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Super Smash Bros. Ultimate

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Title Screen

Super Smash Bros. Ultimate

Also known as: Dairantou Smash Brothers Special (JP)
Developers: Bandai Namco Studios, Sora
Publisher: Nintendo
Platform: Nintendo Switch
Released internationally: December 7, 2018


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

Hmmm...
This page is loooong...
Consider grouping related content into additional subpages to ease readability.
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Unused areas found in World of Light, and various stages that normally cannot be played on in a versus match. Also, be sure to test for normally-impossible-to-see boss interactions.

In Super Smash Bros. Ultimate, EVERYONE AND (almost) EVERYWHERE IS HERE! EVEN DISNEY!

But not Waluigi...

Contents

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Smash-Bros-Ultimate-Spirits-fire-attack-no-gamma.png
Version Differences
Bug fixes. So many bug fixes.

Unused Series Names

Devil's Third
Jet Force Gemini
Blast Corps
Monster Hunter Generations Ultimate

Devil's Third, Monster Hunter Generations Ultimate, Jet Force Gemini, and Blast Corps are listed along other series in the game's strings. However, no form of content from any of these series appear in the game at all.

Devil's Third may have been cut due to legal issues with Nexon, who released Devil's Third Online for Windows or the game's developer Valhalla Game Studios. Blast Corps and Jet Force Gemini are both Rare-developed Nintendo 64 titles, but the company and rights to all its original IPs are now owned by Microsoft.

While there is content from the Monster Hunter series in the game (especially with DLC and updates), there is none from Generations Ultimate specifically. It isn't very obvious as to why this is amongst the series names.

Unused Game Title Names

ui_gametitle_db.prc contains all of the game titles for each series (i.e. Mario Kart 64, linked to Mario Kart Series). However, there's some unused titles included as well. Some of them might possibly explain some of the skipped new bgms for the Mario series. These don't have any text associated with them, so it's only their internal game title name.

  • ui_gametitle_paper_mario_rpg - This doesn't specify which Paper Mario game, but it's likely The Thousand Year Door, since its Japanese title is Paper Mario RPG.
  • ui_gametitle_paper_mario_sticker_star - Paper Mario: Sticker Star
  • ui_gametitle_mario_golf_64 - Standalone version of Mario Golf 64. This one uses a different game title with Mario Tennis 64, internally named ui_gametitle_mario_tenis64_golf64.
  • ui_gametitle_mario_tennis_64 - Standalone version of Mario Tennis 64. Same situation as Mario Golf 64
  • ui_gametitle_mario_party10 - Mario Party 10
  • ui_gametitle_mario_party_star_rush - Mario Party: Star Rush
  • ui_gametitle_mario_kart_advance - Mario Kart: Super Circuit. This one is used for the Rainbow Road Medley internally ui_gametitle_mario_kart7_ds_advance, making the standalone one unused.
  • ui_gametitle_mario_kart8_dx - Mario Kart 8 Deluxe
  • ui_gametitle_donkey_kong_jr - Standalone version of Donkey Kong Jr. This one uses a different game title with Donkey Kong, internally named ui_gametitle_donkey_kong_kongjr.
  • ui_gametitle_donkey_kong3 - Donkey Kong 3
  • ui_gametitle_diddy_kong_racing_series - Diddy Kong Racing series. This is possibly related to cut spirits from Diddy Kong Racing
  • ui_gametitle_donkey_konga_series - Donkey Konga series. This is possible related to cut spirits from Donkey Konga.
  • ui_gametitle_legend_of_zelda_spirit_tracks. - The Legend of Zelda: Spirit Tracks. While this one does have a Zelda spirit from this game, it uses "The Legend of Zelda Series."
  • ui_gametitle_yoshi_woolly_3ds - Poochy & Yoshi's Woolly World
  • ui_gametitle_star_fox_command - Standalone version of Star Fox Command. This one uses a different game title with Star Fox 64, internally named ui_gametitle_star_fox64_fox_command.
  • ui_gametitle_fire_emblem_thracia_776 - Fire Emblem: Thracia 776. This one interestingly also has another game title with The Binding Blade named ui_gametitle_fire_emblem_emblem_binding_blade_thracia_776, but the actual text for it is just "Fire Emblem Series."
  • ui_gametile_robot_block - Standalone version of Stack-Up. This one uses a different game title with Gyromite, internally named ui_gametitle_robot_block_robot_gyro.
  • ui_gametitle_robot_gyro - Standalone version of Gyromite. Same situation as Stack-Up.
  • ui_gametitle_animal_crossing_plus - This one is unknown, however it could be a name for the Gamecube release, since it has addons from the N64 version.
  • ui_gametitle_animal_crossing_city - Standalone version of Animal Crossing: City Folk. This one uses a different game title with Animal Crossing: Wild World, internally named ui_gametitle_animal_crossing_city_crossing_wild.
  • ui_gametitle_animal_crossing_amiibo_festival - Animal Crossing: Amiibo Festival
  • ui_gametitle_sonic_rush - Sonic Rush. It's possible Right There, Ride On from Brawl was considered at some point.
  • ui_gametitle_mega_man6 - Standalone version of Megaman 6. This one uses 2 different game titles with Megaman 4 and Megaman 5, internally named ui_gametitle_megaman4_magaman5_megaman6.
  • ui_gametitle_castlevania_fcd - Castlevania (Famicom)
  • ui_gametitle_castlevania_judgment - Castlevania Judgement
  • ui_gametitle_castlevania_arcade - Castlevania: The Arcade
  • ui_gametitle_castlevania_harmony_of_despair - Castlevania: Harmony of Despair
  • ui_gametitle_skykid - Standalone version of Sky Kid. This one uses a different game title with Sky Kid DX, internally named ui_gametitle_skykid_skykid_dx.
  • ui_gametitle_skykid_dx - Standalone version of Sky Kid DX. Same situation as Sky Kid.
  • ui_gametitle_yokai_dochuki - Yokai Dochuki. The Yokai Dochuki Retro Medley from Smash 4 was most likely considered at some point.
  • ui_gametitle_dig_dug - Dig Dug
  • ui_gametitle_x_series - X Series
  • ui_gametitle_tomodachi_life - This isn't actually referring to Tomodachi Life, but rather the DS version, Tomodachi Collection
  • ui_gametitle_tomodachi_life2 - This one is Tomodachi Life, since it's technically the 2nd game in Japan. While Tomodachi Life is used, it uses a different name called ui_gametitle_tomodachi_life2_life
  • ui_gametitle_snipperclips_series - Snipperclips series
  • ui_gametitle_real_bout - Real Bout Fatal Fury

