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{{ArticleIcons|brawl=y|ssb4=y|ultimate=y|fa=y}}
{{ArticleIcons|brawl=y|ssb4=y|ultimate=y|fa=y}}
{{cquote|The basic gist of it? I suppose you could say it’s kind of like a powerful and personalized [[hammer]]. (Or maybe not...)|cite=[[Masahiro Sakurai]], [http://www.smashbros.com/wii/en_us/howto/basic/basic02.html Smash Bros. DOJO!!]}}
{{cquote|The basic gist of it? I suppose you could say it’s kind of like a powerful and personalized {{b|hammer|item}}. (Or maybe not...)|cite=[[Masahiro Sakurai]], [http://www.smashbros.com/wii/en_us/howto/basic/basic02.html Smash Bros. DOJO!!]}}
[[File:Mario Finale SSB4 WiiU.jpeg|thumb|300px|[[Mario Finale]], [[Mario]]'s Final Smash.]]
[[File:Mario Finale SSB4 WiiU.jpeg|thumb|300px|[[Mario Finale]], [[Mario]]'s Final Smash.]]
A '''Final Smash''' ({{ja|最後の切りふだ|Saigo no Kirifuda}}, ''Last Trump Card'') is a type of last resort attack introduced in ''[[Super Smash Bros. Brawl]]'', and a fighter's equivalent to a super move in other fighting games.
A '''Final Smash''' ({{ja|最後の切りふだ|Saigo no Kirifuda}}, ''Last Trump Card'') is a type of last resort attack introduced in ''[[Super Smash Bros. Brawl]]'', and a fighter's equivalent to a super move in other fighting games.


==Overview==
==Overview==
[[File:Sephiroth Final Smash SSBU.gif|thumb|300px|[[Supernova]] is an example of a cutscene Final Smash.]]
Final Smashes tend to be incredibly powerful attacks, often leaving the user [[invincible]] for the move's duration (the periods vary from character to character, but always apply upon startup/execution), and are generally [[unblockable attack|unblockable]]. If properly executed, they usually have the capacity to [[KO]] at least one opponent. Final Smashes performed correctly will give the player a great advantage, and may help to catch up to others or cement a commanding lead. Many Final Smashes also temporarily slow down stage elements, such as platform movements and motions in the background. However, in many cases, [[stage hazard]]s' hitboxes remain active while a non-cutscene Final Smash is in effect, making them exploitable for gaining additional damage.<ref>https://www.youtube.com/watch?v=MRJOu-_qAH8</ref>
Final Smashes tend to be incredibly powerful attacks, often leaving the user [[invincible]] for the move's duration (the periods vary from character to character, but always apply upon startup/execution), and are generally [[unblockable attack|unblockable]]. If properly executed, they usually have the capacity to [[KO]] at least one opponent. Final Smashes performed correctly will give the player a great advantage, and may help to catch up to others or cement a commanding lead. Many Final Smashes also temporarily slow down stage elements, such as platform movements and motions in the background. However, in many cases, [[stage hazard]]s' hitboxes remain active while a non-cutscene Final Smash is in effect, making them exploitable for gaining additional damage.<ref>https://www.youtube.com/watch?v=MRJOu-_qAH8</ref>


To perform a Final Smash, a player must first either destroy a [[Smash Ball]], fill the [[Final Smash Meter]] in ''[[Super Smash Bros. Ultimate]]'' (although then the Final Smash will be weaker), be given the ability by [[Victini]] or fall sufficiently far behind in a match that they are given a "Pity Final Smash" upon respawning. Once any of these happen, the screen will darken, the player's [[character]] will be engulfed in a multi-colored aura and their eyes will glow a bright yellow; officially refered to as '''Standby Mode''', the character's [[neutral special move]] is effectively replaced with a single use of their Final Smash.
To perform a Final Smash, a player must first either destroy a [[Smash Ball]], fill the [[Final Smash Meter]] in ''[[Super Smash Bros. Ultimate]]'' (although then the Final Smash will be weaker), be given the ability by [[Victini]] or fall sufficiently far behind in a match that they are given a "Pity Final Smash" upon respawning. Once any of these happen, the screen will darken, the player's [[character]] will be engulfed in a multi-colored aura and their eyes will glow a bright yellow; officially referred to as '''Standby Mode''', the character's [[neutral special move]] is effectively replaced with a single use of their Final Smash.


