Check your edition
Editions & platforms
| Edition | Platform | Differences & notes |
|---|---|---|
| Nintendo-Switch-Original | Nintendo Switch | 7 December 2018. There are 74 base fighter entries including Echo Fighters and Mii types; twelve additional DLC entries bring the total to 86. |
| Softwarestand 13.0.5 | Nintendo Switch / Nintendo Switch 2 | Nintendo lists 13.0.5, released 1 September 2026, as the current version. It fixes online behaviour involving invalid data and adds no fighter. |
| Wiedergabe auf Switch 2 | Nintendo Switch 2 | The existing Switch game is played through backward compatibility. This is not a new main-series game or a separately released Ultimate Deluxe campaign. |
Controls, damage and safe recovery
Damage is not a health bar
Attacks increase damage percentage. The objective is to launch opponents beyond the blast zone. Build damage, then look for a strong hit near an edge. A high percentage does not end a stock by itself.
Separate normal, smash and special attacks
A with a gentle direction produces a directional normal attack; a fast direction with A performs a smash attack. B plus a direction selects special moves. Practise forward, up and down separately. Physical buttons depend on your controller.
Shield, grab and evade
Shield an expected attack, then act after it ends. Grabs defeat a normal shield. Repeated rolls and uncovered smash attacks make your next action predictable.
Save your jump
After a hit, drift toward the stage first. Spend your midair jump when it is needed, then aim your up special toward the ledge. Test each fighter separately: jump count and recovery moves differ.
Turn practice into a match plan
Practise ten recoveries without an opponent, then play short games with one learning goal. Track stocks lost to your own mistakes separately from enemy KOs. Winning one game does not establish reliable recovery.
Every fighter and a practice focus
All 86 fighter entries including Echo Fighters and DLC. Pokémon Trainer contains three Pokémon and Pyra/Mythra contains two forms, giving 89 when counted individually. Alex, Enderman and Zombie belong to Steve; Alph to Olimar; the Koopalings to Bowser Jr. Costumes do not add fighters. Short plans are training suggestions, not a tier list.
| Fighter / form | Practical starting point |
|---|---|
| Mario | Use a fireball to approach; regain spacing after a safe landing. |
| Donkey Kong | Learn grab range; avoid lingering at the ledge after a miss. |
| Link | Combine projectiles with sword spacing; practise recovery before zoning. |
| Samus | Hold Charge Shot as a threat; avoid firing every projectile immediately. |
| Yoshi | Manage your midair jump carefully; use eggs from a safe distance. |
| Kirby | Use multiple jumps deliberately; avoid landing with Stone every time. |
| Fox | Control your speed; practise sideways and upward recovery separately. |
| Pikachu | Approach behind Thunder Jolt; practise Quick Attack directions deliberately. |
| Luigi | Set up close hits; use big specials after a confirmed opening. |
| Ness | Practise using PK Thunder for recovery without an opponent first. |
| Captain Falcon | Vary your movement; seek powerful hits after an opponent whiffs. |
| Pummeluff / Jigglypuff | Use aerial movement; attempt Rest only with a clear opening. |
| Peach | Use float for spacing and landings; avoid pulling turnips in close combat. |
| Bowser | Start with short punishes; cover slow powerful attacks. |
| Ice Climbers | Keep the partner close; reassess recovery and attacks when separated. |
| Zelda | Separate long and close range; test teleport distance without an opponent. |
| Sheik | Combine movement with quick hits; avoid overextending after every hit. |
| Dr. Mario | Approach with pills; plan your recovery conservatively. |
| Pichu | Account for self-damage and low survivability; choose attacks carefully. |
| Falco | Use lasers to control space; check recovery distance before chasing. |
| Marth | Space for sword-tip hits; avoid forcing point-blank combat. |
