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[[File: | [[File:SSB4stockicon.jpg|thumb|right|240px|Stock Icons for {{SSB4|Mario}} and {{SSB4|Bowser}} in {{forwiiu}}.]] | ||
'''Stock''' is the term the ''{{b|Super Smash Bros.|series}}'' series uses to describe what many other games call '''lives'''. In the Solo modes, such as [[Classic Mode]], using up all the players' stocks brings them to the [[Game Over]] screen, where they may be offered the option to [[Continue]] at a price. In [[Versus Mode]], it describes the mode won on the basis of which player is [[KO]]'d the fewest number of times, either up to a maximum number or to a [[time limit]]. | '''Stock''' is the term the ''{{b|Super Smash Bros.|series}}'' series uses to describe what many other games call '''lives'''. In the Solo modes, such as [[Classic Mode]], using up all the players' stocks brings them to the [[Game Over]] screen, where they may be offered the option to [[Continue]] at a price. In [[Versus Mode]], it describes the mode won on the basis of which player is [[KO]]'d the fewest number of times, either up to a maximum number or to a [[time limit]]. | ||
==In single-player modes== | ==In single-player modes== | ||
=== | ===[[Classic Mode]]=== | ||
Players can choose to begin with between one and five stocks, with three as the default number. This cannot be increased after starting and before quitting or receiving a "Game Over", although the player's [[damage]] percentage resets between matches as well as after using up a stock. Stocks remaining are displayed as small icons — icons of their character's face (in '' | Players can choose to begin with between one and five stocks, with three as the default number. This cannot be increased after starting and before quitting or receiving a "Game Over", although the player's [[damage]] percentage resets between matches as well as after using up a stock. Stocks remaining are displayed as small icons — icons of their character's face (in ''SSB'', ''Melee'', and ''SSB4'') or dots (in ''Brawl'') at the bottom of the screen above the damage percentage. When a player is KO'd, they lose a stock. If the player can complete the mode without losing a single stock, they will receive a bonus, whose value varies depending on the game. | ||
[[Self-destruct]]ing in the [[Bonus Stage]]s of Classic Mode does not cost the player a stock, nor does it count for the loss of the [[List of bonuses#Super Smash Bros. Melee|No-Miss Clear bonus]]. | |||
When the player uses all of their | When the player uses up all of their stock, the game gives them the option to [[Continue]]. If the player chooses "No", then the game ends, and the player is sent back to the Character Select screen. If the player chooses "Yes", then the game restarts at the stage that they were defeated in. However, the player's score is cut in half, and in ''Melee'' and ''Brawl'', the player must pay a small compensation price with coins they have collected; if the player cannot pay the price, they cannot continue. The amount varies on the difficulty; higher difficulties require more coins. Additionally, in all three games, the player is given a significant point deduction of 20,000 points for continuing (but this deduction only applies once, regardless of the number of continues used). | ||
In ''SSB4'''s Classic Mode, players have two stocks in every match, regardless of whether or not they lost | In ''SSB4'''s Classic Mode, players have two stocks in every match, regardless of whether or not they lost a stock in the previous match. Losing both stocks brings up the Continue Screen. Continuing or not costs some of the items that player had gained up to that point, and continuing automatically reduces the Intensity by .5 (the player has no choice in the matter) and their [[Global Smash Power]]. As such, the player must clear the game without continuing to win at Intensity 9.0. | ||
In ''SSBU'''s Classic Mode, players have only one stock in every match | In ''SSBU'''s Classic Mode, players have only one stock in every match unlike the previous installments. | ||
===[[All-Star Mode]]=== | ===[[All-Star Mode]]=== | ||
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Continues function the same way in this mode as they do in Classic Mode. | Continues function the same way in this mode as they do in Classic Mode. | ||
In ''SSB4'', players cannot continue in All-Star Mode. Losing their one stock | In ''SSB4'', players cannot continue in All-Star Mode. Losing their one stock automatically makes a Game Over. | ||
