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Game help · Tips & secrets

Arena & multiplayer · First release 2018

Super Smash Bros. Ultimate

Every returning and new fighter in one game: 86 fighter entries with DLC, eight Classic unlock trees and World of Light. Follow the route from Kirby’s opening battle to the true ending and check every DLC assignment.

Nintendo SwitchNintendo Switch 2 (backward compatibility)

Base fighter entries
74
With all DLC
86
Individually counted forms
89
What this guide covers

Complete fighter/DLC list, a route for all 63 ordinary challengers plus three Mii types, a campaign plan through Light Realm, Dark Realm and the true finale, plus spirit and training advice. Not an exhaustive atlas of every spirit battle, chest, quiz question or round of every Classic route.

Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.

Search across fighters, unlocks and techniques

Check your edition

Editions & platforms

EditionPlatformDifferences & notes
Nintendo-Switch-OriginalNintendo Switch7 December 2018. There are 74 base fighter entries including Echo Fighters and Mii types; twelve additional DLC entries bring the total to 86.
Softwarestand 13.0.5Nintendo Switch / Nintendo Switch 2Nintendo 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 2Nintendo Switch 2The 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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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 / formPractical starting point
MarioUse a fireball to approach; regain spacing after a safe landing.
Donkey KongLearn grab range; avoid lingering at the ledge after a miss.
LinkCombine projectiles with sword spacing; practise recovery before zoning.
SamusHold Charge Shot as a threat; avoid firing every projectile immediately.
YoshiManage your midair jump carefully; use eggs from a safe distance.
KirbyUse multiple jumps deliberately; avoid landing with Stone every time.
FoxControl your speed; practise sideways and upward recovery separately.
PikachuApproach behind Thunder Jolt; practise Quick Attack directions deliberately.
LuigiSet up close hits; use big specials after a confirmed opening.
NessPractise using PK Thunder for recovery without an opponent first.
Captain FalconVary your movement; seek powerful hits after an opponent whiffs.
Pummeluff / JigglypuffUse aerial movement; attempt Rest only with a clear opening.
PeachUse float for spacing and landings; avoid pulling turnips in close combat.
BowserStart with short punishes; cover slow powerful attacks.
Ice ClimbersKeep the partner close; reassess recovery and attacks when separated.
ZeldaSeparate long and close range; test teleport distance without an opponent.
SheikCombine movement with quick hits; avoid overextending after every hit.
Dr. MarioApproach with pills; plan your recovery conservatively.
PichuAccount for self-damage and low survivability; choose attacks carefully.
FalcoUse lasers to control space; check recovery distance before chasing.
MarthSpace for sword-tip hits; avoid forcing point-blank combat.
Junger Link / Young LinkLayer projectiles, then catch a landing; avoid waiting only at the ledge.
GanondorfPunish mistakes hard; prioritise your vulnerable recovery.
Mewtu / MewtwoVary Shadow Ball timing; mix aerial routes and avoid exposing your body.
RoyDeliberately enter close range; do not equate your sword tip with Marth’s.
Mr. Game & WatchStart with safe short actions; avoid building plans around risky random attacks.
Meta KnightControl multiple jumps and sword strikes; avoid chaining specials blindly.
PitAim arrows and save jumps; defend from a safe ledge position.
Zero Suit SamusUse mobility for spacing; avoid throwing out up special without a plan.
WarioPractise aerial movement; treat Waft as preparation rather than a panic escape.
SnakeTrack grenade positions; account for your own explosions while landing.
IkeUse large reach patiently; regain spacing after a miss.
Diddy KongWatch banana position; avoid overextending before a risky recovery.
LucasPractise PK Thunder and tether range separately; cover projectiles deliberately.
