Some of the mechanics I discovered in Smash Bros. Ultimate's platformer include hit points, healing, grabs, rage, and helpless, if I were to name five. The game is centered and relies solely on hit points, stock, or health, all contributing to a player's death. Healing is only special to some characters in the game which I find unique. Though it isn't overwhelmingly powerful because it's usually done in a small amount. Grabs are also pretty crucial to the game due to their ability to force somebody out of their shield which defends them out of most attacks. Rage is an interesting one which took awhile for me to notice, but it makes the game more deep and gives the underdog a chance to win despite the odds. It makes it so the character may be vulnerable but there is more damage output. Lastly, helplessness. If a player inputs a powerful attack like an up-b, the player will fall helplessly and unable to do much other than dodge once, making it so that the player has to be careful with the controls they input.
The core mechanics within the competitive racing game that is Speedrunners include powerups to slow your opponents down or put the player in a better position, super-speed which is limited and can be re-gained using a spot on the map, varying maps, it's based off of elimination and outrunning opponents, an increasingly small field that reduces vision but forces the players to keep up or fall behind and lose, jumping and double-jumping, sliding, grappling-hooking the white walls for shortcuts, levers to cut off pathways, and the games are first to three.
To break it down, I believe a lot of games come with powerups or items, sliding, the same goes for jumping and occasionally double jumping. This is fairly universal. Though I do like the variety within the powerups, there a lot of different dynamics that help switch up the design of them. Some include getting rid of blocks around you and slightly slowing enemies, a homing missile, a beam that freezes enemies upon impact, a box that somebody may run into that slows them down or when placed mid-air can hit and slow a player, and so on. Another mechanic that isn't as rare but not often seen would be the reducing field. It's been seen in Fortnite and Smash Bros. Ultimate, and I'm sure a few others as well. It helps progress the game forward and makes it more intense in the meantime.
Moving things forward, I also wanted to give attention to the grappling mechanic along with the pathways being able to be cut off by levers. It encourages unique gameplay where the player needs to make decisions to go one way or another, leveling out the odds in a matter of seconds. Grappling is a bit more complex than meets the eye due to the distance having an impact on how far one swings, naturally.
Although, as much benefit the reducing field may be in the game, I also feel like it may hinder beginner players. The maps within the game can vary and some players that may have played for awhile may know whether it be the paths or obstacles, better than others, which, for better or for worse, gives them an advantage (though I'm not sure whether it's an unfair one or not). It encourages a type of gameplay where one constantly has to be cautious, but it may be easier for one player vs. another due to their memory of the map. This can also apply to Mariokart where one excels if they know the map better than another.