Unused Assist Parameters

Inside the param files for Assist Trophies characters are various parameters that go unused, either due to their chance of happening being set to "0" or for other reasons.

Chef Kawasaki

Kawasaki will drop one of a number of different food items before he leaves the battlefield after being spawned. Inside Generate_Param_Assist.prc, every food item in the game is defined to be spawnable; however, the following food items will never be spawned as their chances of being dropped are set to 0:

Cherries
Pears
Milk
Tea
Cola
Sushi
Tenshin
Corn Potage
Chocolate
Popcorn
Salad
Kiwi
Mont Blanc
Pasta
Grape
Candy
Lemon
Fried Egg
Apple
Roasted Chicken
Steak
Steamed Bun
Pizza
Pineapple
Doughnut
Cheese
Peach

With the way param files are set up in the game, it's unlikely that this was simply a case of copied-over data. More likely, it may have originally been planned for Kawasaki to give the player any food item in the game before it was decided to only have him gift the player baked foods and meals.

Rodin

Similar to Kawasaki, Rodin will gift the player a weapon item before he leaves the match after attacking. However, rather than have every item in the game defined for him in Generate_Param_Assist.prc, Rodin only pulls from a small list of battering and projectile weapons. The following items are set to be spawnable, but have their spawn rate set to 0:

Fire Flower
Gust Bellows
Fire Bar
Golden Hammer
Hammer
Homerun Bat
Lip Stick
Star Rod

Since Rodin is known for giving Bayonetta mostly guns rather than melee weapons, the developers may have decided to reduce the amount of melee weapons so that they didn't outnumber the projectile weapons.

Unused Models

DK

barrelconga

SSBUDonkeyBongo.PNG

Donkey Kong's bongo drums! While they were used for DK's Konga Beat Final Smash in Brawl and Smash 4, in Ultimate he received a new Final Smash based off of Donkey Kong Jungle Beat. The bongos still live on in two-dimensional form through the "Donkey Kong & Bongos" Spirit.

Interestingly, the bongo drums have had their textures upgraded since the Wii U installment, despite not being used at all.

Link

navy

SSBULinkNavy.PNG

A model of the fairy which appeared in the previous game when Link used his side taunt, completely unchanged from its appearance there. Link boasts a different, fairy-free side taunt in this game, and is consequently the only Link to not be accompanied by a fairy. It also retains its sole animation from the previous games, titled AppealS.

Joker

Mouth_result

There exists a result screen mouth and teeth model for Joker, suggesting that his lips would have moved in his victory poses, just like several fighters with result screen mouth models. The lip bones related to the two result screen models don't exist at all.

