier complex itself. However, the battlefield will change occasionally to accommodate one of four types: Ghost, Fighting, Poison, or Bug. Each type has its own platform layout.
Ultra Megalopolis 	
Ultra Megalopolis had its light stolen by Necrozma, forcing the Ultra Recon Squad to build Megalo Tower. In Smash GR, the light plays a major role, with the Megalo Tower occasionally being attacked by Necrozma as you fight on a simple layout with a single platform above you. When Necrozma attacks the tower, the entire stage will darken briefly, before being lit up again.
Citadark Isle 	
The volcanic island of Citadark Isle features a rugged platform layout of sorts. However, what sets this stage apart is the presence of XD001 (commonly known as Shadow Lugia) as a stage boss, who will occasionally appear and attempt to attack the fighters.
Temporal Tower 	
The Temporal Tower was the home of Primal Dialga during its descent into madness. The stage's vertical layout makes for some interesting situations, but what's even more interesting are the Time Gears that will periodically appear throughout the stage. Use one, and you'll either gain a speed boost, or be slowed down.
Pokémon GO 	
Pokémon GO is a stage based on the titular mobile game, which consists of two moving platforms above a larger platform. What sets this stage apart however is the background, which will cycle between four real-world landmarks: the Golden Gate Bridge, the Eiffel Tower, Mt. Fuji, and the Great Pyramid of Giza.
Sand Ocean 	
Sand Ocean is a well-known course to F-Zero racers, featuring plenty of tight turns. Unlike past F-Zero stages, Sand Ocean always takes place atop the Blue Falcon, with F-Zero machines occasionally coming in below. Choose where you wish to fight wisely.
Sunshine Forest 	
The Sunshine Forest, a vast area full of trees and fauna, was attacked by the Pigmask Army when they first arrived in the Nowhere Islands. The stage's flat layout is added onto by several burnt trees and logs on the ground, providing plenty of spots to take cover in.
Opera House 	
Cyrkensia's Opera House is a popular attraction for both locals and tourists, and was the site of a battle between the kingdoms of Hoshido and Nohr. The entire stage takes place on a gondola as it circles around the opera house, making it a peaceful stage of sorts.
Space Pirate Ship 	
During the war between the armies of Palutena and Medusa, the Space Pirates held the Three Sacred Treasures aboard their ship. The stage itself consists of multiple moving platforms, as well as the tentacles of the kraken aboard the ship occasionally breaking through and acting as platforms themselves.
Golden Passage 	
The Golden Passage held many treasures that were later plundered by Wario himself. This stage is unique in that there is no upper blast line due to a ceiling: just one to the left, one to the right, and one below the singular platform. The stage itself is a bit cramped too, so don't play too defensively!
Gyromite 	
Professor Hector had to navigate through these mechanical tunnels with the help of R.O.B.. While Gyromite initially features a Final Destination-esque layout, the stage also features two gates on the left and right sides that will occasionally open and close.
Ambush in Africa 	
Desperado's attack on an African country led to the Maverick member Raiden confronting the gigantic Metal Gear RAY. Here, the stage shifts between various parts of the battle as Metal Gear RAY attempts to attack from afar with missiles and destroying nearby buildings.
BINGO Highway 	
During the conflict between Teams Hero, Dark, Rose, and Chaotix, they all stumbled upon the casino-esque BINGO Highway. Here, as you battle atop a large, complex layout of platforms, a giant Bingo board is the centerpiece. Occasionally, a marked number will appear on the stage, with players capable of collecting it. Collect the numbers that form a Bingo, and you'll receive a random buff.
Rooftop Run 	
Sonic and his new ally Chip ventured through the city of Spagonia to retrieve key fragments to unlock access to a Gaia Temple in the city. Rooftop Run takes place at the top of the tower within the city, providing a nice view as you fight atop a simple stage layout consisting of two platforms above the tower.
Studiopolis Zone 	
The Heavy Gunner fought with Sonic and his allies during their trip to Studiopolis Zone. This carries over to the stage itself, which will travel between several points within the boss fight. Whenever the main platform lands on the road, Mighty the Armadillo and/or Ray the Flying Squirrel will sprint by, followed by the Heavy Gunner's helicopter, so keep an eye out! Sometimes the stage will land on a skyscraper within Studiopolis instead, but the Heavy Gunner will fire off missiles at the skyscraper!
Pocket Camp 	
This campsite is home to many animals and travellers looking to relax. The stage itself is a flat layout with several RVs acting as platforms.
Central Highway 	
X delved onto this highway to stop the Mavericks, and ended up encountering his rival Vile. Central Highway consists of a simple platform layout with a large platform that moves left and right above the main one.
Canyon Chaos 	
Canyon Chaos was visited by Pac-Man during his journey to secure the Golden Fruit. The stage is notorious for the giant gap in the middle, essentially splitting it into two main platforms.
Argentum Trade Guild 	
The Argentum Trade Guild is among the most influential factions in Alrest. This stage takes place on a ship docked at the trade guild, with an intricately designed platform layout as time goes through a day-night cycle.
World A 	
The four Warriors of Light travelled across this then-unnamed world to defeat the Four Fiends. While simplistic, with two moving platforms, World A as a stage has an almost nostalgic vibe to it.
The Reef 	
The Reef is one of many popular areas in Inkopolis, both for its shops and for the Turf War battles. The stage itself takes place on the bridge in the center of the stage, which in itself is sloped.
Level 37 	
The so-called "Level 37" was the domain of the alien emperor Tomator, and the site of his first battle with the Lost Vikings. Tomator himself appears as a stage boss within this 16-bit, intricately designed stage, so use all the platforms to your advantage!
Pictochat X 	
Pictochat X combines the transformations of both Pictochat and Pictochat 2 from Brawl and Smash 3DS, while also adding some new ones.
