Editing Final Destination (SSBM)

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|universe    = {{uv|Super Smash Bros.}}
|universe    = {{uv|Super Smash Bros.}}
|games        = ''[[Melee]]''
|games        = ''[[Melee]]''
|hometo      = {{SSBM|Master Hand}}<br/>{{SSBM|Crazy Hand}}<br/>[[Giga Bowser]]<br/>[[Mewtwo]] (unlocking/[[Classic Mode (SSBM)|Classic]]/[[All-Star Match]])<br/>[[Bowser]] ([[Adventure Mode|Adventure]])<br/>{{SSBM|Ganondorf}} (unlocking/[[All-Star Match]])<br/> {{SSBM|Roy}} ([[All-Star Mode]])
|availability = [[Unlockable stage|Unlockable]]
|availability = [[Unlockable stage|Unlockable]]
|unlockcriteria = Complete [[Event 51: The Showdown]].
|unlockcriteria = Complete [[Event 51: The Showdown]].
|meleemusic = Main: ''{{MeleeMusic|Final Destination}}''<br>Alternate: ''{{MeleeMusic|Multi-Man Melee 2}}''<br>''{{MeleeMusic|Giga Bowser}}'' (when fighting Giga Bowser in [[Adventure Mode]])
|meleemusic = Main: ''{{MeleeMusic|Final Destination}}''<br>Alternate: ''{{MeleeMusic|Multi-Man Melee 2}}''<br>''{{MeleeMusic|Giga Bowser}}'' (When facing Giga Bowser in [[Adventure Mode]])<br>''{{MeleeMusic|Fire Emblem}}'' (when facing {{SSBM|Roy}} in [[All-Star Mode]])<br>''{{MeleeMusic|Poké Floats}}'' ([[Event 40: All-Star Match 4]] and when facing {{SSBM|Mewtwo}} in {{SSBM|Classic Mode}} and its unlocking battle)<br>''{{MeleeMusic|Princess Peach's Castle}}'' ([[Event 19: Peach's Peril]])<br>''{{MeleeMusic|Great Bay}}'' ([[Event 49: All-Star Match Deluxe]] and when unlocking {{SSBM|Ganondorf}})
|meleesingles = Counterpick
|meleesingles = Neutral
|meleedoubles = Starter
|meleedoubles = Neutral
}}
}}
'''Final Destination''' ({{ja|終点|Shūten}}, ''Endpoint''), often abbreviated as '''FD''', is a [[stage]] in ''[[Super Smash Bros. Melee]]''.
'''Final Destination''' ({{ja|終点|Shūten}}, ''Endpoint''), often abbreviated as '''FD''', is a [[stage]] in ''[[Super Smash Bros. Melee]]''.
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==Tournament legality==
==Tournament legality==
Final Destination is currently a counterpick stage in all singles tournaments. This due to the polarizing nature of matchups on the stage, as it is considered either the strongest or weakest stage for a large amount of the roster. Throughout much ''Melee''{{'}}s history, Final Destination was a starter stage for tournament play, due to it having no stage hazards and a simplistic design that allowed for straightforward singles matches; however, as the metagame continued to evolve and matchups were further optimized, the stage proved to have a disproportionate influence on the outcome of best of five sets, and it became increasingly unpopular among the playerbase, especially with the introduction of [[Frozen Pokémon Stadium]] as a starter, with its similar layout. This has led to its current status as the only tournament legal stage not available as a starter.
Throughout ''Melee''{{'}}s history, Final Destination has always been a legal stage for tournament play, due to it having no stage hazards and simplistic design that allow for straightforward singles matches. In the modern metagame, it is always one of five [[Neutral stage|starter stage]]s in singles, alongside [[Yoshi's Story]], [[Battlefield]], {{SSB|Dream Land}}, and [[Fountain of Dreams]].