Dragonite (Unused Poké Ball Summon)

SSBUUnusedDragoniteRender.png

Dragonite, who appears in the Kalos Pokémon League stage, has another model in the folder for Poké Ball Pokémon, indicating that it was originally going to be summonable too, like Scizor. Intriguingly, this model has been modified slightly from the Dragonite model seen on Kalos Pokémon League, with a different, upscaled set of textures, and shading more in line with the assets newly created for Ultimate.

Unused Textures

R.O.B.

R.O.B.'s battle damage textures from Smash 4 remain unused. Similar to DK's bongo drums, the textures have been upgraded since the last installment, now with twice the resolution.

SSBU-ROB crack.png

Yoshi

Yoshi's crafted costume appears alongside other color schemes used in his Stampede Final Smash, though no Crafted Yoshis can actually be seen in the stampede itself. (Note that these Yoshis use a different file than the playable character himself.)

SSBU UnusedYarnYoshimob.png

Little Mac
Early Final
300px 300px

A early version of a hoodie thrown texture is in the files for Little Mac's 6th and 8th alternative costumes, which don't throw their hoodie away in their entrance animation; this appears to be darker than the ones used in-game. A model exists for it, but it is identical to the hoodie model used in-game. [1]

Garreg Mach Monastery

Within the files for Garreg Mach Monastery, there's two files which have an unmapped portion. One for the Golden Deer and another for the Blue Lions, suggesting Ignatz and Sylvian respectively were planned to appear on the stage at some point in development.

Master AllianceG head prm.png Master KingdomG head prm.png

Unused Animations

Hmmm...
To do:
  • There's a lot more than what's already here.
  • Is Wario's SpecialLwLandingFlyR unused?
  • Animated GIFs and images for non-empty animations.

Playable Characters

Zelda

Zelda's Phantom (used in her Down Special move, Phantom Slash) has multiple animations from the previous game which are no longer used, as the move was reworked with a completely new set of animations. SpecialLwAttack, PhantomAttackAirS, PhantomAttackAirL, and PhantomAttackAirMax still exist in the Phantom's animation bank, despite not being used anywhere.

Zero Suit Samus

Animation archives involving Zero Suit Samus' Paralyzer and Plasma Whip contain leftover animations corresponding to attacks which previously involved those weapons, but which no longer do as of Ultimate. These include AttackS4S (which was also unused in Smash 4) and ThrowF, as well as a blank animation known as Whirlpool.

Pokémon Trainer

All three of Pokémon Trainer's Pokémon have animations for clapping on the results screen when losing a match (titled Lose). However, as the actual Trainer appears on the results screen unaccompanied in this situation, they are never used at any point, even if you hack the solo version of the Pokémon to be playable.

Olimar

All five Pikmin variations have two unused animations, labelled SpHiCliffWait and SpHiConnect. Both are leftovers from Olimar's Up Special move from Brawl (Pikmin Chain), and also remained unused in the previous game, as Olimar had received a new Up Special by then in the form of Winged Pikmin.

Piranha Plant
JumpAerialF2

Piranha Plant has an animation for a second midair jump, titled JumpAerialF2, in line with characters like Charizard and Ridley, who have a similar ability. However, Piranha Plant is only able to jump once while in midair. In addition, Piranha Plant isn't properly coded to use multiple double jump animations like Charizard and the others, so even if it is given more than two jumps through Spirit effects or modding, Piranha Plant will just reuse its regular double jump animation.

(Source: Meshima)
Bowser Jr. Leftovers

This character has several of Bowser Jr.'s animations erroneously included in its own animation bank. These include:

  • Attack100Start
  • AttackEnd
  • Attack3Hi/Attack3Lw (angled versions of Bowser Jr.'s forward tilt)
  • Attack4Hi/Attack4Lw (angled variations of Bowser Jr.'s forward smash)
  • SpecialNCharge/SpecialAirNCharge
  • SpecialNShoot/SpecialAirNShoot
  • SpecialS/SpecialAirS
  • SpecialSSpin/SpecialAirSSpin
  • SpecialSWallClash/SpecialAirSWallClash
  • SpecialSCliffJump
  • SpecialSLanding
  • SpecialHiAttackLanding
  • SpecialHiCliffCatch
  • SpecialHiClownFall/SpecialAirHiClownFall
  • SpecialHiDamageEnd
  • SpecialHiJrAttack
  • SpecialHiJrDamage
  • SpecialHiJrEscape
  • SpecialHiJrFall
  • SpecialHiJrRise
  • SpecialLw/SpecialAirLw
(Source: Meshima)
Min Min

Bizarrely, the animations labelled SpecialLw and SpecialAirLw in Min Min's animation bank contain the animations for Captain Falcon's Falcon Kick special move, performed both on the ground and in midair. Min Min's Down-B special move (ARMS Change) swaps out the weapon on her right arm instantaneously via a graphical effect as opposed to a unique animation, meaning no additional animations would need to be created for this move.

