Victorious Smash Bros.

For fun, for glory, it's all the same. It all ends... in Victory.
Victorious Smash Bros. is the sixth (Technically seventh) installment in the long-running Super Smash Bros. series, and the sequel of Super Smash Bros. Ultimate. Co-developed by Isurus Multimedia Industries, Bandai-Namco, and Sora Ltd., Victorious is the first Smash game to not be directed by Masahiro Sakurai, who is credited as Special Advisor, with Isurus President SharkLord taking control. Striving to be the best Smash game there is, Victorious Smash Bros. has been described as not just a sequel, but an evolution of the Smash concept. Victorious sports the largest roster in the series, including a large amount of third-parties and the first true indie fighters.
Victorious Smash Bros. was released for the Nintendo Super Switch on December 7th, 2024.
==Gameplay==
Victorious Smash Bros. follows the same basic formula of the games preceding it. Unlike most fighting games, the gameplay of Smash is simple and easy to pick up; using only two buttons-Normal and special attacks-And directional inputs, with each fighter having the same inputs.
Every character has a jab, a dash attack, tilts, smashes, aerials, and their own personal Specials, plus two new additions: The dodge attack and the parry.
To win, you must smash your opponent off the stage. This is aided by the Percentage Gauge, a counter that increases whenever a fighter is hit. The higher a counter is, the farther a fighter will be launched when attacked. The universal strategy of every match is to raise your opponents' percentage high enough to deal the finishing blow. A match will continue until either A: The time runs out, or B: Your opponent's lives, or "stocks," are depleted, depending on the ruleset.
Aside from your own personal attacks, you have help from items, assists, and stage hazards, if your ruleset allows it. Items will spawn across the stage, which can be used to batter, shoot, or be thrown at your opponent, depending on what it is. A unique subset of items exist in assists, which summon a character to help out their summoner in battle. There are three different variants: Pokeballs, which summon Pokemon, Assist Trophies, which summon characters from various franchises, and Spawn Eggs, which summon mobs from the Minecraft series. Out of the three, Pokeballs and Assist Trophies are sorted by the power of their summons, a new occurence for the franchise.
Every fight happens on a stage of your choice (Or not, if you decide to randomize). Each stage is different, some are simple platforms, others are completely flat, and others still are chaotic and dynamic. If one so desires, they can even allow a stage to change out for another mid-match. A player can choose to fight CPUs, or they can fight against another player in a test of skill (Or luck), be it locally or online. To put it simply, there's a match for everyone.
===Gameplay Changes:===
*The entire game is now cel-shaded. Different characters have different shadings, depending on where they're from; For example, "cartoonier" fighters like Mario are shaded like old-fashioned cartoons, "cooler" characters like Sonic have a superhero comic aesthetic, Castlevania fighters are shaded like their franchises' famous gothic artwork, etc.
*Comic-style exclamation boxes now appear on the HUD during certain events, such as glancing blows, long combos, and elemental effects. The announcer will also commentate on these events, though this can be toggled off in the settings.
*The crowd is now more involved in the battle, openly whooping and cheering as the battle progresses, and appearing around the adges of the screen for some really stylish plays. Of course, this can be disabled if you find it annoying or distracting.
*A handful of new attacks and techniques have been added:
**Some characters have a hold attack, performed by holding the attack button down. It should be noted that the hold attack is treated as an extention of the jab rather than a universal move, much like the flurry attack. As a result, it isn't universal to everyone.
**By pressing the attack button after performing a spot dodge, you will perform a dodge attack. Formerly exclusive to Terry, this attack has now been made universal, and expanded to allow fighters to attack after a roll as well as a spot dodge. Some fighters use the same animations for dodge attacks and roll attacks, while others have separate animations.
**Fighters can now perform a grab reversal. By pressing the opposite direction of your fighter's throw, you will instead grab the enemy and cancel out their throw. However, the window for this is extremely small, especially against fighters with faster grabs, and requires fast reflexes and precision.
**By grabbing a fighter holding an item, you will steal the item instead, allowing you to use it for yourself. However, this can be used against you, as stealing an item won't grab the opponent, allowing for them to make a getaway.
**Some fighters now have the ability to air dash, activated by tapping forward twice in the air. This gives them a burst of mobility, though the speed, distance, and vulnerability varies between fighters.
**Bowser's Tough Guy attribute has been expanded so that other fighters possess the ability as well. This attribute gives the fighter a form of percentage-based super armor that allows them to shrug iff weaker hits.
**Much like the above, Mega Man and Min Min's mobile jabs have been expanded into an attribute as well. This attribute replaces the fighter's forward tilt with their jab, allowing them to perform their jab while still walking forward.
*Players can now select items to use at any time, mapped to the taunt buttons. This allows them to summon the item to their hand at any moment, and it can be decided whether or not the item can be summoned infinitely or if they're a one-use attack.
