Download Super Smash Bros Melee For Dolphin Emulator

Dolphin has two performance related configuration windows: Dolphin configuration and Graphics settings, in addition to applying settings per game via their GameINI. Dolphin is a very demanding program, so configuring Dolphin the right way is very important to run titles smoothly.

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  • 2Dolphin Configuration
  • 3Graphics Settings

System Requirements

Every game has different requirements, some titles may require a powerful computer while some other titles may not. Generally, these are the minimum recommended requirements for Dolphin.

  • OS: 64-bit edition of Windows (7 SP1 or higher), Linux, or macOS (10.10 Yosemite or higher). Windows Vista SP2 and unix-like systems other than Linux are not officially supported but might work.
  • Processor: A CPU with SSE2 support. A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
  • Graphics: A reasonably modern graphics card (Direct3D 10.0 / OpenGL 3.0). A graphics card that supports Direct3D 11 / OpenGL 4.4 is recommended.

Dolphin Configuration

Dolphin is shipped with default settings for the most optimal performance, you do not usually need to change anything on your first time Dolphin setup.

Enable Dual Core

Provides a significant speedup on modern systems. Recommended on most titles, though may cause issues like crashing or graphic issues on some titles. Refer to this page for a list of titles that require disabling Dual Core.

CPU Emulator Engine

JIT Recompiler is the fastest engine and is recommended on almost all titles. There are a few titles that work better with different emulator engines but unplayably slow.


DSP HLE is the fastest DSP Emulator Engine. It is very reliable, and only a few titles still have problems with it. See DSP LLE for more details. Cubeb is the faster backend. Recommended on almost all titles.

Graphics Settings

Some of these settings will improve emulation compatibility in exchange of PC performance.


  • Depending of the game and the graphics card: OpenGL or Direct3D 11 in backend setting will offer better performance. Vulkan is still in experimental phase and it still is not recommended.
  • V-Sync helps prevent screen tearing.
  • Use Fullscreen toggles between fullscreen and windowed mode.
    • Exclusive Fullscreen is available on Windows, it gives Dolphin full control over the graphics card. This results in minimal latency which is important for competitive games such as Super Smash Bros. Melee. More details on its benefits can be found on Progress Report of July 2014. D3D is well supported for Exclusive Fullscreen [1]. Support on OpenGL is more of a hack [2]. Exclusive fullscreen is enabled by default when it is supported, it can be disabled by checking the Borderless Fullscreen checkbox under Graphics > Advanced > Misc.


The emulation can suffer slowdowns from extreme multiplier options in Internal Resolution, Anisotropic Filtering, and Anti-Aliasing settings. Start with minimum option like '1x Native (640x528)', and go up from there until you can find the highest setting without slowdown. Keep in mind non-1x options may cause graphical issues in some titles.


  • Skip EFB Access from CPU - Provides a speed boost. However it provides this boost at the expense of emulation accuracy, breaking some titles and removing effects. It's off by default for greater emulation accuracy.
  • Ignore Format Changes - The vast majority of titles don't care about this, and it provides a small boost. However a small number of titles hate this setting. It's enabled by default.
  • Store EFB Copies to Texture Only - Enabled by default. Disable it only when running a game that requires it. Refer this page for a list of titles that require disabling it.
  • Texture Cache - Setting the slider on the 'Fast' position will improve performance greatly, but it may cause graphical glitches in some games (Most commonly missing text).
  • Fast Depth Calculation - Uses a less accurate method of calculating depth values. Gives a small speedup, but can cause flickering textures.
  • Disable Bounding Box - Don't emulate bounding box calculation, which is only required for a limited set of titles, mostly Paper Mario titles.
  • Vertex Rounding - Rounding 2D vertices to whole pixels, fixes graphical glitches seen in several titles at higher internal resolutions.
Retrieved from ''
Super Smash Bros. Brawl

Developer(s)Sora, Game Arts
SeriesSuper Smash Bros.
Release date(s)JP January 31, 2008
NA March 9, 2008
AUS June 26, 2008
EU June 27, 2008
KO April 29, 2010
Genre(s)Fighting, Action
Mode(s)Single-player, Multiplayer (4), Co-op (4), Online (4)
Input methodsWii Remote, Wii Remote + Nunchuk, Classic Controller, GameCube Controller
See also..