Kirby

Kirby, like in Smash 4, has unused animations for his inhale mouth.

In Ultimate, character expressions are different models and they swap, so Kirby's inhale expression can never be seen with animations that aren't his Neutral B (Inhale).

Quirky smiles can be seen here and there on different animations, like with his Side B (Hammer), shown below.

Kirby inhale ultimate.gif

Mii Fighters

All three variations (Brawler, Swordfighter, and Gunner) have an unused animation labelled MenuPose. The animation is a leftover from the previous game, and was a pose used for each Mii types' render on the character select screen, but a different pose (labelled MenuPose2) is used in Ultimate, more closely matching the new official renders for each Mii.

Bosses

Giga Bowser

Giga Bowser, normally fought as a boss in Classic and World of Light, actually has an expansive animation bank, containing the majority of his animations from when he could be controlled by the player in Bowser's Final Smash from previous games. Interestingly, various animations (such as those for his dash attack, down tilt, neutral aerial, down aerial, and all of his grabs) have been removed to correspond with his new role as a boss, but many more animations still exist for situations Giga Bowser would normally never experience even when controlled by the player in the past, such as getting electrified and having his shield broken.

The animations used in Brawl and Smash 4 when Bowser's Final Smash activates and ends (FinalStart and FinalEnd) still exist in Giga Bowser's animation bank too, in spite of the changes made to Bowser's Final Smash in Ultimate. These can be activated through smashing a Smash Ball with a hacked-playable Giga Bowser, revealing themselves to be the old green flash from Smash 4.

Unused Graphics

Early Boxing Ring Screenshot

SSBUpusb vision test01 colout.png

Located in the texture files for Boxing Ring (in the stc_vision_1_set directory) is a fascinating screenshot depicting Mario and Link on an incredibly early version of the stage.

The graphic (a lower-resolution version of which can also be found in the 3DS Smash 4) appears to display one of the earliest existing builds of Smash 4 as various assets (including the timer and Mario and Link's character portraits) are reused from Brawl, the jumbotron uses a graphic ripped directly from Super Punch-Out!!, and the HUD, audience, textures, and lighting are all in an incredibly primitive state.

It is also worth noting that the jumbotron is not in sync with what is going on with the stage: Link is in a different location and Mario's actual life percentage does not align with the life percentage shown on the jumbotron.

Placeholder Giga Bowser Reticle

SSBUdef reticle 001 colout.png

Located in Bowser's character files is a placeholder reticle for his Final Smash, Giga Bowser Punch. The Japanese translates to "temporary".

Unused Ledgegrab Ranges

Unusually, there are a number of unused ranges for a character grabbing a ledge in Ultimate, known as ledgegrabs by the playerbase. These range from leftovers to completely new, albeit unused, ledgegrab ranges. This is a recurring thing in the series, with Smash 4 featuring unused ledgegrab ranges for characters like Zero Suit Samus and Olimar which were used in Brawl.

Link (ZAir / Grab aerial)

LinkS4TetherUltimate.png

Link has an unused tether ledgegrab range which appears to be a leftover from Smash 4. This likely remained in the game due to Link's Smash 4 incarnation being imported to the new engine, prior to being changed to represent Breath of the Wild.

(Source: EyeDonutz)

Incineroar (Helpless Cross Chop)

IncineroarUpBHelplessLedgegrab.gif

Incineroar's Cross Chop can actually lead to him becoming helpless, through means such as windboxes or simply being pushed off as he lands on stage. However, there is an unused ledgegrab range for this animation. This ledgegrab range appears to be unfinished, with it moving along with Incineroar's animation in a rather unusual manner. Rather than using this range, the move uses Incineroar's default ledgegrab range instead.

(Source: EyeDonutz)

Unused Audio

Unused Music

Persona

Aria of the Soul (Persona 5)

A direct rip of Aria of the Soul from Persona 5, labelled "ps10_p5_subetenohitono_tamashiinouta". A newly arranged medley based on renditions of the theme from various Persona games is used instead, incorporating elements from this version of the song.

Beneath the Mask

A direct rip of Beneath the Mask from Persona 5, labelled "ps11_p5_beneath_themask". This theme, like Aria of the Soul above, would instead receive an energetic new arrangement made specifically for Ultimate.