*Final Smashes in general have now been made more interactive, often with button prompts to make sure unsuspecting players aren't left wondering what they're supposed to do.
**Transformation-type Final Smashes make a return in order to diversify the Final Smashes, as well as the fact that "People are just going to run away anyways." On a similar note, cinematic Final Smashes have been diminished on the basis that they interrupted the flow of the battle, being downgraded to "semi-cinematics" or removed entirely
*Echo Fighters are now able to be slightly more distinct than their basis, such as having entirely different specials and grabs, or having different normal attacks. As a result, some characters that would hve been considered semiclones before are now listed as Echo Fighters.
*Smash attacks will now lose power a short amount of time after reaching full power, before eventually fading completely. This is to encourage players to not just sit there and charge their smash attacks. Fighters will now have more visible particle effects when at full power, to help players notice.
*Fighters will now show damage as their percentage counter increases, showing scratches, cuts, bruises, and dents as he bettle goes on. These are solely a cosmetic effect, and do not affect gameplay in any meaningful way.
*The hitbox for glancing blows has been increased, and the sparks are emphasized by the new art style. Glancing blows still have no effect on the battle beyond cosmetics.
*The "balloon knockback" from Super Smash Bros. Ultimate has been toned down to levels similar to previous Smash games.
*All fighters now have a unique theme. This plays during their Challenge, and can be toggled to play during versus matches. When this setting is on, the fighter's theme will start to play when the flow of the battle shifts in their favor, often punctuated by a Special Zoom, as to emphasize the event.
*Due to the sheer size of the roster, the selection is split in two. Do make the selection easier, the player can customize the order of the fighters, sorting them by series, most played, least played, alphabetical order, unlock order, or a personalized selection. In addition, rulesets are expanded to only include certain characters or stages, in case there's someone or something you really hate.
===Free-For-All Modes===
*Versus-The core of Smash, Versus mode has anywhere between two and eight fighters duking it out on a stage of choice, with the only rules being the one you've chosen. You can have your friends over or test your skills against a CPU of varying difficulty levels-The slider goes anywhere between one to nine. Aside from their default forms, stages can also be played in Omega, Alpha, or Gamma forms, which are detailed in the stage section below.
**Special Smash-If Versus mode is feeling a bit bland, crank it up a notch with Special Smash! Adjust a fighter's weight, give them power-ups like the Metal Box or the Superspicy Curry, make them supersized, miniturized, or invisible... Just go wild with it!
**Surreal Smash-When not even Special Smash is enough, Surreal Smash is there to take things to the next level. Stretchy arms, random teleportation, sudden Final Smashes, Critical Hits, and spontaneous combustion are all possibilities when Surreal Smash is on. No amount of skill will save you here; All you can do is leave luck to Heaven and pray.
**Item Smash-A mode new to Victorious, Item Smash makes everyone completely invincible...Except they're also stripped of their attacks. The only way to fight is by picking up the various Items, Assist Trophies, Spawn Eggs, and Pokeballs and putting them to good use; The items that spawn might just make or break you, so feel free to narrow down the options if there's some items that really grind your gears!
**Meter Smash-Inspired by Playstation All-Stars Battle Royale, Meter Smash functions somewhat similarly to Item Smash in that all fighters are invincible and can only be harmed by unconventional means. However, unlike Item Smash, Meter Smash enables attacks, which are still key; The second difference is the fact that the Final Smash meter fills up much faster, for Final Smashes are the only way to damage opponents now. Rack up combos, build up your meter, and go all out on 'em!
**Style Smash-Yet another new mode, Style Smash is unique in that the goal isn't neccessarily to defeat your opponent, but rather to put on the flashiest show possible, with each action increasing or decreasing your score. Pulling off long, crazy combos and recovering from what should be certain doom will net you more points, while statically sitting there and spamming the same attack over and over again will give a smaller amount of points, and eventually begin to decrease your score. Of course, launching your foe will give you a good amount of points too, so don't be afraid to boot 'em into the blast zone!
*Squad Strike-Choose a team of three to five fighters and duke it out, with each fighter representing a single stock. Once one fighter goes down, the next in line takes their place. Battle until there are none left!