| Junger Link / Young Link | Layer projectiles, then catch a landing; avoid waiting only at the ledge. |
| Ganondorf | Punish mistakes hard; prioritise your vulnerable recovery. |
| Mewtu / Mewtwo | Vary Shadow Ball timing; mix aerial routes and avoid exposing your body. |
| Roy | Deliberately enter close range; do not equate your sword tip with Marth’s. |
| Mr. Game & Watch | Start with safe short actions; avoid building plans around risky random attacks. |
| Meta Knight | Control multiple jumps and sword strikes; avoid chaining specials blindly. |
| Pit | Aim arrows and save jumps; defend from a safe ledge position. |
| Zero Suit Samus | Use mobility for spacing; avoid throwing out up special without a plan. |
| Wario | Practise aerial movement; treat Waft as preparation rather than a panic escape. |
| Snake | Track grenade positions; account for your own explosions while landing. |
| Ike | Use large reach patiently; regain spacing after a miss. |
| Diddy Kong | Watch banana position; avoid overextending before a risky recovery. |
| Lucas | Practise PK Thunder and tether range separately; cover projectiles deliberately. |
| Sonic | Use speed to reposition; avoid running over the edge uncontrolled. |
| König Dedede / King Dedede | Prepare slow powerful actions; preserve multiple jumps for recovery. |
| Olimar | Watch your Pikmin lineup; choose attacks for the available team. |
| Lucario | Watch Aura; high personal damage also means a high risk of being KO’d. |
| R.O.B. | Combine gyro and laser; preserve flight resources for recovery. |
| Toon-Link / Toon Link | Set up projectiles and seek safe sword hits; vary aerial routes. |
| Wolf | Alternate blaster and close range; test special-move reach near the ledge. |
| Bewohner / Villager | Pocket projectiles and block routes; practise recovery separately. |
| Mega Man | Learn projectile spacing; avoid answering every close encounter the same way. |
| Wii Fit-Trainer / Wii Fit Trainer | Find breathing room for Deep Breathing; vary ball and Sun Salutation timing. |
| Rosalina & Luma | Watch Luma’s position; control space rather than attacking blindly. |
| Little Mac | Work on the ground; avoid aerial chases with limited recovery. |
| Quajutsu / Greninja | Mix short approaches with retreats; practise Hydro Pump recovery. |
| Mii-Boxer / Mii Brawler | Check chosen specials; recovery depends on your configuration. |
| Mii-Schwertkämpfer / Mii Swordfighter | Practise sword spacing with chosen specials; tell opponents your configuration. |
| Mii-Schütze / Mii Gunner | Combine projectiles with a recovery plan; check specials before matches. |
| Palutena | Space aerial attacks; deliberately choose teleport angles. |
| PAC-MAN | Track fruit and hydrant positions; keep an escape route. |
| Daraen / Robin | Watch tome and sword resources; cover depleted periods with spacing. |
| Shulk | Choose a Monado Art before attacking; test altered movement first. |
| Bowser Jr. | Vary kart routes; practise recovery after ejecting. |
| Duck Hunt | Track can, clay target and fighter together; leave yourself room. |
| Lucina | Use consistent sword reach; do not wait for Marth’s tipper hit. |
| Finsterer Pit / Dark Pit | Test your arrow trajectory; check differences from Pit before chasing. |
| Ryu | Practise command inputs slowly; confirm hits before risky finishers. |
| Cloud | Manage Limit and up special; aim for the ledge early. |
| Corrin | Measure lance reach; avoid committing without an opening. |
| Bayonetta | Test aerial strings in training; recover promptly if a sequence breaks. |
| Inkling | Refill ink when space permits; avoid approaching with Roller every time. |
| Ridley | Use grounded reach; account for your large body while landing. |
| Simon | Layer whip spacing and projectiles; respect vulnerable recovery. |
| Richter | Practise whip angles; avoid chasing every hit offstage. |
| King K. Rool | Plan crown and cannon use; do not treat belly armour as limitless. |
| Melinda / Isabelle | Place rod and trap deliberately; cover recovery independently. |