(Source: bxaimc)

Filename Oddities

item_harisen_m

This battering sound is normally used when Jigglypuff connects with its Pound special move, but its filename references the recurring Fan item (known as "Harisen" in Japanese). However, the Fan is not present in Ultimate at all; this implies it might have been considered for inclusion in this game following its absence in the previous game, but was removed for unknown reasons. Notably, this sound effect is different from the sound used by the Fan in previous games.

Unused Stage-Related Data

Hmmm...
To do:
  • Get the rest.
  • Document the Stage Builder leftovers present before v3.0.0.
  • Document the unused World of Light maps.

Labo VR Unused Stage Data

While there are 103 stages in the game, only 52 of them can be viewed in Labo VR mode. However, if you mod the game to make all stages playable, it becomes apparent that Sakurai's team at least planned to have a few more of the stages playable.

For many of the normally-unplayable stages, the camera parameters are undefined, leaving the camera stuck to the center of the stage. But for some of the stages, their camera parameters are properly defined, allowing you to move around the stage freely in VR.

Hmmm...
To do:
Any more?

The following stages have properly defined camera data for Labo VR mode:

75M
Midgar
Mementos

Unused World of Light Maps

Hmmm...
To do:
  • Screenshots.
  • Filenames for the unused maps.

Pipe Tower

This appears to be a debug room with 110 Owl Statues and a pipe, with Ground Theme - Super Mario Bros. (Brawl) as its background music. The pipe and music suggest that it was intended to be a Mario-themed map.

Big Bottle

Magma Base

Unused boss stage Final Smash points

In version 4.0.0, all of the boss stages were updated to include Final Smash position data. This data is normally used to determine where certain Final Smashes (such as Ike's or Lucario's) occur when they are used on a given stage. As it is impossible to access a Final Smash in any boss battle, this data goes unused on these stages, and it is unclear why it was added after the game's release.

All of the boss stages use the same values for this data, except for the Marx stage, which differs from the others.

Unused Character-Related Data

Hmmm...
To do:
Compare Piranha Plant's, Joker's, and Hero's early parameters in v1.0.0 and v1.0.1 to their final parameters; e.g., Piranha Plant used to be lighter and slower.

Boss Giga Bowser

Giga Bowser on the Results screen, revealing a t-pose due to a lack of animations.

The version of Giga Bowser used for his boss fight is unlike any other boss in the game, as it is internally classified as a fighter. He has placeholder data for camera content, a Kirby copy ability, a Final Smash, a result screen, and even alternate costumes! This seems to be a leftover from when it originally appeared as Bowser's Final Smash in Brawl and 4; this is implied by Bowser and Giga Bowser's moves making frequent calls for Final Smash data that is never used.

By hacking Giga Bowser into the match as a fighter, it's revealed that he largely functions as a normal fighter. However, he can't run, shield, or grab, nor can he use down tilt, neutral aerial, or down aerial. Notably, Giga Bowser has 95 units of knockback-based armour, preventing him from being launched until very high percentages; this is similar to how he worked in Melee, but significantly stronger. Some glitches are introduced, as many of Giga Bowser's animations have been removed, resulting in frequent t-poses; this can also be seen in the results screen.

(Source: SmashWiki)

Before v2.0.0, winning as him outside of a team battle goes to the result screen briefly and crashes the game. Prior to v4.0.0, exiting a match early with Giga Bowser also crashed.

(Source: https://twitter.com/_Mizumi/status/1075868305901129730 [dead link])

Placeholder Fighter Slots

Hmmm...
To do:
Check whether or not the placeholder slots are removed in the World of Light character selection screen file in upcoming DLC fighter updates, and get a source for this information.

A whopping 30 placeholder character slots existed in the files of the character selection screen at launch before being removed in the v2.0.0 update. There are also a slightly smaller 16 placeholder character slots in the files for the World of Light and in the attack_log_parameter.prc file. As downloadable fighters are released, this smaller list is often edited, though not in a consistent manner:

  • Piranha Plant and Joker each took a placeholder slot from the World of Light and the attack_log_parameter.prc file.
  • Hero and Banjo did not take any of the slots.
  • Terry did not take a slot, though the update that added him removed two slots.
  • Byleth did not take any of the placeholder slots.
  • Min Min and Steve each took a slot.
  • Sephiroth and Pyra/Mythra did not take any of the slots.
  • Kazuya did not take a slot, though the update that added him removed three slots.
  • Sora did not take any of the last 7 slots.

Ditto Final Smash, Entrance, and Victory Pose Model Leftovers

Ditto material data exists for Final Smashes, Victory Pose models, and entrances, but Ditto cannot do any of those. Even if Ditto breaks a Smash Ball, it'll be given to the player who had summoned Ditto.

Fighter Movies

prebuilt:/movie/fighter/%s/c%02d

A reference to what seems to be a leftover from the fighter ending movies used since Melee.