*Tag-Team Smash-A different take on Squad Strike's concept of multiple fighters, each player chooses a team of four to share a stock count. Each fighter is mapped to a specific taunt button, allowing them to switch out by pressing their corresponding taunt button. Of course, this limits the fighter's taunt options to one, but hey, tag teams!
*Smashdown-A mode that uses every character available, Smashdown removes a fighter from the selection every time they're used, forcing players to play a different fighter every round. This continues until no fighters are left. If you're feeling really mean, take your friend's main before they do and force them outside of their comfort zone! Just hope they don't find a new main...
*Training-Because it would be cruel to send you head-first into a game you don't know how to play. Each and every fighter is given an extensive walkthrough of their moveset, their unique attributes, and tips on how to play them. In fact, new updates change the tutorials to include tips from professional players!
===Progression Campaigns===
*Adventure Mode-A composite of the Adventure Mode from Melee, the series' traditional Classic Mode, and the Smash Run of for 3DS, Adventure Mode sees your fighter progress through a series of levels and battles to get to the end. While most of the segments are randomized to allow for increased replayability, some sections will always appear, and others still will occur depending on who you play as.
*Event Matches-Returning after a run of absence in Ultimate, Event Matches make a triumphant return! Based on their Smash 4 incarnations, Event Matches have you complete a specific scenario set by the game that they must complete. Doing so will unlock the corresponding reward, be it a fighter, a stage, or an Assist Trophy, as well as another Event Match, until there are none left in the chain. Once you beat them all, prepare for a special surprise!
*All-Star Mode-A gaunlet of every fighter in the game, All-Star Mode sees you slug it out through several free-for-all matches in order of their most important appearance. Depending on the difficulty selected, the experiance varies from a carefree breeze full of healing items to a brutal marathon with no time to rest. If you can somehow squeeze by, you'll have to contend with Master Hand and Crazy Hand at the end!
*Multi-Man Melee-Slug your way through a horde of foes, ranging from a measly ten to a whopping two-hundred! You can choose to fight against Polygon Fighters or the roster, and customize the parameters to your liking.
**History Smash-A trip through memory lane! Here, you'll go up against the entire roster, from the first to the most recent. Let's see if you can name them all!
**Cruel Smash-A particularily brutal variant where you are the weaker, and your foes the stronger! Good luck-You're gonna need it!
*Boss Mode-Victorious really puts the emphasis on bosses this time around, and it shows! You can easily select one of the many bosses to fight against, from only one to all of them back-to-back! In addition, you can choose the allies you bring in to battle, as well as the theme that plays, and the stage you're on.
*Minigames-Everyone loves them some minigames! Classic experiences like Board the Platforms, Home Run, Break the Targets, and more are included here! Bring a friend or two, and see who gets the highest score.
==Controls==
===Menu Controls===
*L-Pad-Select
*A Button-Confirm
*B-Button-Cancel
===Battle Controls===
*L-Pad-Move
*A Button-Normal Attack
*B Button-Special Move/Final Smash
*X/Y Button-Jump
*L/R Buttons-Grab
*ZL/ZR Buttons-Shield
*+/- Buttons-Pause
*Directional Buttons-Taunt
==Story Mode==
TBA
==Roster==
Victorious Smash Bros. sports the largest roster of any game in the series, at a whopping 132, including 11 Echo Fighters. Notably, the roster contains 59 newcomers and 51 third-party characters, the highest amount in the series' history.
Click on a link to go to the corresponding character, once they're finished.	Click on a link to go to the corresponding character, once they're finished.	Click on a link to go to the corresponding character, once they're finished.	Click on a link to go to the corresponding character, once they're finished.	Click on a link to go to the corresponding character, once they're finished.	Click on a link to go to the corresponding character, once they're finished.
 	 	 	 	 	
