Sakurai reveals insane Smash Ultimate gameplay feature that was scrapped

Discover why aerial smash attacks were cut from Smash Ultimate and how this decision preserved gameplay balance for all skill levels

The Revolutionary Feature That Never Was

Development lead Masahiro Sakurai recently disclosed the fascinating story behind a groundbreaking gameplay element that nearly transformed Super Smash Bros. Ultimate’s combat system entirely. The proposed aerial smash attack mechanic would have fundamentally altered how players engage in mid-air combat throughout the entire roster.

During his concluding Famitsu column series, the legendary game director explained how Nintendo’s premier fighting title almost received an innovative combat feature that was ultimately abandoned to maintain accessibility for casual gaming audiences.

Sakurai’s comprehensive final column covered Ultimate’s development journey, downloadable content strategy, and the celebrated inclusion of Kingdom Hearts protagonist Sora – historically the most requested combatant across the entire franchise. While elaborating on Sora’s distinctive aerial combat style and the character’s reputation for excellence in airborne engagements, Sakurai revealed that early development phases included plans for a radical new aerial combat enhancement. The development team seriously contemplated enabling all fighters to execute their signature smash attacks while airborne, which would have dramatically expanded offensive options during jump sequences.

Current aerial attacks in Smash Ultimate already provide significant combat versatility.

Technical and Accessibility Barriers

“The proposed system introduced excessive complexity, ultimately preventing its implementation. I firmly believe aerial combat represents a crucial gameplay dimension. However, the current selection of airborne attack options remains somewhat restricted,” Sakurai explained, through translations provided by PushDustIn.

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  • The decision extended beyond pure technical considerations. Ultimate’s identity as an accessible party game experience significantly influenced the development team’s choice to abandon the aerial smash attack concept. Sakurai personally observed that highly skilled competitors naturally incorporate more aerial techniques into their gameplay repertoire. The central challenge became maintaining enjoyment for casual participants while simultaneously delivering depth that would satisfy veteran competitive players. https://twitter.com/PushDustIn/status/1455925078042894341 “I ultimately rejected the implementation because Ultimate successfully maintains equilibrium between casual and dedicated player bases,” Sakurai further elaborated. “Sora’s design philosophy specifically aimed to make aerial engagements enjoyable even for inexperienced players.”

    From a technical perspective, implementing aerial smash attacks would have required significant control scheme adjustments. The current button mapping already utilizes most available inputs for aerial maneuvers, and adding smash attacks would have either necessitated complex input combinations or reduced functionality elsewhere. This complexity barrier particularly concerned the development team regarding new player onboarding and the game’s pick-up-and-play philosophy.

    Preserving Competitive Integrity

    The elimination of aerial smash attacks ultimately served as a protective measure for game balance. Competitive meta games often evolve around maximizing aerial advantage states, and introducing powerful smash attacks into these situations could have created overwhelming offensive pressure. Skilled players already utilize aerial combos and edge-guarding techniques effectively; adding kill-power options to these scenarios might have reduced defensive counterplay opportunities.

    Common mistakes in current aerial combat include over-committing to aggressive options off-stage and misjudging landing lag timing. With aerial smash attacks, these errors could become significantly more punishing, potentially widening the skill gap beyond healthy parameters. Advanced players should focus on optimizing existing aerial normal attacks, reading opponent landing patterns, and mastering character-specific aerial combos rather than wishing for additional offensive tools.

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  • Optimization tips for competitive players include studying frame data for aerial attacks, practicing short-hop fast-fall aerials, and learning character-specific autocancel windows. These techniques maximize the existing aerial toolkit without requiring the implementation of potentially game-breaking mechanics like aerial smash attacks.

    Sora’s Aerial Design Philosophy

    Sora’s eventual implementation demonstrates how the development team successfully incorporated distinctive aerial capabilities without disrupting game balance. The Kingdom Hearts protagonist features enhanced aerial mobility and unique aerial special attacks that fulfill his character fantasy while remaining balanced within the existing combat system. This approach shows how character-specific solutions can address aerial combat desires without implementing universal mechanical changes.

    The key to Sora’s successful aerial design lies in providing situational advantages rather than raw power. His aerial combos flow naturally but don’t introduce the one-hit knockout potential that aerial smash attacks would have provided. This design philosophy maintains the risk-reward balance that defines Smash Ultimate’s competitive integrity while still delivering on character fantasy.

    For players seeking to maximize Sora’s aerial potential, focus on mastering his three-hit aerial combos, understanding his unique recovery angles, and utilizing his spell projectiles to control aerial space. These techniques provide the aerial dominance the character deserves without breaking the fundamental game balance that makes Smash Ultimate accessible to all player types.

    What Could Have Been: Strategic Impact

    Given the uncertain future facing the Smash Bros franchise, we may never witness the implementation of aerial smash attacks, leaving us to speculate how the game’s dynamics would have transformed with their inclusion. Nevertheless, considering Ultimate’s monumental success and enduring popularity, evidence strongly suggests that Sakurai and his development team made the correct strategic decision in the end.

    Had aerial smash attacks been implemented, we would likely have seen significant shifts in recovery meta games, edge-guarding strategies, and combo interactions. Characters with strong aerial mobility might have become disproportionately powerful, while heavier characters could have struggled even more in disadvantage states. The fundamental rock-paper-scissors balance of attacks, shields, and grabs might have been disrupted by the introduction of such powerful aerial options.

    For players disappointed by the absence of this mechanic, focusing on perfecting existing advanced techniques like RAR (Reverse Aerial Rush) attacks, drag-down combos, and platform-cancel aerials can provide similar strategic depth without the balance concerns. Mastering these elements allows for creative aerial expression while maintaining the game’s carefully crafted equilibrium between accessibility and competitive depth.

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