Unused Classic Mode parameters

The Classic Mode route parameter files for Pokémon Trainer and Mega Man each contain data specifying a stamina HP value of 120, but are set to have stamina mode disabled. This implies that these fighters' Classic Mode routes may once have been planned to use stamina battles, as other fighters do not include this data at all. In the final game (before DLC), Ryu is the only fighter whose route uses stamina battles, with a HP value of 150. DLC characters were also later added who use this mode.

Unused Custom Special Move Data

Inside every character's parameter file is data for four variations for each of their four special moves. This data would have been used if custom special moves had returned from the previous entry. While it is possible that custom specials were planned to return, it's most likely just a leftover, as the data for the extra special moves are 0'd out for almost every character. The only exceptions are Cloud, Joker, and Terry. All three of whom only use the first two param variations and have a "powered up" that changes all of their special moves in the case of Cloud and Joker, or have an extra special move accessed with a command input in Terry's case.

Leftover Glide Data

Pit, Dark Pit, Meta Knight, Charizard, and even Ridley all have glide data leftover from Brawl and Smash 4, but Ridley's glide data is identical to Charizard's, suggesting that Charizard was used as a base for Ridley.

Unused Attack Properties

Min Min

Various strings related to Min Min's dash attack indicate that it was originally planned to be able to reflect projectiles, with a 1.5X multiplier applied to both the damage and speed of the projectile reflected. The reflection effect would instead be repurposed for Min Min's up smash, which has a 1.8X damage multiplier and 2X speed multiplier.


(Source: Meshima)

King K. Rool's Gut Check Belly Super Armor Damage Multiplier

King K. Rool's Gut Check was intended to have him take damage, defined in "damage_mul_special_lw". On Frame 7 of Gut Check's counterattack, the game will request for a damage number. However, due to the parameter for the multiplier being 0, the damage will never actually occur.[2]

}
frame(Frame=7)
if(is_excute){
 AttackModule__clear_all()
 WorkModule__on_flag(Flag=FIGHTER_KROOL_STATUS_WORK_ID_FLAG_WAIST_DAMAGE_REQUEST)
}


(Source: Ruben)

Giga Bowser leftovers

Despite having neutral aerial and down aerial removed, landing lag values for these moves exist, with values of 54 and 95, respectively. Curiously, these are changed from Brawl/Smash 4, where they had 45 frames of landing lag each. Furthermore, leftovers for an angle-able forward tilt exists, something that existed in previous titles but no longer functions in Ultimate. [3]

Additionally, Giga Bowser has leftover Final Smash data from Smash 4. By hacking Giga Bowser as a playable character and activating a Final Smash, the green flash transformation will begin, but nothing will happen, causing Giga Bowser to continually flash until a stock is lost.

"Motion" Directory Oddities

The MANY "motion" directories present in the game's filesystem contain archives which include all of the animations for each object they pertain to. However, various "motion" files contain leftover archives from previous games, the majority of which are blank with no animation files of their own. These include:

  • "bomb" & "bombhammer" - King Dedede, files for his old Final Smash from Smash 4, Dedede Burst.
  • "barrelconga" - Donkey Kong, his bongo drums used for his old Final Smash, Konga Beat. Also has an unused leftover model detailed above.
  • "landmaster" - Present in both Falco & Fox's motion files. Another old Final Smash leftover.
  • "cookhat", "nabe", "pepper", "stick" - Kirby, all references to Kirby's Brawl Final Smash Cook Kirby. While the Final Smash itself has not been seen since Brawl, unused models for these items were still found leftover in Smash 3DS.
  • "clawshot", "clawshotall", "clawshothand", "clawshothead", & "clawshotreverse" - Link, leftovers from his Clawshot from Smash 4, which was used as his grab, similarly to Young Link & Toon Link's Hookshot. The Clawshot does not exist in Breath of the Wild, which Adult Link was redesigned after, necessitating its removal.
  • "navy" - The fairy which accompanied Link in his side taunt in both Brawl & Smash 4. The model & animations for the fairy, identical to the Smash 4 counterpart, are present as well.
  • "yoyo" & "yoyohead" - While these *are* used for Ness, files with these names are also bizarrely present in Lucas' "motion" directory, presumably copied over from Ness's.
  • "bow" & "bowarrow" - Bizarrely, Lucina's animation directory contains these files, despite her never once wielding a bow in-game. Likely an erroneous mistake, as Link's animation archive (which internally is very close to Lucina's) has two files with the same names.
  • "finalmantle" - Meta Knight, presumably referring to the old variation of his Final Smash (Galaxia Darkness) seen in Brawl & Smash 4, though no directory named "finalmantle" is present in either game.
  • "chain" - Olimar, presumably referring to Pikmin Chain, his old up special from Brawl. An archive with the same name was also present in both versions of Smash 4, but was empty with no data. However, leftover animations for the Pikmin themselves latching onto the ledge still exist in their own animation banks.
  • "lightarrow" & "three" - Pit, two files corresponding to the Three Sacred Treasures, Pit's Final Smash from Smash 4.
  • "daimonji", "explosion", "rock", "rocka", & "rockstone" - Present in Charizard's animation directory, these correspond to attacks it had when it was a standalone character in Smash 4, particularly its old down special Rock Smash and the variation of Fire Blast seen in its old Final Smash, Mega Charizard X.
  • "beat", "dangerwrap", "hyperbomb", "plantbarrier", "shadowblade", "skullbarrier", & "tornadohold" - Mega Man, leftover from his custom moves in Smash 4. Custom moves as a concept were scrapped for Ultimate.
  • "lightingbow" & "lightingbowarrow" - Sheik, corresponding to her old Final Smash, the Light Arrow. Strangely, these files are not present in Zelda's directory, despite Zelda sharing the Final Smash with her in the past.
  • "wing" - Yoshi, a leftover from his old Final Smash, Super Dragon.

