Supreme Smash Bros RX

Supreme Smash Bros Revolution X is a multiplatform crossover Stylish Action Platform Fighting Game where the goal of the game is to strike your opponent to raise their Damage Percent, knock them off the screen, and look cool doing it. This is the seventh installment of the Super Smash Bros Series and the first ever reboot in the series, reworking the franchise from the ground up under its new lead director Jason Godwin. He is why Rollback Netcode was implemented in the game.
To differentiate itself from prior installments, a radical new shift in the art style was implemented. 3D characters now look mildly low-poly, as though this game was exclusively for the Gamecube, though with the kind of harsh shadows seen in Guilty Gear Xrd and Dragon Ball FighterZ. A new sketch-heavy 2D art style was used for menus and Character Select Screen images similar to that of Sonic Battle. Stage elements such as platforms and backgrounds are also hand-drawn. The menus and HUD elements received a striking new Metal-inspired aesthetic. The goal of the art team was to create a game with spectacularly low input lag that can run on even weak machines, as a response to the input lag seen in fighting games that forget the priority gameplay always takes over appearance.
== Gameplay and Controls ==
Y = Light Attack
X = Medium Attack
A = Heavy Attack
B = Special
Y+X = Grab
Y+A = Smash Out
A+B = Smash Rush
X+A = Superior Defense
Y+X+B+A = Instant KO
Left Stick = Movement
Right Stick = Heavy Attacks
L1 = Jump shortcut (Tap Jump can be turned on or off in the options menu for your personal profile)
R1 = Parry/Block/Air Dash
L2 = Smash Assist 1
R2 = Smash Assist 2
L3 = Taunt (Your character performs a disrespectful gesture, or dances if they are not the type to do that.)
R3 = Respect (Like a taunt, except it's a respectful gesture. Mario performs a Thumbs-Up, Sonic backflips and poses with a Thumbs-Up, Bowser folds his arms and smiles with begrudging respect, and so on.)
D-Pad = Calls upon the power of one of four Smash Friends
All characters have three attacking buttons, and a button for specials. All characters can cancel the ending lag of their attacks by comboing on hit into heavier attacks, much like Ryu from Street Fighter. Heavy attacks can be charged like the Smash Attacks of old. Heavy attacks can be cancelled into Special button attacks. Returning characters had their neutral, tilt, and smash attacks spread out over these three buttons, while newcomers were built from the ground up to fit into this system.
Grounded grabs function as they did in prior installments, though Pummeling is no longer possible and mashing will not get you out of the throw. Every character can now grab foes in the air, and the left stick is used to drift around in the air with your opponent trapped, though upon landing you will be unable to move around with your foe. Unless you are playing a character such as Donkey Kong, whose Cargo Throw lets him do that. To throw your opponent, a direction and the Grab button-combination must be pressed at the same time. To pummel your opponent, press any Attack button while your foe is already grabbed. All foes will invincibly escape from grabs in 2 seconds regardless of hitstun or percentage. Dedicated Grappler characters can keep the foe grabbed for three seconds.
All characters have "Smash Special" moves performed with a quarter-circle motion or half-circle motion followed by a button press, and "Smash Supers" performed with one of those motions followed by pressing any two buttons at once. Characters now automatically face their opponent at all times, and any divergences separating their backwards and forwards movement speeds on the ground and in the air were removed to compensate.
Strike your enemies to raise their Damage Percentage. The higher a character's Percentage, the higher their Hitstun Multiplier, which affects how long they are stunned for when hit by attacks. When their Percentage reaches a number unique to each character(Though it is higher for tougher characters and lower for glass cannons), that character will suffer an Armour Break, indicated by the shattering of the Series Icon on their HUD and the character's weight will be drastically reduced. This binary change to the damage percentage system normalizes combos across the board for the sake of the sanity of the playtesters. Fully-charged Heavy attacks are guaranteed to OHKO characters that have suffered an Armour Break.