The Overworld 	
The Overworld best exemplifies what Minecraft is about, in that it's 100% randomly-generated. Who knows what layout and/or biome you'll be fighting in!
Noisy Notebook 	
Noisy Notebook is a unique stage where a variety of unique stage elements can show up, such as lights that will reduce visibility on the stage when attacked, basketball nets that will meteor smash opponents who enter them, and eggs that can be thrown into nests to receive healing!
Nintendo Floats 	
Nintendo Floats is a unique stage that takes place along floating Nintendo hardware. You'll battle it out on top of consoles and their peripherals.
Artisans Homeworld 	
The Artisans Homeworld was the first area Spyro delved into to stop Gnasty Gnorc. This stage is relatively peaceful, with walk-off blast lines and dragons flying overhead in the background. However, the Goons that will periodically spawn may be a problem!
The Beacon 	
The Beacon is among the highest points on the island of Club Penguin, and is an interesting stage. With a view of the whole island, you'll duke it out on both the main level of the Beacon and the roof of the light, which will provide for some interesting battles. Green Puffles may also fly in with items.
Zip Lash 	
Zip Lash is a scrolling stage that takes place throughout a neighborhood. Much like Chibi-Robo, you'll be traversing the ground at a small scale as you come across obstacles!
Forest Village 	
Forest Village was where Billy Hatcher first arrived in Morning Land, and is a unique stage in that it features giant eggs that sporadically appear. Players who break open these eggs will hatch animals to fight alongside them, but other than that the stage is relatively simple, consisting of two large platforms and a gap in between them.
Spiral Mountain 	
The home of Banjo and Kazooie, Spiral Mountain takes place on the bridge between the main mountain and Gruntilda's lair. While this may seem quite simple, the bridge can break if it sustains enough damage, but will eventually respawn.
Burning Hells 	
The realm of demons that opposes the High Heavens, the Burning Hells stage features walk-offs and rugged terrain, but the presence of the demon lord Azmodan as a stage boss makes it even more chaotic! Lava can also erupt from the ground as well.
Labyrinth of Amala 	
The Labyrinth of Amala is a hellish maze where each fighter can't see the whole stage. You'll need to navigate through the dark to reach your opponents!
====Downloadable====
Stage 	Info
Ghostrealm Stadium	
This basic three-platform stage is similar to Battlefield, but has various characters from Ghostrealm Studios's own games in the background. It's moreso a stage to celebrate the company rather than being a complex stage.
The Lawn 	
The site of the first battle between plants and zombies, The Lawn is a relatively flat space. However, as the battle goes on, Sun will fall from the sky. Collect enough Sun, and a wave of Zombies will move across the stage to attack enemies in your way!
====Stage Skins====
An extension of Boxing Ring's dual designs in Smash 3DS/Wii U, Stage Skins are cosmetic variants of several stages in the game that retain the same layout and design, but look different aesthetically. Some are even based on other franchises entirely!
Stage 	Info
Battlefield (Ultimate) 	
A Stage Skin of Battlefield, this version of the stage is based on Super Smash Bros. Ultimate. Relieve the time when everyone came back for the first time!
Battlefield (for 3DS/for Wii U) 	
A Stage Skin of Battlefield, this incarnation of the beloved stage is based on Super Smash Bros. for Nintendo 3DS/for Wii U. Enjoy reliving the days of having two systems with the same game on them!
Battlefield (Brawl) 	
A Stage Skin of Battlefield, this version is based on Super Smash Bros. Brawl. Relieve the days of tripping and complaining about a ruined competitive scene!
Battlefield (Melee) 	
A Stage Skin of Battlefield, this version is based on Super Smash Bros. Melee. Thankfully, the ledges here aren't as jank as they were before.
Battlefield (64) 	
A Stage Skin of Battlefield, this version is based on the original Super Smash Bros. and can be used in VS matches for the very first time!
Final Destination (Ultimate) 	
A Stage Skin of Final Destination, this version of the stage is based on Super Smash Bros. Ultimate. The lighting really brings the stage to life.
Final Destination (for 3DS/for Wii U)	
A Stage Skin of Final Destination, this incarnation of the beloved stage is based on Super Smash Bros. for Nintendo 3DS/for Wii U. The red and blue clash much like the two versions of the game.
centerFinal Destination (Brawl) 	
A Stage Skin of Final Destination, this version is based on Super Smash Bros. Brawl. It's here that some of Smash's greatest songs came about.
Final Destination (Melee) 	
A Stage Skin of Battlefield, this version is based on Super Smash Bros. Melee. All you need now is to play Fox exclusively here, and to turn off those items!
Final Destination (64) 	
A Stage Skin of Final Destination, this version is based on the original Super Smash Bros. and can be used in VS matches for the very first time! It may seem ominous, but it really reminds you of the first appearance of Master Hand.
Bowser Jr.'s Airship Armada 	
A Stage Skin of Gangplank Galleon, Bowser Jr.'s Airship Armada shares the same core concept of being on an airship before having to navigate an obstacle course, except it's all in space!
Kremling Arena 	
A Stage Skin of Boxing Ring, the Kremling Arena features a different aesthetic based on the final battle in Donkey Kong 64.
Outset Island 	
A Stage Skin of Tortimer Island, Outset Island continues the trend of having random layouts, and also has the Helmaroc King flying in the background.
Skytown 	
A Stage Skin of Skyworld, the similarly-named Skytown is a bit more urban, and offers a nice, Metroid-themed change of pace.
Raphael's Moon 	
A Stage Skin of Mario Galaxy, Raphael's Moon features the titular raven himself in the background, watching the fight.
Lor Starcutter 	
A Stage Skin of Halberd, the Lor Starcutter is in space instead, and features more...spectacular aesthetics.
Lost Valley 	
A Stage Skin of Green Hill Zone, Lost Valley is more of a desert. I guess you could say Green Hill's looking a lot more like Sand Hill right now.
===Returning Stages===
Stages 	Stages 	Stages 	Stages
 	 	 	