SonicUse speed to reposition; avoid running over the edge uncontrolled.
König Dedede / King DededePrepare slow powerful actions; preserve multiple jumps for recovery.
OlimarWatch your Pikmin lineup; choose attacks for the available team.
LucarioWatch 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 LinkSet up projectiles and seek safe sword hits; vary aerial routes.
WolfAlternate blaster and close range; test special-move reach near the ledge.
Bewohner / VillagerPocket projectiles and block routes; practise recovery separately.
Mega ManLearn projectile spacing; avoid answering every close encounter the same way.
Wii Fit-Trainer / Wii Fit TrainerFind breathing room for Deep Breathing; vary ball and Sun Salutation timing.
Rosalina & LumaWatch Luma’s position; control space rather than attacking blindly.
Little MacWork on the ground; avoid aerial chases with limited recovery.
Quajutsu / GreninjaMix short approaches with retreats; practise Hydro Pump recovery.
Mii-Boxer / Mii BrawlerCheck chosen specials; recovery depends on your configuration.
Mii-Schwertkämpfer / Mii SwordfighterPractise sword spacing with chosen specials; tell opponents your configuration.
Mii-Schütze / Mii GunnerCombine projectiles with a recovery plan; check specials before matches.
PalutenaSpace aerial attacks; deliberately choose teleport angles.
PAC-MANTrack fruit and hydrant positions; keep an escape route.
Daraen / RobinWatch tome and sword resources; cover depleted periods with spacing.
ShulkChoose a Monado Art before attacking; test altered movement first.
Bowser Jr.Vary kart routes; practise recovery after ejecting.
Duck HuntTrack can, clay target and fighter together; leave yourself room.
LucinaUse consistent sword reach; do not wait for Marth’s tipper hit.
Finsterer Pit / Dark PitTest your arrow trajectory; check differences from Pit before chasing.
RyuPractise command inputs slowly; confirm hits before risky finishers.
CloudManage Limit and up special; aim for the ledge early.
CorrinMeasure lance reach; avoid committing without an opening.
BayonettaTest aerial strings in training; recover promptly if a sequence breaks.
InklingRefill ink when space permits; avoid approaching with Roller every time.
RidleyUse grounded reach; account for your large body while landing.
SimonLayer whip spacing and projectiles; respect vulnerable recovery.
RichterPractise whip angles; avoid chasing every hit offstage.
King K. RoolPlan crown and cannon use; do not treat belly armour as limitless.
Melinda / IsabellePlace rod and trap deliberately; cover recovery independently.
Fuegro / IncineroarWork into close range; practise side special and recovery separately.
Finsterer Samus / Dark SamusCover Charge Shot with movement; do not equate every animation with Samus.
DaisyPractise float and turnips; learn safe landings before long aerial strings.
ChromUse sword reach; plan recovery early and avoid deep chases.
KenTest differences from Ryu; develop command inputs and follow-ups slowly.
Pokémon-Trainer / Pokémon TrainerSwitch Squirtle, Ivysaur and Charizard deliberately; practise each recovery.
Piranha-Pflanze / Piranha Plant · DLCControl space with poison and spiked ball; charge long moves from safety.
Joker · DLCUse Arsène deliberately; retain a safe plan without the boost.
Held / Hero · DLCWatch MP and the command menu; create space before selecting.
Banjo & Kazooie · DLCBudget limited Wonderwing uses; set up with grenades and eggs.
Terry · DLCPractise commands and GO moves; confirm a hit before finishing.
Byleth · DLCTest different weapon ranges; prepare slow commitments.
Min Min · DLCExploit arm reach; plan defensively around jumps and recovery.
Steve / Alex · DLCMine when space permits; account for blocks and crafting table.
Sephiroth · DLCSpace with the long blade; avoid turning early swings into close combat.
Pyra / Mythra · DLCUse Mythra to gain space and Pyra to seek KOs; avoid forced switches.
Kazuya · DLCDevelop commands individually; establish close range before planning a string.
Sora · DLCControl 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.