Inspired by Dragon Ball FighterZ's Sparking Blast, Characters have access to a new "Smash Mode" resource. All players start with one chance to enter this mode each, represented by a glowing Smash Ball on their HUD, and by pressing both analogue sticks in at the same time, your character obtains a percentage-based speed multiplier that is increased by how many stocks were lost during the course of the match. Turn a losing situation around in the blink of an eye with your newfound speed and power! The activation of Smash Mode also counts as a Smash Out, though it does not cost meter. Strike your foe with the activation of your Smash Mode while not in Hitstun to fill your Smash Meter completely! While under the effects of Smash Mode, your character deals additional Hitstun and Hitstop.
By inputting X+A, your character performs a technique known as "Superior Defense". It is like Shielding in previous games, though this shield will cover your upper body and it will never be damaged. Remaining in this invincible stance costs Smash Hype over time, and the longer you spend in this stance, the faster your Smash Hype meter will drain. Being attacked in this stance costs Smash Hype. You are vulnerable to low attacks while in this state, unless you are crouching. Then you are vulnerable to aerial attacks until you stop crouching. Getting hit by an attack type you are vulnerable to while using Superior Defense will cost you all of your Smash Hype.
Hold the Block Button to block attacks. Aerial attacks will "Hit high" while crouching attacks will "Hit low" and standing attacks will typically "Hit mid". Attacks that "Hit mid" can be blocked standing or crouching, but high attacks must be blocked while holding the stick upwards and low attacks must be blocked while crouching by holding the stick downwards. To properly block attack and avoid being "Guard Broken", you must hold the left stick away from the incoming attack. Attacks that strike you from your front require you to hold the stick "Back", attacks that strike you from behind require you to hold the stick "forwards", and attacks that strike from above require you to hold the stick "Upwards" while blocking. If you improperly block an attack, you will be "Guard Broken" and stunned for two seconds. If you block successfully, you will take increased hitstun as "Block Stun" and only take 50% of the attack's damage. "Block Stun" prevents you from performing any action, including ceasing your block, until the effect's duration runs out. Attacks that strike blocking opponents cause the opponents to be pushed away, and this distance depends on the attack's power and the character's Traction. Characters with low Traction, such as Luigi, will be pushed further away. When a blocking and pushed-away character reaches an edge, the character will be stunned and helpless for a second as they wave their limbs and struggle not to fall off the stage before recovering if they are not struck. In this helpless state, they cannot block or attack until their "Trying not to fall" animation is complete. Pressing Attack while Shielding will perform a Smash Counter, an invincible and powerful but highly punishable slow attack that costs all your Smash Hype if you miss when using it. Pressing Special while shielding will perform a Shield Special, a primarily defensive special move that depends on the character. All Marth-style Counter moves in the game were removed to this input.
Edges can no longer be grabbed. Instead, stages are designed to encourage Wall-Jumping from their sides when recovering, restoring your double jump and Air Dashes while taking you out of freefall. Only one Wall Jump is possible per wall per jump.
Tap the Parry button without inputting a direction to, like in Rivals Of Aether, attempt a Parry. Get hit in this state, and you exit the state while your foe is stunned for two seconds plus a bonus period determined by the strength of the attack he used to hit you. Mid-air parries are possible. Fail to get hit by anything while Parrying, and you are left in a highly punishable state of Endlag you cannot Smash Out of, not even with an activation of Smash Mode. Tap the Parry button on the ground to perform a roll in your chosen direction. Tap the Parry button in the air to perform an Air Dash that you can use to cancel out of attacks. You can also cancel this dash into attacks. The same cancelling rules are true for Rolls. The Air Dash is like the Air Dodge of old, only faster, stronger, with a lower skill floor and higher skill ceiling. Characters can perform 1-3 Air Dashes in the air depending on who they are. Parrying projectiles reflects them at double the power.
Smash Mode, when activated, will add Lyrics to the Dynamic Song currently playing centered around the character that activated Smash Mode. When multiple characters are using Smash Mode, multiple sets of lyrics will be added to the song. Critics praised the musical-like atmosphere some lyrical song combinations can create when singers start singing over each other.