===[[Adventure Mode]] (''Super Smash Bros. Melee'')=== | ===[[Adventure Mode]] (''Super Smash Bros. Melee'')=== | ||
The player can choose their number of stocks (one to five only), similar to Classic Mode. | The player can choose their number of stocks (one to five only), similar to Classic Mode. | ||
Continues also function the same way in this mode as in Classic and All-Star | Continues also function the same way in this mode as in Classic Mode and All-Star Mode. | ||
===[[The Subspace Emissary]] (''Super Smash Bros. Brawl'')=== | ===[[The Subspace Emissary]] (''Super Smash Bros. Brawl'')=== | ||
[[File:StockMeterSSE.png|thumb|An example of a stock display in ''Brawl''{{'}}s Adventure Mode.]] | [[File:StockMeterSSE.png|thumb|An example of a stock display in ''Brawl''{{'}}s Adventure Mode.]] | ||
Players are assigned a set number of stocks to complete a level, which they can supplement by finding [[Stock Ball]]s. This does not carry over between levels | Players are assigned a set number of stocks to complete a level, which they can supplement by finding [[Stock Ball]]s. This does not carry over between levels. | ||
Stock count is displayed on the left-hand side of the screen, as a head icon of each character remaining in their current party. In the event of the player holding more stocks than their current party size, the headshots are supplemented by ''Smash Bros.'' icons and the order of play repeats (e | Stock count is displayed on the left-hand side of the screen, as a head icon of each character remaining in their current party. In the event of the player holding more stocks than their current party size, the headshots are supplemented by ''Smash Bros.'' icons and the order of play repeats (i.e., a player with five stocks and a party consisting of, in order, {{SSBB|Mario}}, {{SSBB|Link}}, {{SSBB|Samus}} and {{SSBB|Donkey Kong}} would automatically use Mario again on their fifth stock.) This can only occur if the player has fewer characters available to choose from for their party than the number of stocks for the level or if they pick up a Stock Ball during it - players cannot choose one character to be placed in two spots in the order. If a second player enters a game in progress, they use up one of the available stocks and take the next character in the sequence - this means that if player 1 has no spare stocks, the second player cannot join. | ||
[[File:Stock.png|thumb|Icons representing the subsequent character controlled upon KO.]] | [[File:Stock.png|thumb|Icons representing the subsequent character controlled upon KO.]] | ||
When a player reaches a cutscene and is at the point where the player can select what characters to play as in their party, their stock is reset to the default number. After the level is completed, replays do not play these cut scenes, which can significantly reduce the number of stocks a player has to complete the level and thus substantially increases the difficulty of replaying long levels such as [[The Subspace Bomb Factory (Part II)|The Subspace Bomb Factory II]]. | When a player reaches a cutscene and is at the point where the player can select what characters to play as in their party, their stock is reset to the default number. After the level is completed, replays do not play these cut scenes, which can significantly reduce the number of stocks a player has to complete the level and thus substantially increases the difficulty of replaying long levels such as [[The Subspace Bomb Factory (Part II)|The Subspace Bomb Factory II]]. | ||
In the event of a player losing all their stocks, they are sent to the [[Continue]] screen. | In the event of a player losing all their stocks, they are sent to the [[Continue]] screen. | ||
===[[Crazy Orders]] (''Super Smash Bros. for Wii U'')=== | ===[[Crazy Orders]] (''Super Smash Bros. for Wii U'')=== | ||
Crazy Orders functions similarly to ''SSB4'''s All-Star Mode, in that players only have one stock during the mode, and lose without a chance to continue should they get KO'd. However, their damage is automatically reduced by 30% of their total after each match, and in the last fight with {{SSB4|Crazy Hand}}, their damage percentage is converted to hit points and will be added to a base stamina of 150 | Crazy Orders functions similarly to ''SSB4'''s All-Star Mode, in that players only have one stock during the mode, and lose without a chance to continue should they get KO'd. However, their damage is automatically reduced by 30% of their total after each match, and in the last fight with {{SSB4|Crazy Hand}}, their damage percentage is converted to hit points and will be added to a base stamina of 150 HP for a [[Stamina]] battle. | ||
===[[Spirits (menu)|Spirits]] (''Super Smash Bros. Ultimate'')=== | ===[[Spirits (menu)|Spirits]] (''Super Smash Bros. Ultimate'')=== | ||
In [[Adventure Mode: World of Light|World of Light]] and [[Spirit Board]], players have only one stock per battle. If they lose this stock in World of Light, they are sent to the [[Continue]] screen; if they lose in Spirit Board, they are sent back to the Target List. | In [[Adventure Mode: World of Light|World of Light]] and [[Spirit Board]], players have only one stock per battle. If they lose this stock in World of Light, they are sent to the [[Continue]] screen; if they lose in Spirit Board, they are sent back to the Target List. | ||
The only exception to this rule is the | The only exception to this rule is the final level of World of Light, where players are given three stocks. Much like The Subspace Emissary, each stock represents a character of the player's choosing; if one character is KO'd, then the next character will spawn in. The final level has three sections; between each section, if the player has two or fewer stocks, then they will regain a stock for the least recent character to be KO'd. | ||
===[[Event match]]es=== | ===[[Event match]]es=== | ||
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====[[Home-Run Contest]]==== | ====[[Home-Run Contest]]==== | ||
Home-Run Contest does not use stocks, as it is impossible to | Home-Run Contest does not use stocks, as it is impossible to get KO'd in the mode. | ||
====[[Multi-Man | ====[[Multi-Man mode]]==== | ||
All versions of Multi-Man | All versions of Multi-Man Melee in ''Melee'', ''Brawl'', and ''Smash 4'' have the player use only one stock. | ||
====[[Boss Battles Mode]]==== | ====[[Boss Battles Mode]]==== | ||
Like in All-Star Mode, the player gets only one stock and it has to last the entire game. Damage still carries over between matches and gives the player Heart Containers to use in the Rest Area | Like in All-Star Mode, the player gets only one stock and it has to last the entire game. Damage still carries over between matches and gives the player Heart Containers to use in the Rest Area; but the player gets no continues if they get KO'd. | ||
====[[Target Blast]]==== | ====[[Target Blast]]==== | ||
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==In versus modes== | ==In versus modes== | ||
[[File: | [[File:StockBattleStartUltimateMiiBrawlerJigglypuff.jpg|thumb|The start of the Stock Battle on {{SSBU|Final Destination}} in ''[[Super Smash Bros. Ultimate]]'' with {{SSBU|Mii Brawler}} and {{SSBU|Jigglypuff}} having ten stocks.]] | ||
Stock is a mode that is playable in Versus mode in all five games. It can be chosen from one to ninety-nine lives. In this, the game acts as a "last man standing" game, where a player/team wins once all the other players/teams have lost all of their stocks and the announcer calls out "GAME!" ("GAME SET" in the original game, Korean and Japanese versions). When "GAME!" appears onscreen, it has a different color: blue (''Smash 64''), crimson (''Melee''), green (''Brawl'' and ''Smash 4''), and chartreuse (''Ultimate''). If a [[Match timer|time limit]] is set in addition, then the player/team who has the most stocks remaining when "TIME!" is called wins. Players tied for the most remaining stocks go to [[Sudden Death]] to break the tie. However, in most major [[tournament]]s, a Sudden Death tiebreaker is normally ignored, and in that case the player who ended with the lowest damage percentage wins, with other pre-determined tie breaking methods used if there is a tie both for stocks and damage percentage at the end of the match. As with all modes, a player who has lost all their stocks cannot participate in the match; they may only watch. However, it is possible to [[share stock]], allowing fallen teammates to take stocks from an active team member should they have at least one extra in reserve. While time mode is the default setting of the game, in tournaments and most serious matches, the mode is set to stock match due to the orderly, set fashion that it creates (though a time limit, usually of eight to ten minutes, is used to prevent a player from camping infinitely, and encourages players to approach). The standard number of stocks that are set in tournament matches are five for ''Smash 64'', four for ''Melee'', three for ''Brawl'' and originally ''Smash 4'', though it has been changed to two and still is now. The number of stocks is due to game play differences between the three games; ''Smash 64'' has many ways for players to create 0-death combos with nearly every character in the game, and ''Melee'', while not as combo-heavy as the original due to reduced hitstun and the introduction of [[directional influence]], is generally faster paced, resulting in a shorter amount of time for players in these two games to be KOed; in ''Brawl'', KOs occur more slowly due to the lack of true combos at higher percents and generally slower movement speed. In fact, the slower pace of ''Brawl'' can be so taxing on the players and spectators that some ''Brawl'' tournaments use a format for one stock, three minute matches, as a rarely seen "tiebreaker" match would normally be in other formats. | |||
Stock is a mode that is playable in Versus mode in | |||
The standard number of stocks that are set in tournament matches are | |||
In the Smash community, there are terms used to describe the margin of victory a player wins by. The term "X-stocked the opponent" is used to describe the number of stocks a winner ended a match with, where X is the number of stocks the winning player has. For example, a two-stock victory means that the victor defeated their opponent with two stocks remaining at the end of a match. Sometimes the term is applied over multiple matches, such as "8 stock" referring to two consecutive four-stock matches. | In the Smash community, there are terms used to describe the margin of victory a player wins by. The term "X-stocked the opponent" is used to describe the number of stocks a winner ended a match with, where X is the number of stocks the winning player has. For example, a two-stock victory means that the victor defeated their opponent with two stocks remaining at the end of a match. Sometimes the term is applied over multiple matches, such as "8 stock" referring to two consecutive four-stock matches. | ||
===JV=== | ===JV=== | ||
The term "JV" refers to winning with a fresh stock with zero opponent-inflicted damage; for example, a "JV two-stock" means the victor defeated their opponent with one stock remaining and not having been damaged by the opponent in any way, referencing that the winner was only one hit away from a two-stock. This is often used for varying levels of bragging rights for skill. For example, (JV) three-stocking an opponent shows a greater difference of skill than if the player "merely" two-stocked them. Furthermore, a "JV | The term "JV" refers to winning with a fresh stock with zero opponent-inflicted damage (not including damage from Fox's gun); for example, a "JV two-stock" means the victor defeated their opponent with one stock remaining and not having been damaged by the opponent in any way, referencing that the winner was only one hit away from a two-stock. This is often used for varying levels of bragging rights for skill. For example, (JV) three-stocking an opponent shows a greater difference of skill than if the player "merely" two-stocked them. Furthermore, a "JV five/four-stock" (winning with all four/three stocks remaining without taking any damage in ''Melee'' and ''Brawl'', respectively) is considered a [[wikipedia:Perfect game (disambiguation)|perfect game]], and successfully performing one shows an extreme difference in skill level or incredible ability of the winner to perfectly read the loser's actions, as the loser failed to land even a single hit on the opponent. The term "JV" was coined by and named after {{sm|Jv3x3}} and was popularized by {{sm|Ken}}, who would often yell the phrase at tournaments, such as [[Super Champ Combo]]. | ||
A variation of "JV" is the "Freshman", where a player wins with 40% damage or less on their current stock. For example, if a player has three stocks remaining, but has 30% damage on their character, it is considered a "Freshman four-stock". | A variation of "JV" is the "Freshman", where a player wins with 40% damage or less on their current stock. For example, if a player has three stocks remaining, but has 30% damage on their character, it is considered a "Freshman four-stock". | ||
==Trivia== | ==Trivia== | ||
*In ''Ultimate'', there's a glitch in which [[Announcer|the announcer]] does not address each player by their respective number when they lose their last stock in a match where a player slot is skipped. For example, in a 3-player Smash involving players 2, 3 and 4, if Player 2 gets defeated, the announcer says "Player 1, Defeated!" despite no human players currently being Player 1 [https://youtu.be/wRnyTyZ-tHU?t=135]. | |||
*In ''Ultimate'', there | |||
{{SSBMenus}} | {{SSBMenus}} |