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)

SHA-256 100e41cb62feabba16563990abbea1e1112def73a8098fa604b9b3369165c218
Platform-fighter esports tournament venue packed with spectators watching a main-stage bracket matchDesktop gaming PC workstation with dual monitors and tempered glass chassisMacro view of a multi-core x86-64 processor and integrated GPU silicon package
Competitive Smash tournament stages, Windows x64 compilation workstations, and AVX2 / GPU silicon powering OpenSmash-Ultimate.

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).

Desktop gaming PC workstation with dual monitors and tempered glass chassis
Windows 10/11 x64 desktop build host for AArch64-to-C static recompilation, Direct3D 11 and Vulkan

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.

Waiting for a file or SHA-256 digest.

Measured numbers

Every figure on this wiki is pulled directly from upstream GitHub release manifests, differential lifter tests, and repository benchmarks.

32,043

Unicorn differential instruction test cases verifying the AArch64-to-C static lifter

80,880

Of 84,886 fighter ACMD animation-command scripts (95%) decompiled into readable C++ source

20,256

Of 23,834 per-fighter status scripts (85.0%) verified offline across 96 fighter modules

40,000+

Game shaders precompiled ahead of time on Windows via tools/shader_aot.py (65,000 on Linux)

59–60 FPS

Measured across full fight frames on an integrated Intel Raptor Lake GPU with 0 pipeline holds

63,514

Verified GitHub Release downloads across OpenSmash-Ultimate/OpenSmash-Ultimate (13,495) and OpenSmash-Ultimate/ssbu-recomp (50,019)

Nintendo GameCube controller showing octagonal analog gate, C-stick, L/R analog shoulder triggers and A/B/X/Y layout
Native GameCube controller input via 4-port Wii U USB adapters (WinUSB / HID) with analog L/R triggers

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.

What Shipped in v0.3.0-alpha.3 (November 4, 2026)
One-file Windows bootstrapperOpenSmash-Setup.exe (72.4 MB, 10,225 downloads): downloads repo, sets up shortcuts, opens launcher
Rollback netplay on by default1v1 Online Quickplay and Local Wireless rooms negotiate SSBU_RB rollback automatically (toggle via Esc > Online)
Controller slot fix (#145)Online rollback matches assign each player to their own physical controller rather than sharing slot 1
Symmetric NAT direct paths (#139)Learns peer ports, maps ports via UPnP / NAT-PMP / PCP, guesses sequential NAT ports, and retries live
Vulkan fight parity (#131)VK_KHR_dynamic_rendering backend matches Direct3D 11 fight pacing (~2.5 µs CPU draw overhead across ~3,000 draws/frame)
Unlimited CSS & Mod Check (#124/#130)Character Select Screen scales to extra modded fighters; launcher Check scans file conflicts and GameBanana updates
Three-Repository Ecosystem Overview
1. OpenSmash-Ultimate/OpenSmash-UltimateActive merged flagship repository (162 stars, 3 releases, 13,495 downloads, GPL-3.0-or-later)
2. OpenSmash-Ultimate/WindowSmashContributed the 13.0.5 root runtime, Install WindowSmash.bat, Linux DXVK & macOS Metal builds (464 stars)
3. OpenSmash-Ultimate/ssbu-recompContributed the 32,043-case lifter, NVN-to-Vulkan runtime & C++ fighter decompiler (609 stars, 61 releases)
4. sbergeron42/ssbu-decompMatching AArch64-to-C++ decompilation reference for Super Smash Bros. Ultimate (20 stars)
Quick System & Game File Checklist
Operating system64-bit Windows 10 or 11 (experimental native builds for x86-64 Linux / SteamOS and Apple silicon macOS 14.5+)
Processor & graphicsx86-64 CPU with AVX2 recommended (SSE4.2 supported); Direct3D 11 or Vulkan 1.3 GPU (Metal on Apple silicon)
Memory & free disk16 GB RAM comfortable (4–8 GB supported since PR #114); ~60 GB free build space outside Desktop/OneDrive
Required game copyYour own legally dumped copy of Super Smash Bros. Ultimate at version 13.0.5 + console cryptographic keys

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):

HardwareBest For in OpenSmash-UltimateInput Path & Latency NotesLink
Mayflash 4-Port GameCube Controller USB Adapter4-port GameCube controller playSwitch to Wii U mode for native 4-port GameCube input + rumble (second grey USB plug)View on Amazon
Nintendo Switch Pro ControllerNative positional ABXY layoutMatches Switch button positions out of the box via SDL3 (`[device switchpro]`)View on Amazon
GameSir Cyclone 2Low-latency 1000 Hz wireless SmashZero-drift TMR sticks, microswitch face buttons, XInput & Switch SDL3 modesView on Amazon
8BitDo Ultimate 2 WirelessDesktop & SteamOS handheld dockTMR sticks, charging dock, 2.4 GHz dongle + Switch / XInput mode switchView on Amazon
Sony DualSensePlayStation pad (`[device ps5]`)Full SDL3 support with configurable per-device rumble and deadzone in `controllers.ini`View on Amazon
Xbox Wireless ControllerZero-setup Windows 10/11 XInputWorks natively for players 1–4; set `layout = labels` or `style = gamecube` if desiredView on Amazon

As an Amazon Associate, this site earns from qualifying purchases.

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.