| Fuegro / Incineroar | Work into close range; practise side special and recovery separately. |
| Finsterer Samus / Dark Samus | Cover Charge Shot with movement; do not equate every animation with Samus. |
| Daisy | Practise float and turnips; learn safe landings before long aerial strings. |
| Chrom | Use sword reach; plan recovery early and avoid deep chases. |
| Ken | Test differences from Ryu; develop command inputs and follow-ups slowly. |
| Pokémon-Trainer / Pokémon Trainer | Switch Squirtle, Ivysaur and Charizard deliberately; practise each recovery. |
| Piranha-Pflanze / Piranha Plant · DLC | Control space with poison and spiked ball; charge long moves from safety. |
| Joker · DLC | Use Arsène deliberately; retain a safe plan without the boost. |
| Held / Hero · DLC | Watch MP and the command menu; create space before selecting. |
| Banjo & Kazooie · DLC | Budget limited Wonderwing uses; set up with grenades and eggs. |
| Terry · DLC | Practise commands and GO moves; confirm a hit before finishing. |
| Byleth · DLC | Test different weapon ranges; prepare slow commitments. |
| Min Min · DLC | Exploit arm reach; plan defensively around jumps and recovery. |
| Steve / Alex · DLC | Mine when space permits; account for blocks and crafting table. |
| Sephiroth · DLC | Space with the long blade; avoid turning early swings into close combat. |
| Pyra / Mythra · DLC | Use Mythra to gain space and Pyra to seek KOs; avoid forced switches. |
| Kazuya · DLC | Develop commands individually; establish close range before planning a string. |
| Sora · DLC | Control aerial movement and side special; avoid overshooting recovery. |
Sources for this section
All eight Classic unlock trees
Start with the fighter on the left and repeatedly clear Classic. Fighters in the same tree can trigger the next challenger in that tree. Previously rescued or offered fighters affect the next encounter; a lost encounter waits at Challenger’s Approach.
Win each triggered duel. This table is the challenger order, not the opponents inside one Classic run. Create Mii fighters separately.
| Starter | Challengers in order |
|---|---|
| Mario | Sonic → Bayonetta → Little Mac → Ike → Luigi → Roy → Dr. Mario → Olimar |
| Donkey Kong | Bowser → Pokémon Trainer → Rosalina & Luma → King Dedede → Sheik → Greninja → Diddy Kong → Duck Hunt |
| Link | King K. Rool → Ice Climbers → Simon → Meta Knight → Snake → Young Link → Richter → Toon Link |
| Samus | Inkling → Wii Fit Trainer → Pit → Incineroar → Dark Samus → Cloud → Wario → Dark Pit |
| Yoshi | Lucario → Marth → Ryu → Ganondorf → Lucina → Ridley → Chrom → Ken |
| Kirby | Ness → Jigglypuff → PAC-MAN → Zelda → Robin → Corrin → Lucas → Palutena |
| Fox | Captain Falcon → Zero Suit Samus → Peach → Falco → Daisy → Bowser Jr. → Wolf → Mewtwo |
| Pikachu | Villager → Shulk → R.O.B. → Mega Man → Isabelle → Mr. Game & Watch → Pichu |
Sources for this section
Challenger’s Approach, VS and Adventure
A lost battle can be retried
Play more offline rounds and check Games & More for Challenger’s Approach. Choose a familiar fighter for the rematch. Losing does not permanently remove a fighter.
Understand VS challenger appearances
Ordinary offline play can trigger challengers. Activity and time conditions apply; each instantly abandoned tiny match does not produce a fighter. A Classic tree is clearer for targeting a specific unlock.
Track Adventure separately
A fighter rescued in Adventure becomes available in normal matches. Conversely, a VS unlock is not automatically available inside Adventure; rescue them on the map.
DLC is not a hidden free fighter
Piranha Plant and the eleven Challenger Packs require licences. Full Adventure completion or clearing Classic with everyone does not replace a DLC purchase. Costumes and amiibo do not automatically unlock the whole DLC roster.
Sources for this section
Every DLC fighter and associated stage
Fighters Pass 1 contains five Challenger Packs, Vol. 2 contains six. Piranha Plant is separate. Stage names are shown as unambiguous English references; Mii costumes are not automatically included in every pass.
