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[[File:RidleySpecialZoom.jpg|thumb|200px|{{SSBU|Ridley}} attacking with [[Skewer]]. Note the sweetspot causing the Special Zoom effect.]] | |||
[[File: | '''Special Zoom''' is an aesthetic effect introduced in ''[[Super Smash Bros. Ultimate]]'', designed to add drama during a match. The term was coined by [[Masahiro Sakurai]] and his development team. | ||
'''Special Zoom''' is an aesthetic effect introduced in ''[[Super Smash Bros. Ultimate]]'', designed to add drama during a match. The term was coined by [[Masahiro Sakurai]] and his development team | |||
==Overview== | ==Overview== | ||
[[File: | {{technical data|What is/are the slowdown factor(s)?}} | ||
[[File:FinishZoomDuckHunt.jpg|thumb|A [[Burrowing Snagret]] hits {{SSBU|Duck Hunt}} and triggers a Finish Zoom at the end of the match.]] | |||
Special Zoom activates when a fighter is hit by certain attacks: | Special Zoom activates when a fighter is hit by certain attacks: the background flashes blue with dramatic "spark" effects pointing towards the impact, time will substantially<!--If there's only one slowdown factor, replace the word "substantially" with the factor when it is found.--> slow down and the camera zooms in on the impact. Usually, the slowdown and camera zoom effects only last for a short moment in 1v1s and is often almost non-existent in games with more than two players, although there are some exceptions. A Special Zoom is usually accompanied by the sound effect previously only used by [[Little Mac]]'s [[KO Uppercut]] in ''[[Super Smash Bros. 4]]''. KO Uppercut, which previously had its own slowdown effect, now uses Special Zoom along with [[Cloud]]'s [[Limit Break]] special moves. | ||
During some Special Zoom events, camera control is disabled, though this is not consistently enforced. | |||
In general, the attacks that trigger Special Zoom are slow and hard to hit with (such as [[Warlock Punch]] or [[Falcon Punch]]). Most other attacks that trigger Special Zoom have conditions that need to be met, such as {{SSBU|Ridley}}'s [[Skewer]] needing to be [[Sweet spot (hitbox)|sweetspotted]], or Little Mac's smash attacks requiring his [[armor]] to be triggered during the start-up. Certain [[item]]s and [[stage hazard]]s may also trigger Special Zoom, also requiring special conditions in some cases. | In general, the attacks that trigger Special Zoom are slow and hard to hit with (such as [[Warlock Punch]] or [[Falcon Punch]]). Most other attacks that trigger Special Zoom have conditions that need to be met, such as {{SSBU|Ridley}}'s [[Skewer]] needing to be [[Sweet spot (hitbox)|sweetspotted]], or Little Mac's smash attacks requiring his [[armor]] to be triggered during the start-up. Certain [[item]]s and [[stage hazard]]s may also trigger Special Zoom, also requiring special conditions in some cases. | ||
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Special Zoom occurs even if the attack's knockback is negated by [[armor]]. However, Special Zoom will not trigger if the opponent is hit while [[invincibility|invincible]], during the [[Final countdown timer|last five seconds]] in a [[time]] match, when [[Nightmare]] is active, when hitting the AI-controlled character of the {{SSBU|Ice Climbers}}, or when a [[Final Smash]] is active. | Special Zoom occurs even if the attack's knockback is negated by [[armor]]. However, Special Zoom will not trigger if the opponent is hit while [[invincibility|invincible]], during the [[Final countdown timer|last five seconds]] in a [[time]] match, when [[Nightmare]] is active, when hitting the AI-controlled character of the {{SSBU|Ice Climbers}}, or when a [[Final Smash]] is active. | ||
Similar to Special Zoom is '''Finish Zoom''' or '''Final Zoom''', terms also coined by Sakurai and his team. Finish Zoom is used when an attack will likely result in a game-winning [[KO]]. Like the '''Deadly Blow''' mechanic introduced in ''Super Smash Bros. 4'', this effect does not factor in [[DI]] being used to make an otherwise-deadly blow survivable. Like Special Zoom, Finish Zoom zooms in on the point of impact and briefly slows down time. However, Finish Zoom uses a red background instead of a blue one, and the sound is always the same. The sound used is also different again, being akin to a [[ping]] hit combined with the sound of slashing swords. [[Screen KO]]s rarely occur when a Finish Zoom sends an opponent into the upper [[blast line]], while [[Star KO]]s are very rare. | |||