Mario 	Peach 	Daisy 	Bowser 	Bowser Jr. 	Rosalina & Luma
 	 	 	 	 	
Luigi 	Yoshi 	Wario 	Waluigi 	Paper Mario 	Donkey Kong
 	 	 	 	 	
Funky Kong 	Diddy Kong 	Dixie Kong 	King K. Rool 	Link 	Zelda
 	 	 	 	 	
Ganondorf 	Impa 	Toon Link 	Midna 	Lana 	Samus Aran
 	 	 	 	 	
Ridley 	Sylux 	Rundas 	Dark Samus 	Kirby 	Meta Knight
 	 	 	 	 	
King Dedede 	Bandana Dee 	Magolor 	Fox McCloud 	Falco Lombardi 	Wolf O'Donnel
 	 	 	 	 	
Pikachu 	Mewtwo 	??? 	??? 	Lucario 	???
 	 	 	 	 	
Greninja 	Incineroar 	??? 	Ness 	??? 	Lucas
 	 	 	 	 	
Captain Falcon 	??? 	Mr. Game & Watch 	Ice Climbers 	R.O.B 	Duck Hunt
 	 	 	 	 	
??? 	Marth 	??? 	??? 	Ike 	Robin
 	 	 	 	 	
Byleth 	Pit 	Dark Pit 	Palutena 	??? 	Olimar
 	 	 	 	 	
??? 	Villager 	Isabelle 	Shulk 	??? 	???
 	 	 	 	 	
Inkling 	??? 	??? 	??? 	Wii Fit Trainer 	Little Mac
 	 	 	 	 	
Min Min 	??? 	??? 	Sonic the Hedgehog 	??? 	???
 	 	 	 	 	
??? 	Bayonetta 	??? 	Joker 	Solid Snake 	???
 	 	 	 	 	
??? 	Simon Belmont 	Richter Belmont 	??? 	??? 	Mega Man
 	 	 	 	 	
??? 	??? 	Ryu 	Ken Masters 	??? 	???
 	 	 	 	 	
??? 	??? 	Pac-Man 	??? 	Cloud Strife 	???
 	 	 	 	 	
Erdrick 	Terry Bogard 	??? 	??? 	??? 	???
 	 	 	 	 	
??? 	??? 	??? 	??? 	??? 	Banjo & Kazooie
 	 	 	 	 	
Steve 	??? 	??? 	??? 	??? 	???
 	 	 	 	 	