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia
Debug Symbol Files

Super Smash Bros. Brawl, known in Japan as Dairantō Sumasshu Burazāzu Ekkusu (大乱闘スマッシュブラザーズX), often abbreviated as SSBB or simply as Brawl, is the third installment in the Super Smash Bros. series of crossover fighting games, developed by an ad hoc development team consisting of Sora, Game Arts, and staff from other developers, and published by Nintendo for the Wii video game console.

Like its predecessors, the object of Brawl is to knock an opponent off the screen. It features a greatly expanded single-player mode known as The Subspace Emissary (SSE). This mode is a plot-driven, side-scrolling beat 'em up featuring FMV cutscenes and playable characters from the game. Like all Smash games, Brawl supports multiplayer battles with up to four combatants, but it is the first game of its franchise to feature online battles, via the Nintendo Wi-Fi Connection.

  • 1Emulation Information
  • 2Problems
  • 3Enhancements
    • 3.1Same Stage Camera Distance on Widescreen Mode
      • 3.1.1NTSC-U
  • 4Configuration

Emulation Information

GameCube Controller Conflict

Super Smash Bros. Brawl is capable of using both GameCube controllers and Wii Remotes at the same time. If a GameCube controller is being emulated or is connected via the Official GameCube Controller Adapter for Wii U, the GameCube controller will be prioritized over Wii Remote for its assigned port and the Wii Remote will be assigned to another port or lose most of its functionality, typically only reacting to the Home button being pressed. Use the mapped GameCube Controller or disable it to resolve this.

Controller Map Overlap

Super Smash Bros. Brawl is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.

SDHC Cards

Support for Virtual SDHC cards (4-32GiB in size) was added in 5.0-5044, solving issue 8823. See here for help with creating a virtual SDHC card. The SDHC Extension 1.1[Bero] code [1] needs to be included in your GCT file found within sd.raw's codes folder.

It is recommended to use build 5.0-5821 or later to avoid issue 10636.

Both issue 10461 and issue 10514 are known to affect SD emulation and are more prominent when using a virtual SDHC card.

Subspace Emissary Videos

Many disc images of this game are DVD5 (4.7 GB) altered versions of the original DVD9 (8.5 GB) release. In these most of the videos are removed, resulting in black screens or the same video being repeated all the time when playing the Subspace Emissary. Following these videos, the character select screen may appear; however the names represent the characters for the next level. Dolphin cannot fix this problem; the only solution is to rip a full unaltered ISO.


WiiConnect24 / RiiConnect24

The WiiConnect24/RiiConnect24 features of this title cannot be used because Dolphin does not currently support them. Refer issue 10200.

Black Background in Off-Screen Hoop


When a character goes off-screen, it will display the character in a hoop, but the background is black. To fix, turn off Store EFB Copies to Texture Only.

Saving Screenshots

Taking a screenshot from the pause menu will produce a garbled mess or black. To fix, turn off EFB Copies to Texture Only.

Classic Mode Rectangle

After winning a stage in classic mode, the game is supposed to zoom in on the character, and then partition them off into a rectangle with the game stats around them. See issue 2828. Enabling Real XFB (before 5.0-5874) or disabling Store XFB Copies to Texture Only (starting with 5.0-5874) fixes the issue.

NES Masterpieces

Store EFB Copies to Texture Only needs to be turned off because a black screen will show instead of the game. Fixed since 5.0-4896.

NES and SNES Masterpieces

Texture Cache Accuracy needs to be set to Safe because sometimes the game will fail to update its frames. Fixed since 5.0-4896.

'With Friends' Menu Problems

After connecting to the Nintendo Wi-Fi Connection, when you enter into 'Brawl', 'Friend roster', 'Team Multi-Man Brawl', or 'Home-Run Contest' sub-menus the game will suddenly drop to 1-5FPS and display SrcPixelEngine.cpp:193 W[PE]: (r16) ALPHAREAD errors in the Log. This is due to a known slow/problematic codepath, and can be avoided by enabling Skip EFB access from CPU. This error only appears when interacting with Nintendo Wi-Fi Connection menus. See issue 6553. Fixed in 5.0-9638.

Saves Not Working

On rare occasions the game will create a save but be unable to read or write to it. The exact reason why this happens is unknown. The save file is now corrupted. It should be deleted and recreated:

  • Right click on the game from Dolphin game list and select 'Open Wii save folder'.
  • Delete the contents within the data folder.
  • Restart the game. Normally it should take several seconds to create a new save file.

Fixed since at least 5.0-10516.


Same Stage Camera Distance on Widescreen Mode


Gecko Code

Requires 'File Patch Code'. See the section below.

HD Texture Pack


Super Smash Bros. Brawl is unusually moddable for a console game. The gecko code 'File Patch Code' created by Phantom Wings can read fan-made patches from an SD card on top of Brawl's on-disc data. These patches range from simple character skins and balance adjustments to more complex modifications such as additional characters and extra stages more complex than the Brawl's Stage Builder allows.

Dolphin can virtualize a SD card, which is necessary for Brawl mods; Virtual SD Card Guide provides a tutorial for this.

A regression introduced in 5.0-2712 may cause gecko code mods to not load properly. This was fixed by 5.0-3301. See issue 10187.

Netplay Patch

There are multiple revisions of Super Smash Bros. Brawl, but the online community seems to prefer revision 1. The patch linked below can downgrade a revision 2 disc (MD5: 52ce7160ced2505ad5e397477d0ea4fe) to revision 1 (MD5: d18726e6dfdc8bdbdad540b561051087). Download the Revision 2 downgrade (71.7MB) and use the included patcher to revise revision 2 images to revision 1.


Only configuration options for the best compatibility where they deviate from defaults are listed.


Store EFB Copies to Texture OnlyOffFixes black background in hoops when a character goes off-screen
Stops screenshots from being a garbled mess or black
Required for NES graphics to show up
Texture Cache AccuracyPosition 1 (Safe)Fixes NES and SNES graphics not updating sometimes

Download Super Smash Bros Melee For Dolphin Emulator Online

Version Compatibility

The graph below charts the compatibility with Super Smash Bros. Brawl since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Download Super Smash Bros Melee For Dolphin Emulator Rom