Princess Peach's Castle	Mushroom Kingdom 	Mushroom Kingdom II 	Figure-8 Circuit
 	 	 	
Delfino Plaza 	Luigi's Mansion 	3D Land 	Mario Galaxy
 	 	 	
Rainbow Road 	Super Mario Maker 	New Donk City Hall 	Kongo Jungle
 	 	 	
Kongo Falls 	Jungle Hijinx 	Hyrule Castle 	Temple
 	 	 	
Great Bay 	Bridge of Eldin 	Pirate Ship 	Gerudo Valley
 	 	 	
Skyloft 	Great Plateau Tower	Brinstar 	Brinstar Depths
 	 	 	
Norfair 	Frigate Orpheon 	Dream Land (64) 	Fountain of Dreams
 	 	 	
Green Greens 	Halberd 	Dream Land GB 	Great Cave Offensive
 	 	 	
Super Happy Tree 	Yoshi's Story 	Yoshi's Island (Melee)	Woolly World
 	 	 	
Corneria 	Venom 	Lylat Cruise 	Orbital Gate Assault
 	 	 	
Saffron City 	Pokémon Stadium 	Pokémon Stadium 2 	Spear Pillar
 	 	 	
Prism Tower 	Onett 	Fourside 	Magicant
 	 	 	
Big Blue 	Port Town Aero Dive	Mute City 	Summit
 	 	 	
Castle Siege 	Arena Ferox 	Coliseum 	Flat Zone X
 	 	 	
Skyworld 	Reset Bomb Forest 	Palutena's Temple 	WarioWare, Inc.
 	 	 	