| Fighter | Pack | Stage | Note |
|---|---|---|---|
| Piranha-Pflanze / Piranha Plant | Separater DLC / Separate DLC | — | Not included in Fighters Pass 1 or 2. |
| Joker | Fighters Pass 1 | Mementos | |
| Held / Hero | Fighters Pass 1 | Yggdrasil’s Altar | |
| Banjo & Kazooie | Fighters Pass 1 | Spiral Mountain | |
| Terry | Fighters Pass 1 | King of Fighters Stadium | |
| Byleth | Fighters Pass 1 | Garreg Mach Monastery | |
| Min Min | Fighters Pass 2 | Spring Stadium | |
| Steve / Alex | Fighters Pass 2 | Minecraft World | |
| Sephiroth | Fighters Pass 2 | Northern Cave | The former Sephiroth Challenge was time-limited. |
| Pyra / Mythra | Fighters Pass 2 | Cloud Sea of Alrest | One pack containing both switchable forms. |
| Kazuya | Fighters Pass 2 | Mishima Dojo | |
| Sora | Fighters Pass 2 | Hollow Bastion | Final released DLC fighter. |
Understand spirits and solve obstacles
| System | Practical use |
|---|---|
| Primary spirit | Check stats, type and support slots. One high number does not replace suitable resistance. |
| Type triangle | Attack beats Grab; Grab beats Shield; Shield beats Attack. Neutral spirits have no advantage in that triangle. |
| Support spirits | Counter dangerous floors, poison, sleep or wind deliberately. Read displayed battle rules first. |
| Levels and enhancement | Train suitable primary spirits with snacks. Only spirits explicitly marked as enhanceable gain a new form at the required level. |
| Map abilities | Specific spirits solve map obstacles independently of your fighter. Bomberman opening rocks does not mean you must win the match with bombs. |
| Spirit Board | A normal Spirit Board battle is followed by a capture attempt. Adventure awards defeated spirits directly. Distinguish the two flows. |
Sources for this section
Light Realm: from the first fighter to Galeem
Kirby and Mario
Start as Kirby, defeat the opening spirits and rescue Mario. A VS unlock is not automatically a rescue inside Adventure.
The first crossroads
Choose Marth, Sheik or Villager. The other two paths are temporarily blocked; this does not permanently exclude those fighters.
Bridges and boulders
Obtain spirits matching obstacles, such as Cyrus & Reese for repairs or Bomberman for boulders. Return when you have the needed ability.
Water, buses and technology
Lapras enables the relevant water route, Kapp’n (Wild World) the bus, and Hal Emmerich or suitable technical spirits the Base entrance. Distinguish different spirit variants.
Power Plant
Solve generator routes and obtain Great Zapfish. The map obstacle needs this spirit, not any electric fighter.
Molten Fortress: Giga Bowser
Traverse Molten Fortress and defeat Giga Bowser. Let side strikes and breath attacks pass before landing short hits.
Base: Galleom
Reach the Base with a suitable technical spirit. Give Galleom’s large landings and transformations space, then attack.
Forest Hill: Rathalos
Defeat Rathalos. Leave the line of fire and diving attacks; use a safe opening after landing.
Master Hand and Galeem
After Giga Bowser, Galleom and Rathalos, open the remaining approach through Master Hand and defeat Galeem. This finishes only the Light Realm.
Sources for this section
Dark Realm: sub-worlds, puzzles and Dharkon
Open the Dark Realm
After the reversal, visit the three major sub-worlds: Sacred Land, Dracula’s Castle and Mysterious Dimension. Their bosses advance the route to Dharkon.
Sacred Land: three sections
Use owl hints in the woods and the torch clock. Activate the central Master Sword to open the Power section. Attack Ganon’s vulnerable tail from behind.
Torch clock: Mii Brawler
In the Wisdom section, set the torch clock to 4:40. Defeat the newly appeared Mii Brawler.
Dracula’s Castle
Aim cannons to remove ghost barriers; use the reset mechanism if the order fails. Dracula has two forms: strike the vulnerable head first, then overcome the large demon form.
Mysterious Dimension: Marx
Choose quiz routes according to each question and reach Marx. Look for safe gaps in large attacks; do not assume a stationary boss makes your position safe.
Dharkon
After the sub-worlds and hand encounters, defeat Dharkon. The following final map has its own true-ending requirements.
The Final Battle and true ending
Story details & possible consequences
Defeating only Galeem or only Dharkon in an individual final-map boss battle yields one of the bad endings. The true finale is on the central route after the Master Hand event. You can return to other ending goals on the save file.