Final Destination is considered one of the best stages for [[projectile]] users and characters with [[chain grab]]s, as there are no platforms for opponents to escape to that can allow for alleviation of such pressures. It is also a solid stage choice for characters who have largely grounded [[neutral game]] options. On the other hand, Final Destination is a bad stage for characters who rely on platforms to continue combos, or lose defensive options due to the lack of such platforms. Final Destination is considered {{SSBM|Ice Climbers}}' best stage, one of {{SSBM|Marth}}'s best stages, and a bad stage for {{SSBM|Jigglypuff}} and {{SSBM|Sheik}} against other top tiers, particularly {{SSBM|Fox}} and {{SSBM|Falco}}. Final Destination is particularly bad for {{SSBM|Yoshi}}, who relies on [[shield drop]]ping from platforms to make up for the inability to [[jump]] [[out of shield]].
Final Destination is considered one of the best stages for [[projectile]] users and characters with [[chain grab]]s, as there are no platforms for opponents to escape to that can allow for alleviation of such pressures. It is also a solid stage choice for characters who have largely grounded [[neutral game]] options. On the other hand, Final Destination is a bad stage for characters who rely on platforms to continue combos, or lose defensive options due to the lack of such platforms. Final Destination is considered {{SSBM|Ice Climbers}}' best stage, one of {{SSBM|Marth}}'s best stages, and a bad stage for {{SSBM|Jigglypuff}} and {{SSBM|Sheik}} against other top tiers, particularly {{SSBM|Fox}} and {{SSBM|Falco}}. Final Destination is particularly bad for {{SSBM|Yoshi}}, who relies on [[shield drop]]ping from platforms to make up for the inability to [[jump]] [[out of shield]].
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Despite the stage's flat layout, the lack of platforms has made Final Destination one of the least balanced stages in competitive play, as it gives certain characters major advantages not seen on other stages. Several characters have their combo game greatly extended on the stage, as the lack of platforms gives opponents less of an opportunity to escape them. In particular, Marth has extensive combos and chain grabs on fastfallers, such as Fox and Falco, which can lead to a KO starting at very low percents. Fox, {{SSBM|Pikachu}}, and {{SSBM|Peach}}, also have their own chain grabs on fastfallers, and Falco has extensive pillar combos on most characters as well. This means that against these characters, getting grabbed can result in a stock loss at near zero percent. Marth players almost always counterpick Foxes to this stage in a best of five tournament set, and at the highest level of play, this counterpick is often considered a highly probable (though not guaranteed) win for the Marth player. The counterpick advantage, combined with Fox's lack of a similar preferred counterpick amongst the other stages, gives Marth an advantage in the matchup.  
Despite the stage's flat layout, the lack of platforms has made Final Destination one of the least balanced stages in competitive play, as it gives certain characters major advantages not seen on other stages. Several characters have their combo game greatly extended on the stage, as the lack of platforms gives opponents less of an opportunity to escape them. In particular, Marth has extensive combos and chain grabs on fastfallers, such as Fox and Falco, which can lead to a KO starting at very low percents. Fox, {{SSBM|Pikachu}}, and {{SSBM|Peach}}, also have their own chain grabs on fastfallers, and Falco has extensive pillar combos on most characters as well. This means that against these characters, getting grabbed can result in a stock loss at near zero percent. Marth players almost always counterpick Foxes to this stage in a best of five tournament set, and at the highest level of play, this counterpick is often considered a highly probable (though not guaranteed) win for the Marth player. The counterpick advantage, combined with Fox's lack of a similar preferred counterpick amongst the other stages, gives Marth an advantage in the matchup.  


Extensive controversy has risen over Final Destination's legal status, and many players had advocated for it to become a counterpick stage, or even banned outright, when it was a starter. Detractors argued that the completely flat geometry gives a disproportionate advantage to the aforementioned projectile and chain grab users, and that the enhanced punish game means that small mistakes become far more consequential (similarly to playing against [[wobbling]]). They also argued that the lack of platforms removes many of the game's complex movement options, such as [[wavelanding]] and [[edge cancel]]ling and oversimplifies recoveries. Some players have also argued in favor of a stage ban during best of five sets, in large part due to Final Destination's role in polarizing matchups.
There is some controversy over Final Destination's status as a neutral stage. Detractors argued that the completely flat geometry gives a disproportionate advantage to the aforementioned projectile and chain grab users, and that the enhanced punish game means that small mistakes become far more consequential (similarly to playing against [[wobbling]]). They also argue that the lack of platforms removes many of the game's complex movement options, such as [[wavelanding]] and [[edge cancel]]ling and oversimplifies recoveries, and as such, they vouch that it should be reserved for counterpicks instead. However, Final Destination remains a starter stage at all competitive events.
 
==Trophy==
==Trophy==
The Final Destination trophy is unlocked by completing [[Event 51: The Showdown]].  
The Final Destination trophy is unlocked by completing [[Event 51: The Showdown]].  
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*''Super Smash Bros. Melee'' is the only game in which [[Final Destination]] is an [[unlockable stage]].
*''Super Smash Bros. Melee'' is the only game in which [[Final Destination]] is an [[unlockable stage]].
*Final Destination is the only [[Tournament legal (SSBM)#1-on-1|stage of five neutral stages]] whose stage design is not similar to that of {{SSBM|Battlefield}}'s.
*Final Destination is the only [[Tournament legal (SSBM)#1-on-1|stage of five neutral stages]] whose stage design is not similar to that of {{SSBM|Battlefield}}'s.
*Unlike most stages, the [[revival platform]]s in Final Destination are positioned by player port number. The order is as follows from left to right: P3, P4, P1, and P2. A similar situation also occurs in {{SSBM|Battlefield}}.


{{SSBMStages}}
{{SSBMStages}}

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