Similar to Special Zoom is '''Finish Zoom''' or '''Final Zoom''', terms also coined by Sakurai and his team. | |||
{{clr}} | {{clr}} | ||
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|{{SSBU|Jigglypuff}}||[[Rest]]||||{{n}} | |{{SSBU|Jigglypuff}}||[[Rest]]||||{{n}} | ||
|- | |- | ||
|{{SSBU|King Dedede}}||[[Jet Hammer]]||Fully charged.||{{n}} | |{{SSBU|King Dedede}}||[[Jet Hammer]]||Fully charged.||{{n}} | ||
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|{{SSBU|King K. Rool}}||[[Belly Super Armor]]||If broken by an attack.||{{n}} | |{{SSBU|King K. Rool}}||[[Belly Super Armor]]||If broken by an attack.||{{n}} | ||
|- | |- | ||
|rowspan=2|{{SSBU|Kirby}}||[[Hammer Flip]]||Fully charged.||{{n}} | |rowspan=2|{{SSBU|Kirby}}||[[Hammer (move)|Hammer Flip]]||Fully charged.||{{n}} | ||
|- | |- | ||
|Any neutral special from other characters that triggers Special Zoom||If Kirby copies an opponent whose neutral special can trigger Special Zoom, Kirby will also experience it under the same conditions. The only exceptions are Little Mac's KO Uppercut, as Kirby can only copy Straight Lunge and does not have access to the KO Meter, and the Mii Brawler's Exploding Side Kick, since Kirby can only copy Shot Put.||{{n}}* | |Any neutral special from other characters that triggers Special Zoom||If Kirby copies an opponent whose neutral special can trigger Special Zoom, Kirby will also experience it under the same conditions. The only exceptions are Little Mac's KO Uppercut, as Kirby can only copy Straight Lunge and does not have access to the KO Meter, and the Mii Brawler's Exploding Side Kick, since Kirby can only copy Shot Put.||{{n}}* | ||
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|[[KO Uppercut]]|| | |[[KO Uppercut]]|| | ||
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|{{SSBU|Lucario}}||[[Force Palm]]||On grab attack when at {{rollover|high|Minimum | |{{SSBU|Lucario}}||[[Force Palm]]||On grab attack when at {{rollover|high|Minimum 95% at equal stocks|y}} [[aura]].||{{n}} | ||
|- | |- | ||
|{{SSBU|Lucas}}||[[PK Thunder]]||On last hit of PK Thunder 2.||{{n}} | |{{SSBU|Lucas}}||[[PK Thunder]]||On last hit of PK Thunder 2.||{{n}} | ||
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! Character !! Conditions !! {{rollover|Always zooms|Special Zoom occurs, even when more than 2 players are on screen|y}} | ! Character !! Conditions !! {{rollover|Always zooms|Special Zoom occurs, even when more than 2 players are on screen|y}} | ||
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|[[Black Knight]]||Triggers for all attacks except a backhanded slash. | |[[Black Knight]]||Triggers for all attacks except a backhanded slash. Will not cause camera zoom.||{{n}} | ||
|- | |- | ||
|[[Lyn]]||||{{y}} | |[[Lyn]]||||{{y}} | ||
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|Invisible walls||[[King of Fighters Stadium]]||When hit with enough [[knockback]] to KO, shatters with the special zoom effect.||{{n}} | |Invisible walls||[[King of Fighters Stadium]]||When hit with enough [[knockback]] to KO, shatters with the special zoom effect.||{{n}} | ||
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|[[Klaptrap]]||[[Jungle Japes]]||On contact, causing a [[one-hit KO]]. Camera zooms in slightly.||{{y}} | |[[Klaptrap]]||[[Jungle Japes]]||On contact, causing a [[one-hit KO]]. Camera zooms in slightly.||{{y}} | ||
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|Train||[[Mementos]]||When hit in front. Camera zooms in slightly.||{{y}} | |Train||[[Mementos]]||When hit in front. Camera zooms in slightly.||{{y}} | ||
|} | |} | ||
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*If a non-cinematic [[Final Smash]] causes Finish Zoom, the background will change to the stage's normal background, rather than the background for the Final Smash. | *If a non-cinematic [[Final Smash]] causes Finish Zoom, the background will change to the stage's normal background, rather than the background for the Final Smash. | ||
