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{{ArticleIcons|ssb4 | {{ArticleIcons|ssb4=y}} | ||
{{image|Missing a few images of forms from each version, needs an image showing the location of the third weak point; also should show the unique defeat animations of each wave | {{image|Missing a few images of forms from each version, needs an image showing the location of the third weak point; also should show the unique defeat animations of each wave}} | ||
{{Boss | {{Boss | ||
| name = Master Core | | name = Master Core | ||
| image = [[File:MasterCore render.png|250px]] | | image = [[File:MasterCore render.png|250px]] | ||
| caption = [[File:SmashBrosSymbol.svg|50px | | caption = [[File:SmashBrosSymbol.svg|50px]] | ||
Official artwork of Master Core in ''Super Smash Bros. 4'' | Official artwork of Master Core in ''Super Smash Bros. 4'' | ||
| boss = ''[[SSB4]]'' | | boss = ''[[SSB4]]'' | ||
| universe = {{uv|Super Smash Bros.}} | | universe = {{uv|Super Smash Bros.}} | ||
| location = {{SSB4|Final Destination}} | | location = {{SSB4|Final Destination}} | ||
| voiceactor = Xander Mobus | |||
}} | }} | ||
'''Master Core''' ({{ja|マスターコア|Masutā Koa}} ''Master Core'') is the | '''Master Core''' ({{ja|マスターコア|Masutā Koa}} ''Master Core'') is the true final [[boss]] of ''[[Super Smash Bros. 4]]''. It appears at the end of [[Classic Mode]], fought after weakening {{SSB4|Master Hand}} and {{SSB4|Crazy Hand}} on higher difficulties. It appears as a mass of black particles known as the "Swarm" that take on various forms depending on the [[difficulty]] level and battle progression. | ||
==Battle== | ==Battle== | ||
[[File:SSB3DS Final Destination.png | [[File:SSB3DS Final Destination.png|thumb|200px|{{SSB4|Master Hand}} transforming into Master Core in in the ''3DS'' version.]] | ||
Master Core can only be battled if the [[Intensity]] is set to 5.1 or higher. On the 3DS version, Master Core only appears if the player chooses to take the black path to fight both Master Hand and Crazy Hand at the end of Classic Mode; at Intensity 8.0 and above, there is no option except the black path. On the Wii U version, players will always encounter Master Core as long as they meet the Intensity requirement. | Master Core can only be battled if the [[Intensity]] is set to 5.1 or higher. On the ''3DS'' version, Master Core only appears if the player chooses to take the black path to fight both Master Hand and Crazy Hand at the end of Classic Mode; at Intensity 8.0 and above, there is no option except the black path. On the ''Wii U'' version, players will always encounter Master Core as long as they meet the Intensity requirement. | ||
The battle between Master and Crazy Hand begins as usual | The battle between Master and Crazy Hand begins as usual; however, once the Hands lose approximately 100 HP (150 HP in co-op mode), Crazy Hand disintegrates into dark flames while Master Hand flails about and rips open to unleash the Master Core entity. The music changes to Master Core's theme and the background changes to a swirly multi-colored warp (or a solar flare-like background in the ''3DS'' version). Master Core has [[HP]] like other bosses, but it is never shown to the player; in the ''3DS'' version, Master Core's character portrait on the bottom screen is concealed by a cloud of Swarm particles, while in the ''Wii U'' version, the HP meter is simply not displayed to the player at all. It is somewhat possible to tell how much remaining health each form has, as every 50 HP of damage dealt to each of the first three forms will cause a hole to burst open in its body, while Master Shadow will gradually shrink as it is damaged. | ||
==Forms== | ==Forms== | ||
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===Master Giant=== | ===Master Giant=== | ||
[[File:Master Giant U.png|thumb|200px|Master Giant in the Wii U version.]] | [[File:Master Giant U.png|thumb|200px|Master Giant in the ''Wii U'' version.]] | ||
Master Giant appears as Master Core's starting form at Intensity 7.5 and higher on the 3DS version, and Intensity 7.0 and higher on the Wii U version | The Master Giant form is a large humanoid creature. It appears as Master Core's starting form at Intensity 7.5 and higher on the ''3DS'' version, and Intensity 7.0 and higher on the ''Wii U'' version. | ||
====Attacks==== | ====Attacks==== | ||
Master Giant has the following attacks: | Master Giant has the following attacks: | ||