Gamer 	Distant Planet 	Garden of Hope 	Shadow Moses Island
 	 	 	
Green Hill Zone 	Windy Hill Zone 	Smashville 	Tortimer Island
 	 	 	
Town and City 	Wily Castle 	Wii Fit Studio 	Boxing Ring
 	 	 	
Pac-Maze 	Gaur Plain 	Duck Hunt 	Balloon Fight
 	 	 	
Living Room 	Pilotwings 	Wuhu Island 	Wrecking Crew
 	 	 	
Suzaku Castle 	Midgar 	Umbra Clock Tower 	Moray Towers
 	 	 	
Dracula's Castle 	Dracula's Castle 	Dracula's Castle 	Dracula's Castle
===Smash Taunts===
See here.
==Items==
===Returning Items===
Almost every single item in Super Smash Bros. history returns in Super Smash Bros. GR.
Items 	Items 	Items 	Items 	Items 	Items 	
Assist Trophy 	Back Shield 	Banana Gun 	Banana Peel 	Barrel 	Barrel Cannon 	
Beam Sword 	Beehive 	Beetle 	Black Hole 	Blast Box 	Bob-omb 	
Bombchu 	Bomber 	Boomerang 	Boss Galaga 	Bullet Bill 	Bumper 	
Bunny Hood 	Capsule 	CD 	Cracker Launcher	Crate 	Cucco 	
Daybreak 	Deku Nut 	Dragoon 	Drill Arm 	Fairy Bottle 	Fake Smash Ball	
Fan 	Fire Bar 	Fire Flower 	Food 	Franklin Badge 	Freezie 	
Golden Hammer 	Gooey Bomb 	Grass 	Green Shell 	Gust Bellows 	Hammer 	
Healing Field 	Heart Container	Hocotate Bomb 	Home Run Bat 	Hothead 	Killer Eye 	
Launch Star 	Lightning Bolt 	Lip's Stick 	Master Ball 	Maxim Tomato 	Metal Box 	
Motion Sensor Bomb	Mr. Saturn 	Ore Club 	Parasol 	Party Ball 	Pitfall 	
Poison Mushroom 	Poké Ball 	POW Block 	Ray Gun 	Red Shell 	Rocket Belt 	
Rolling Crate 	Sandbag 	Screw Attack 	Smart Bomb 	Smash Ball 	Smoke Ball 	
Soccer Ball 	Special Flag 	Spiny Shell 	Spring 	Star Rod 	Steel Diver 	
Super Leaf 	Super Mushroom 	Super Scope 	Super Star 	Superspicy Curry	Team Healer 	
Timer 	Trophy 	Unira 	Warp Star 	X Bomb 	Killing Edge 	
Death's Scythe 	Staff 	Ramblin' Evil Mushroom	Rage Blaster 	Rage Blaster 	Rage Blaster 	Rage Blaster
===New Items===
Items 	Items
+ Clock 	Spinner
When collected, the + Clock adds 20-30 seconds to the match timer. Because of this, it only spawns in matches in which the timer is enabled.	
The Spinner can be ridden when grabbed. While riding the Spinner, you can charge it up for more momentum and knockback power, akin to being able to control a Rolling Crate.
Stamina Vessel	
The Stamina Vessel, when collected, sticks to your character. Whenever you're put into a fall state, the badge is consumed and pulls you out of the fall state, potentially allowing for you to use a recovery move twice.	
The Stage Morpher acts similarly to an Assist Trophy, except it activates a Stage Morph into a random stage.
Crash Guard 	Choice Band
The Crash Guard adds a miniature Stamina meter (50 HP) next to your percentage. The next time you take a hit, the attack will consume Stamina instead of increasing your percentage.	
The Choice Band increases the power of non-special moves, but weakens the power of special moves while equipped.
Flame Shield 	Pink Wisp
The Flame Shield, when broken open via an attack, creates a sphere of fire around you that will damage opponents who are adjacent to it, but it doesn't block damage entirely.	
The Pink Wisp will cause your character to stick to the stage briefly, preventing them from jumping, but also causing knockback to merely slide them along the ground.
===Assist Trophies===
Many Assist Trophies from previous games return in Super Smash Bros. GR, and all Assist Trophies are integrated into Multi-Man Smash (as the main opponents), Boss Battles (as helpers against the bosses), and Adventure Mode (as companions akin to Helpers in the Kirby series).
Assist Trophies 	Assist Trophies	Assist Trophies	Assist Trophies 	Assist Trophies 	Assist Trophies 	Assist Trophies
Alucard 	Andross 	Arcade Bunny 	Ashley 	Bomberman 	Burrowing Snagret 	Chain Chomp
Color TV-Game 15	Devil 	Dr. Kawashima 	Dr. Wright 	Elec-Man 	Excitebikes 	Ghirahim
Ghosts 	Gray Fox 	Hammer Bro. 	Infantry and Tanks	Isaac 	Jeff 	Jill
Kapp'n 	Kat and Ana 	Klaptrap 	Knuckle Joe 	Knuckles the Echidna	Lakitu and Spinies	Lyn
Magnus 	Metroid 	Midna 	Mr. Resetti 	Moon 	Mother Brain 	Nightmare
Nikki 	Nintendog 	Phosphora 	Rathalos 	Ray Mk III 	Riki 	Rodin
Sablé Prince 	Saki Amamiya 	Samurai Goroh 	Sheriff 	Squid Sisters 	Starman 	Sukapon
Takamaru 	Takamaru 	Takamaru 	Waluigi 	Zero 	Zero 	Zero
Many new Assist Trophies are added as well:
Assist Trophies	Assist Trophies
Captain Toad 	Mini-Mario
Captain Toad will run around the stage, picking up vegetables and tossing them at the summoner's enemies.	
When summoned, Mini-Mario will walk along the stage as girders are drawn into place, providing temporary platforms as well as knocking around anyone in the way of the girder.
Viruses 	Timid Guy
The Viruses, as a trio, will run around the stage as giant Megavitamins descend from the top of the screen, damaging any fighters they hit. The Viruses themselves will also hurt anyone they hit. And just like in Dr. Mario, the Megavitamins will destroy the Viruses.	
Timid Guy will brandish his sword, before leaping around the stage and slashing at any opponents in his way.
Dimentio 	Captain Goomba
Dimentio will bring the stage into Dimension D, before creating countless clones of himself and diving at the summoner's enemies.	
Captain Goomba will whistle before a herd of his soldiers rampage across the stage, hitting anyone in their way.
Rambi 	Chunky Kong
Rambi, when summoned, will ram forward, knocking back anyone in his way, before circling around to go in the other direction. The summoner can ride on top of him too.	
Chunky Kong will perform the Simian Slam numerous times, causing bananas to rain down from the sky and trip up anyone they hit, besides the summoner.
Valoo 	Ravio
Valoo will fly in the air and spit out a flurry of fireballs before despawning. These fireballs will then crash down onto the stage for major damage.	
Ravio will use the Tornado Rod to create a tornado in the center of the stage that will trap any fighters briefly. The tornado disappears when Ravio disappears.
Kamek 	Nep-Enut
Kamek will fire off magical blasts at enemies. Should they miss, a Shy Guy will spawn if the blast hits the ground.	
The Nep-Enut will emerge from below the stage, and damage anyone who makes contact while blocking off part of the stage in a way.
Bandana Dee 	Escargoon
Bandana Dee, when summoned, will attempt a round of Megaton Punch on-stage that will cause massive damage to anyone standing on the ground. Afterwards, he'll fly out of the stage via his spear helicopter technique, damaging anyone in his way.	
