Super Smash Bros. for Wii U
The biggest Smash roster ever assembled, 8-player chaos, and the game that made the Wii U feel like the premium platform it always should have been.
Super Smash Bros. for Wii U arrived in November 2014 as the home console half of the fourth Smash Bros. generation — the other half being the simultaneous 3DS release. Where the 3DS version was the portable, compact experience, the Wii U version was the full-fat home console showpiece: bigger stages, better graphics, a massive soundtrack, more modes, and — most importantly — the totally bonkers 8-Player Smash mode that made it an essential party game from day one.
Developed by Masahiro Sakurai’s Sora Ltd. alongside Bandai Namco, it launched with 51 fighters — the largest base roster in series history at that point — and eventually grew to 58 with a wave of paid DLC that set the template for every Smash game since. It was the first Smash game to sell DLC characters, and the choices (Mewtwo, Ryu, Cloud, Bayonetta) kept the community talking for months after launch.
For Mario fans specifically, the Wii U version is packed with content. Stages based on Mario Galaxy, Mushroom Kingdom, Mario Circuit, Pyrosphere (Ridley’s lair) and more give familiar characters a spectacular backdrop. Every veteran Mario series fighter returned, and Rosalina & Luma joined as a genuinely distinctive newcomer with a unique puppet-fighter mechanic.
“Smash 4 Wii U represents the pinnacle of what Masahiro Sakurai could do on that hardware — a roster that celebrated Nintendo’s entire history, an online mode that actually worked, and the most fun you could have at a party with four people on a couch. Or eight people. Yes, eight.”
51 fighters at launch — a mix of returning veterans and a strong set of newcomers. Every character from Brawl returned except for Snake and Ice Climbers (the latter cut due to 3DS technical limitations). Notable additions include Rosalina & Luma, Little Mac, Villager, Mega Man, Wii Fit Trainer, Greninja and Shulk. Each character was rebalanced significantly from Brawl — faster gameplay, better competitive balance, and more varied movesets.
Bowser Jr. is particularly notable — he can be played as any of the seven Koopalings (Larry, Morton, Wendy, Iggy, Roy, Lemmy, Ludwig) as costume variants, each with a different clown car colour. Robin brings a unique mechanic where tomes and the Levin Sword have limited uses before breaking. Rosalina & Luma plays as a puppet fighter where Luma acts semi-independently, making it one of the most complex characters in the game.
Smash 4 was the first game in the series to sell DLC fighters, and the lineup was sensational. Each character came with a new stage, music tracks and Mii Fighter costumes. The DLC kept the community engaged well into 2016 — over a year after the game’s launch — and set the template for Smash Ultimate’s enormous DLC programme.
Bayonetta deserves a special mention — she was announced as the winner of the Smash Ballot, a worldwide public vote for which fighter fans most wanted to see. She topped the results in Europe and placed highly in North America. Her inclusion as a “Mature” character in an E10+ game raised eyebrows, but Sakurai’s team gave her a moveset that’s simultaneously true to the source material and perfectly balanced for competitive play. She became arguably the most dominant character in top-level competitive Smash 4 by the end of the game’s lifespan.
Cloud’s announcement in November 2015 was probably the single biggest character reveal in Smash history up to that point — Final Fantasy VII had never been on a Nintendo platform, and Cloud showing up in Smash felt genuinely shocking. The reveal trailer, showing him arriving in Midgar on a motorcycle, remains one of Nintendo’s most-viewed Direct segments.
The Wii U version is far more mode-rich than its 3DS counterpart. Several major modes are Wii U-exclusive, including 8-Player Smash and Smash Tour. The overall package is one of the most content-heavy fighting games ever released.
