Editing Stamina Mode

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 37: Line 37:
In ''Ultimate'', Stamina is now available as a standard rule option which can be combined with [[Time]] and [[Stock]] modes. As Stamina mode is no longer a part of Special Smash, it is now possible to play Stamina battles with a maximum of eight players. The maximum HP possible has been drastically increased, as players can now have HP ranging from 10-999 HP.  
In ''Ultimate'', Stamina is now available as a standard rule option which can be combined with [[Time]] and [[Stock]] modes. As Stamina mode is no longer a part of Special Smash, it is now possible to play Stamina battles with a maximum of eight players. The maximum HP possible has been drastically increased, as players can now have HP ranging from 10-999 HP.  


When playing with more than one stock, losing all HP causes an instant KO and respawn; on the fighter's final stock, KO'd characters will enter their motionless defeated pose, and will eventually explode after a few seconds (instead of permanently staying on-screen unless knocked off, like in previous games). As with other default modes, the final blow will feature the "Final Zoom" effect regardless of how strong the move was unless the KO was a Blast KO; if such, the game just ends like a normal match. If the character dies by a blast zone, then there is a slight delay before the match ending, likely because of the delay present when a character reaches 0 HP. Randomly the announcer may say game at the same time a last character is KO'd on their last stock and the results screen plays during the final zoom.
When playing with more than one stock or during a timed match, losing all HP causes an instant KO and respawn; on the fighter's final stock, KO'd characters will enter their motionless defeated pose, and will eventually explode after a few seconds (instead of permanently staying on-screen unless knocked off, like in previous games). As with other default modes, the final blow will feature the "Final Zoom" effect regardless of how strong the move was unless the KO was a Blast KO; if such, the game just ends like a normal match. If the character dies by a blast zone, then there is a slight delay before the match ending, likely because of the delay present when a character reaches 0 HP. Randomly the announcer may say game at the same time a last character is KO'd on their last stock and the results screen plays during the final zoom.


In ''Ultimate'', victims caught in a trapping or cinematic (e.g. [[Chain Attack]], [[Max Malicious Moonsault]], [[The Mighty Jinjonator]]) Final Smash will not go below 0.1 HP until the final hit. However, a few of these Final Smashes do not have this ability (such as {{SSBU|Isabelle}}'s [[Dream Town Hall]] or {{SSBU|Luigi}}'s [[Poltergust G-00]]), and opponents that attack a trapped foe in a non-cutscene Final Smash will still KO the victim before the move ends. Additionally, Final Smashes that previously had extremely high or [[OHKO]] potential (such as [[Critical Hit]]) have their knockback significantly reduced to prevent them from KOing opponents with high HP, unlike in ''Brawl'' or ''Smash 4''.
In ''Ultimate'', victims caught in a trapping or cinematic (e.g. [[Chain Attack]], [[Max Malicious Moonsault]], [[The Mighty Jinjonator]]) Final Smash will not go below 0.1 HP until the final hit. However, a few of these Final Smashes do not have this ability (such as {{SSBU|Isabelle}}'s [[Dream Town Hall]] or {{SSBU|Luigi}}'s [[Poltergust G-00]]), and opponents that attack a trapped foe in a non-cutscene Final Smash will still KO the victim before the move ends. Additionally, Final Smashes that previously had extremely high or [[OHKO]] potential (such as [[Critical Hit]]) have their knockback significantly reduced to prevent them from KOing opponents with high HP, unlike in ''Brawl'' or ''Smash 4''.
Line 46: Line 46:
There are a few exceptions:  
There are a few exceptions:  
*{{SSBU|Marth}}, {{SSBU|Ike}}'s ''Radiant Dawn'' alternate costumes in English, and his ''Path of Radiance'' costumes in Japanese use their alternate KO voice clips.
*{{SSBU|Marth}}, {{SSBU|Ike}}'s ''Radiant Dawn'' alternate costumes in English, and his ''Path of Radiance'' costumes in Japanese use their alternate KO voice clips.
*{{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}} in English, {{SSBU|Min Min}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, {{SSBU|Kazuya}} and {{SSBU|Sora}} use one of their heavy knockback cries.
*{{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}'s English voice, {{SSBU|Min Min}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, {{SSBU|Kazuya}} and {{SSBU|Sora}} use one of their heavy knockback cries.
*{{SSBU|Joker}} (from 3.1.0 onward), {{SSBU|Banjo & Kazooie}}, and Byleth in Japanese use a unique knockout voice clip not heard anywhere else.
*{{SSBU|Joker}} (from 3.1.0 onward), {{SSBU|Banjo & Kazooie}}, and Byleth's Japanese voice use a unique knockout voice clip not heard anywhere else.
*{{SSBU|Mr. Game & Watch}}, {{SSBU|R.O.B.}}, {{SSBU|Mega Man}}, {{SSBU|Steve}} and the {{SSBU|Mii Fighter}}s fall silently. Prior to 3.1.0, Joker also fell silently.
*{{SSBU|Mr. Game & Watch}}, {{SSBU|R.O.B.}}, {{SSBU|Mega Man}}, {{SSBU|Steve}} and the {{SSBU|Mii Fighter}}s fall silently. Prior to 3.1.0, Joker also fell silently.