Inspired by Dragon Ball FighterZ's Dragon Rush, you can press A+B together while in the air and your character will be engulfed in a corona of blazing rainbow "Smash Energy" much like the Smash Ball seen in prior installments. For a full second, you can fly in any of 360 angles once per jump without entering Free-Fall, though your character will fly faster if you are flying towards your foe. Your character has a hitbox during this flight designed to help start combos, though it has a priority of negative ten. If your foe performs an attack and strikes you while you are Smash Rushing, you will be hit, even if you would normally "Trade"(Strike each other at the same time), to prevent reckless use of the Smash Rush. This massively enhances every character's recovery. Characters can also "Mix up" their movement by starting and stopping several Dragon Rushes in the air, though the duration of one Smash Rush per jump can only ever total to one second before it cannot be used again until you land.
Inspired by Guilty Gear Xrd's Roman Cancel and Burst, characters have a universal "Smash Hype" meter that is increased by damaging the foe and running/walking/Airdashing/Wavedashing/rolling towards them. Spend a while without striking your foe(The exact timer depends on your character, characters intended to focus on defense/setplay have higher timers), and your meter will start to deplete over time, encouraging rapid play and accelerated flashy aggression. The meter fills at 100 points, or 125 Points if your character is in Smash Mode. 25 points of your meter can be spent to "Smash Out" of any attack you perform, causing your character to unleash a small electrical explosion that stuns the opponent and prevents any knockback they would take from your attacks while returning you to a neutral state to open up new combo possibilities and skip the ending lag of your attack. You can also use this mechanic to "Smash Out" of an enemy attack, turning your foe's combo into your combo for the cost of 50 Smash Meter. Smash Out and Smash Mode can be performed while the game is frozen in "Hitstop" after attacks make contact with their target.
Rolls, Air Dashes, and even "Wave Dashes"(Air Dashing diagonally into the ground) grants invincibility. Cancel these into attacks to retain the invincibility into the attack's completion! Or cancel them into something else, anything works. Invincibly taunting through a foe's attack grants bonus Style points for your Smash Hype meter!
When you hit your opponent, a "Smashing Style Meter" appears, along with a Combo Hit Counter and Combo Rank. Your combo starts at C Rank, and stylishly pinballing your foe around with a variety of attacks will increase the Hitstun and Damage Multiplier for this combo and increase how much Smash Hype you gain from each hit during the combo, and how much your Smash Hype meter is filled as a reward for your stylishness when it is over. Lame play (Using the same attacks over and over, stalling) will reduce your Style Rank, and if your Style Rank lowers to F, your opponent can attack out of Hitstun and turn your combo into their combo to punish you. This system naturally prevents infinites. Like in Devil May Cry V, the combo ranks are announced by an announcer. In this case, Xander Mobus, though completing Combo Trials with a character will unlock that character as an optional Announcer for the game. The possible ranks are, in increasing order:
"Failure!", "Dull.", "Crazy!", "Brilliant!", "Amazing!", "Smashing!", "Super Smashing!!", and "Supreme Stylish Smashing!!!".
Inspired by the post-KO neutral resets of DBFZ, Chess Melee, and the in-character conversations of Mortal Kombat... Upon KOing your opponent, or being KO'd, the game is paused and an animation plays where the respawning character is launched into the stage as a trophy. The trophy evolves into the character in a stylish cutscene unique to each character, and a quote is stated by the character, followed by a follow-up quote by your character. The battle resumes with all players involved on the stage in a neutral position (One that does not overwhelmingly favour one character or the other). Mercy Invincibility was removed, to make room for this new mechanic. Intercept a recovering opponent without fear, for if you win the offstage interaction, you will be guaranteed safety and a neutral start for the next stock as your reward.
Press the Assist 1 or Assist 2 buttons to call in an "Assist Character", who performs a move and then vanishes. Select a playable character as your Assist Character, and you can select the move performed by the Assist. You can even command the Assist to perform a move that costs Smash Hype, which will be deducted from your played character when used! You can also hold these buttons to Smash Switch your played character with your Assist, if it is a playable character and not an Assist-Only character. Some Assist-Only characters can only be Assists, such as Waluigi.