* Spawns two additional arms with glowing hands. These arms will sweep the stage, then merge back into its chest. If the player is grabbed by a glowing hand, they will be consumed by the 'head', taking damage and ending with a downwards launch, but with little [[knockback]]. | * Spawns two additional arms with glowing hands. These arms will sweep the stage, then merge back into its chest. If the player is grabbed by a glowing hand, they will be consumed by the 'head', taking damage and ending with a downwards launch, but with little [[knockback]]. This attack can even penetrate [[invincibility]] frames, therefore [[sidestep]]ping, [[roll]]ing, [[air dodging]] or even respawn invincibility will not protect the player against this attack. | ||
* Moves its arm quickly across the screen horizontally. The movement itself does nothing, but a split second later a horizontal slash will appear across the stage, dealing damage. The slash can [[Unblockable attack|penetrate through shields]]. | * Moves its arm quickly across the screen horizontally. The movement itself does nothing, but a split second later a horizontal slash will appear across the stage, dealing damage. The slash can [[Unblockable attack|penetrate through shields]]. | ||
* Creates six electric orbs that fly and wander around the top part of the screen. Master Giant will then pick up the entire stage and lift it to the level of the orbs, before dropping it back down. This attack can be avoided by jumping off the stage, then jumping back on once it is dropped back down. If the player has just been KO'd by one of Master Core's previous attacks and is in the middle of respawning, the act of Master Core lifting the stage can cause the player to be trapped underneath it and be KO'd a second time. | * Creates six electric orbs that fly and wander around the top part of the screen. Master Giant will then pick up the entire stage and lift it to the level of the orbs, before dropping it back down. This attack can be avoided by jumping off the stage, then jumping back on once it is dropped back down. If the player has just been KO'd by one of Master Core's previous attacks and is in the middle of respawning, the act of Master Core lifting the stage can cause the player to be trapped underneath it and be KO'd a second time. | ||
* Master Giant's head will split open, creating a vacuum effect around it. During this move, large electric orbs will travel across the stage horizontally. If the player is caught by the head | * Master Giant's head will split open, creating a vacuum effect around it. During this move, large electric orbs will travel across the stage horizontally. If the player is caught by the head, they will be 'swallowed', taking damage then being launched downward in the same manner as the 'arms' attack. | ||
* Master Giant's head will transform, then attempt to headbutt the player. If this attack lands, the player will be [[buried]]. After the headbutt, 4 orbs are created in random locations, detonating after a delay and creating a cross-shaped explosion in the shape of the Smash logo. The explosions can deal huge damage if more than one hits. | * Master Giant's head will transform, then attempt to headbutt the player. If this attack lands, the player will be [[buried]]. After the headbutt, 4 orbs are created in random locations, detonating after a delay and creating a cross-shaped explosion in the shape of the Smash logo. The explosions can deal huge damage if more than one hits. | ||
* Master Giant will scream, creating a massive shockwave that [[push]]es players away from the center of the stage, potentially knocking them off. Players are pushed much farther if they are in the air. The player | * Master Giant will scream, creating a massive shockwave that [[push]]es players away from the center of the stage, potentially knocking them off. Players are pushed much farther if they are in the air. The player gets hit, causing damage, if the player is very close; however, the player will not be pushed far toward the edge of the stage. Ignores Counter attacks. | ||
After defeating the Master Giant form, Master Core will transform into Master Beast. | After defeating the Master Giant form, Master Core will transform into Master Beast. | ||
===Master Beast=== | ===Master Beast=== | ||
[[File:Master Beast Wii U.png|thumb|200px|Master Beast form in the Wii U version.]] | [[File:Master Beast Wii U.png|thumb|200px|Master Beast form in the ''Wii U'' version.]] | ||