This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r4341Windows 7Intel Core 2 Duo E4500 @ 2.2GHzIntel GMA 945GBroken, freeze with the message 'Please Insert Super Smash Bros. Game Disc'mbc07
r4598Windows 7Intel Core 2 Duo E4500 @ 2.2GHzIntel GMA 945GBroken, freeze with the message 'Please Insert Super Smash Bros. Game Disc'mbc07
2.0Windows VistaIntel Pentium 4 @ 3.2GHzIntel 82945GVery good speed. Even low end CPUs can run this at 40+ FPS.Wiigeek336
r6515Windows 7Intel Core i7 @ 2.2GHzAMD Radeon HD 6750MConstant 60FPS at 1080p. A few minor graphical glitches, but still completely playableonebitwonder
r6815Windows XPAMD Athlon II X4 @ 3GHzATI Radeon HD 5450Good, 55-60FPS
r7045Windows 7Intel Core 2 Quad Q6600NVIDIA GeForce 9800 GTOpenGL Good, 60+ FPS, DirectX 55-60 less texture glitches
r7063Windows 7Intel Core 2 Duo E4500 @ 2.2GHzIntel GMA 945GSlower, 25-35FPS in gamembc07
r7283Windows 7Intel Core i3 @ 2.1GHzIntel HD GraphicsConstant 45-60FPS A few minor graphical glitches, but still completely playableHonguito98
r7335Windows 7AMD Phenom II 720 BE @ 3.2GHzATI Radeon HD 4850Working good at 50FPS (Frame limiter on) or around 100FPS (Framelimiter off). Corrupt (green) Results Display. Using DX11 Pluginultramann
r7379Windows 7Intel Core 2 Duo E4500 @ 2.2GHzIntel GMA 945GPlayable, 45-60FPS in game (OpenMP on and Native Mipmaps off)mbc07
r7473Windows 7AMD Phenom II X4 955 @ 3.2GHzATI Radeon HD 5750Perfect: 60FPS in game and menus, Dual Core Mode enabled, resolution 1680x1050 full-screen, x16 Anisotropic filtering, x3 scale, EFB Copy: Texture, OpenCL enabled, 64 bits mode.Juliannb
r7477Windows 7AMD Phenom II X4 910 @ 3GHzAMD Radeon HD 6970Broken, freeze with the message 'Please Insert Super Smash Bros. Game Disc'FHaze
r7490Windows 7AMD Phenom II X4 940 @ 3GHzATI Radeon HD 4870Working at 45-60FPS. Occasional crashes. However, results screens in all modes are broken.Ragnar.Kon
r7546Mac OS X 10.6.7Intel Core 2 Duo @ 2.2GHzNVIDIA GeForce 9400Works really fast; had to enable frame rate limiting. However, all character names in battle, and all the names in the Classic 'credits' coin shoot are broken/appear as bar codes.
r7598Windows 7Intel Quad Core Xeon @ 2.8GHzATI Radeon HD 5770Various Audio Bugs: Cutout, Feedback, etc.SephirothFanatic
3.0Windows 7AMD Phenom II 1100T Black 3.3GHzAMD Radeon HD 6850Perfect, 60FPS all times just some random crashes and minor audio issuesAldaris
3.0Arch LinuxAMD Phenom II X6 @ 3.3GHzNVIDIA GeForce GTX 460PAL version tested; everything works perfect except for small graphical glitches in the scores at the end of the battle.Istar Eldritch
3.0Mac OS X 10.6.8Intel Core 2 Duo E6300 @ 1.87GHzNVIDIA GeForce 9400 GTUSA region play fluently till a match starts then game seems to lock up or if it loads has major graphical tears/issues.Zekisu
3.0Windows 7Intel Core i5-760 @ 2.8GHzNVIDIA GeForce 9600 GTPerfect at 1080p 2.5x native. In the Spear Pillar Stage, there's a bug when the stage goes 'mirrored'. The 2.5x internal resolution goes to the native resolution but only when Palkia 'mirrors' the stage. The rest of the stuff is perfect. (PAL VERSION)Vicarcan93
3.0Windows 7Intel Pentium E6600 @ 3.06GHzNVIDIA GeForce G210A few sound issues, 40-60FPS
3.0Ubuntu 11.04Intel Core 2 Duo 6600 @ 2.4GHzNVIDIA GeForce 8600 GTVery Goodindividuo7
r7623Windows 7Intel Core i7-870 @ 2.9GHzNVIDIA GeForce GTX 460Very Good!algeerian
r7714Windows 7Intel Core i7-2600K @ 3.4GHzNVIDIA GeForce GTX 580Perfect emulation! Only tried a few matches though.YouHaveRROD
r7716Gentoo LinuxIntel Core 2 Due T8300 @ 2.4GHzNVIDIA GeForce 8600M GTAlmost perfect, no visible lags. Settings = 960x792, skip EFB from CPU, EFB virtual only and disabled : external frame buffer, fog, per-pixel depth, dest. alpha pass. Tested on EUR version (RSBP01)Yuusha-sama
3.0-178Windows 7Intel Core 2 Duo E4500 @ 2.2GHzNVIDIA GeForce GT 440Constant 60FPS, except in bigger stages (such as Delfino Plaza)mbc07
3.0-201Windows 7Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce GTX 560 TiDX11, 1920x1080, 3x Native, 2x AA. 60FPS at all times. Absolutely perfect except for the name/result box glitches. Would be easy to forget the game is being emulated if it weren't for the beautiful high resolution graphics.Helvetica
3.0-201Windows 7Intel Core i5-2410M @ 2.3GHzNVIDIA GeForce GT 525MGraphics and character textures are perfect. 4 players lower the FPS, but 2 players work fine. Cut-scenes play awfully slowly and they seem to be lower-pitched. I've tried everything to correct that, but it doesn't fix it.Doubled-revolutions
3.0-204Windows 7Intel Core i7-2670QM @ 2.2GHzNVIDIA GeForce GT 525MVery smooth at 1600x900 on DirectX 11 at 2x Native (55-60FPS in-game). Results screen in Vs. Mode is garbled though and the screenshot tool is broken. Setting EFB Copies to RAM fixes them, but causes massive slowdown (slows to 25-30FPS in-game).Marioman1
3.0-377Windows 7Intel Core i7-2600K @ 3.4GHz & 4.2GHzNVIDIA GeForce 560 Ti GTX@ 3.4GHz DX11 Resolution: 1900x1200 Internal Resolution: X3 1920x1584, AA 8 samples, Quality Level 32, AF 16x, Always [email protected] R: 1900x1200 IR: X4 AA 8 QL32, AF 16x, 60FPS as well. Note: DX11 (vsync off)Yumiyoyo
3.0-458Mac OS X 10.7.3Intel Core 2 Duo @ 2.26GHzNVIDIA GeForce 9400M40-60FPS in game, slower with more players, runs well for the most part. SSE works perfectly so far but for a few audio glitchesUb3rRoy