Internal Project Name

Super Smash Bros. Ultimate is referred to internally as "Cross2", a continuation of the previous game's internal name "Cross".

Unused Strings

Hmmm...
To do:
Find more unused strings within this text dump.

Audio Strings

Dates

2018/09/30 20:53:29
2018/10/05 18:36:15
2018/10/06 23:41:27

The earliest date appears in most audio files, while the later dates suggest that there were one or more revisions with several audio files and/or new audio files added. The times at the ends of the dates vary from file to file.

Compiler

The game's executable references paths to where it was initially built. It also references paths to where the movesets were built.

C:\c2\p4\patch-13.0.0\work\build\vs2015.built\cross2app+standalone\NX64\Release\cross2_Release.nss
C:\c2\p4\patch-13.0.0\work\build\vs2015.built\cross2app+standalone\NX64\Release\lua2cpp_bayonetta.nrs

This means that the game's main code and the characters' movesets were most likely compiled with Visual Studio 2015.

Program Name

In every soundbank file, metadata of Sound Forge Pro 11.0 can be found. This is most likely the 3rd-party program the sound team used to create the game's sounds before packing them into banks.

Autodesk Maya 2016 Strings

C:/ProgramData/Autodesk/Applic
ls/Contents/plug-ins/win64-2016;

Leftover strings from the PC version of Autodesk Maya 2016.

Spirit Present Strings

Adobe Photoshop CS6 (Windows)�2018:11:12 18:58:46
paint.net 4.0.13

Inside the game's BCAT data for the Pokémon Let's Go and Tockles spirit presents, respectively, lies strings for two pieces of image editing software. The Adobe Photoshop CS6 strings are present in present_2002.bin and present_2003.bin, and the paint.net string is found in present_2050.bin.

Placeholder Mode Data

cmn_mode_online_02
cmn_mode_online_03
cmn_mode_online_06
cmn_mode_melee_07

Gaps in string name numbering within the file common.msbt suggest the existence of four unknown modes: one Smash mode, and three Online modes. It is currently unknown if these modes will be included in future updates, or if these gaps represent modes scrapped during development.

(Source: MondoMega)

Unused Mii Data

Present in the \root\spirits\mii\ folder are four Mii data files, three of which are used for the Brawler, Swordfighter, and Gunner. This section will go over all data that either isn't used by the game or isn't seen by the player. Most notably, they each have a Mii name set, indicating that "Mii Brawler", "Mii Swordfighter", and "Mii Gunner" are titles rather than their actual names.

The Wii, Wii U/3DS, Mii Studio, and Nintendo Switch (Mii database) all use different formats of a Mii data file. However, Nintendo Switch games (like Smash Ultimate) use their own different format for some reason, requiring it to be documented as well. It appears to share many qualities with the Mii Studio and SwitchDB formats, appearing to be some strange mix between the two.

All of these Miis have what's currently called "unknown Mii info" - info found only in the Nintendo Switch Mii data file formats. Its use is currently unknown, but possibly related to system information.

(Note: To render the images of these Miis, their Mii data files were converted to the Mii Studio format and imported into the site directly. No further editing was done.)