The Master Beast form appears first on Intensity 6.0 to 7.4 in the 3DS version and Intensity 6.0 to 6.9 in the Wii U version, or when the Master Giant form is defeated. It appears to be a large quadrupedal scorpion-like creature. | The Master Beast form appears first on Intensity 6.0 to 7.4 in the ''3DS'' version and Intensity 6.0 to 6.9 in the ''Wii U'' version, or when the Master Giant form is defeated. It appears to be a large quadrupedal scorpion-like creature. | ||
====Attacks==== | ====Attacks==== | ||
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===Master Edges=== | ===Master Edges=== | ||
[[File:Master Core Sabres.png|thumb|200px|Master Edges in the 3DS version.]] | [[File:Master Core Sabres.png|thumb|200px|Master Edges in the ''3DS'' version.]] | ||
This form can be encountered first on Intensity 5.1 to 5.9, or when the Master Beast form is defeated. The swirling background on the Wii U version turns yellow at this point. It appears as a group of five swords, one larger than the others. Any of the swords can be damaged equivalently. In PAL regions, this form is known as '''Master Sabres'''. | |||
====Attacks==== | ====Attacks==== | ||
Master Edges has the following attacks: | Master Edges has the following attacks: | ||
* Emits a brief flash of light, then performs a single large simultaneous slash with all 5 blades. | * Emits a brief flash of light, then performs a single large simultaneous slash with all 5 blades. Has high [[knockback]] if the player has more than 70%-80% damage. | ||
* Launches four small spinning projectiles, two at a time, which boomerang back to the swords. These projectiles hit once and disappear, and can be absorbed with moves such as [[PSI Magnet]] and [[Oil Panic]], or reflected with moves such as [[Cape]] and [[Reflector]]. | * Launches four small spinning projectiles, two at a time, which boomerang back to the swords. These projectiles hit once and disappear, and can be absorbed with moves such as [[PSI Magnet]] and [[Oil Panic]], or reflected with moves such as [[Cape]] and [[Reflector]]. | ||
* | * Similar to above, but launches two larger projectiles one at a time instead. This version deals multiple hits and cannot be absorbed. | ||
* The swords space themselves to surround the whole stage. The four smaller swords will slash across the stage in a set pattern, then after a brief pause, the large sword will track the player and slam downward. The large sword deals significant knockback. Can be dodged by sidestepping or airdodging with the timing of each swing, but getting hit will likely (though it can still be airdodged if timed correctly) trap the player in the rest of the combo, including the final hit. | * The swords space themselves to surround the whole stage. The four smaller swords will slash across the stage in a set pattern, then after a brief pause, the large sword will track the player and slam downward. The large sword deals significant knockback. Can be dodged by sidestepping or airdodging with the timing of each swing, but getting hit will likely (though it can still be airdodged if timed correctly) trap the player in the rest of the combo, including the final hit. | ||
* All five swords 'ready' themselves and briefly follow the player | * All five swords 'ready' themselves and briefly follow the player, and then deal multiple circular slashes, ending with a very big slash that has a large vertical radius. The slashes themselves deal little damage, but the initial set serves to trap the player so that they cannot avoid the last slash, which is a [[semi-spike]]. Can be avoided by quickly moving behind the swords just before it initiates the attack. Attempting to block the entire attack usually ends in a immediate shield break; however, the final slash can be avoided at the last second by dodging out of the shield. | ||
After defeating the Master Edges form, Master Core will transform into Master Shadow. | After defeating the Master Edges form, Master Core will transform into Master Shadow. | ||
===Master Shadow=== | ===Master Shadow=== | ||
[[File: | [[File:MasterCoreSimulacrum.JPG|thumb|200px|Master Shadow in the form of {{SSB4|Little Mac}}.]] | ||