Escargoon will appear in King Dedede's tank from Kirby: Right Back At Ya, using its robotic arm to grab fighters before flinging them off the stage. Uniquely, if someone is playing as King Dedede, Escargoon expresses a face of shock if he grabs that player.
Giegue 	Porky
Giygas will unleash waves of red energy around the stage that cause fighters afflicted to fall to the ground, crying while slowly taking damage.	
Porky, in his Bed Mecha, will crawl around the stage attacking fighters much like his appearance in Super Smash Bros. Brawl.
Micaiah 	Camilla
Micaiah will cast Light, sending electricity blasts along the ground of the stage.	
Camilla, on the back of her wyvern, will fly around the stage and let loose a flurry of attacks.
Viridi 	Hades
Viridi will throw down a Reset Bomb onto the stage, causing an explosion that consumes half of the stage's area temporarily.	
Hades will roam the stage briefly when summoned, letting loose blasts of shadow magic that can stun enemies in place after dealing damage.
===Pokémon===
Many Pokémon return as Poké Ball Pokémon in Super Smash Bros. GR.
Assist Trophies	Assist Trophies	Assist Trophies	Assist Trophies 	Assist Trophies	Assist Trophies	Assist Trophies
Venusaur 	Blastoise 	Alolan Raichu 	Clefairy 	Vulpix 	Alolan Vulpix 	Meowth
Abra 	Onix 	Electrode 	Alolan Exeggutor 	Weezing 	Chansey 	Goldeen
Staryu 	Ditto 	Eevee 	Snorlax 	Articuno 	Zapdos 	Moltres
Mew 	Togepi 	Bellossom 	Marill 	Unown 	Wobbuffet 	Scizor
Porygon2 	Raikou 	Entei 	Suicune 	Lugia 	Ho-Oh 	Celebi
Gardevoir 	Gulpin 	Metagross 	Latias and Latios	Kyogre 	Groudon 	Jirachi
Deoxys 	Piplup 	Bonsly 	Munchlax 	Abomasnow 	Weavile 	Palkia
Giratina 	Manaphy 	Darkrai 	Arceus 	Victini 	Snivy 	Zoroark
Kyurem 	Keldeo 	Meloetta 	Genesect 	Chespin 	Fennekin 	Fletchling
Spewpa 	Gogoat 	Swirlix 	Inkay 	Dedenne 	Xerneas 	Bewear
Pyukumuku 	Togedemaru 	Mimikyu 	Solgaleo 	Lunala 	Marshadow 	Marshadow
Many new Pokémon join the battle as well:
Pokémon 	Pokémon
Plusle and Minun 	Gigalith
Plusle and Minun will use Electro Ball as they bounce around the stage separately for some time, dishing out damage and knockback to anyone they hit.	Gigalith will use Stone Edge, sending stalagmites rising up through the ground at random intervals, though the location of the stalagmite will rumble briefly.
Gengar 	Heatran
Gengar will use Shadow Ball, sending a flurry of dark orbs across the stage.
Sometimes, Gregor the Gengar will show up instead of a regular Gengar, but retains the same function.	Heatran will use Fire Fang, charging at nearby targets and biting them until it disappears.
Shuckle 	Necrozma
Shuckle will use Sticky Web and fire several webs around the stage. Fighters caught in the webs will be stuck briefly. 	Necrozma will calm itself for a moment, before unleashing a ferocious Psycho Cut across the stage, harming anyone caught in the slash.
Hoopa 	Pelipper
Hoopa uses Hyperspace Hole and creates two portals on the stage. Fighters can jump inside and use them to quickly move through the stage. 	Pelipper's Ability, Drizzle, comes into effect, causing rain to overtake and flood the lower portion of a stage with water briefly. Should this be impossible on some stages, Pelipper will instead use Hurricane and send tornadoes at the summoner's enemies.
Primarina 	Staraptor
Primarina uses Sparkling Aria, sending water across the whole stage for big damage. 	Staraptor uses Brave Bird from where it was summoned, charging forward and dishing out major damage and knockback.
==Bosses==
Super Smash Bros. GR has a myriad of bosses fought across multiple modes, each with their own attack patterns and weaknesses. Bosses can be fought in several ways:
*Story Mode features several boss encounters.
*Classic Mode always ends with a boss fight that varies depending on the character.
*Adventure Mode has a set order of specific bosses that show up.
*Smash Tactics always has one boss on the stage that depends on the map chosen.
*Boss Battles is a gauntlet that features every boss in the game.
*Smash Run's Free Run variant has bosses occasionally spawning.
*Showdown has a boss that is fought when the player chooses to exit the tourney.
*Bosses can be spawned in Training Mode after encountering them at least once.
Bosses	Bosses
==Soundtrack==
Super Smash Bros. GR features a myriad of songs from all sorts of games for its soundtrack (including every single song from previous Smash titles), including both original pieces, and fanmade remixes. The choice to include fanmade remixes was done due to the creator's enjoyment of said remixes. Please note that some songs are completely original and don't have YouTube links listed.
Unlike past Super Smash Bros. titles, any song can be played on any stage, and you can even set songs to play for a specific battle without having to adjust and then re-adjust your My Music settings for the stage.
Due to the return of every song that's previously been in a Smash game, this table only lists new songs.
Songs 	Songs
Super Smash Bros. series 	
Super Smash Bros. series
Opening Movie 	The theme played during the game's opening movie.
Menu 	The main menu theme of Super Smash Bros. GR.
Composed by Claire Anne Carr.
Battlefield 	Battlefield's theme.
Final Destination 	Final Destination's theme.
Composed by Kamex.
Results 	The results screen's theme.
Tournament 	Tournament Mode's theme.
Home-Run Contest 	Home-Run Contest's theme.
Target Test 	The music played in a Target Test.
Multi-Man Smash 	Multi-Man Smash's theme.
Story Map 	The map theme of Intertwining Paths.
Boss Battle 	The battle theme played when facing a boss in Intertwining Paths.
Mr. Smash & Watch 	Mr. Smash & Watch's battle theme, consisting of a combination of the music of Flat Zone, Flat Zone 2, and Tabuu's battle theme.
Rest Area 	The music played in the rest areas of several singleplayer modes.
Smash Tactics 	Smash Tactics's main theme.
Online Practice Stage 	The music played in the online practice area.
Stage Builder 	Stage Builder's theme.
Trophies 	The Trophy Gallery's theme.
Trophy Shop 	The theme of the Trophy Shop.
Coin Launcher 	Coin Launcher's theme.
Super Smash Bros. Medley 	A medley consisting of several songs from Smash 4, Brawl, and Melee.
Composed by Masanori Sasaji.
Intro (64) 	A remix of the intro theme of the original Super Smash Bros..
Composed by ReduxSound.
Master Hand (64) 	A remix of Master Hand's battle theme from the original Super Smash Bros..
Composed by D20Watt.
