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Super Smash Bros. Ultimate/Unused Graphics

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This is a sub-page of Super Smash Bros. Ultimate.

Various types of graphics were left unused in Super Smash Bros. Ultimate. And like many games, they were left in the game data. And stuff like that is why The Cutting Room Floor exists.

Unused Graphics

R.O.B.

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

SSBU-ROB crack.png

Yoshi

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

SSBU UnusedYarnYoshimob.png

Little Mac
Early Final
300px 300px

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

Garreg Mach Monastery

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

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

Early Boxing Ring Screenshot

SSBUpusb_vision_test01_colout.png

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

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

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

Placeholder Giga Bowser Reticle

SSBUdef reticle 001 colout.png

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

Unused Models

DK

barrelconga

SSBUDonkeyBongo.PNG

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

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

Link

navy

SSBULinkNavy.PNG

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

Joker

Mouth_result

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

Dragonite (Unused Poké Ball Summon)

SSBUUnusedDragoniteRender.png

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

Unused Animations

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

Playable Characters

Zelda

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

Zero Suit Samus

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

Pokémon Trainer

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

Olimar

All five Pikmin variations have two unused animations, labelled SpHiCliffWait and SpHiConnect. Both are leftovers from Olimar's Up Special move from Brawl (Pikmin Chain), and also remained unused in the previous game, as Olimar had received a new Up Special by then in the form of Winged Pikmin. There is also leftovers of Pikmin's pummel animations from 3ds/Wii U which goes unused because of Olimar pummeling on his own now.

Piranha Plant
JumpAerialF2

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

(Source: Meshima)
Bowser Jr. Leftovers

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

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

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

Kirby

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

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

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

Kirby inhale ultimate.gif

Pyra/Mythra

Mythra has some unused carryover animations from Pyra with one example being her up special, Prominence Revolt.

On top of that, Rex has unused animations for both the final smashes Sacred Arrow and Burning Sword, most likely intended for if he missed the trapping hits for both Pyra and Mythra. However, the animation remains static with no keyframes for expressions.

Mii Fighters

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

Bosses

Giga Bowser

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

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

Unused Ledgegrab Ranges

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

Link (ZAir / Grab aerial)

LinkS4TetherUltimate.png

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

(Source: EyeDonutz)

Incineroar (Helpless Cross Chop)

IncineroarUpBHelplessLedgegrab.gif

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

(Source: EyeDonutz)

References