3.0-735Windows 7Intel Core i5-2500K @ 4.20GHzATI Radeon HD 5800Perfect, 60FPS in-game (up to two human player tested), 55-60 sometimes in menu; Backend:Direct3D9, V-Sync:on (minor slowdown with this off), Fullscreen resolution: 1920x1080, Internal Resolution: 4x Native, Anti-Aliasing: 4x SSAA, Anisotropic Filtering: 2x, DSP Emulator Engine: DSP LLE.Mazza
3.0-758Ubuntu 12.04Intel Core i7-2670QMNVIDIA GeForce GT 540MPerfect, with FPS ~60 during gameplay (2X Native) and limit FPS in 65 or off.
3.0-804Windows 7Intel Core i5-3570KNVIDIA GeForce GTX 660 TiPerfect, 60FPS (even with 4 players); DX9, 2x native, EFB to RAM, AA off, AF 16x, and LLE audio.soren121
3.5-367Windows 7Intel Core i3-2100 @ 3.1GHzATI Radeon HD 5450Perfect, 60FPS and 100% speed.
3.5-367Windows 7Intel Core i5-650 @ 3.2GHzATI Radeon HD 5570Near perfect with mostly 100% speed. Rare sound problems with Directsound can occur (scratchy sound and sound distortion), which are disappearing after the match is over. Changing the Audio Backend to XAudio2 seems to fix this problem. Those sound issues should be extremely rare then. But XAudio2 seemed to be the reason, why the game may crash during Single-player (Classic Mode). Would recommend using Directsound. Newer revisions of Dolphin 3.5 (like 3.5-1769 or 3.5-2381) do not fix the problems and the game runs less flawless with those tested revisions. There are also some slowdowns on curtain stages and in some videos of the Adventure Mode.DARK
3.5-1154Windows 7Intel Core i5-3570K @ 4.7GHzNVIDIA GeForce GTX 275New-AX-HLE 2.0 merger. HLE works like a charm. And thanks to previous updates, so does EFB to Texture :D.MayImilae
3.5-1387Windows 8AMD Phenom II X4 965 @ 3.4GHzAMD Radeon HD 6850Okay. 50-60FPS, stable.
4.0Windows 7Intel Core i7-3770KNVIDIA GeForce GTX 650 TiGraphic Settings altered, still full speedZcair
4.0.1Windows 7Intel Core i5-3570K @ 4.4GHzNVIDIA GeForce GTX 460 @ 850MHzGame works fine and is fully playable but there are graphical bugs and slowdowns. Using EFB to RAM causes major slowdowns. Changing texture accuracy to safe causes major slowdowns. Changing AA setting causes major slowdowns. Most games 4X SSAA isn't slow for me but this game has some kind of problem with it.Kilobytez95
4.0.2Windows 8.1AMD FX-8350AMD Radeon R9 270Xsome bugs but full speed,with altered graphics options it slows downs a little (55FPS)Zcair
4.0.2Windows 8Intel Core i5-4200uIntel HD Graphics 4400Minimal settings, stable FPSZcair
4.0.2Windows 7Intel Core i7-2630QMNVIDIA GeForce GTX 560MRuns fair enough. 47-60FPS, depending on settings.BillyAlt
4.0.2Windows 7Intel Core i7-4960X @ 4.6GHzNVIDIA GeForce 780 TiConstant 100%, works beautifully. Green rectangle appears after a battle but doesn't make any difference to gameplay. Completed SSE without any problems + tested for around 6 hours otherwise without finding any issues. Using Dolphin Recommended Settings, 4 x Internal, OpenGL, 16 x CSAAhimalayan
4.0.2Arch Linux LinuxIntel Core i7-2600 @ 3.4GHzNVIDIA GeForce GTS 450Perfect.10n45
4.0.2Win 7Intel Core 2 Duo T6500 @ 2.1GHzIntel Core 2 Duo T6500In default Dolphin settings game should be runs in 15-20FPS (cutscenes) and 35-55FPS 'ingame'.LowPcEmuGamesPL
4.0-1492Windows 8Intel Core i5-3350PAMD Radeon HD 7770Perfectly at 60FPS, full speed, 2.5x resolution, tested on adventure modeTheReduxPL
4.0-1767Windows 8.1AMD A8-5600KAMD Radeon HD 6770Perfectly at 60FPS, full speed, 4x resolution, tested on battle modeLordShadowWolf
4.0-2005Ubuntu 14.04AMD A10-5800KAMD Radeon HD 7660DFull Speed! (50FPS/50FPS cutscenes don't show correctly for some reasonSimonStreakio
4.0-2496Windows 7Intel Core i3NVIDIA GeForce 210Full speed except in character select screen where if fall from 50 to 40 or when there are many particles on screenFlamerion
4.0-3532Windows 7Intel Core i7-4770K @ 3.5GHzNVIDIA GeForce GTX 750 TiRunning OpenGL and OpenAL. Some minor drops here and there but it is almost perfect.BillyAlt
4.0-4963Ubuntu 14.04AMD A10-5800KAMD Radeon HD 7660DFull Speed! (60FPS with drops to 50 on 3-4 player battles), PAL Version has broken cutscenes as of 4.0-2005, haven't tested 4.0-4963 on PAL version as I don't own the game)iBloodLust
4.0-4973Windows 10AMD FX 6300 @ 3.8GHzAMD Radeon HD R7 240Always near 50FPS without sound, drops to 25FPS with sound, though it doesn't seem to drop so much with XAudio.Anonymous
4.0-5923Windows 7Intel Core i5-760 @ 2.8GHzNVIDIA GeForce GTX 660Playing on Direct3D, 1920x1080, 4x native resolution, 8 samples of AA, 16x of AF, Great framerate, entities/sprites sometimes disappear from the screen for a short time (0.5 seconds) then come back; Slight lag when loading new stage; Fighting bosses in SSE 'The Great Maze' results in a massive FPS drop and major lag, assuming due to the demanding background. About all I can find from it, everything else works fine!hankster112
4.0-6554Windows 7Intel Core i7-3770K @ 3.5GHzNVIDIA GeForce GTX 770Fully Playable at 1080p @60FPS with 4x native internal resolution and 8x anti-aliasing. If you don't care about Masterpieces, leave Texture Cache Accuracy on Fast, and EFB Copies on Textures to gain a lot of FPS.Mangaman1001
5.0-rc-34SteamOS 2.60Intel Core i3-4170 @ 3.7GHzNVIDIA GeForce GTX 750 TiOGL, 3x IR, no other enhancements, NTSC-U. Fullspeed in any situation and glitchless, aside from the green bar in classic mode at default gameini.monojin
4.0-7133Windows 10AMD A10-5750M @ 2.5GHzAMD Radeon HD 8650GRuns very quickly and looks great at 2x resolution with the HD retexture pack. Green bar appears in classic mode. Slowdowns during combat with 3 or 4 opponents.StardustGogeta
5.0Windows 10AMD FX 6350 @ 3.9GHzNVIDIA GeForce GTX 660OpenGL, HLE, 2xNative, No AA, 1xAF

