OpenSmash-Ultimate
OpenSmash-Ultimate turns Super Smash Bros. Ultimate into a native PC program through ahead-of-time ARM64-to-C static recompilation, uniting WindowSmash and ssbu-recomp into one repository, one runtime, and one launcher with online rollback netcode.
- Unified releasev0.3.0-alpha.3November 4, 2026
- Target game build13.0.5 (98 NROs)21450C647B8C5940… main ID
- Graphics & netplayD3D11 · Vulkan · SSBU_RBOnline rollback on by default
- Verified downloads63,5141,235 GitHub stars (3 repos)
Choose your OpenSmash package
Direct GitHub Release assets from OpenSmash-Ultimate/OpenSmash-Ultimate (v0.3.0-alpha.3, November 4, 2026), OpenSmash-Ultimate/WindowSmash and OpenSmash-Ultimate/ssbu-recomp (runtime-6de107d).
OpenSmash Setup v0.3.0-alpha.3 (Windows 10/11 x64)
Recommended. OpenSmash-Setup.exe · 72.4 MB (72,353,388 B)



Static recompilation vs emulation
Instead of emulating a Switch CPU while you fight, OpenSmash-Ultimate/OpenSmash-Ultimate translates ARM64 machine code and all 98 fighter NRO modules to C once on your PC
links them against a native Direct3D 11 / Vulkan / SDL3 runtime
and runs 8-player local brackets or online rollback matches with GameCube USB adapters
.
One unified project: WindowSmash + ssbu-recomp merged on October 21, 2026
OpenSmash-Ultimate/OpenSmash-Ultimate (GPL-3.0-or-later) combines WindowSmash’s 13.0.5 root runtime, multi-platform installers, and online lobby with ssbu-recomp’s Unicorn-verified lifter, NVN-to-Vulkan research, and readable C++ fighter decompiler.
Online rollback netplay (SSBU_RB) & symmetric NAT hole punching
Enabled by default online in v0.3.0-alpha.3 for 1v1 Quickplay and Local Wireless rooms. Automatic round-trip input delay (1–9 frames), state hash desync checks, and UPnP / NAT-PMP / PCP direct peer paths.
Direct3D 11 & Vulkan renderers + 40,000-shader precompiler
Runs at 1920x1080 up to 4x render_scale with low_latency = 1 on by default, G-Sync / FreeSync VRR pacing, startup shader cache warm-up capped at 1/3 system RAM, and tools/shader_aot.py ahead-of-time compilation.
Built-in GameBanana mod manager, ARCropolis & recompiled Skyline plugins
Install skins, stages, custom character slots (c120+ via native CSK Collection) and Rust plugin.nro movesets directly in OpenSmash.exe with Check (conflict/update scan) and Share (mod list export/import).

Verify your download locally
Drop OpenSmash-Setup.exe, OpenSmash.exe or any ssbu-runtime ZIP to compute its SHA-256 in your browser against all 64 binary releases across OpenSmash-Ultimate/OpenSmash-Ultimate and OpenSmash-Ultimate/ssbu-recomp. Zero bytes leave your PC.
Measured numbers
Every figure on this wiki is pulled directly from upstream GitHub release manifests, differential lifter tests, and repository benchmarks.
Unicorn differential instruction test cases verifying the AArch64-to-C static lifter
Of 84,886 fighter ACMD animation-command scripts (95%) decompiled into readable C++ source
Of 23,834 per-fighter status scripts (85.0%) verified offline across 96 fighter modules
Game shaders precompiled ahead of time on Windows via tools/shader_aot.py (65,000 on Linux)
Measured across full fight frames on an integrated Intel Raptor Lake GPU with 0 pipeline holds
Verified GitHub Release downloads across OpenSmash-Ultimate/OpenSmash-Ultimate (13,495) and OpenSmash-Ultimate/ssbu-recomp (50,019)