Final map: balance
Keep light and dark in balance. Defeating one side strengthens the other; avoid clearing only one side and immediately choosing its individual boss.
Rescue the final four fighters
Rescue Roy, Dark Samus, Palutena and Bayonetta on the final map. Palutena/Bayonetta appear after the respective first hand fights. Further hand fights open the next phase.
Playable Master Hand
Free both hands fully and play the central event with the map balanced. Defeat the enemy wave as Master Hand, then use the newly opened central route.
True finale: ascent
Choose three familiar fighters. In the vertical section, keep up with the camera and clear enclosed enemy waves. A side hit matters less than a safe landing.
True finale: six bosses
Work through the boss selections and use healing deliberately between fights. The joint Galeem/Dharkon fight follows the boss section.
Galeem and Dharkon together
Watch both attack patterns at once. Spread damage through safe openings and use the bosses’ attacks against each other. Defeat both for the true ending.
Sources for this section
Stages, items and useful match rules
| Area | Setting and consequence |
|---|---|
| Stage forms | Normal, Battlefield and Omega forms change the layout. Hazards Off is a separate option; a different backdrop does not imply different hitbox rules. |
| Base stages | Regular base stages are available from the start. Small Battlefield arrived in a free update; eleven DLC stages belong to their respective Challenger Packs. |
| Practice setup | Suggested drill: two players, three stocks, seven minutes, items off and a familiar stage. This is not a universal tournament ruleset. |
| Smash Ball and FS Meter | Set item access and FS Meter separately. Disabling the Smash Ball does not automatically disable every other Final Smash option. |
| Poké Balls and assists | Avoid attacking through a newly summoned assist. Track safe ground and the opposing fighter. |
Sources for this section
Classic, Smashdown, Squad Strike and online
| Mode | Practical plan |
|---|---|
| Classic | Each fighter has a themed route; the three Mii types have no Classic run. An unlock tree and a battle route are different things. |
| Squad Strike | Teams of three or five fighters. Practise your second and third picks; reliable recovery matters more than one spectacular combo. |
| Smashdown | Used fighters become unavailable in following rounds. Broad fundamentals beat a plan relying only on your main. |
| Training and replays | Control movement, damage and starting position; a CPU string is not automatically guaranteed against human defence. Convert important replays to video before updating. |
| Online and Elite Smash | Ordinary online play requires internet, a Nintendo Account, Nintendo Switch Online and the current version. The Elite threshold is not a permanently fixed score. |
Practice plan: five short blocks
Recovery first
Recover ten times on each side from the same height, then vary the height. Add an opposing action only when this is reliable.
Space a grounded attack
Choose a short grounded attack and test its reach. Move in, hit or cover the miss, then retreat. Every approach need not be a smash.
Aerial and landing
Practise a short-hop attack and land outside the opponent’s reach. Learn the difference between simultaneous jump+A and a late falling aerial.
Hold the ledge position
Stand on safe ground and watch neutral get-up, roll, jump and ledge attack. Respond to one chosen option rather than diving blindly.
Review one loss
Select one pattern from a replay: early jumps, repeated rolls or an uncovered special. Change that pattern next session. Damage-dependent combos and matchups need separate testing.
No section matches your search.