In ''[[Brawl]]'', the majority of Final Smashes are powerful enough that they have the potential to KO incredibly early or even [[one-hit KO]] if used properly. In ''[[SSB4]]'', Final Smashes were universally made much weaker, many of them no longer being able to KO opponents at low percentages. [[#Changes in Ultimate|In]] ''[[Ultimate]]'', they have been slightly nerfed overall once again. If a player doesn't use their Final Smash in about 20 seconds, the effect will expire. Final Smashes have also been tweaked to be less disruptive to the gameplay.
In ''[[Brawl]]'', the majority of Final Smashes are powerful enough that they have the potential to KO incredibly early or even [[one-hit KO]] if used properly. In ''[[SSB4]]'', Final Smashes were universally made much weaker, many of them no longer being able to KO opponents at low percentages. [[#Changes in Ultimate|In]] ''[[Ultimate]]'', they have been slightly nerfed overall once again. If a player doesn't use a Final Smash granted by the Final Smash Meter in about 20 seconds, the effect will expire. Final Smashes have also been tweaked to be less disruptive to the gameplay.


{{SSB4|Bayonetta}}'s [[Infernal Climax]] in ''SSB4'' became the first Final Smash with the potential to [[Instant KO|instantly KO]] trapped opponents. In ''Ultimate'', several Final Smashes have this property.
{{SSB4|Bayonetta}}'s [[Infernal Climax]] in ''SSB4'' became the first Final Smash with the potential to [[Instant KO|instantly KO]] trapped opponents. In ''Ultimate'', several Final Smashes have this property.
[[File:Hero Final Smash SSBU.gif|thumb|[[Gigaslash]] is an example of a cutscene Final Smash.]]


Most Final Smashes cause the camera to temporarily zoom in on the user when activated, though there are some situations where this does not occur, such as with Pac-Man's Final Smash, [[Super Pac-Man]]. In {{forwiiu}}, through a currently unconfirmed nature, there are some cases where Final Smashes that normally zoom in don't zoom in at all. In ''Ultimate'', there are two types of zooms: activating after breaking the Smash Ball will have a closeup on the user from a different angle, and activating from a Final Smash Meter will have a standard zoom similar to ''Brawl'' and ''SSB4''.
Most Final Smashes cause the camera to temporarily zoom in on the user when activated, though there are some situations where this does not occur, such as with Pac-Man's Final Smash, [[Super Pac-Man]]. In {{forwiiu}}, through a currently unconfirmed nature, there are some cases where Final Smashes that normally zoom in don't zoom in at all. In ''Ultimate'', there are two types of zooms: activating after breaking the Smash Ball will have a closeup on the user from a different angle, and activating from a Final Smash Meter will have a standard zoom similar to ''Brawl'' and ''SSB4''.
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While every player can be in standby mode simultaneously, only one Smash Ball or Final Smash can be present onscreen at any given time. When a Final Smash is active, all other players temporarily exit standby mode and regain it upon conclusion. When most Final Smashes are performed in the air, upon ending the move, the character gains a slight boost in height and regains their spent midair jumps, usually preventing a self-destruct.
While every player can be in standby mode simultaneously, only one Smash Ball or Final Smash can be present onscreen at any given time. When a Final Smash is active, all other players temporarily exit standby mode and regain it upon conclusion. When most Final Smashes are performed in the air, upon ending the move, the character gains a slight boost in height and regains their spent midair jumps, usually preventing a self-destruct.


Final Smashes are affected by [[Rage]] and [[Stale-Move Negation]] (and therefore will usually gain a freshness bonus), but are not affected by stat changes from equipment or Mii Fighter sizes.
Final Smashes are affected by [[Rage]] and [[Stale-Move Negation]] (and therefore will usually gain a freshness bonus) along with [[spirit]]s, but are not affected by stat changes from equipment or Mii Fighter sizes.