Line 53: Line 53:
*The {{SSBU|Ice Climbers}} have both Popo and Nana scream simultaneously.
*The {{SSBU|Ice Climbers}} have both Popo and Nana scream simultaneously.
*For {{SSBU|Pokémon Trainer}}, the trainer does not vocalize if the match was 1-on-1, or there were no more allies in team battle (as in normal rules).
*For {{SSBU|Pokémon Trainer}}, the trainer does not vocalize if the match was 1-on-1, or there were no more allies in team battle (as in normal rules).
*For {{SSBU|Rosalina & Luma}} and Banjo & Kazooie, only Rosalina and Banjo vocalize during the animation (for Luma's case, they will have their typical explosion when out of HP or when Rosalina is KO'd normally; Kazooie lacks KO voice clips altogether).  
*For {{SSBU|Rosalina & Luma}} and Banjo & Kazooie, only Rosalina and Banjo vocalize during the animation (for Luma's case, they will have the [[instant KO]] explosion regardless of how many stocks are left; Kazooie lacks blast KO voice clips altogether).  


If a character lost their final stock by conditions that are capable of instantly KOing them under normal circumstances (e.g. [[Triforce of Wisdom]], [[Command Selection|Whack, Thwack]], [[Danger Zone]]s, [[Death's Scythe]] and [[Mimikyu]]), their knockout voice clip will be heard, but the instant KO explosion occurs without entering the defeated animation, like normal rules. This also applies to [[All-Out Attack]], which will trigger its unique victory screen if the cinematic depletes all opponents' remaining HP on their last stock.
If a character lost their final stock by conditions that are capable of instantly KOing them under normal circumstances (e.g. [[Triforce of Wisdom]], [[Command Selection|Whack, Thwack]], [[Danger Zone]]s, [[Death's Scythe]] and [[Mimikyu]]), their knockout voice clip will be heard, but the instant KO explosion occurs without entering the defeated animation, like normal rule.
 
==In competitive play==
Stamina mode is rarely seen in tournaments due to its format being unpopular among the [[community]]. However, some tournaments run stamina brackets as a side event, potentially with some other unconventional conditions as a fun event.
 
While a simple change on the surface, changing the damage from a percent to hit points completely changes how the game is played. Due to reaching the [[blast line]]s no longer being the only way to take a stock, new strategies that deprioritize doing so form. Due to how hit points work in-game, all attacks essentially only have base knockback the entire game, which completely changes the functionality of certain moves that heavily rely on knockback scaling to be effective while indirectly improving attacks with set knockback. Also, since any attack can now KO regardless of knockback, poking and playing defensively is preferable to being aggressive and paying dearly for a mistake.
 
While no "official" tier lists for stamina mode exist, some generally agreed upon results exist. The best characters for stamina mode are those that excel in combos that can rack up damage quickly, and those that can play keep-away by whittling down their opponent's health from far away. While high damage is still important, it is inherently less impactful without knockback, forcing slow characters without good projectiles or long combos to play carefully and slowly get close to do as much damage as possible before the opponent can run away. That being said, lower knockback than usual can help some characters make longer combos due to the opponent not being knocked away, helping those same characters that need to get in close.