The Directional Pad is used to activate temporary buffs determined by your "Smash Buddies", a replacement for the Spirits and temporary Smash Run buffs seen in a prior entries. These buffs last just 4 seconds each and are lost if you are hit by an attack.
All characters can, once per match, attempt an Instant KO attack by pressing all four face buttons at once. This slow, powerful attack will initiate a cutscene that absolutely destroys the opponent if it connects. The foe explodes, guaranteeing a lost stock. You can only use a Instant KO attack once per match, even if it misses. Losing a stock will not restore this.
== Rules ==
The default ruleset for SSBRX is used in all major tournaments: 5 Stock, 4 Minutes, Smash Buddies on. Some tournaments turn Smash Buddies off or play with a different set of stages or stocks. Some allow user-generated content, and some focus on it exclusively, banning content not generated by users of the game within their tournaments.
The high number of stocks was selected because characters die quickly in this game thanks to the high hitstun, and almost every character is capable of intuitive and simple zero-to-death combos, though more technical combos are encouraged by the game's Smash Hype reward for higher-skill combos.
== Stages ==
Stages were redesigned in this game to put fair competitive gameplay first, though all stages from prior entries return in the Optional Stages screen accessed from the Regular Stage screen.
== Dynamic Music ==
Inspired by Them's Fighting Herds, each of the game's 12 stages utilize a Dynamic Soundtrack. Each stage has one song that will be changed in instrumentation by the presence of other characters fighting on it.
== Costumes and Palletes ==
When selecting a character, you can choose from 64 Palletes to change how the character looks, select optional Costumes to model-swap the character, or make your own pallete swap with an in-game menu. A glitch that made Completely Transparent a valid colour for colour swaps was patched in version 1.01.
== Characters ==
While the game launched with just twelve characters, each character was technically three characters in one due to their Smash Style System. Each of the three characters have a selectable Style that can adjust how they play in great or small ways.
==MARIO==
Plumber Style brings back the old Mario everyone knows and loves. For his Instant KO, he throws Cappy at the opponent to Capture them, and forces them to leap off the stage. Cape is now a Guard Special and his new SideB is Cappy Toss. Use this while Cappy is already out to Dive. Dive into Cappy once per jump to leap off him.
RPG Style adds a new Timed Hits system, where each attack can be strengthened by holding and releasing the button at the perfect time. Many attacks are also replaced with references to assorted Mario RPG games, including Paper Mario, and Mario is turned paper-flat.
Biker Style has Wario show up and KO Mario at the start of the match in a cutscene, becoming your controlled character.
==LUIGI==
Plumber Style brings back the same old Luigi from Ultimate.
Negative Style reverses the knockback on his attacks and brings back his Negative Zone final smash as a Super.
Ghost-Hunter Style adjusts several specials so that he is running from ghosts, dodging their attacks, or attacking them and the opponent in the process.
==PEACH==
Princess Style reworks her moveset around the theme that she is "Fighting without fighting" due to her innocence, accidentally hurting the foe while posing, reaching for a crown that fell from her head, plucking a turnip and then throwing it away without looking where she's throwing, and so on. She also has her emotions from Super Princess Peach. 
Sarassaland Style turns her into Daisy, reworking her moveset around slow, brutal strikes with assorted sports equipment. Her new Down Special brings out assorted Sports Balls, which her attacks can smack into enemies.
Space Style turns her into Rosalina, bringing her and Luma back into the fray!
==BOWSER==
Fortress Style is a slow, powerful style designed around marching straight through attacks with super-armoured strikes!
Grappler Style will grab you and bring the pain! However he lacks the super armour of Fortress Style.
Father And Son style brings out Bowser Junior, who will attack with him akin to the Ice Climbers. Press Guard Special to swap your control between Bowser and Jr, hold this input to move the character you're not controlling without moving the one you are controlling.
==DONKEY KONG==
Number One Style brings back the Donkey Kong you know and love with an all-new Coconut Gun move and barrel-throwing technique.
Kong Family style brings back Diddy in the same way Bowser Junior is utilized, and gives him new specials that include his other Kong Family members.