Unlocks & rewards
Sonic
Classic unlock tree for Mario: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Bayonetta
Classic unlock tree for Mario: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Little Mac
Classic unlock tree for Mario: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Ike
Classic unlock tree for Mario: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Luigi
Classic unlock tree for Mario: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Roy
Classic unlock tree for Mario: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Dr. Mario
Classic unlock tree for Mario: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Olimar
Classic unlock tree for Mario: position 8. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Bowser
Classic unlock tree for Donkey Kong: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Pokémon-Trainer / Pokémon Trainer
Classic unlock tree for Donkey Kong: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Rosalina & Luma
Classic unlock tree for Donkey Kong: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
König Dedede / King Dedede
Classic unlock tree for Donkey Kong: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Sheik
Classic unlock tree for Donkey Kong: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Quajutsu / Greninja
Classic unlock tree for Donkey Kong: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Diddy Kong
Classic unlock tree for Donkey Kong: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Duck Hunt
Classic unlock tree for Donkey Kong: position 8. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
King K. Rool
Classic unlock tree for Link: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Ice Climbers
Classic unlock tree for Link: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Simon
Classic unlock tree for Link: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Meta Knight
Classic unlock tree for Link: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Snake
Classic unlock tree for Link: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Junger Link / Young Link
Classic unlock tree for Link: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Richter
Classic unlock tree for Link: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Toon-Link / Toon Link
Classic unlock tree for Link: position 8. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Inkling
Classic unlock tree for Samus: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Wii Fit-Trainer / Wii Fit Trainer
Classic unlock tree for Samus: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Pit
Classic unlock tree for Samus: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Fuegro / Incineroar
Classic unlock tree for Samus: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Finsterer Samus / Dark Samus
Classic unlock tree for Samus: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Cloud
Classic unlock tree for Samus: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Wario
Classic unlock tree for Samus: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Finsterer Pit / Dark Pit
Classic unlock tree for Samus: position 8. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Lucario
Classic unlock tree for Yoshi: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Marth
Classic unlock tree for Yoshi: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Ryu
Classic unlock tree for Yoshi: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Ganondorf
Classic unlock tree for Yoshi: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Lucina
Classic unlock tree for Yoshi: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Ridley
Classic unlock tree for Yoshi: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Chrom
Classic unlock tree for Yoshi: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Ken
Classic unlock tree for Yoshi: position 8. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Ness
Classic unlock tree for Kirby: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Pummeluff / Jigglypuff
Classic unlock tree for Kirby: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
PAC-MAN
Classic unlock tree for Kirby: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Zelda
Classic unlock tree for Kirby: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Daraen / Robin
Classic unlock tree for Kirby: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Corrin
Classic unlock tree for Kirby: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Lucas
Classic unlock tree for Kirby: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Palutena
Classic unlock tree for Kirby: position 8. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Captain Falcon
Classic unlock tree for Fox: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Zero Suit Samus
Classic unlock tree for Fox: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Peach
Classic unlock tree for Fox: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Falco
Classic unlock tree for Fox: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Daisy
Classic unlock tree for Fox: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Bowser Jr.
Classic unlock tree for Fox: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Wolf
Classic unlock tree for Fox: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Mewtu / Mewtwo
Classic unlock tree for Fox: position 8. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Bewohner / Villager
Classic unlock tree for Pikachu: position 1. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Shulk
Classic unlock tree for Pikachu: position 2. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
R.O.B.
Classic unlock tree for Pikachu: position 3. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Mega Man
Classic unlock tree for Pikachu: position 4. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Melinda / Isabelle
Classic unlock tree for Pikachu: position 5. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Mr. Game & Watch
Classic unlock tree for Pikachu: position 6. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Pichu
Classic unlock tree for Pikachu: position 7. Clear a run and defeat the next challenger not yet offered in this tree.
Use the starter or another fighter in its tree. Previously attempted encounters change the next opponent; use Challenger’s Approach for lost battles.
Mii-Boxer / Mii Brawler
Create a Mii Brawler in Games & More, or rescue this type in Adventure.
Mii-Schwertkämpfer / Mii Swordfighter
Create a Mii Swordfighter in Games & More, or rescue this type in Adventure.
Mii-Schütze / Mii Gunner
Create a Mii Gunner in Games & More, or rescue this type in Adventure.
Menümusik-Auswahl
Complete the true ending of World of Light.
New Game+
Complete Adventure and start a new run with carried-over progress.
Piranha-Pflanze / Piranha Plant
License Piranha Plant as separate DLC; it belongs to neither Fighters Pass. Cannot be unlocked for free through Classic, VS or Adventure.
Joker
License the matching Challenger Pack or Fighters Pass 1. The pack includes Mementos. Cannot be unlocked for free through Classic, VS or Adventure.
Held / Hero
License the matching Challenger Pack or Fighters Pass 1. The pack includes Yggdrasil’s Altar. Cannot be unlocked for free through Classic, VS or Adventure.
Banjo & Kazooie
License the matching Challenger Pack or Fighters Pass 1. The pack includes Spiral Mountain. Cannot be unlocked for free through Classic, VS or Adventure.