Smash Bros. Brawl was controversial in the competitive community for its slower pace, floatier physics, and the randomness introduced by tripping. Smash 4 addressed nearly every complaint. Here’s how the two compare:
| Feature | Brawl (2008) | Smash 4 Wii U (2014) |
|---|---|---|
| Tripping mechanic | ✗ Random trips added unpredictability | ✓ Removed entirely |
| Game speed | ✗ Slower, floatier feel | ✓ Faster, snappier — between Melee and Brawl |
| Online play | ✗ Friend codes, poor netcode | ✓ For Fun / For Glory, Nintendo Network |
| Max local players | ✗ 4 players | ✓ 8 players (Wii U version only) |
| DLC fighters | ✗ None | ✓ 7 DLC fighters post-launch |
| Roster size | 39 fighters | ✓ 51 base (58 with DLC) |
| Subspace Emissary | ✓ Full adventure mode | ✗ Removed (Classic/All-Star only) |
| Snake / Ice Climbers | ✓ Both playable | ✗ Both cut |
| Stage Morph | ✗ Not available | ✗ Not yet (added in Ultimate) |
| amiibo support | ✗ None | ✓ Full Figure Player system |
| GameCube controller | ✗ No official adapter | ✓ Official adapter released with game |
| Custom moves | ✗ None | ✓ 3 variants per move per character |
The removal of Subspace Emissary is the one genuine loss — Brawl’s adventure mode was a major single-player draw. Sakurai explained that it was cut because detailed cutscenes had been uploaded online before the game’s launch, spoiling everything. He felt there was no point repeating that. The replacement — Classic and All-Star — is solid but obviously not the same scope.
Super Smash Bros. for Wii U was a critical smash hit. A Metacritic score of 92 made it one of the highest-rated Wii U games, and it sold 490,000 copies in North America in its first three days — making it the fastest-selling Wii U title at that point. By September 2021 it had sold 5.38 million copies worldwide. For a console that struggled to reach 13.56 million lifetime sales, that’s a remarkable attach rate.
The game also won multiple awards including Best Fighting Game at The Game Awards 2014. Its competitive scene grew into one of the most active in the world through 2015–2018, running alongside Melee at major tournaments and producing legendary players like ZeRo, who went on an almost unprecedented 56-tournament win streak in 2015.
- This was the first Smash Bros. game developed in conjunction with an external studio — Bandai Namco provided over 100 staff and handled a significant portion of the development alongside Sora Ltd.
- The GameCube Controller Adapter sold out at virtually every retailer within hours of launch. Nintendo massively underestimated demand and had to rush production of additional units.
- Masahiro Sakurai directed the game while suffering from calcific tendinitis in his right arm throughout development — he has described this period as one of the most painful of his career.
- Mewtwo was the first DLC character and was offered free to anyone who registered both the 3DS and Wii U versions via Club Nintendo before a set deadline. This was Nintendo’s first experiment with cross-buy incentive DLC.
- Cloud’s reveal at the November 2015 Nintendo Direct became one of the most-watched gaming reveals ever. Final Fantasy VII had never appeared on a Nintendo home console, making his inclusion genuinely historic.
- Bayonetta was confirmed as the winner of the Smash Ballot — a worldwide public vote for which new fighter fans wanted most. She topped the results in Europe and was the highest-placing eligible fighter overall. Sakurai noted that the team were also fans of the character, which helped push her inclusion forward.
- The Wii U version has over 600 tracks in its music library — one of the largest soundtracks in any fighting game ever released. Many tracks are remixed versions of classic Nintendo music produced by acclaimed composers.
- Ice Climbers were cut due to the 3DS hardware not being able to render two character models with full AI at the required frame rate. Since both versions needed to share the same roster, they were removed entirely. This decision upset many competitive Melee/Brawl players.
- The Stage Builder mode uses the Wii U GamePad’s touch screen exclusively — you draw platforms, set backgrounds and choose music entirely by touch, making it one of the better uses of the GamePad’s unique features.
- ZeRo (Gonzalo Barrios) won 56 consecutive Smash 4 Wii U tournaments in 2015 — a competitive streak considered one of the most dominant in any fighting game’s history.
- The game’s “For Glory” online mode was the first Smash mode explicitly designed for competitive online play — Final Destination variants only, no items — a direct response to the competitive community’s requests.
- Sakurai confirmed in a post-launch column that he designed the roster with the intention of it being the largest roster ever assembled in a fighting game at that time, specifically to honour the series’ history and give as many characters as possible a chance to appear.