Metal Battle (64) 	A cover of the music played when battling Metal Mario in the original Super Smash Bros..
Composed by Andy Guy CantYouLift.
Opening (Melee) 	A remix of Super Smash Bros. Melee's opening theme.
Composed by TroyAnthony.
Menu 1 (Melee) Ver. 4 	A new remix of the first menu theme of Super Smash Bros. Melee.
Composed by Jonny Atma.
Menu 2 (Melee) Ver. 2 	A remix of the second menu theme of Super Smash Bros. Melee.
Composed by NyxTheShield.
Final Destination (Melee) 	A remix of the Final Destination theme of Super Smash Bros. Melee.
Composed by DjWalturo.
Main Theme (Brawl) Ver. 2 	A remix of Super Smash Bros. Brawl's main theme.
Composed by FalKKonE.
Final Destination (Brawl) Ver. 2 	A remix of Super Smash Bros. Brawl's Final Destination theme.
Composed by Kamex.
Subspace Emissary Medley 	A medley consisting of snippets of the Subspace Emissary's map theme, plains theme, cave theme, and ending with the theme of the Subspace levels themselves.
Mario series 	
Mario series
Castle Theme - Super Mario Bros. 	A new remix of the castle theme of Super Mario Bros..
Composed by silentzorah.
Underground Theme - Super Mario Bros. 2 	A new remix of the underground theme of Super Mario Bros. 2.
Composed by silentzorah.
Ground Theme - Super Mario Land 	A new remix of Super Mario Land's ground theme.
Composed by Qumu.
World Map - Super Mario World 	A new remix of the world map theme of Super Mario World.
Composed by Mykah.
Rainbow Road (Super Mario Kart) 	A new remix of the Rainbow Road theme of Super Mario Kart.
Composed by Paul LeClair.
Ground Theme - Super Mario Land 2: 6 Golden Coins 	A new remix of the ground theme of Super Mario Land 2: 6 Golden Coins.
Composed by Tee Lopes.
Beware the Forest's Mushrooms 	A new remix of the Forest Maze theme from Super Mario RPG.
Composed by NoteBlock.
Fight Against Monsters 	A new remix of the main battle theme of Super Mario RPG.
Composed by Nintenga Dario.
Fight Against an Armed Boss 	A new remix of the Smithy Gang boss theme from Super Mario RPG.
Composed by LordoftheJimmy.
Fight Against Smithy 	A new remix of Smithy's battle theme from Super Mario RPG, with a few bits of the song Beware the Forest's Mushrooms inside it.
Composed by DjtheSdotcom.
Cool Cool Mountain/Snowman's Land 	A new remix of the snow level theme from Super Mario 64.
Composed by Super 0'Brothers.
Jolly Roger Bay/Dire Dire Docks 	A new remix of the water level theme from Super Mario 64.
Composed by M2THE49's Gaming Zone.
Koopa's Road 	A new remix of Koopa's Road from Super Mario 64.
Composed by Jonny Atma.
Bowser Battle - Super Mario 64 	A new remix of Bowser's battle theme from Super Mario 64.
Composed by Jonny Atma.
Ultimate Koopa 	A new remix of Bowser's final boss theme from Super Mario 64.
Composed by AJ DiSpirito.
Choco Mountain 	A new remix of Choco Mountain's theme from Mario Kart 64.
Composed by Paul LeClair.
Main Theme - Mario Party 	The main theme of the original Mario Party, directly ported from said game.
Eternal Star 	A new remix of the theme of the Eternal Star board from the original Mario Party.
Composed by SilverCro.
Main Theme - Mario Golf 	A new remix of the main theme of the original Mario Golf.
Composed by Nintega Dario.
Horror Land 	A new remix of Horror Land's theme from Mario Party 2.
Composed by Neku.
Bowser Land 	A new remix of Bowser Land's theme from Mario Party 2.
Composed by RylandMakesMusicForYou.
Tournament Round 2 	A new remix of the round two tournament theme from the original Mario Tennis.
Composed by SuperKirbyTwinz.
Battle - Paper Mario 	A new remix of the battle theme of Paper Mario.
Composed by BrokenMug.
Attack of the Koopa Bros. 	A new remix of the Koopa Bros. battle theme from Paper Mario.
Composed by Jonny Atma.
General Guy Battle 	A new remix of General Guy's battle theme from Paper Mario.
Composed by Vonyco Remix.
Escape from Mt. Lavalava 	The theme played when escaping Mt. Lavalava in Paper Mario, unaltered.
Bowser Battle Medley - Paper Mario 	A new medley of both Bowser battle themes from Paper Mario.
Composed by Jonny Atma.
Let's Get A Move On 	A new remix of Let's Get A Move On from Mario Party 3.
Composed by Nintega Dario.
Nice and Easy 	A new remix of Nice and Easy from Mario Party 3.
Composed by Nintega Dario.
Title Theme - Mario Kart: Super Circuit 	A new remix of the title theme of Mario Kart: Super Circuit.
Composed by Grimm Doker.
Sunset Wilds 	A new remix of Sunset Wilds' theme from Mario Kart: Super Circuit.
Composed by Panman14.
E. Gadd's Lab 	The theme of Professor E. Gadd's lab in Luigi's Mansion, directly ported from said game.
King Boo's Theme 	King Boo's battle theme from Luigi's Mansion, directly ported from said game.
Ricco Harbor 	A new remix of Ricco Harbor's theme from Super Mario Sunshine.
Composed by mario64remix.
Shadow Mario's Theme / Cosmic Mario 	A new remix of Shadow Mario's theme from Super Mario Sunshine as well as Cosmic Mario's theme from Super Mario Galaxy.
Composed by AJ DiSpirito.
Vs. Bowser - Super Mario Sunshine 	A new remix of Bowser's boss theme from Super Mario Sunshine.
Composed by Emdasche.
Loud and Sweet 	One of several minigame themes directly ported from Mario Party 4.
Double Dash Circuit - Mario Kart 8 	The Mario Kart 8 rendition of the circuit theme of Mario Kart: Double Dash!!.
Mushroom Bridge/City 	A new remix of Mushroom Bridge and City's theme from Mario Kart: Double Dash!!.
Composed by NoteBlock.
Ready... OK 	A new remix of the Ready... OK minigame theme from Mario Party 5.
Composed by Nintenga Dario.
A New Adventure Begins DX 	The title theme of Mario & Luigi: Superstar Saga + Bowser's Minions, directly ported from said game.
Come On! - Mario & Luigi: Paper Jam 	The Mario & Luigi: Paper Jam rendition of the battle theme of Mario & Luigi: Superstar Saga.
The Shadow Thief 	A new remix of Popple's battle theme from Mario & Luigi: Superstar Saga.
Composed by Canamox El Leal.
Fossil Falls 	A new remix of Fossil Falls from Super Mario Odyssey.
Composed by gabocarina96.
Mario Circuit - Mario Kart 9 	A new remix of Mario Circuit's theme from Mario Kart 9.
Main Theme - Super Mario Excursion 	Super Mario Excursion's main theme, directly ported from said game.
Vs. Boss - Super Mario Excursion 	Super Mario Excursion's boss theme, directly ported from said game.
Neo Bowser City 	A new remix of Neo Bowser City's theme from Super Mario Excursion.
Vs. Bowser - Super Mario Excursion 	Bowser's boss theme from Super Mario Excursion, directly ported from said game.
