Alpha stages have three fall-through plattforms floating above the main stage in a pyramid formation. The main platform is a floating block that consists of a medium-height block of wall before it starts curving inwards on both sides.
All characters have a Limit Break bar located under their character portraits that fills during battle, by connecting with hits (increased the higher the combo chain grows), evading or blocking (perfect guarding increases) attacks. Different characters may get different bonuses to aid completion.
An acquired Summonstone is shown under the character icon next to the Synchro Drive gauge. Upon pressing A+B, the character performs the summon animation and the effect(s) are applied. Lower-tier summonstones can be equipped at the start of a battle, only one. More summonstones will spawn on the map, appearing as a ruby crystal that can be picked up, there are more chances of it being lower-tier than higher-tier. One character can be in possession of up to three summonstones at a time, retrieving anymore causes the third slot to be kicked out to make room.
Inflicts ice-damage to all nearby foes. May stun opponents of higher percentages.
Restores % of the user and nearby allies. May inflict Regen on user.
Deals a random amount of damage to one opponent. May crush the center of the stage with Fat Chocobo.
Strong sword slash against a single foe. May instantly KO regardless of %.
Spawns 3-6 random items around the user.
Fire-elemental damage in a pillar around the user. Adds one more life to the user should they die, automatically resurrects the user with 12.5% max HP in an HP battle.
Submerges the lower half of the stage in a wave of water, dealing many hits of damage to all foes.
Casts either Protect, Shell or Haste on the summoner and their party.
Countdown to Oblivion
Crushes an area around the summoner with her hands, moderate damage to all enemies caught, and Pain to enemies with higher percentages.
Tides of Desire
Magical soundwaves around the summoner that deal moderate damage. May Silence foes at higher percentages.
Deals Dark-elemental damage to all opponents, with a chance to instantly kill enemies who's percentage is a multiple of five.
Deals Holy-elemental damage to all opponents, with a moderate chance to to inflict Deprotect or Deshell. Or both.
Throws 10 shuriken in random directions. The shuriken phases through the first immediate object if it's encountered at the startup, so she isn't rendered all useless if she's standing between something, dork.
Launches himself at the nearest opponent (but will target the one with the most/best Summonstones) and deals moderate damage, but also removes all their Summons. To prevent peeps from just using the Summons before Seifer gets to them, they cannot be activated as long as he's on the field.
Faris sticks her sword into the air as a powerful attack is charged. If enough damage is sustained during this time she is defeated instead. Afterwards she lashes out at all nearby enemies, jumping at one after another dealing powerful slashes.
Traits are passive abilities unique to each characters with varying effects, acting separately from the character's moveset; each is themed by the character's appearance in its game of origin. A character may be equipped with at most 1 trait, and the primary trait is always the one selected as default.
The arena effect applies to large stages. It has the effect of the camera zooming in on a selected segment of the stage, and the KO lines follow. Characters never spawn all in one arena at the start of the game.
The arena effect comes into play when:
All characters enter the middle of the stage segment.
The arena effect is removed when:
A character spends a significant amount of time at the edge of the arena without sustaining damage.
The single alive character moves beyond the edge of the arena (if the others are respawning).
Unlike the OG Smash series, stun is a separate parameter of attacks, with a separate modifier parameter for blocked hits. Upon hits, a lock icon appears on the inflicted character's screen/section for the duration of the stun. If in block stun, the lock icon has a shield behind it.
Unlike the actual Smash series, characters are unable to dodge attacks (unless their movesets allow them), and instead have a constant block gauge that is able to activate both mid-air and on the ground. However, blocking mid-air depletes the gauge twice as quick (->). When the block gauge is depleted, characters are inflicted with Template:Icon/Daze.
The shield is activated and removed without any lag frames. So unless the player is hit and thus enters shield stun, the shield can be toggled on and off on a single frame each.
Perfect guarding is deploying the shield a frame before anything hits. Perfect shielding an attack causes it to deal no damage, and the user cannot be inflicted with shield stun as long as the shield is held (->).
Similarly, smashing the stick in a direction (it cannot be held) whilst blocking an attack allows the user to influence the characters speed in said direction, based on the offending attack's knockback. Normally, the grounded blocking character stays mostly still while being hit, only gliding slightly horizontally. By timing the stick (about 2-3 frames before being hit), the character can gain far greater speed to get out of combos.
The characters are given far greater air-control by altering jump mechanics. The height of the ground jump varies greatly depending on how long the jump button is being held, despite the launch animation having already been completed. This ranges from a split-second tap resulting in a short hop, to a far greater jump height by holding the button all the way through. This height of course still varies from character to character.
Mid-air jumps can also ignore sideways momentum better, resulting in better redirection of speed. Fast fall has also been sped up, should the player hold down the stick. By jumping from ground with the stick held down, the character will automatically fast fall after the jumping animation.
By angling the control stick upon jumping, the speeds are altered to accommodate. For example, holding the stick right to run and then jump, the character will jump more angled to the right, than up as regular.
A character that touches a ledge when not in high upwards momentum, will grab onto it and automatically swing themselves up with intangibility frames enough to enter Shield before it ends (the player can hold / to automatically begin shielding on the final frame of intangibility). This also applies when the character's back is faced towards the ledge, which will cause it to use a different animation. This has the benefit of being able to get back on stage even when facing the wrong direction, but the player may not be as ready for an upcoming attack.
Unlike the OG Smash series, the player have far greater control over the global physics and mechanics of the game for versus matches, as well as specific settings for stages, but not for characters for balancing purposes. The player can also store sets of settings for later usage, which makes tourney rules far easier to establish for competitive gameplay.