*In-game parameters reveal that Captain Falcon's [[Knee Smash]] was planned to have the Special Zoom effect, although it is not active in the final game. | *In-game parameters reveal that Captain Falcon's [[Knee Smash]] was planned to have the Special Zoom effect, although it is not active in the final game. | ||
*Hero has | *Hero has 7 moves which can trigger Special Zoom, the most out of all characters. | ||
*Collecting all three parts of the [[Dragoon]] and getting hit by [[Odin]]'s slashing attack will cause the camera to zoom in, but | *Collecting all three parts of the [[Dragoon]] and getting hit by [[Odin]]'s slashing attack will cause the camera to zoom in, but they don't cause the "Special Zoom" blue background to appear. | ||
*In [[Home-Run Contest]], Special Zoom does not occur on moves that trigger the effect; presumably to prevent such moves from costing the player time due to the timer not slowing down while Special Zoom is in effect. | *In [[Home-Run Contest]], Special Zoom does not occur on moves that trigger the effect; presumably to prevent such moves from costing the player time due to the timer not slowing down while Special Zoom is in effect. | ||
**However, using a Special Zoom move in place of the Home-Run Bat swing will not result in an angled view of Sandbag flying, and will instead feature a normal Special Zoom. | **However, using a Special Zoom move in place of the Home-Run Bat swing will not result in an angled view of Sandbag flying, and will instead feature a normal Special Zoom. | ||
*Certain moves are given a hidden multiplier that increases the amount of knockback needed to trigger Finish Zoom, usually for moves that are clearly telegraphed and/or heavily affected by DI, which the opponent would feasibly always react to and DI against accordingly. Star KOs will be more common if the match is finished this way than with the actual Finish Zoom effect. | *Certain moves are given a hidden multiplier that increases the amount of knockback needed to trigger Finish Zoom, usually for moves that are clearly telegraphed and/or heavily affected by DI, which the opponent would feasibly always react to and DI against accordingly. Star KOs will be more common if the match is finished this way than with the actual Finish Zoom effect. | ||
**These multipliers are set manually, independent from the move's actual knockback calculations, and may not always accurately reflect the practical KO potential of the move. For example, Mario's back throw can KO at around 140% at the ledge with no DI and 160% with optimal DI for a roughly 1.15x increase in survivability, but it is set with an arbitrarily high multiplier of 1.5x, causing the Finish Zoom to begin | **These multipliers are set manually, independent from the move's actual knockback calculations, and may not always accurately reflect the practical KO potential of the move. For example, Mario's back throw can KO at around 140% at the ledge with no DI and 160% with optimal DI for a roughly 1.15x increase in survivability, but it is set with an arbitrarily high multiplier of 1.5x, causing the Finish Zoom to begin occuring well beyond its minimum KO percent. | ||
*A glitch involving {{SSBU|Min Min}} and Finish Zoom was introduced in the Version 8.0.0; if the opponent didn't get KO'd (e.g. due to [[directional influence]]) after Min Min's attack triggered Finish Zoom, her last used ARM will be visually stuck in being stretched. | *A glitch involving {{SSBU|Min Min}} and Finish Zoom was introduced in the Version 8.0.0; if the opponent didn't get KO'd (e.g. due to [[directional influence]]) after Min Min's attack triggered Finish Zoom, her last used ARM will be visually stuck in being stretched. | ||
*If Finish Zoom occurs to a character getting hit from behind, the reverse knockback animation does not play, although they will briefly assume the pose. | *If Finish Zoom occurs to a character getting hit from behind, the reverse knockback animation does not play, although they will briefly assume the pose. | ||
[[Category:Terms]] | [[Category:Terms]] | ||
[[Category:Game physics]] | [[Category:Game physics]] |