Barrel Thrower Style reworks Donkey Kong to be all about super armour, command grabs, and cargo throws!
==MARTH==
Exalted Falchion Style brings back the Marth everyone knows and loves.
Levin Sword Style brings back Roy's twists on Marth's moves.
Steel Sword Style brings Ike's slow, mighty moves to the fray!
==LUCINA==
Paladin Style has her ride a horse into battle, differentiating herself from her old man.
Bride Style has her bring the pain with a Lance and Bow, while healing herself and and warping herself/her foe around with Staff techniques.
Tactician Style has her fight as Robin once did in Smash Bros Ultimate.
==FOX ==
Shining Style is the Fox you know and love from Melee.
Rising Style is Falco.
Vicious Style is Wolf.
==ZELDA==
Princess Style brings back the Zelda you know and love from Ultimate with the look of Twilight Princess Zelda.
Goddess Of Wisdom style reworks TP-Zelda to be a long-range fighter who teleports while attacking if buttons are held. Shiek, on the other hand, turns invisible while wavedashing.
Warriors Style reworks both Zelda and Shiek into their Hyrule Warriors counterparts.
==LINK==
Hero of Twilight brings back the Link you know and love from Twilight Princess, now with the ability to turn into Wolf Link, one of the game's tp three characters.
Wild Link brings out a new style centered around Breath Of The Wild's many features and weapon types. Stasis your foe for a chance to rack up a huge combo!
Young Link is a new style with Young Link's model, height, and attacks plus a new guard-special that revolves around swapping masks and playing the Ocarina for assorted effects.
==NESS==
Baseball Bat Style is the Ness you know and love.
Stick Style turns the character into Lucas.
Canon Style reworks Ness entirely to reference who he was in his actual games, the tanky status-inflicter everyone knows and loves.
==POKEMON TRAINER==
Red Style brings Squirtle, Charmander, Ivysaur, Jigglypuff, and Pichu into the fray!
Ash Style has Ash Ketchum send out Pikachu, Lucario, and Greninja!
Legend Style has the Pokemon Trainer bring Mewtwo into the fray! Switch out at any time to bring out Dialga and Rayquaza!
==CAPTAIN FALCON==
Falcon Style brings back the old Captain Falcon from Melee.
Blood Falcon Style makes him a faster, more aggressive glass cannon whose attacks move him around more and inflict self-damage, plus additional self-damage if they miss.
Black Bull Style has Captain Falcon dress like Black Bull and utilize Ganondorf's slower occasionally-sword-wielding take on Falcon's techniques!
==GAME AND WATCH==
Digital Style brings back Game And Watch.
ROB Style replaces him with ROB.
Pikmin Style replaces him with Olimar.
==YOSHI==
He was cut.
==ICE CLIMBERS==
Cut.
==SNAKE==
Solid Style brings back the Snake everyone knows and loves!
Snake Eater Style replaces him with his old man from 3, slower but stronger.
Nanomachines Style replaces him with Raiden from Metal Gear Rising.
==DANTE==
Stylish Style brings newcomer Dante to the fight! Switch between four styles and six weapons and guns from a variety of DMC games to turn comboing your foe into an art form, trading KO power and simplicity for beautiful complex combos!
DarkSlayer Style brings Vergil's gameplay style and three classic weapons with him! Slash your foes with the Yamato and Sparda to raise their percentage before unleashing a storm of Summoned Swords and a fully-charged Beowulf blow!
Ladies Night Style has Dante leave the match at the start as Lady and Trish arrive! Switch control between them as you would with Bowser and Bowser Jr!
==SAMUS==
Hunter Style brings back everyone's favourite bounty hunter, redesigned to incorporate ZSS's capabilities as her suit enhances her. It doesn't weigh her down.
Fusion Style incorporates new attacks from newer Metroid games, including the almighty Shinespark!
Ridley Style has him KO Samus at the start, replacing Samus as the playable character for this match.
==KIRBY==
Friend Style brings back the pink ball everyone knows and loves.
Sword Style unleashes Meta Knight's techniques!
Squeak Style has Kirby KO'd during the start of the match in a cutscene, replacing your controlled character with Daroach and his Squeak Squad!
