Super Smash Bros. for Wii U

Classic Mode (SSB4-Wii U)

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TheSuper Smash Bros. for Wii U version ofClassic Mode is set up as a tournament with elimination style gameplay which lasts seven rounds. For the first time in the series, Classic Mode can be challenged by two players.

Like in the Classic Mode ofSuper Smash Bros. for Nintendo 3DS, the player begins with two stocks for each battle regardless of difficulty. Theintensity meter is used to set the difficulty, with higher difficulties costing moreGold and offering better rewards. Losing and choosing to continue when the difficulty is above 2.0 costs some of the accumulated prizes and drops the difficulty by .5, also taking away some of the invested Gold to reflect the new difficulty. The prize roulette wheel is also shared with the3DS version, with the addition of passes forCrazy Orders as potential prizes.

The mode is set on a large playing field, whose background depends on the intensity chosen, becoming darker and fiercer with higher intensities:

  • Intensity 0.0 - 1.9: Water/Ocean Background
  • Intensity 2.0 - 3.9: Grass/Plain Background
  • Intensity 4.0 - 5.9: Sand/Desert Background
  • Intensity 6.0 - 7.9: Lava/Volcanic Background
  • Intensity 8.0 - 9.0: Dark/Shadow Background

On the field, the player character and the opponents appear astrophies: the player, identified by a glowing red trophy base, can choose which group of opponents to fight by moving their character towards it. Thestage where the battle will be fought is visible on the field under the opponent(s), though it may not be related to their series even if there is only one opponent. Overly large stages such asThe Great Cave Offensive and75m are never used. After each round, the losers are ejected from the field until only the last few remain.Team battles can occur, in which the player must choose their teammates among the characters they have previously defeated (or by their teammates in a previous team battle). During all rounds, opponents may hold trophies,equipment,coins, orCrazy Orders Passes, identified by the respective icons on the enemy's trophy, which are obtained only if the carrier is defeated by the player or, in a team battle, by one of the player's teammates. Enemies holding such rewards are set to a higher CPU skill level than other opponents.

The first three rounds are fought against regular characters. At the beginning of each playthrough, a random opponent is designated as a "rival": marked by a glowing blue trophy base, the rival gets stronger and drops greater prizes the longer the player holds off on confronting them. In most cases, the rival will remain on the board until the player finally defeats it, but in very rare cases, they can lose before the player can face them.

After three rounds are cleared, the empty board will be repopulated with new groups of enemies. The fourth and fifth rounds are fought against characters equipped with custom special moves, marked by an alternate trophy with a black base and appearing in analternate costume.

When the player chooses a battle in the first five rounds, one or more opponents might suddenly be replaced by an "intruder", marked by a glowing yellow trophy base, even in a team battle. Intruders are always in a permanentGiant orMetal state, but are guaranteed to be carrying a prize of some kind for victory.

The sixth round is against aFighting Mii Team composed of 20 members, which appear surrounding the player on the game board in a group of nine.

In the seventh and final round, the player facesMaster Hand, and at higher intensities Master Hand withCrazy Hand and possiblyMaster Core. Unlike the Classic mode of the 3DS version, the final battle is predetermined based on difficulty, and the player cannot choose to fight Master Hand alone when Crazy Hand and Master Core are available.

Rewards[edit]

  • Clearing Classic Mode on any difficulty with any character will give the player a trophy of the character used.
  • By clearing Classic Mode with a character, their Alternate Colored Trophy can become available in theTrophy Shop.
  • Clearing with any character on any difficulty will challenge the player to defeatFalco. Beating him will unlock him.
  • Clearing with five characters will challenge the player to defeatMr. Game & Watch. Beating him will unlock him.
  • Clearing on intensity 5.5 or higher will challenge the player to fightLucina. Beating her will unlock her.

Challenges[edit]

  • Clearing on intensity 2.0 or more with five characters will unlock theMaster Hand trophy.
  • Clearing asYoshi will unlock theYoshimasterpiece.
  • Clearing without losing a stock will unlock theDr. Kawashima trophy.
  • Clearing without losing a stock asLittle Mac will unlock theTitle (Punch-Out!!) music.
  • Clearing in 20 minutes or lower asOlimar will unlock theMission Mode (Pikmin 3) music.
  • Clearing on intensity 5.5 or higher will unlock theMaster Core music.
  • Clearing on intensity 5.5 or higher asKirby will unlock theKirby's Adventuremasterpiece.
  • Clearing on intensity 5.5 or higher without customizations asWario will unlock theFull Steam Ahead (Spirit Tracks) music.
    • This challenge is immune to the Golden Hammer.
  • Clearing on intensity 7.0 or higher with all characters will unlock theRegal Crown headgear.
  • Clearing on intensity 8.0 with two characters will unlock theMaster Fortress: First Wave music.
    • This challenge is immune to the Golden Hammer.
  • Clearing on intensity 8.0 with three characters will unlock theMaster Fortress: Second Wave music.
    • This challenge is immune to the Golden Hammer.
  • Clearing on intensity 9.0 without customizations will unlock theKnuckle Joe trophy.
  • Clearing on intensity 9.0 without losing a stock will unlock theDouble Final Smasher Protection Badgeequipment.
    • This challenge is immune to the Golden Hammer.
  • Clearing on intensity 9.0 in 12 minutes or less asMarth will unlock theCritical Hitter Sword equipment.

Gallery[edit]

  • The background from Intensities 0.0 to 1.9, with an ocean.

    The background from Intensities 0.0 to 1.9, with an ocean.

  • The background from Intensities 2.0 to 3.9, with a grassy field.

    The background from Intensities 2.0 to 3.9, with a grassy field.

  • The background from Intensities 4.0 to 5.9, with a desert.

    The background from Intensities 4.0 to 5.9, with a desert.

  • The background from Intensities 6.0 to 7.9, with molten rock.

    The background from Intensities 6.0 to 7.9, with molten rock.

  • The background from Intensities 8.0 to 9.0, with dark clouds.

    The background from Intensities 8.0 to 9.0, with dark clouds.

Trivia[edit]

  • This is the first Classic Mode where it is possible for any battle to be fought on a stage which is neither thehome stage of any of the participants, nor a stage belonging to theSuper Smash Bros. universe.
  • During a team battle, if the player KOs a teammate (such as by setting off an explosive near them), they may receive a second trophy of that character after the battle. Both this and the first trophy can then be chosen as teammates, allowing duplicate characters in six- and eight-player team battles.
  • Despite not being available in the mode normally,Jungle Hijinxs is shown in Classic Mode's help menu.
  • Boxing Ring andGaur Plain are the only stages shared between both versions of the game that don't appear in Classic Mode infor Wii U.
  • The game has a tendency to lag in the cutscene before the final battle screen for Master Hand and Crazy Hand appears when playing on difficulties of 8.0 and higher. This issue is caused by the graphical strain of the background combined with the effects used in the cutscene.
  • In both versions of Classic Mode inSmash 4, the announcer now identifies Master Hand & Crazy Hand for the first time.
  • The Bonus stage mini-game "Target Smash!!" has been removed from both versions ofSmash 4's Classic Mode.
  • In both versions of Classic Mode inSmash 4, there are no voice clips for the announcer saying "Game!" / "Game Set!" and there is also no voice clip for the announcer saying "Game Over!" either.
  • If Bowser Jr. is defeated in the first three rounds, is battled again in rounds 4-5, and is chosen for a Team Battle, he will use his Larry alternate skin, although his name is still displayed as Bowser Jr.

See also[edit]


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