Mii Fighters can be created directly in Smash Ultimate, which is handy since you can't create them on the Switch menu. Mii outfits are still collectable in Switch.
All custom moves have been removed with the exception of Mii Fighters which have the same custom moves as in Smash 4. Their custom moves are edited in the settings used to create Mii Fighters.
Spirits can be used in local multiplayer matches and the World of Light. They can add a larger variety of buffs, stats modifications, and even nerfs. They function somewhat similarly to stickers in Brawl but with a larger range of effects and they can be removed from a character without drawback (removing a sticker causes you to lose the sticker).
In addition to spirits is Dojo training. There are various Dojos obtained through playing the World of Light which each providing a range of stat modifications that can be applied to spirits, for example increased jump and weight but decreased speed and attack. One Dojo (Slowpoke) can remove other Dojo stat modifications.
Amiibos function similarly to Smash 4. Any amiibo for any of the playable characters, including those for Smash 4 and those not created for Smash, work in Smash Ultimate: a list of these amiibos is here. Certain amibos also grant you a spirit that corresponds to the amiibo, also contained in that list. Contrary to the rumours, amiibos don't unlock characters instantly.
There are a number of characters that have additional moves, but first, you are missing a few sets of moves that all characters have:
- 1 Final Smash
- 3 grab moves (regular/pivot/dash, which have the same animation but different frame data)
- 1 pummel (press A while you have a character grabbed)
- 4 throws (up, down, forward, back)
- 3 taunts (up, down, side)
- 2 rolls, a dodge, and a shield drop (forward, back, and down while shielding, and very slight down while on a platform)
- 1 air dodge
- 4 options from ledge (normal getup, attack, jump, roll) (previous games had two of each of these, depending on if you were over 100%, not sure if ultimate has this or not)
- 4 getup options from being knocked down (normal getup, attack, roll left, roll right)
- 3 tech options (tech in place, tech left, tech right)
Here are some other additional moves specific characters get under certain circumstances:
- As mentioned by Mage Xy, Zair moves if you have a tether grab (young link, toon link, samus, dark samus, zero suit samus, lucas, luigi)
- As greyShift has mentioned, Ryu and Ken have different ways of inputting their attacks which grant them more power
- Also as greyShift mentioned, they have "medium" attacks in addition to their tilts and smash attacks
- Bowser Jr has an aerial attack after having used his up B
- Donkey Kong has the option of throwing again after using his Cargo Throw (forward throw)
- Robin has different aerial attacks when you smash the control stick rather than tilt it, as with smash attacks vs tilts on the ground. The levin sword must be available to perform these.
- As you mentioned, Inkling has the special option of pressing B while shielding
- Samus and Dark Samus have two different side-Bs, depending on if you smash the control stick or not. Smash side-B produces a super-missile as opposed to a regular missile.
And for completeness, here is a list of the characters whose moves are actually completely separate moves, however they simply replace other moves:
- Kirby has 78(?) different neutral Bs, depending on who he has eaten
- Little Mac has a different neutral B depending on if his KO Punch is charged
- Cloud has a different Down B according to whether or not his Limit Break is charged. Also all his specials are different once Limit Break has been charged.
- Ken and Ryu both have two final smashes, depending on where the opponent is located
- Worth mentioning that technically Pokemon Trainer is one character, so all moves are duplicated three times between Squirtle, Ivysaur and Charizard.
- The Miis each have 4 options for each special
Best Answer
Update: As of update 7.0.0, Garreg Mach Monestary is different
For whatever reason, the stage itself is a positioned one unit higher on the screen. So the top blast zone is one unit closer and the bottom blast zone is one unit further.
This is thought to be a bug that will end up patched out, but until then, the stage's Battlefield/Omega forms are banned in tournaments.
You can see more on this tweet: https://twitter.com/Lyra_GP/status/1223989295830179842
Below you'll find the old answer:
No, all Battlefield/Omega stages have exactly the same bounding boxes and dimensions.
From the Wiki Page:
(note that all Battlefield/Omega stages will be 50% larger when played with 5+ players as in Smash 4)
However, there is one difference that affects gameplay
Smash is actually a 3D game, meaning the hitboxes and hurtboxes of moves and characters all have a Z-axis attached to them. This causes some weird interactions, like this one:
But some stages, like Flat Zone, are "2D" and have no Z-axis. To represent this in the game, the stage has a "flattening effect" on all hitboxes and hurtboxes that pulls them all into the same point on the Z-axis. This 2D property persists when you choose the Battlefield/Omega version of a stage.
For a list of stages with this property, see this reddit thread: All Stages with the 2D Effect