Battle Theme - Paper Mario: Double-Sided 	A new remix of the battle theme of Paper Mario: Double-Sided.
Tentacle Harbor 	Tentacle Harbor's theme from Super Mario Expedition.
Vs. Pikante 	A new remix of Prince Pikante's battle theme from Super Mario Expedition.
Going Bananas 	The Kongs' battle theme from Mario & Luigi: Bananas Split.
Donkey Kong series 	
Donkey Kong series
Aquatic Ambience 	A new remix of Aquatic Ambience from the original Donkey Kong Country.
Composed by Kamex.
DK Rap 	A new remix of the infamous DK Rap from Donkey Kong 64.
Composed by Player2.
Gang-Plank Galleon / DK Rap 	A mashup of the DK Rap from Donkey Kong 64 and the rendition of Gang-Plank Galleon from Super Smash Bros. Ultimate.
Scorch 'N' Torch 	The theme of the Scorch 'N' Torch level from Donkey Kong Country: Tropical Freeze, directly ported from said game.
The Legend of Zelda series 	
The Legend of Zelda series
Overworld - The Legend of Zelda: Link's Awakening 	A new remix of the overworld theme of The Legend of Zelda: Link's Awakening.
Composed by Psycho-Kinetic Griffin.
Facing Ganon - The Legend of Zelda: A Link Between Worlds	Ganon's battle theme from The Legend of Zelda: A Link Between Worlds, directly ported from said game.
Hyrule Field - Hyrule Warriors 	The rendition of the main Zelda theme from Hyrule Warriors, directly ported from said game.
Calamity Ganon Medley 	A new medley of both Calamity Ganon battle themes from The Legend of Zelda: Breath of the Wild.
Composed by CarboHydroMusic.
Main Theme - The Legend of Zelda: War of the Triforce 	The main theme of The Legend of Zelda: War of the Triforce, directly ported from said game.
Vs. Chaargus 	A new remix of Chaargus's boss theme from The Legend of Zelda: Fields of Hyrule.
Soaring through Hylavia 	A new remix of Hylavia's theme from The Legend of Zelda: Pierced Skies.
Main Theme - The Legend of Zelda: Across Generations 	A new remix of the main theme of The Legend of Zelda: Across Generations.
Demise's Anguish 	A new remix of the final boss theme from The Legend of Zelda: Across Generations
Star Fox series 	
Star Fox series
Title Screen / Menu - Star Fox: Assault 	The menu theme of Star Fox: Assault.
Corneria - Starlink: Battle for Atlas 	The rendition of the Corneria theme from Starlink: Battle for Atlas, directly ported from said game.
Space Dynamics Raceway 	A new remix of the theme of Space Dynamics Raceway from Star Fox: Grand Prix.
Pokémon series 	
Pokémon series
Kanto Trainer Battle 	The Pokémon anime's rendition of Kanto's trainer battle theme.
Gym Leader Battle - Pokémon Diamond & Pearl 	A new remix of the Gym Leader battle theme from Pokémon Diamond & Pearl.
Composed by Zame.
Accumula Town 	A new remix of Accumula Town's theme from Pokémon Black & White.
Composed by ああああ.
Sonic series 	
Sonic series
Marble Zone 	A new remix of Marble Zone's theme from the original Sonic the Hedgehog.
Composed by Box Robot Studios.
Emerald Hill Zone: Act 1 	A new remix of Emerald Hill Zone's theme from Sonic the Hedgehog 2.
From the fanmade remake of Sonic 2.
Angel Island Zone 	A mashup of both the Super Smash Bros. Brawl rendition of Angel Island Zone and the original theme, based on the song from Sonic the Hedgehog 3.
Gotta Go Fast 	The main theme of the Sonic X anime.
All Hail Shadow 	The song All Hail Shadow, directly ported from Shadow the Hedgehog.
Green Hill Zone - Modern 	Green Hill Zone's theme when playing as Modern Sonic in Sonic Generations.
Hi Spec Robo Go! (Hard-Boiled Heavies Boss Theme) 	The boss theme of the Hard-Boiled Heavies from Sonic Mania, directly ported from said game.
Infinite's Theme 	Infinite's theme from Sonic Forces, directly ported from said game.
Jungle Fields Zone 	A new remix of the theme of Jungle Fields Zone from Sonic Isolation.
Special Stage - Sonic Shift 	The special stage theme of Sonic Shift.
Final Fantasy series 	
Final Fantasy series
Main Theme - Final Fantasy 	A new remix of the main theme of the Final Fantasy series.
Composed by mWIND.
One-Winged Angel 	A new remix of One-Winged Angel from Final Fantasy VII.
Composed by Jonny Atma.
Minecraft series 	
Minecraft series
Mice on Venus 	A remix of Mice on Venus, one of many Minecraft songs.
Composed by ZebesSystem.
Subwoofer Lullaby 	A remix of Subwoofer Lullaby, one of several Minecraft songs.
Composed by Motorblade.
Sweden (Caution & Crisis Remix) 	An existing remix of the song Sweden that was used for a trailer in 2012.
Wither Storm 	The Wither Storm theme from Minecraft: Story Mode, directly ported from said game.
Warcraft series 	
Warcraft series
Times Change 	A new remix of the opening cinematic theme of World of Warcraft: Warlords of Draenor.
Composed by Evil Ducky Production.
Plants vs. Zombies series 	
Plants vs. Zombies series
Grasswalk 	A new remix of the day level theme of Plants vs. Zombies.
Composed by NoteBlock.
Watery Graves 	The pool level theme of Plants vs. Zombies.
Graze The Roof 	The roof level theme of Plants vs. Zombies.
Graze The Roof (Remix) 	A new remix of Graze The Roof.
Composed by NoteBlock.
Loonboon 	A new remix of the minigame theme from Plants vs. Zombies.
Composed by NoteBlock.
Cerebrawl 	The puzzle level theme of Plants vs. Zombies.
Ultimate Battle 	The conveyor belt level theme from Plants vs. Zombies.
Brainiac Maniac 	The final boss theme from Plants vs. Zombies.
Brainiac Maniac (Remix) 	A new remix of Braniac Maniac.
Composed by Jonny Atma.
Zombies On Your Lawn 	The credits theme of Plants vs. Zombies.
Ghostverse series 	
Ghostverse series
Itching for a Fight 	A new remix of the battle theme of Champions of Ascerth.
The Soul Grazer Awakens 	The Soul Grazer's theme from Zalvar Online, directly ported from said game.
Vs. Colossotron 	A new remix of the Colossotron's battle theme from Birds of a Feather.
Volta's Theme 	Volta's theme from Vyrus, directly ported from said game.
Training 	The training theme of Vigilants, directly ported from said game.
The Necromancer Incarnate 	A new remix of Tobura's battle theme from Champions of Ascerth 2.
==Downloadable Content==
Super Smash Bros. GR features several DLC packs available for purchase, offering more characters, stages, and music.
===Super Smash Bros. GR X Ghostverse===
Super Smash Bros. GR X Ghostverse was originally meant to be included alongside the base game, and contains the following content:
*Kaiden, Elina, Volta, and Felton & Trent as playable characters.
*The Ghostrealm Stadium stage from Ghostrealm Heroes.
*Music tracks.
===Echoes and Semiclones Expansion===