==Prior to ''Brawl''==
==Prior to ''Brawl''==
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==Pity Final Smash==
==Pity Final Smash==
[[File:Pity.jpg|right|thumb| Link with a Pity Final Smash.]]
[[File:Pity.jpg|thumb| Link with a Pity Final Smash.]]
A '''Pity Final Smash''' ('''Easy Final Smash''' in ''[[SSB4]]'' and ''[[Ultimate]]'') randomly occurs when any player is KO'd and is 5 points behind the current leader. Also, in ''SSB4'', at least 6 KOs between all players must be landed for any player to acquire one. This player respawns with the ability to perform a Final Smash. This Final Smash cannot be dropped by the player.
A '''Pity Final Smash''' ('''Easy Final Smash''' in ''[[SSB4]]'' and ''[[Ultimate]]'') randomly occurs when any player is KO'd and is 5 points behind the current leader. Also, in ''SSB4'', at least 6 KOs between all players must be landed for any player to acquire one. This player respawns with the ability to perform a Final Smash. This Final Smash cannot be dropped by the player.


In a 2-player [[time]]d match in ''[[Brawl]]'', since the points differ by two for each kill, it is possible to go from a lead of 4 points to 6 without triggering the Pity Final Smash condition (which is to be exactly 5 points behind). If a player SD's, and consequently loses only one point, then a Pity Final Smash is possible.
In a 2-player [[time]]d match in ''[[Brawl]]'', since the points differ by two for each kill, it is possible to go from a lead of 4 points to 6 without triggering the Pity Final Smash condition (which is to be exactly 5 points behind). If a player SD's, and consequently loses only one point, then a Pity Final Smash is possible.


Pity/Easy Final Smashes cannot occur while a [[Smash Ball]] is present on the battlefield, even when the requirements are met. In ''Brawl'', Pity Final Smashes can be disabled only by turning the Smash Ball off; simply setting the overall [[item]] frequency to "None" does not prevent players from getting them if Smash Balls are still turned on. In ''SSB4'', either method will prevent Easy Final Smashes. Additionally, they cannot occur in 2 player matches, for AI players, or by a player SD'ing.
Pity/Easy Final Smashes cannot occur while a [[Smash Ball]] is present on the battlefield, even when the requirements are met. In ''Brawl'', Pity Final Smashes can be disabled only by turning the Smash Ball off; simply setting the overall [[item]] frequency to "None" does not prevent players from getting them. In ''SSB4'', either method will prevent Easy Final Smashes. Additionally, they cannot occur in 2 player matches, for AI players, or by a player SD'ing.


==Changes in ''[[Ultimate]]''==
==Changes in ''[[Ultimate]]''==
[[File:fs_meter.png|thumb|Mario's FS Meter, which is currently at the max gauge.]]
[[File:fs_meter.png|thumb|Mario's FS Meter, which is currently at the max gauge.]]
[[File:SSBU-Lucas vs Zelda vs Samus Aran vs Marth.PNG|left|thumb|250px|Lucas, Zelda, Samus, and Marth playing with the FS meter enabled.]]
Sakurai stated in a Nintendo Direct that every Final Smash would be standardized to be simple and straight to the point. As a result, Final Smashes were made universally faster in ''Super Smash Bros. Ultimate'', removing most player-controlled ones; the KO potential of Final Smashes has also been reduced. Because of the universal speed increase and control removal applied to Final Smashes, many Final Smashes such as Bowser's Giga Bowser, Wario's Wario-Man, and Little Mac's Giga Mac had their functionality changed significantly (they no longer use their full moveset transformation Final Smash; it is instead a single hit that quickly returns to regular gameplay). Others such as Fox and Falco's Landmaster and Donkey Kong's Konga Beat, have been completely replaced. The [[Final Smash Meter]] (FS Meter) is also introduced, which is a toggle feature in the [[rules]] that allows players to gain a weaker form of their Final Smash by filling up their gauge during battle. However, while multiple meters can be full at once, only one Final Smash can be performed at a time. All other FS Meters are disabled while a Final Smash is active, then re-enabled once it concludes. As of update version 4.0.0, players can hold onto a full FS Meter for up to 20 seconds before losing it and starting over. In addition, when [[Victini]] appears, it will give the fighter who summoned it access to their Final Smash without filling up their meter.
Sakurai stated in a Nintendo Direct that every Final Smash would be standardized to be simple and straight to the point. As a result, Final Smashes were made universally faster in ''Super Smash Bros. Ultimate'', removing most player-controlled ones; the KO potential of Final Smashes has also been reduced. Because of the universal speed increase and control removal applied to Final Smashes, many Final Smashes such as Bowser's Giga Bowser, Wario's Wario-Man, and Little Mac's Giga Mac had their functionality changed significantly (they no longer use their full moveset transformation Final Smash; it is instead a single hit that quickly returns to regular gameplay). Others such as Fox and Falco's Landmaster and Donkey Kong's Konga Beat, have been completely replaced. The [[Final Smash Meter]] (FS Meter) is also introduced, which is a toggle feature in the [[rules]] that allows players to gain a weaker form of their Final Smash by filling up their gauge during battle. However, while multiple meters can be full at once, only one Final Smash can be performed at a time. All other FS Meters are disabled while a Final Smash is active, then re-enabled once it concludes. As of update version 4.0.0, players can hold onto a full FS Meter for up to 20 seconds before losing it and starting over. In addition, when [[Victini]] appears, it will give the fighter who summoned it access to their Final Smash without filling up their meter.