In this form, Master Core appears as a copy of the player's character, including any [[equipment]], [[Character customization|custom movesets]], or [[alternate costume]] the player's character might have. If the player is using an alternate form of a character, such as one of the Koopalings or the male {{SSB4|Wii Fit Trainer}}, these will be copied as well. At the start of the fight, Master Shadow is noticeably larger than the player's character, but will gradually shrink as its health drops, as well as the black becoming more transparent, somewhat revealing the true colors underneath. Unlike the previous forms, there is no difficulty level where this is the first form encountered, and it can be defeated by KOing it like any normal character as well as by depleting its HP like the other Master Core forms. In the Wii U version, if Classic Mode is played on Co-Op mode, Master Shadow will only copy the first player and has a blue outline. | In this form, Master Core appears as a copy of the player's character, including any [[equipment]], [[Character customization|custom movesets]], or [[alternate costume]] the player's character might have. If the player is using an alternate form of a character, such as one of the Koopalings or the male {{SSB4|Wii Fit Trainer}}, these will be copied as well. At the start of the fight, Master Shadow is noticeably larger than the player's character, but will gradually shrink as its health drops, as well as the black becoming more transparent, somewhat revealing the true colors underneath. Unlike the previous forms, there is no difficulty level where this is the first form encountered, and it can be defeated by KOing it like any normal character as well as by depleting its HP like the other Master Core forms. In the ''Wii U'' version, if Classic Mode is played on Co-Op mode, Master Shadow will only copy the first player and has a blue outline. | ||
Master Shadow's AI varies, but it normally is passive enough to allow for multiple blows on it; there are times however that it can be quite unpredictable and may instantly land killing blows as a [[punish]], especially if the player has sustained high damage from the prior forms and if they make a reckless move. | Master Shadow's AI varies, but it normally is passive enough to allow for multiple blows on it; there are times however that it can be quite unpredictable and may instantly land killing blows as a [[punish]], especially if the player has sustained high damage from the prior forms and if they make a reckless move. | ||
After defeating the Master Shadow form, the music will abruptly cut out. Master Core will then either transform a final time into Master Fortress (only on the Wii U version, at Intensity 8.0 to 9.0, and only on single-player mode) or finally reveal itself (on the 3DS version, or on the Wii U version if the prior conditions are not met). | After defeating the Master Shadow form, the music will abruptly cut out. Master Core will then either transform a final time into Master Fortress (only on the ''Wii U'' version, at Intensity 8.0 to 9.0, and only on single-player mode) or finally reveal itself (on the ''3DS'' version, or on the ''Wii U'' version if the prior conditions are not met). | ||
===Master Fortress=== | ===Master Fortress=== | ||
[[File:Master Fortress 2.png|thumb|200px|Entering Master Fortress's first wave; a few enemies and the first weak point are visible on the right | [[File:Master Fortress 2.png|thumb|200px|Entering Master Fortress's first wave; a few enemies and the first weak point are visible on the right]] | ||
The Master Fortress form is exclusive to the Wii U version of the game, and only appears on Intensity 8.0 to 9.0 on single-player mode after Master Shadow's defeat. When this form appears, a different background music will play, the [[Match | The Master Fortress form is exclusive to the ''Wii U'' version of the game, and only appears on Intensity 8.0 to 9.0 on single-player mode after Master Shadow's defeat. When this form appears, a different background music will play, the [[Match Timer|time limit]] will be automatically extended by three minutes, and a special [[Heart Container]] will appear for the player to use, which resets the player's damage to 0% like in [[All-Star Mode]]. If the Heart Container is not used, it remains on the stage and can be picked up at any time by exiting the Fortress. | ||
Master Fortress is effectively an entire stage | Master Fortress is effectively an entire stage that must be traversed, and the player must search for and destroy a total of four weak points to proceed. These weak points resemble hearts, and beat audibly when the player is close. Throughout the stage, shadowy versions of enemies such as [[Stalfos]], [[Geemer]]s, [[Plasma Wisp]]s, and [[Lethinium]]s will appear and attack the player. | ||