==DLC==
This singular slot on the Character Select Screen holds the three DLC characters released six months after launch: Steve, Sora, and Bayonetta. Additional DLC characters are rumored to be on the way.
==CUSTOM==
This slot on the Character Select Screen brings up the menu for user-generated characters.
== Netcode ==
Rollback Netcode is in the game.
== Training Mode ==
In direct contrast to prior smash installments, this game's training mode was designed to put other fighting games to shame. Hitboxes, frame data, combo trials, character-specific tutorials, tutorials for specific scenarios you might find yourself in while playing, tutorials for dealing with specific character matchups and Assists, programmable training partners, LUA scripting, if there is a beloved training mode feature out there, this game attempted to one-up it.
== User-Generated Content==
Inspired by Rivals Of Aether, Dreams, Mugen, and Drawn To Life, this game lets players draw and code their own characters in-game, or create them with external tools such as a computer. Custom stages, Assists, and Buddies can also be made. Some Buddies always apply passive effects when equipped, change attributes and moves characters have, or redesign characters entirely. User-Generated Content can be played online if both players downloaded the content from the Smash Workstation, a totally-original and not-at-all sueable service rumored to have been inspired by the Steam Workshop. Many tournaments allow User-Generated Content, and some even forbid content originally found in the game in favor of user-generated content! Anything about the game can be changed via LUA Scripting Mode, enhancing the Training Mode however players desire.
== Items and RNG ==
In a controversial move, randomly-generated items were removed from this installment entirely along with all forms of RNG so that the development team could focus their resources and time elsewhere. If a character cannot pluck this item out of nowhere consistently, it was removed from the game. Peach's Turnips had their power and effects equalized across the board, regardless of randomly-assigned facial expression, and Mr Game And Watch's "Judgement" move was replaced with a new slower, stronger, Falcon Punch-like hammer strike guaranteed to result in a nine every time it struck true, and a random lower number every time it missed completely.
== History ==
Following Masahiro Sakurai's retirement and Nintendo's acquisition by Microsoft, lead director Jason Goodman got to work on correcting what he saw as many of Nintendo's flaws and mistakes, revoking all Cease And Desist orders sent out to fanmade projects, and organizing the Brilliant Nonprofessional Amateur Nintendo All-Stars Lolfest to shamelessly rip off the "Sega Amateur Games Expo" and encourage the creation of more Nintendo fangamees, while getting to work organizing a new competitive Smash Bros circuit for a new game built from the ground up to be fun for competitive and casual players alike.
== Superior Smash Bros RX Circuit ==
Following Nintendo's acquisition by Microsoft, lead director Jason Goodman got to work on correcting what he saw as many of Nintendo's flaws and mistakes, revoking all Cease And Desist orders sent out to fanmade projects and getting to work organizing a new competitive Superior Smash Bros circuit sponsored by Red Bull, Mountain Dew, Huel, and Hetap.
== Reception ==
Superior Smash Bros RX received almost universal acclaim from players and critics alike, though many professional mainstream critics carted out the usual complaints about games meant for gamers instead of critics. One infamous critic named Sean Kakahashi called the game "Stupid Smash Brothers" in his article for the failing and often-debunked "News" source Kotalker because he didn't notice this is a fighting game with a meter until he'd spent over twenty hours with it losing to a level 1 Mario CPU.
Some fans bemoaned the new 3D art style with sharp edges and harsh shadows, and the new sketch-heavy 2D art style used for menus and Character Select Screen images. They were ignored, along with anyone who complained about missing characters.
== Controversy ==
In the first edition of Supreme Smash Bros RX, Bowser's disrespectful gesture was a bicep-curling gesture that is illegal in some countries. A patch was released online to change this action to an evil laugh in countries where this is illegal.
When the game was first released, a tournament was held to celebrate its release. Those who placed within the top 16 could each design a pallete of their own for their character of choice. Some players used adult humor in the names of the palletes they created. Five years after the game's release, the ESRB figured out the jokes, and these names had to be censored in a later patch to keep the game's T For Teen Rating.
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