Effect

Effect (, attribute)攻撃とふっとびの仕様 is the term used to refer to what kind of elemental properties an attack applies to what it hits. For example, attacks with the freezing effect can freeze opponents, while those with the flame effect produce fiery visuals and trigger fire-based interactions. Most attacks use the normal or slash effects, which have only cosmetic results.
The origin of the term "effect" is unclear. It is believed to come from how it determines whether an attack can apply status effects to opponents, such as freezing, burying, or using the . It could also relate to a basic visual system in most video games known as particle effects, which would pertain to the aesthetic flair of attacks in Super Smash Bros.
==List of effects==
===Introduced in Super Smash Bros.===
*Normal: the default effect for all attacks
*: creates a coin visual effect; used by Super Jump Punch, its variants, and (in Smash 64 only) Meowth
*Electric: increases freeze frames
*Flame: detonates explosives
*Slash: creates a cutting visual effect
*Sleep: puts opponents to sleep
===Introduced in Super Smash Bros. Melee===
*Bury: inflicts the buried status, which immobilizes the opponent
*Darkness: creates shadowy flames as a visual effect
*Flower: inflicts the flower status, which damages over time
*Freezing: inflicts the frozen status, which immobilizes the opponent
*Grab: used to turn hitboxes into grabs (unique to Melee and differs from how grabs function in other games)
*Inert: used only for detection rather than damage
*Reverse: turns opponents around
*Screw: used to force a fighter hit by a thrown item to perform a Screw Attack (only used in Melee)
*Stun: inflicts the stun status
===Introduced in Super Smash Bros. Brawl===
*: modifies the power of attacks based on the user's damage; unique to Lucario (from SSB4 onward, Lucario's aura is a separate mechanic and the effect is purely cosmetic)
*Down: leaves the opponent lying down; unique to Snake's down throw
*Flinchless: deals damage with no flinching or knockback
*: used in type effectiveness
*Paralyze: inflicts the paralyzed status, immobilizing the opponent before applying knockback
*Plunge: identical to bury, except that it shoves opponents all the way through soft platforms
*Slip: makes the opponent trip
*: used in type effectiveness
===Introduced in Super Smash Bros. 4===
*Blaster: two effects created for Fox's back, up, and down throws.
*: creates a sparkling visual effect
*Obliviate: instantly KO players; exclusive to Ornes (a Smash Run enemy)
*Stab: creates a stabbing visual effect
*Solar: creates a lens flare visual effect; exclusive to Sun Salutation
===Introduced in Super Smash Bros. Ultimate===
*: creates a shock-wave visual effect; exclusive to Simon and Richter's whip attacks
*Curse: inflicts the curse status; exclusive to Joker's side special, Eiha/Eigaon
*: creates visual effects identical to ; exclusive to King Dedede's hammer attacks
*: makes characters flash bluish purple with electric spark similar to the electric effect; exclusive to Samus and Dark Samus's throws.
*: creates ink-like visual effects; not related to the Inkling's ink status effect or Ink Tank.
*: inflicts the mushroomized status, reversing the victim's controls temporarily; exclusive to the item Ramblin' Evil Mushroom
*Poison: inflicts the poison status, dealing damage over time and a shocked expression; exclusive to the bosses Rathalos and Dracula, Assist Trophy Yuri Kozukata, Adventure Skill "Poisoned Smash" and Hero's Hocus Pocus.
*: creates vibrant particles like the normal effect. Used by multiple multihit moves.
*: Used for most of Kazuya's attacks, alongside a reskinned normal effect.
==References==