====Waves====<!-- official term from the My Music soundtrack --> | ====Waves====<!-- official term from the My Music soundtrack --> | ||
Master Fortress appears in two waves, with the first wave containing the first two weak points and the second wave containing the last two. Only one weak point is accessible at the start of each wave; destroying it opens a path through the Fortress to the wave's second weak point. The second weak point in each wave has the ability to defend itself by summoning several enemies nearby the player when attacked. At the end of each wave, the background music will cut out. | Master Fortress appears in two waves, with the first wave containing the first two weak points and the second wave containing the last two. Only one weak point is accessible at the start of each wave; destroying it opens a path through the Fortress to the wave's second weak point. The second weak point in each wave has the ability to defend itself by summoning several enemies nearby the player when attacked. At the end of each wave, the background music will cut out. | ||
The first weak point is reachable by a straightforward path with few enemies and no traps. All future weak points feature the presence of the Fortress's numerous [[Danger Zone]]s, which take the form of either subtle yellow outlines on the walls or large pools of acid. If the player touches a Danger Zone when their [[damage]] is 100% or greater, they will be [[ | The first weak point is reachable by a straightforward path with few enemies and no traps. All future weak points feature the presence of the Fortress's numerous [[Danger Zone]]s, which take the form of either subtle yellow outlines on the walls or large pools of acid. If the player touches a Danger Zone when their [[damage]] is 100% or greater, they will be instantly [[KO]]'d; if their damage is less than 100%, they will instead take 25% damage with considerable [[knockback]]. At the same time, the enemies spawned in the Fortress can be knocked into the Danger Zones to defeat them more easily. Thanks to the Fortress's walls, these Danger Zones are effectively the only way to be KO'd while inside the Fortress (thus there is effectively no way to be KO'd while going for the first weak point, and no reason to pick up the special Heart Container until after then). | ||
Upon destroying the second weak point, defeating the first wave, the screen will fade and the player will be ejected from the Fortress (giving them an opportunity to use the Heart Container if they have left it behind earlier). | Upon destroying the second weak point, defeating the first wave, the screen will fade and the player will be ejected from the Fortress (giving them an opportunity to use the Heart Container if they have left it behind earlier). | ||
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===Master Core=== | ===Master Core=== | ||
[[File:Master Core Source.png|thumb|200px|Master Core in the 3DS version.]] | [[File:Master Core Source.png|thumb|200px|Master Core in the ''3DS'' version.]] | ||
After all previous forms have been defeated, the black Swarm particles will completely cover the screen briefly, before abruptly dispersing to reveal the Core itself in the center of the stage. At this point, the background music goes silent and the [[Match | After all previous forms have been defeated, the black Swarm particles will completely cover the screen briefly, before abruptly dispersing to reveal the Core itself in the center of the stage. At this point, the background music goes silent and the [[Match Timer|timer]] will stop, and on the ''3DS'' version, the black particles covering Master Core's HP on the bottom screen will also disperse, revealing a new character portrait for the boss and its damage percentage starting at 0%. On the ''Wii U'' version, the swirling background will turn blue. The player now has approximately 45 seconds to defeat the Core by knocking it off the stage. The Core appears as an object similar to a Smash Ball and will go flying upon being hit depending on how much damage it has taken; however, if it does not get sent beyond the [[blast line]] in one hit, it will fly back to the center (or teleport back if it gets stuck under the ledge). During this time, the Core has no attacks, and will gradually fade during the 45 seconds from a bright prismatic color to a deep red. | ||