(Source: HEYimHeroic)

Mii Brawler

(Smash Ultimate) Mii Brawler fullbody.png(Smash Ultimate) Mii Brawler face.png

Mii Brawler's Mii data file is at mii_fighter.bin and contains some unknown Mii info. This is the 16-byte-long string:

7B 37 89 55 90 AC 40 DE AB 49 96 EF E9 BD 39 15

Brawler's real name is かくとうF, which translates to "Kakuto F". "Kakuto" means hand-to-hand combat, and the "F" (possibly standing for "Fighter") is meant to reference how common fighters have their full names said (i.e. people say "Bruce Lee" and "Jackie Chan", rarely ever referring to them just by their first name alone).

Mii Swordfighter

(Smash Ultimate) Mii Swordfighter fullbody.png(Smash Ultimate) Mii Swordfighter face.png

Mii Swordfighter's Mii data file is at mii_swordsman.bin and contains some unknown Mii info. This is the 16-byte-long string:

AA 23 0D CE 53 8D 4A B7 84 54 F6 84 7D 4B EE 68

Swordfighter's real name is けんじゅつぅ, which can be translated to "Kenjutsu" (the art of sword fighting, appropriately enough). The name could also be a reference to the fact that "Ken" is a common name starter for males in Japan.

Mii Gunner

(Smash Ultimate) Mii Gunner fullbody.png(Smash Ultimate) Mii Gunner face.png

Mii Gunner's Mii data file is at mii_gunner.bin and contains some unknown Mii info. This is the 16-byte-long string:

8F 61 6D D7 F0 14 4A CB A1 52 68 44 7E 85 FB 9F

Gunner's real name is しゃげきお, which can be translated to "Shagekio". "Shageki" means shooting, while the "o" at the end is a suffix (in Japan, adding -o to the end of a name is considered a feminine suffix, and Gunner is a female Mii).

Unused Mii "Sordsman"

(Smash Ultimate) Mii Sordsman fullbody.png(Smash Ultimate) Mii Sordsman face.png

The fourth Mii data file in the folder is mii_sordsman.bin (note the misspelling of "swordsman"). There are only two differences from the real Swordfighter - some unknown Mii info:

FD 94 1B 9B 96 7A 4E 42 9D 1F 73 88 FE 02 89 CC

...and the favorite color being red instead of royal blue. Otherwise, the two Miis are identical, including their real name of けんじゅつぅ (Kenjutsu).

Oddities

Individual Mii Fighter Victory Themes

Since all three Mii Fighter types are defined as separate fighters in the game's data, they each have code to have unique victory themes. However, in their parameter files, all three are only directed to use the same victory music file, z00_f_miifighter, leaving this functionality unused.

Charizard Victory Theme

Charizard has its own victory theme in z59_f_lizardon like in Smash 4. While it is technically still used by the fire dragon itself, the theme is identical to the other Pokémon victory themes. Pokémon Trainer, Squirtle, and Ivysaur all use z28_f_ptrainer, indicating that Charizard's victory theme could be an early development leftover before Charizard was added back to Pokémon Trainer.

Sans' Glowing Blue Eye

In the texture of the Sans mask, there is an unused space for his blue glowing eye, and there is another for the glow effect similar to the Gaster Blaster's eyes which have this trait. It was probably going to be visible, but then dropped for some reason.

SSBU UnusedSansGlowEye.png SSBU UnusedSansGlowEye2.png

Music Quality Oddities

There are higher-quality versions of each song beyond what the file header suggests. Only some segments of each song are actually stored in this higher quality, and they are not fully available in the higher quality. Nothing in the game points to these versions of the music, and this oddity doesn't happen with any of the DLC music tracks. Some tracks in the Joker DLC have remixes. These remixes have the original song stored in their file, but are never actually mentioned in the file header.

(Source: bxaimc from HCS)

Mr. Game & Watch's Down Smash Typo

In the game's internal code, hitboxes have certain effects that define what visual effects should play when they hit a character (fire, electricity, etc.). If no special effect is used, the effect is listed as "collision_attr_normal". However, the sweetspot of Mr. Game & Watch's down smash instead has its effect listed as "collision_attr_noamal", a typo. Normally, the move buries opponents, which uses its own effect, so this is not seen. However, if the move hits an opponent who is unable to be buried (due to being in the air or in a prone state, for instance), no visual effect plays at all, instead of the one associated with collision_attr_normal.

Typos in King K. Rool's Model and Animation Files

In the majority of King K. Rool's body files, there are a few internal typos starting with Kool, being Kool_EyeL_VIS_O_OBJShape and Kool_EyeR_VIS_O_OBJShape; most likely, these were meant to start with Krool, as the majority of animations in his files are titled that way. [4]

Unseen Minecraft World Blocks

SSBU minecraftworldtextues.png

In the texture sheet for the blocks in the Minecraft World stage, there exists textures of blocks that are never used in the stage.

(Source: firubiii)

References