??? 	??? 	??? 	??? 	??? 	???
===Fighters===
Main Article: Victorious Smash Bros./Fighters
==Stages==
Victorious Smash Bros. has a wide variety of stages pulled from all across many video games from throughout the industry. In addition to the widely varying layouts of the stages, three alternate formats can be chosen for all stages: Alpha, which uses the layout of the Battlefield, Beta, which uses the layout of the Small Battlefield, Gamma, which uses the layout of the Big Battlefield, and Omega, which uses the layout of Final Destination.
Main Article: Victorious Smash Bros./Stages
==Items==
TBA
==Assist Trophies==
TBA
==Pokeballs==
TBA
==Bosses==
TBA
==Reception==
TBA
==Scrapped Content==
*The following veterans were docked from Victorious Smash Bros. for various reasons:
**Doctor Mario, Young Link, Shiek, and Zero Suit Samus were removed for being alternate versions of already-existing characters, most of which only appeared a couple times. Out of them, Doctor Mario became an alt for Mario, Young Link and Shiek have "successors" in Toon Link and Impa, and Zero Suit Samus is reduced to a cameo on Samus' victory animation.
**Corrin, Chrom, Lucina, and Roy were docked during the revision of the divisive Fire Emblem representation, with SharkLord feeling they misrepresented the series in various ways:
***Chrom and Lucina were removed for contributing to the "Eight Marth clones" stigma, as well as the over-representation of Awakening.
***Corrin got the boot for being a divisive character that represented Fire Emblem Fates, itself a divisive game compared to their counterpart's highly praised installments. They were also docked for contributing to the "FE favoritism" stigma, as they were added before their game was even released in the West. Lastly, they added to the over-representation of the 3DS era games.
***Roy was almost going to make the cut, but was removed during a last-minute revision of the FE reps. The reasoning was that SharkLord wanted a dedicated fighter for both axes and lances, and Roy interfered with that. As a result, he was dropped.
**Jigglypuff, Pokemon Trainer, and Pichu were removed during the revision of the Pokemon representation.
***Jigglypuff and the Pokemon Trainer (And by extension, Squirtle, Ivysaur, and Charizard) were dropped for over-representing Generation 1.
***Pichu was dropped as SharkLord felt it improperly represented Generation 2, as it was a clone of Pikachu. Scizor succeeded it as the Gen 2 rep.
**The Mii Fighters weren't removed so much as they evolved into the Custom Fighters, which gives more expansive options for customization.
**Piranha Plant was dropped to avoid over-representing the Mario series. However, it was the closest to being kept in, and SharkLord is open to bringing them back.
*The following fighters were changed from their original concepts:
**Wario was originally going to fight solo, but SharkLord crammed Waluigi into his moveset after deciding to throw Waluigi fans a bone. Eventually, he decided the gimmick was too forced and arbitrary, and that they would work better on their own, leading to Wario and Waluigi being split up.
**Dixie Kong was originally going to be an Echo Fighter of Diddy Kong. However, her ponytail means he couldn't be used as a base, and eventually led to Dixie being distanced further and further from Diddy. As a result, she became her own fighter, sharing only Diddy's forward and back aerials.
**Zelda was going to retain her design from A Link Between Worlds, but was changed to her Skyward Sword design at the last second.
**Impa was going to use her Hyrule Warriors design, but was changed to her Skyward Sword design at the last moment, much like Zelda. After the unvieling of her radically different incarnation from Age of Calamity, she was changed once again, being revamped accordingly.
**Lana was tentatively planned to be an Echo Fighter of Zelda, but was mage unique after SharkLord realized that she had enough to work well on her own. A couple of her moves still resemble Zelda's.
*The following characters were originally planned to be added as newcomers, but were dropped for various reasons:
**Various characters from The Legend of Zelda were going to be added, the most notable being Beedle, Mallon and Epona, and especially Vaati. King Harkinian from the CD-i games was also jokingly considered. Vaati would become a boss, and King harkinian became a cameo in the Koridai stage.
**Kraid was considered to fulfill SharkLord's craving for a kaiju-esque fighter, but was dropped after he decided the admittedly minor characters Sylux and Rundas were enough for a more niche series like Metroid. Kraid retained his role as a stage hazard in Brinstar Depths, and Aggron would end up filling the role of a kaiju rep.
*The following mechanics were considered for Victorious Smash Bros., but were dropped:
**Fighters were originally going to have an extra attack called a Parry. This attack would have been performed by pressing the attack button during a Perfect Shield. It was dropped on the basis that it didn't mesh well with the gameplay of Smash, and was dropped. Directional dodge attacks were implemented as a sort of replacement, as to offer more options in combat.
==Trivia==
*Victorious Smash Bros. reuses the tables and grids from SharkLord's canceled project Reverberate, which could be considered a bit of a "prototype" for VSB. The tables of Reverberate themselves are edited from Pokerninja2's Super Smash Bros. Charged and EnderLegends' Super Smash Bros. Ingenuity
*The reasoning behind changing the "Super" suffix stemmed from a desire to stand out amongst the other Smash fangames, as well as the fact that all the cool names had been taken beforehand.
**Before settling on the current title, SharkLord considered the titles Legendary Smash Bros. and Golden Smash Bros. The latter name was actually used on previous pages before being changed at the last minute.
*The very first concept for Victorious Smash Bros. was to have 100 character exactly. However, SharkLord quickly realized his interests spanned beyond that, and bumped it up to 120. After that, it was further increased to 124, and then 128, before finally settling at the final number of 132.
*While SharkLord is open to suggestions, Victorious Smash Bros. is not open to direct requests. Please keep that in mind.
==Credits==
Credit goes to the following for moveset inspiration and fighter renders:
*The RendersSSBU team for Paper Mario and TBA
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