If the Core has not been defeated after 45 seconds, it will begin to spin rapidly and rise to the center of the screen, then charge up and unleash five red waves. Being hit by any wave will inflict 50% damage and [[One-hit KO|instantly KO]] the player (similar to [[Tabuu]]'s [[Off Waves]]). The core can still be attacked while floating during this time; if it is, it will stop releasing waves and give the player some time to KO it. However, if it isn't attacked for a short period of time, it will unleash them again. Like the Off Waves, these waves can be avoided with precisely timed [[rolling]] or [[sidestep]] dodges. After all five waves (if the player still has lives left), the Core will self-destruct, causing the player to automatically win. | |||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Master | Master Core Sapien.png|Master Giant in the ''3DS'' version. | ||
Master | Master Sapien low hp.jpeg|Master Giant with low HP. Notice the missing neck and the Swarm evacuating from its head. | ||
Master | Master Core Scorpion.png|Master Beast in the ''3DS'' version. | ||
Master Beast Stage Tilt.JPG|Master Beast tilting the stage while slamming down. | Master Beast Stage Tilt.JPG|Master Beast tilting the stage while slamming down. | ||
Master Beast low HP.jpeg|Master Beast with low HP. Notice the missing parts on the head and the Swarm evacuating from the top of its body. | Master Beast low HP.jpeg|Master Beast with low HP. Notice the missing parts on the head and the Swarm evacuating from the top of its body. | ||
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Mii VS Master Shadow.JPG|Master Shadow in the form of a {{SSB4|Mii Gunner}}. Note how Master Core copies the Mii itself. | Mii VS Master Shadow.JPG|Master Shadow in the form of a {{SSB4|Mii Gunner}}. Note how Master Core copies the Mii itself. | ||
Master Fortress 1.png|Master Fortress's first wave after the first weak point has been destroyed; a new path has appeared (containing two visible Danger Zones) that leads downward to the second weak point | Master Fortress 1.png|Master Fortress's first wave after the first weak point has been destroyed; a new path has appeared (containing two visible Danger Zones) that leads downward to the second weak point | ||
Master Fortress 4.png|The second weak point in Master Fortress's first wave; note the presence of more enemies and more Danger Zones | Master Fortress 4.png|The second weak point in Master Fortress's first wave; note the presence of more enemies and more Danger Zones | ||
Master Fortress 5.png|Part of Master Fortress's second wave; note the similarities and differences from the previous image and the new path to the right | Master Fortress 5.png|Part of Master Fortress's second wave; note the similarities and differences from the previous image and the new path to the right | ||
Master Fortress 3.png|The final weak point, surrounded by numerous enemies and Danger Zones | Master Fortress 3.png|The final weak point, surrounded by numerous enemies and Danger Zones | ||
Master Core Defeated.png|Master Core being defeated in the 3DS version. | Master Core Defeated.png|Master Core being defeated in the ''3DS'' version. | ||
Master core last attack.JPG|Master Core's final attack if the player fails to finish it, on the 3DS version. | Master core last attack.JPG|Master Core's final attack if the player fails to finish it, on the ''3DS'' version. | ||
</gallery> | </gallery> | ||
==Artwork== | ==Artwork== | ||
<gallery> | <gallery> | ||
Master Giant artwork (Wii U).png|Artwork of Master Giant found on the Wii U disc | Master Giant artwork (Wii U).png|Artwork of Master Giant found on the Wii U disc. | ||
Master Beast artwork (Wii U).png|Artwork of Master Beast found on the Wii U disc | Master Beast artwork (Wii U).png|Artwork of Master Beast found on the Wii U disc. | ||
Master Edges artwork (Wii U).png|Artwork of Master Edges found on the Wii U disc | Master Edges artwork (Wii U).png|Artwork of Master Edges found on the Wii U disc. | ||
Master Shadow artwork (Wii U).png|Artwork of Master Shadow found on the Wii U disc | Master Shadow artwork (Wii U).png|Artwork of Master Shadow found on the Wii U disc. | ||
Master Fortress artwork (Wii U).png|Artwork of Master Fortress found on the Wii U disc | Master Fortress artwork (Wii U).png|Artwork of Master Fortress found on the Wii U disc. | ||
Master Core artwork (Wii U).png|Artwork of Master Core found on the Wii U disc | Master Core artwork (Wii U).png|Artwork of Master Core found on the Wii U disc. This portrait is used in the ''3DS'' version. | ||