Some minor slowdown when dealing with Olimar remedied by lowering resolution. Otherwise, totally playable.

5.0Arch LinuxIntel Core i7-4790K @ 4GHzAMD Radeon R9 Fury XUsing the AMDGPU PRO drivers makes the game run perfectly, I only tested a few brawl matches and they all worked at a constant 60FPS apart from when the Ice used their Final Smash where the framerate dropped to roughtly 48 FPS.

Non default settings:Video backend - OpenGL;Enhancements: Resolution - 3x Native, Anti-Aliasing - 8x SSAA, Anisotropic Filtering - 4x

5.0-3354Win 10Intel Core i7-6650U @ 3.4GHzIntel Iris 540Surface Pro 4 with all corethreads of the CPU used and graphics clock increased from default.

With the recommended settings (and enhancements described below) the game runs at 60FPS most of the time. During 4 player fights or when fighting in the great maze, there is consistent lag (during 4 player fights it is stuck at 56FPS and in the great maze, fights stick to 45FPS) turning off the settings that are recommended keep the game at 60FPS. Aside from this, the game runs perfectly

Non default settings: Video backend - OpenGL or Direct11;Fullscreen Resolution - 1280x720;Enhancements: Resolution - 2x Native, Anti-Aliasing - 2x MSAA;Textures: SSBB HD Texture pack (linked above)


Gameplay Videos

Super Smash Bros. series
Nintendo Wii
  • Super Smash Bros. Brawl(2008)
  • Virtual Console