StarterChallengers in order
MarioSonic → Bayonetta → Little Mac → Ike → Luigi → Roy → Dr. Mario → Olimar
Donkey KongBowser → Pokémon Trainer → Rosalina & Luma → King Dedede → Sheik → Greninja → Diddy Kong → Duck Hunt
LinkKing K. Rool → Ice Climbers → Simon → Meta Knight → Snake → Young Link → Richter → Toon Link
SamusInkling → Wii Fit Trainer → Pit → Incineroar → Dark Samus → Cloud → Wario → Dark Pit
YoshiLucario → Marth → Ryu → Ganondorf → Lucina → Ridley → Chrom → Ken
KirbyNess → Jigglypuff → PAC-MAN → Zelda → Robin → Corrin → Lucas → Palutena
FoxCaptain Falcon → Zero Suit Samus → Peach → Falco → Daisy → Bowser Jr. → Wolf → Mewtwo
PikachuVillager → Shulk → R.O.B. → Mega Man → Isabelle → Mr. Game & Watch → Pichu
Sources for this section

Challenger’s Approach, VS and Adventure

  1. 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.

  2. 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.

  3. 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.

  4. 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.

FighterPackStageNote
Piranha-Pflanze / Piranha PlantSeparater DLC / Separate DLC—Not included in Fighters Pass 1 or 2.
JokerFighters Pass 1Mementos
Held / HeroFighters Pass 1Yggdrasil’s Altar
Banjo & KazooieFighters Pass 1Spiral Mountain
TerryFighters Pass 1King of Fighters Stadium
BylethFighters Pass 1Garreg Mach Monastery
Min MinFighters Pass 2Spring Stadium
Steve / AlexFighters Pass 2Minecraft World
SephirothFighters Pass 2Northern CaveThe former Sephiroth Challenge was time-limited.
Pyra / MythraFighters Pass 2Cloud Sea of AlrestOne pack containing both switchable forms.
KazuyaFighters Pass 2Mishima Dojo
SoraFighters Pass 2Hollow BastionFinal released DLC fighter.
Sources for this section

Understand spirits and solve obstacles

SystemPractical use
Primary spiritCheck stats, type and support slots. One high number does not replace suitable resistance.
Type triangleAttack beats Grab; Grab beats Shield; Shield beats Attack. Neutral spirits have no advantage in that triangle.
Support spiritsCounter dangerous floors, poison, sleep or wind deliberately. Read displayed battle rules first.
Levels and enhancementTrain suitable primary spirits with snacks. Only spirits explicitly marked as enhanceable gain a new form at the required level.
Map abilitiesSpecific spirits solve map obstacles independently of your fighter. Bomberman opening rocks does not mean you must win the match with bombs.
Spirit BoardA 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

  1. Kirby and Mario

    Start as Kirby, defeat the opening spirits and rescue Mario. A VS unlock is not automatically a rescue inside Adventure.

  2. The first crossroads

    Choose Marth, Sheik or Villager. The other two paths are temporarily blocked; this does not permanently exclude those fighters.

  3. Bridges and boulders

    Obtain spirits matching obstacles, such as Cyrus & Reese for repairs or Bomberman for boulders. Return when you have the needed ability.

  4. 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.

  5. Power Plant

    Solve generator routes and obtain Great Zapfish. The map obstacle needs this spirit, not any electric fighter.

  6. Molten Fortress: Giga Bowser

    Traverse Molten Fortress and defeat Giga Bowser. Let side strikes and breath attacks pass before landing short hits.

  7. Base: Galleom

    Reach the Base with a suitable technical spirit. Give Galleom’s large landings and transformations space, then attack.

  8. Forest Hill: Rathalos

    Defeat Rathalos. Leave the line of fire and diving attacks; use a safe opening after landing.

  9. 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

  1. 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.

  2. 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.

  3. Torch clock: Mii Brawler

    In the Wisdom section, set the torch clock to 4:40. Defeat the newly appeared Mii Brawler.

  4. 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.

  5. 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.

  6. Dharkon

    After the sub-worlds and hand encounters, defeat Dharkon. The following final map has its own true-ending requirements.

Sources for this section

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. True finale: six bosses

    Work through the boss selections and use healing deliberately between fights. The joint Galeem/Dharkon fight follows the boss section.

  6. 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

AreaSetting and consequence
Stage formsNormal, Battlefield and Omega forms change the layout. Hazards Off is a separate option; a different backdrop does not imply different hitbox rules.
Base stagesRegular base stages are available from the start. Small Battlefield arrived in a free update; eleven DLC stages belong to their respective Challenger Packs.
Practice setupSuggested drill: two players, three stocks, seven minutes, items off and a familiar stage. This is not a universal tournament ruleset.
Smash Ball and FS MeterSet item access and FS Meter separately. Disabling the Smash Ball does not automatically disable every other Final Smash option.
Poké Balls and assistsAvoid attacking through a newly summoned assist. Track safe ground and the opposing fighter.
Sources for this section

Classic, Smashdown, Squad Strike and online

ModePractical plan
ClassicEach fighter has a themed route; the three Mii types have no Classic run. An unlock tree and a battle route are different things.
Squad StrikeTeams of three or five fighters. Practise your second and third picks; reliable recovery matters more than one spectacular combo.
SmashdownUsed fighters become unavailable in following rounds. Broad fundamentals beat a plan relying only on your main.
Training and replaysControl 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 SmashOrdinary online play requires internet, a Nintendo Account, Nintendo Switch Online and the current version. The Elite threshold is not a permanently fixed score.
Sources for this section

Practice plan: five short blocks

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

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

0 / 103 guide tasks completed

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
  1. Press jump and A simultaneously.
  2. Compare this short-hop aerial with a normal jump followed by a late attack.
  3. 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
  1. Choose a predictable single hit in training.
  2. Hold shield, then release it immediately before impact.
  3. 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.

In-game names may differ between language versions. Report a correction.

Game help

How do I reach the true ending in World of Light?Ultimate · World of Light · Spoilers

Balance light and darkness in the final area to open the central path to the combined boss fight.

  1. Clear battles on both sides of the final map to keep the balance from staying with a single boss.
  2. Reach both Hand battles on the map. Then clear the newly opened stages where you control Crazy Hand and Master Hand.
  3. Once the game confirms both sides have been conquered, go to the top center of the map to fight Galeem and Dharkon.

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