</gallery> | </gallery> | ||
== | ==Trophy information== | ||
[[File:MasterCoreTrophy3DS.png|thumb|100px|left|Master Core's Trophy in {{for3ds}}]] | |||
[[File:MasterCoreTrophyWiiU.png|thumb|100px|Master Core's Trophy in {{forwiiu}}]] | |||
| | ;Master Core | ||
:{{Flag|North America}} ''This sinister being will appear from Master Hand. A bunch of black objects, called "Swarm", will gather and mimic a variety of shapes, changing its attack pattern with each new form. After taking enough damage, it will reveal even more forms. Defeat the Swarm's forms to reveal its true core.'' | |||
:{{Flag|Europe}} ''This fearsome being is what master hand becomes when he transforms. The black mass around it, known as the "swarm", mimics the shape of beasts, blades and more, and changes its attack pattern with each transformation. At higher intensity levels, it'll take on even more forms. Defeat the swarm to reveal the true core.'' | |||
{{Trophy games|console1=WiiU|game1=Super Smash Bros. for Wii U}} | |||
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==Trivia== | ==Trivia== | ||
*The | * The background music that plays during the Master Core battle contains a segment about two minutes in where the instruments cut out and a series of fast beeps play. These beeps are {{s|wikipedia|Morse code}} and spell out "MASTER CORE". | ||
* Master Giant is the second major boss in the ''Smash Bros.'' series to move or modify the stage to attack, the first being [[Meta Ridley]] in ''Brawl''. | |||
*Master Core' | * The Swarm appear similar to the {{s|icaruspedia|Chaos Kin}} when burned into ashes from ''Kid Icarus: Uprising'', another game directed by Masahiro Sakurai. It also resembles a Master Hand-like enemy from ''Kirby: Squeak Squad'' known as Uja. Much like Master Core, Uja was composed of multiple black particles, and it could change into different forms. | ||
*Hitting Master Core's first 3 forms or | * The stage layout of Master Fortress vaguely resembles a digestive tract, including an initial linear path that leads to a downward drop into a room(s) filled with acid/Danger Zones. | ||
*When | * When fighting Master Core below Intensity 8.0, the camera can move freely when the game is paused. However in the ''Wii U'' version if Master Core is fought on higher intensities, the camera can only zoom in and out due to Master Fortress's large size and design. | ||
* | *Master Core's true form bears a resemblance to the glowing orb that can be seen underneath ''Melee''{{'}}s version of {{SSBM|Battlefield}}. | ||
* | *If Kirby is Player 2 on the ''Wii U'' version, inhaling and copying Master Shadow won't give a copy ability. | ||
*If the player is [[Charizard]], Master Shadow has a regular flame on his tail rather than a shadowed flame or none. | |||
*Hitting Master Core's first 3 forms or the [[Crazy Hand|two]] [[Master Hand|hands]] won't trigger First Striker equipment, but hitting Master Shadow will. | |||
*When Master Fortress first appears and moves toward the stage, if the player tries to enter before it stops moving, a barrier will appear and deal [[set knockback]] to prevent the player from entering. The barrier does not deal any damage. | |||
**However, {{SSB4|Corrin}} can latch onto this barrier with [[Dragon Lunge]]. | |||
*The "heartbeat" of Master Fortress' fourth weak point<!-- and only this one --> beats in sync with the background music. | |||
*While in Master Fortress, if the player is near a "pool" Danger Zone, the sound of bubbling liquid can be heard in the background. | |||
* On the 3DS version, if the pause button is pressed at the correct time upon defeating Master Shadow, a strange glitch occurs where all sound effects will be muted. Pausing again afterwards causes the sound effect for Master Shadow's defeat to play upon unpausing and all sounds to return to normal.<!-- I managed to somehow do this out of intensity with a custom Mewtwo run (that and I'm a pause maniac for cool shots); need help confirming this with others however --> | |||
* During the defeat animation on the second and fourth weak point of Master Fortress for each waves, if the player paused and unpaused during that brief cutscene, the camera will focus on the player instead of the Master Fortress' weak points. | |||
{{Bosses}} | {{Bosses}} | ||
{{Smash universe}} | {{Smash universe}} | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||
[[Category:Bosses]] | [[Category:Bosses]] | ||