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|style="text-align:left"|[[Bayonetta]]
|style="text-align:left"|[[Bayonetta]]
|style="background-color:#d0d0d0"|
|style="background-color:#d0d0d0"|
|colspan=2|[[Infernal Climax]]
|colspan=2|[[Infernal Climax]]<ref name="instant ko" group="fs">These Final Smashes [[Instant KO|instantly KO]] opponents above a certain percentage.</ref>
|-
|-


|style="text-align:left"|[[Bowser]]
|style="text-align:left"|[[Bowser]]
|colspan=2|{{b|Giga Bowser|Final Smash}}
|colspan=2|{{b|Giga Bowser|Final Smash}}
|[[Giga Bowser Punch]]
|[[Giga Bowser Punch]]<ref name="instant ko" group="fs" />
|-
|-


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|style="background-color:#d0d0d0"|
|style="background-color:#d0d0d0"|
|[[Omnislash]]
|[[Omnislash]]
|[[Omnislash / Omnislash Ver. 5]]<ref group="fs">Omnislash Ver. 5 was added in [[List of updates (SSBU)#10.1.0|Version 10.1.0]] to Cloud's ''Advent Children'' costumes. Functions identically to Omnislash.</ref>
|[[Omnislash / Omnislash Ver. 5]]<ref group="fs">Omnislash Ver. 5 was added in [[List of updates (SSBU)#10.1.0|Version 10.1.0]] to Cloud's ''Advent Children'' costumes. Functions almost identically to Omnislash.</ref>
|-
|-


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|style="text-align:left"|[[Joker]]
|style="text-align:left"|[[Joker]]
|colspan=2 style="background-color:#d0d0d0"|
|colspan=2 style="background-color:#d0d0d0"|
|[[All-Out Attack]]
|[[All-Out Attack]]<ref name="instant ko" group="fs" />
|-
|-


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|style="text-align:left"|[[Mr. Game & Watch]]
|style="text-align:left"|[[Mr. Game & Watch]]
|colspan=3|[[Octopus]]
|colspan=3|[[Octopus]] <ref name="ultimate overhaul" group="fs" />
|-
|-


|style="text-align:left"|[[Mythra]]
|style="text-align:left"|[[Mythra]]
|colspan=2 style="background-color:#d0d0d0"|
|colspan=2 style="background-color:#d0d0d0"|
|[[Sacred Arrow]]
|[[Sacred Arrow]]<ref name="aegis" group="fs" />
|-
|-


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|style="text-align:left"|[[Pyra]]
|style="text-align:left"|[[Pyra]]
|colspan=2 style="background-color:#d0d0d0"|
|colspan=2 style="background-color:#d0d0d0"|
|[[Burning Sword]]
|[[Burning Sword]]<ref name="aegis" group="fs">These Final Smashes have opposing traits against their trapped opponents, depending on the current Aegis active:
*Pyra
**Damage {{nerf|}}
**Knockback {{buff|}}
*Mythra
**Damage {{buff|}}
**Knockback {{nerf|}}</ref>
|-
|-