Terry
License the matching Challenger Pack or Fighters Pass 1. The pack includes King of Fighters Stadium. Cannot be unlocked for free through Classic, VS or Adventure.
Byleth
License the matching Challenger Pack or Fighters Pass 1. The pack includes Garreg Mach Monastery. Cannot be unlocked for free through Classic, VS or Adventure.
Min Min
License the matching Challenger Pack or Fighters Pass 2. The pack includes Spring Stadium. Cannot be unlocked for free through Classic, VS or Adventure.
Steve / Alex
License the matching Challenger Pack or Fighters Pass 2. The pack includes Minecraft World. Cannot be unlocked for free through Classic, VS or Adventure.
Sephiroth
License the matching Challenger Pack or Fighters Pass 2. The pack includes Northern Cave. Cannot be unlocked for free through Classic, VS or Adventure.
Pyra / Mythra
License the matching Challenger Pack or Fighters Pass 2. The pack includes Cloud Sea of Alrest. Cannot be unlocked for free through Classic, VS or Adventure.
Kazuya
License the matching Challenger Pack or Fighters Pass 2. The pack includes Mishima Dojo. Cannot be unlocked for free through Classic, VS or Adventure.
Sora
License the matching Challenger Pack or Fighters Pass 2. The pack includes Hollow Bastion. Cannot be unlocked for free through Classic, VS or Adventure.
Super Smash Bros. Ultimate
Your checklist
Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.
Optional techniques & glitches
Advanced techniques apply only to the named edition. These steps are training guidance.
Kurzhop-Angriff / Short-Hop AttackSuper Smash Bros. Ultimate
- Press jump and A simultaneously.
- Compare this short-hop aerial with a normal jump followed by a late attack.
- Practise a controlled landing outside the opponent’s reach.
This shortcut is an Ultimate input aid, not a retroactive N64 control tip. A rising aerial does not replace every falling variant.
Parry / perfekter SchildSuper Smash Bros. Ultimate
- Choose a predictable single hit in training.
- Hold shield, then release it immediately before impact.
- After success, practise a short safe response.
Ultimate uses shield release. Multi-hits and online delay can change the result; no punish is universally guaranteed.
Sources & editorial date
Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 31 October 2026.
- Nintendo: Super Smash Bros. Ultimate ↗www.nintendo.com
- Nintendo: vollständige Ultimate-Kämpferübersicht ↗www.smashbros.com
- Nintendo: Sora als letzter DLC-Kämpfer / 86 Kämpfer ↗www.nintendo.com
- SmashWiki: Ultimate-Freischaltungen und DLC-Zuordnung ↗www.ssbwiki.com
- SmashWiki: Ultimate Classic und Freischaltbäume ↗www.ssbwiki.com
- GameFAQs: geprüfte Classic-Freischaltfolgen ↗gamefaqs.gamespot.com
- SmashWiki: Stern der irrenden Lichter / World of Light ↗www.ssbwiki.com
- SmashWiki: Geheiligte Lande / Sacred Land ↗www.ssbwiki.com
- Neoseeker: Geheiligte Lande, Draculas Schloss und Rätsel ↗www.neoseeker.com
- SmashWiki: Der letzte Kampf und Gleichgewicht ↗www.ssbwiki.com
- SmashWiki: Dreiphasiges wahres Finale ↗www.ssbwiki.com
- Nintendo: Geister und ihre Fähigkeiten ↗www.smashbros.com
- Nintendo: fortgeschrittene Ultimate-Techniken ↗www.smashbros.com
- Nintendo: Ultimate-Spielmodi ↗www.smashbros.com
- Nintendo: Ultimate-Stages und DLC-Stages ↗www.smashbros.com
- Nintendo: Ultimate-Items ↗www.smashbros.com
- Nintendo Support: Ultimate Version 13.0.5 vom 1. September 2026 ↗en-americas-support.nintendo.com
- SmashWiki: Ultimate-Parry beim Loslassen des Schilds ↗www.ssbwiki.com
- MarioWiki: Stern der irrenden Lichter / deutsche Namen ↗mario.fandom.com
In-game names may differ between language versions. Report a correction.