The Echoes and Semiclones Expansion is a small DLC pack that contains six new characters, all of which are based on existing characters in the game to a degree.
*Dixie Kong, Nogan from The Legend of Zelda: Across Generations, and Ninten as Echo Fighters of Diddy Kong, Ganondorf, and Ness respectively.
*Midbus, Yarn Kirby, and Captain Rainbow as semiclones of Bowser, Kirby, and Captain Falcon respectively.
===Non-Expansion DLC Newcomers===
Several newcomers are sold separately from DLC packs.
==Fighter Ballot==
The fighter ballot for GR can be found here.
==Development==
Super Smash Bros. GR is the result of years of working with the Super Smash Bros. series. His first few games were quite barebones, only really detailing characters' special moves and barely focusing on side modes. While a later Smash game (which was later abandoned and taken on by another user) would improve upon this, it still felt like missed potential.
Super Smash Bros. GR also originated from Krexxal's desire to make "his" Smash game. The initial draft of GR saw almost every veteran getting new moves and being reworked, but this concept was scrapped due to it being too ambitious. One thing that did stick however was the ability to change game physics. Krexxal saw that players were never satisfied with the series's physics and playstyle, and sought to provide more options so players could customize their game however they wanted. In general however, the "main" physics of the game were close to that of Super Smash Bros. Ultimate, albeit tweaked slightly. This way, competitive players had lots of room to decide what should and shouldn't be legal, and more casual players had lots of settings to play around with.
Ultimate in general was used as a base once it was revealed, with many concepts introduced by it refined. Despite having abandoned the idea of reworking everyone, Krexxal still sought to make changes to various veterans, either due to personal preference or because it was about time in his eyes. In particular, Ganondorf and Bowser were heavily adjusted due to Krexxal not seeing them as paying enough homage to their series of origin. Many of these changes were also inspired by Brawl- and Project M, two mods for Super Smash Bros. Brawl.
Another major concept Krexxal took into consideration was costumes. In the past, he had wanted to see more creativity with palette swaps, with Smash 4 and Ultimate satisfying this in a way. However, for GR, Krexxal took this a step further. If a character had some sort of alternate look in another game, it was sure to be there.
===Cut Content===
Super Smash Bros. GR's roster once consisted of the following image. Out of the cuts made, the following reasoning was used:
*Captain Toad's inability to jump made him better-suited to an Assist Trophy role.
*Both Petey Piranha and King Boo were generally seen as safer choices, and also cut due to the overabundance of Mario representation. Petey in particular was also cut due to his role in Piranha Plant's Final Smash.
*Fawful was also seen as a safe choice, and Krexxal wanted to tackle a character from the Mario & Luigi series who was generally less seen.
*The idea of Lakitu as a Mario Kart rep proved to be difficult to work with, and along with the overabundance of Mario characters, made him a key candidate to be cut.
*Xananab was too obscure and lacked moveset potential, not to mention that he was more or less a joke pick.
*The Shake King had a lack of source material.
*Waluigi's cut was directly influenced by the actions of his fanbase following the reveal of Super Smash Bros. Ultimate, primarily the fact that Masahiro Sakurai received death threats.
*Midna and Wolf Link's inclusion meant that there'd be four Links in the game, which proved to be one too many.
*Bandana Dee was found to be better-suited to an Assist Trophy role.
*Rick lacked moveset potential and was generally a strange choice.
*Crobat, Aggron, Zoroark, and Decidueye were shelved in favor of other Pokémon representatives.
*The Primid proved to be difficult to work with, and combined with the removal of a story mode, he didn't have much going for him.
*Boba Fett was found to be too controversial of a choice, and thus removed.
*The Labo Man was more or less a joke pick.
*Taikari was scrapped due to Volta translating better to Smash.
Several other concepts were also scrapped, including, but not limited to:
*A Core Crystal item, similar to Assist Trophies and Poké Balls that would've summoned Blades from Xenoblade Chronicles 2.
*Rotom and Smeargle as Poké Ball Pokémon, due to complexity issues. The latter would've even used Sketch to copy enemy special moves.
*Before the reveal of Intertwining Paths, a story mode akin to the Subspace Emissary was planned, but cut due to the team seeing it as unoriginal. Several ideas for this were present.
**Dimentio, Infinite, Zant, and Giygas being the main villains.
**A New Subspace Army existing as the main antagonist.
**More backstory to Smash Bros. as a whole.
*L-Cancelling was going to be a physics option, but was deemed redundant due to changes to landing lag.
*A stage based on Splatoon 2: Octo Expansion was considered but cut in favor of Nintendo Floats. The stage would've been based on the floating GameCubes and Game Boy Colors seen in several levels.
*A Mario Kart stage based on Mario Kart 9 was seen in the planning stages but removed due to the abundance of Mario stages.
*Stages based on Sonic CD and Hey! Pikmin were planned, but cut due to a lack of ideas.
==Credits==
*The Battlefield design is from here.
*The Final Destination design is from here.
*The Stage Morpher item is from Super Smash Bros. Discord, by .
*The Vector and Spyro stock icons were made by , with a color correction done later on by in the case of Vector.
* made several of the stock icons.
*Several stock icons were taken from here.
*Poké Floats 2's image is from here.
*Billy Hatcher's series symbol was taken from here.
* created Mr. Smash & Watch's render.
==Trivia==
*This is the first Super Smash Bros. title to:
**Not feature the involvement of Masahiro Sakurai.
**Be developed by a non-Japanese company.
**Have trophies since Super Smash Bros. for Nintendo 3DS/Wii U.
*The "battle-scars" feature is a reference to a cut feature Brawl was supposed to have.
*Chunky Kong's Assist Trophy function is reminiscent of a hoax from the days of Smash 3DS/Wii U.
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