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|style="text-align:left"|[[Ridley]]
|style="text-align:left"|[[Ridley]]
|colspan=2 style="background-color:#d0d0d0"|
|colspan=2 style="background-color:#d0d0d0"|
|[[Plasma Scream]]
|[[Plasma Scream]]<ref name="instant ko" group="fs" />
|-
|-


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|style="text-align:left"|[[Sora]]
|style="text-align:left"|[[Sora]]
|colspan=2 style="background-color:#d0d0d0"|
|colspan=2 style="background-color:#d0d0d0"|
|[[Sealing the Keyhole]]
|[[Sealing the Keyhole]]<ref name="instant ko" group="fs" />
|-
|-


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|style="text-align:left"|[[Zelda]]
|style="text-align:left"|[[Zelda]]
|colspan=2|[[Light Arrow]]
|colspan=2|[[Light Arrow]]
|[[Triforce of Wisdom]]
|[[Triforce of Wisdom]]<ref name="instant ko" group="fs" />
|-
|-


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==In competitive play==
==In competitive play==
In [[tournament]]s, all items, including Smash Balls, are turned to "none" and "off," respectively, meaning that Final Smashes do not appear in tournaments. While there has been some dispute in the past whether Smash Balls solely of all items should be allowed, due to Final Smashes resembling the "super move" concept of more traditional fighting games, the general consensus is that they are detrimental to competitive play for several reasons:
In [[tournament]]s, all items, including Smash Balls, are turned off, meaning that Final Smashes do not appear in tournaments. While there has been some debate in the past whether Smash Balls should be the only item allowed, due to Final Smashes resembling the "super move" concept of more traditional fighting games, the general consensus is that they are detrimental to competitive play for several reasons:


*Final Smashes behave very differently from the typical "super moves" of other fighting games: they are not built up through any controllable means while a match plays out (such as dealing or taking damage) and are instead acquired through breaking a completely separate and randomly spawning "super move item" that flies around the stage in an unpredictable pattern. Such properties can lead to a player gaining a large advantage from just being in the right place at the right time.  
* Smash Balls spawn randomly and can move around the stage in an unpredictable pattern, potentially giving a random player a large advantage from just being in the right place at the right time. Characters on Final Smash standby can also randomly drop it from any hit that deals hitstun.
**Only one player is allowed to be on standby at any given time, thus precluding any potential immediate counters with Final Smashes and forcing the opponent to wait for the next Smash Ball to spawn.
** Characters with high mobility and range have their strengths exaggerated even more by Smash Balls, as they are better at pursuing and obtaining them; for example, it is unlikely that a {{SSB4|Little Mac}} player fighting a {{SSB4|Jigglypuff}} player on an [[Ω form]] stage can break the Smash Ball before their opponent gets to it unless it happens to spawn or float close to the ground.
**The frequent appearance of Smash Balls, which is not affected by what the item frequency is set to, heavily centralizes the match on "getting the Smash Ball" rather than outplaying the opponent.
** ''Brawl'' also has the issue where a Final Smash may take an invisible and unpredictable amount of time to load from disc, causing a player to potentially use a neutral special move for no apparent reason and giving the opponent a free opportunity to counter.
**Characters with high mobility and range are better at pursuing and obtaining the Smash Ball than others; it is unlikely, for instance, that a {{SSB4|Little Mac}} player fighting a {{SSB4|Jigglypuff}} player on an [[Ω form]] stage can break the Smash Ball before their opponent gets to it unless it happens to spawn or float close to the ground.
* The Final Smash Meter introduced in ''Ultimate'' removes the above randomness issues, but introduces issues of its own:
**When a character has a Final Smash, they can randomly drop it from any hit that deals hitstun, introducing yet another significant random element to them.
** The meter charges passively over time, giving an incentive for players to stall.
**In ''SSB4'', spawn times for Smash Balls can vary wildly, ranging from a few seconds to a few minutes, further increasing their randomness.
** The meter also charges more from taking damage than dealing damage, making it difficult to prevent the opponent from obtaining one as a form of counterplay.
**In ''Ultimate'', Smash Balls can spawn with the physics of a [[Soccer Ball]]. While this slightly counters the random flight, the fact that it does not always occur and the item can still spawn anywhere on the map only increases the luck factor.
** Prior to the v4.0.0 update, a player on Final Smash standby who is even slightly ahead would be incentivized to stall and evade their opponent, as the Final Smash could not be dropped and any attempt by the opponent to approach would be instantly punished with the Final Smash. As of the 4.0.0 update, a charged FS Meter now has a time limit of 20 seconds.
*Most Final Smashes are considered to have disproportionate power; simply using one competently will result in massive damage if not a clean KO of the opponent, easily accomplishing what could take far more effort for the opponent to match. In addition to this, not all Final Smashes are guaranteed to be reliable at KOing opponents, as some operate as a stage-wide nuisance and have more difficulty KOing opponents. This is most prominent in ''Brawl''; some polarized examples include:
* Several Final Smashes are disproportionately powerful; were Final Smashes to be allowed, certain characters would become overcentralizing picks due to their Final Smash alone.
**{{SSBB|Sonic}}'s Final Smash deals very high damage and knockback, and his immense movement speed makes it virtually impossible to avoid for long, while its long duration also makes it possible for Sonic to KO the same opponent twice in a single Final Smash usage. {{SSBB|Falco}}'s [[Landmaster]] is similar in being a virtually impossible to avoid Final Smash that lasts long enough to KO the same opponent twice, and can additionally fly opponents off the top blastzone to KO them at 0%.
** In ''Brawl'', {{SSBB|Sonic}}'s Final Smash deals very high damage and knockback, and his immense movement speed makes it virtually impossible to avoid for long, while its long duration also makes it possible for Sonic to KO the same opponent twice in a single Final Smash usage.
**{{SSBB|Zero Suit Samus}}'s Final Smash is very ineffective due to its small area-of-effect and low power, and it forces her to turn into the less viable {{SSBB|Samus}} when the Final Smash finishes, which the player will also not be able to reverse unless they acquire another Smash Ball or a difficult [[Smash Taunt]] that will leave them vulnerable.
*** Conversely, in ''Brawl'', {{SSBB|Zero Suit Samus}}'s Final Smash is very weak due to its small area-of-effect and low power, and it forces her to turn into the less viable {{SSBB|Samus}} when the Final Smash finishes, which the player will also not be able to reverse unless they acquire another Smash Ball or perform a difficult [[Smash Taunt]] that will leave them vulnerable.
**{{SSBB|Peach}}'s Final Smash doesn't KO opponents at all, it instead puts nearby opponents to sleep and spawns numerous healing items, and it additionally has no effect on airborne opponents, making it very easy to avoid its effect.
** In ''Ultimate'', [[Peach Blossom]] and [[Triforce of Wisdom]] affect essentially the entire area of any [[tournament legal]] stage, allowing them to be activated instantly from anywhere with no setup, and have effects that nearly guarantee a KO regardless of counterplay.
*In ''Brawl'', the loading time required before a Final Smash actually becomes available to a character is somewhat random and invisible to players, so one may end up using a neutral special for no apparent reason and possibly providing the opponent a free opportunity to counter.
** Compared to other chargeable attacks such as [[Wario Waft]], [[KO Uppercut]], or [[Finishing Touch]], as well as similar super move mechanics in other fighting games, Final Smashes are [[unblockable]], make the user fully [[intangible]], and have no associated high-risk downside.


Because items are turned to off and none and tournament rules generally specify lower stock than what is required to trigger them, Pity Final Smashes also do not appear in tournaments. The common argument for including them is that, as Pity Final Smashes do not appear at random, one can reap the benefits of a Final Smash without relying on luck, allowing players in a heavy losing position to stage an easy yet effective comeback. However, this can only happen in a match of at least 6 stocks, which is considered to be far too high for tournaments as it drastically increases playtime, and competitive players generally consider an element designed solely to aid a worse-performing player to be anti-competitive. In ''SSB4'', as they cannot occur in a 1v1 setting, in which most competitive matches take place, it can be said that Smash Balls must be disabled solely due to Easy Smashes having the capacity to occur in a doubles match but not a singles match.
Pity Final Smashes also do not appear in competitive play, due to requiring a match with a minimum of 6 stocks, which is considered far too high for timely tournament progression. As such, Final Smashes of any form remain universally banned in competitive play.