==Gallery==
==Gallery==
Line 83: Line 76:
[[File:SSBU Vc zelda knockout.wav|thumb|...and its Stamina counterpart (known as '''Knockout''') in ''Ultimate''; in this case, {{SSBU|Zelda}}.]]
[[File:SSBU Vc zelda knockout.wav|thumb|...and its Stamina counterpart (known as '''Knockout''') in ''Ultimate''; in this case, {{SSBU|Zelda}}.]]
*{{b|Giga Bowser|Final Smash}}, [[Wario-Man]], [[Giga Mac]], [[Mega Charizard X]], and [[Mega Lucario]] cause an [[Undead Glitch]] when reduced to 0 HP, prior to ''Ultimate''.
*{{b|Giga Bowser|Final Smash}}, [[Wario-Man]], [[Giga Mac]], [[Mega Charizard X]], and [[Mega Lucario]] cause an [[Undead Glitch]] when reduced to 0 HP, prior to ''Ultimate''.
*Some characters have an unique animation if KO'd in Stamina Mode, referencing their respective home series:
*If [[Mega Man]] is defeated in Stamina Mode, the orbs that are part of his regular KO explosion will appear around him, which is a more accurate reference of his death animation in classic {{uv|Mega Man}} games (though Mega Man himself won't explode except in ''Ultimate'').
**[[Mega Man]] emits orbs around him with the "lose a life" sound from the original ''Mega Man''. In ''Smash 4'', this effect occurs immediately upon receiving fatal damage (or getting a [[Blast KO]]), while in ''Ultimate'' this effect occurs alongside the [[Instant KO]] explosion.
**Similarly, [[Inkling]]'s squid ghost can be seen flying away when KO'd in Stamina Mode, referencing ''Splatoon''{{'}}s death animation.
**[[Inkling]]'s squid ghost can be seen flying away from the Instant KO explosion.
**On his final stock, [[Terry]]'s hat will fly off of his head.
*When {{SSBM|Crazy Hand}} and {{SSBM|Master Hand}}'s stamina reaches 0 in [[Versus Mode|VS. Mode]], they do not make KO screams, and the camera does not freeze right before they fly off.
*When {{SSBM|Crazy Hand}} and {{SSBM|Master Hand}}'s stamina reaches 0 in [[Versus Mode|VS. Mode]], they do not make KO screams, and the camera does not freeze right before they fly off.
*[[Staryu]] in ''[[Brawl]]'' will still target defeated characters.
*Prior to ''Ultimate'':
*Prior to ''Ultimate'':
**Defeated characters that are hit with a [[Banana]] or other [[slip]] hitbox will be knocked into their sitting position. Once the time is up, they will stand, only to immediately lie back down.
**Defeated characters that are hit with a [[Banana]] or other [[slip]] hitbox will be knocked into their sitting position. Once the time is up, they will stand, only to immediately lie back down.
**[[Staryu]] in ''[[Brawl]]'' will still target defeated characters.
**Defeated characters can grab ledges.
**Defeated characters can grab ledges.
**Defeated characters cannot swim and so will instantly drown if they fall into the water.
**Defeated characters cannot swim and so will instantly drown if they fall into the water.
Line 106: Line 97:
*In ''Ultimate'', {{SSBU|Terry}} normally gains the ability to execute Super Special Moves once he reaches 100% Damage, but in Stamina Mode, he instead gains it when his HP reaches 1/3 of its original value (e.g. at 50 HP in a 150-HP match). Similarly, {{SSBU|Kazuya}} enters Rage state upon reaching 1/4 of his starting stamina (e.g. 50 HP in a 200-HP match).
*In ''Ultimate'', {{SSBU|Terry}} normally gains the ability to execute Super Special Moves once he reaches 100% Damage, but in Stamina Mode, he instead gains it when his HP reaches 1/3 of its original value (e.g. at 50 HP in a 150-HP match). Similarly, {{SSBU|Kazuya}} enters Rage state upon reaching 1/4 of his starting stamina (e.g. 50 HP in a 200-HP match).
**However, if the starting HP is set to more than 300, the ability will not activate until Terry's HP reaches 100.
**However, if the starting HP is set to more than 300, the ability will not activate until Terry's HP reaches 100.
**Additionally, exclusive to this mode is an animation where, upon losing, Terry's hat will come flying off.
*In ''Ultimate'', if a fighter has a full [[Final Smash Meter]] upon losing their last stock, it will only partially empty (as it normally does upon being KO'd) once they explode a few seconds later.
*In ''Ultimate'', if a fighter has a full [[Final Smash Meter]] upon losing their last stock, it will only partially empty (as it normally does upon being KO'd) once they explode a few seconds later.
*[[Recoil damage]] allows the user to [[self-destruct|KO themselves]] in Stamina Mode. This includes attacks such as {{SSBU|Pichu}}'s electric moves (except [[Volt Tackle]]), and {{SSBU|Incineroar}}'s failed [[Alolan Whip]]. If the self-KOing user also happens to KO a remaining opponent with said move, the game will consider it a tie and move to [[Sudden Death]].
*[[Recoil damage]] allows the user to [[self-destruct|KO themselves]] in Stamina Mode. This includes attacks such as {{SSBU|Pichu}}'s electric moves (except [[Volt Tackle]]), and {{SSBU|Incineroar}}'s failed [[Alolan Whip]]. If the self-KOing user also happens to KO a remaining opponent with said move, the game will consider it a tie and move to [[Sudden Death]].
*In ''Ultimate'', if {{SSBU|Sora}} is the fighter to land the final blow, a special slow motion effect goes into place while the camera pans around and fades into white, referencing the visual effects that play when defeating a Boss in the {{uv|Kingdom Hearts}} series. The exceptions are if the victim is offscreen when the blow is landed, or if the opponent is [[Instant KO|instantly KO'd]], in which case the normal Finish Zoom occurs.
*In ''Ultimate'', if {{SSBU|Sora}} is the fighter to land the final blow, a special slow motion effect goes into place while the camera pans around and fades into white, referencing the visual effects that play when defeating a Boss in the {{uv|Kingdom Hearts}} series. The exceptions are if the victim is offscreen when the blow is landed, or if the opponent is [[Instant KO|instantly KO'd]], in which case the normal Finish Zoom occurs.
**If Sora is involved in a tie due to all parties' HP being depleted at the same time, his special Finish Zoom will not play out unless the opponent(s) he tied with is another Sora.<ref>https://youtu.be/kBEhOP5Ktvw?t=789</ref>


==References==
==References==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: