
Super Smash Bros. Ultimate
2018 · Bandai Namco Studios · ~40h to finish
The most welcoming fighting game ever made, sitting on top of the most undocumented one — the defensive techniques that decide real matches are never mentioned anywhere in it.
Real resistance. Expect to work for it.
The fingerprint
- Execution drops 1.9 points — you handle this better than most.
- Reaction drops 1.8 points — you handle this better than most.
- Assist options shave roughly 5.2 points off, if you use them.
- Not available on any platform you own.
These are generic numbers. Calibrate and this whole page re-scores around you.
CalibrateScreenshots
IGDBWhere it bites
SPOILER-SAFE BY DEFAULT- 30% · ~12hObscurity
the defensive layer the game never once mentions
▲ 7 - 70% · ~60hLearning Curve
the online bracket where opponents wait instead of attacking
▲ 0
Assists & accessibility
0/5 SOURCEDCHALLENGE RELIEF
- Difficulty modes [unsourced]CPU levels 1–9, plus per-match stock, time and item rules.
- Practice / training mode [unsourced]Training stage with launch trajectories, hitboxes and frame advance.
- Game speed control [unsourced]Training mode runs at 1/4, 1/2 or full speed.
MOTOR & INPUT
- Fully remappable controls [unsourced]Per-profile button mapping for every supported controller.
HEARING
- Full subtitles [unsourced]
Claims marked unsourced have not been checked against a published accessibility review. Nothing here is inferred from genre — where we do not know, we say nothing.
What it is
A platform fighter for up to eight players where you win by knocking opponents off the stage rather than draining a health bar, across eighty-plus characters and a hundred-odd stages.
Where to go from here
Argue with these asksThe same shape, one rung harder. The next thing, not the hardest thing.
Talk about this game
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The full community — every channel, including the voice ones.
Game metadata and images provided by IGDB. Cover art and screenshots remain the property of their publishers.



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