Unified release highlights & ecosystem map
How OpenSmash-Ultimate/OpenSmash-Ultimate packages setup, compilation, GameBanana modding, and rollback matchmaking around your own 13.0.5 game files.
Smash PC controllers & adapters
OpenSmash-Ultimate and WindowSmash support up to 8 concurrent players via SDL3, XInput, and native Wii U / Switch GameCube USB adapter polling (both Windows HID and Zadig WinUSB drivers, with analog L/R triggers and rumble):
| Hardware | Best For in OpenSmash-Ultimate | Input Path & Latency Notes | Link |
|---|---|---|---|
| Mayflash 4-Port GameCube Controller USB Adapter | 4-port GameCube controller play | Switch to Wii U mode for native 4-port GameCube input + rumble (second grey USB plug) | View on Amazon |
| Nintendo Switch Pro Controller | Native positional ABXY layout | Matches Switch button positions out of the box via SDL3 (`[device switchpro]`) | View on Amazon |
| GameSir Cyclone 2 | Low-latency 1000 Hz wireless Smash | Zero-drift TMR sticks, microswitch face buttons, XInput & Switch SDL3 modes | View on Amazon |
| 8BitDo Ultimate 2 Wireless | Desktop & SteamOS handheld dock | TMR sticks, charging dock, 2.4 GHz dongle + Switch / XInput mode switch | View on Amazon |
| Sony DualSense | PlayStation pad (`[device ps5]`) | Full SDL3 support with configurable per-device rumble and deadzone in `controllers.ini` | View on Amazon |
| Xbox Wireless Controller | Zero-setup Windows 10/11 XInput | Works natively for players 1–4; set `layout = labels` or `style = gamecube` if desired | View on Amazon |
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Common questions
What is OpenSmash-Ultimate (Open Smash Ultimate)?
OpenSmash-Ultimate (OpenSmash-Ultimate/OpenSmash-Ultimate, licensed under GPL-3.0-or-later) is an open-source static recompilation project that translates Super Smash Bros. Ultimate (version 13.0.5) from ARM64 Nintendo Switch code into C ahead of time and compiles a native x86-64 PC executable on your machine. On October 21, 2026, WindowSmash and ssbu-recomp merged into this single project.
Does OpenSmash-Ultimate include Super Smash Bros. Ultimate game files or keys?
No. Neither the GitHub repositories, their release binaries, nor this wiki contain any game code, character assets, ROM dumps, console keys, firmware, or saves. An automated GitHub Actions workflow (No game data) verifies every commit. You must provide your own legally dumped copy of Super Smash Bros. Ultimate updated to version 13.0.5 along with your own console cryptographic keys.
What is the difference between OpenSmash-Ultimate, WindowSmash, and ssbu-recomp?
Before October 21, 2026, OpenSmash-Ultimate/WindowSmash (by SNO2207) and OpenSmash-Ultimate/ssbu-recomp (by Denkishi) were separate static recompilation projects. They merged into OpenSmash-Ultimate/OpenSmash-Ultimate using WindowSmash’s 13.0.5 runtime as the root runtime, unified behind OpenSmash-Setup.exe and OpenSmash.exe, while keeping ssbu-recomp/ in the repository as its C++ fighter source and Vulkan features are ported in. Read the full comparison on WindowSmash and ssbu-recomp.
Is OpenSmash-Ultimate safe, and why does Windows SmartScreen or Defender warn?
The entire source code is auditable under GPL-3.0-or-later on GitHub. Windows SmartScreen and Defender machine-learning signatures (!ml) warn because OpenSmash-Setup.exe and the locally compiled game binaries are not signed with a paid commercial code-signing certificate, and Clang generates fresh native executables on your disk. Always verify the SHA-256 checksum (100e41cb62feabba… for v0.3.0-alpha.3) and read our complete safety & fake-issue warning guide.
Does OpenSmash-Ultimate support GameCube controllers and online rollback netplay?
Yes. Up to 8 controllers work simultaneously via SDL3, XInput, and native Wii U / Switch 4-port GameCube USB adapters (both Windows HID and WinUSB drivers, with analog L/R triggers and rumble). Starting in v0.3.0-alpha.3, SSBU_RB rollback netcode is enabled by default online for 1v1 Quickplay and Local Wireless rooms.
Can I run OpenSmash-Ultimate on Linux, Steam Deck, or Apple silicon Mac?
Yes, as experimental builds from the unified source repository. Linux x86-64 and SteamOS run via install-windowsmash.sh and the gamepad-ready opensmash-launcher.sh (Direct3D 11 over DXVK 3.1.1 + vkd3d-shader 2.1). Macs with M1 or newer on macOS 14.5+ build a native WindowSmash.app using Apple’s Metal renderer via Install WindowSmash.command.