''Super Smash Bros. Ultimate'' seems to address a number of these issues:
==Glitches==
*The Final Smash Meter eliminates the need for luck to obtain Final Smashes, and Final Smashes earned by the FS Meter are weaker than those obtained from a Smash Ball.
===Regenerating terrain glitch===
**This brings them more in line with other controllable one-use, high-risk attacks such as [[Wario Waft]], [[KO Uppercut]], and [[Limit Charge|Limit Breaks]].
{{Main|Regenerating terrain glitch}}
**With this mechanic, players in a 1v1 match can once again obtain a Final Smash without turning on the Smash Ball or having to break one. In addition, it is no longer necessary to set the stock count high and worry about Easy Final Smashes.
[[File:Jigglypuff glitch.png|thumb|Jigglypuff retaining its [[Puff Up]]-induced size, the most well-known version of the glitch.]]
**While only one player can use a Final Smash at a time, any number of players can be on standby at once assuming their FS Meter is full.
The Regenerating terrain glitch is a [[glitch]] in ''[[Super Smash Bros. Brawl]]'' that causes certain [[Final Smashes]] to stay in their activated state, if the character begins their Final Smash inside a piece of terrain that regenerates and interrupts the activation.
**As of the 4.0.0 update, the Final Smash Meter now has a time limit of 20 seconds, which means the player cannot remain on standby for as long as they want to.
*Controllable transformation Final Smashes have been removed entirely, reducing the gap in effectiveness between Final Smashes.
 
Despite all the aforementioned restrictions set within ''Ultimate'''s configurations, Final Smashes continue to be plagued by many of the same complications that were of concern in the past:
*The gap in ineffectiveness has been reduced, but is still quite large: [[Octopus]] and [[Puff Up]] are considered to be overpowered and underpowered respectively.
*Even with the nerf in power, Final Smashes obtained by FS meter are still very powerful, typically KOing around 50% or less.
*While the FS meter allows them to be charged up and thus predictably obtained, the meter charging from taking damage and passively overtime eliminates the possibility of counterplay via preventing the opponent from obtaining their Final Smash. The fact that Final Smashes makes the user fully [[intangible]], are [[unblockable]], and generally have massive [[hitbox]]es, makes them disproportionately powerful compared to other "super attacks".
**This is especially problematic with large-scale Final Smashes like [[Peach Blossom]] and [[Triforce of Wisdom]], which are practically unavoidable on [[tournament legal]] stages due to their massive area of effect.
**This also makes Final Smashes that can be activated instantly and be effective without any setup like the aforementioned two and [[Infernal Climax]] have virtually no counterplay, as the opponent cannot be prevented from getting their Final Smash, and the player can do nothing to avoid getting KO'd by the Final Smashes.
**Once a player fills their FS Meter, they can only lose their Final Smash by being KO'd or 20 seconds passing without using it, which while this eliminates the randomness with any hit being able to randomly make a player drop their Final Smash when it's obtained via Smash Ball, it farther limits counterplay against all Final Smashes.
**The FS meter charges much more quickly by taking damage and can only be depleted on the use or by being KO'd during standby, which primarily assists the worse-performing player in a similar fashion to Easy Final Smashes. Furthermore, players who are at a stock disadvantage lose less meter than those who are in the lead.  


As such, Final Smashes of any form remain universally banned in competitive play.


==Glitches==
{{clrl}}
===Eyeball glitch===
===Eyeball glitch===
{{ImageCaption
{{ImageCaption
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In ''SSB4'', [https://www.youtube.com/watch?v=TjlkUNUzdBw a glitch can occur affecting the eyeballs of multiple characters], most notably Jigglypuff, as a result of an oversight in the coding of the graphical effects of characters eyeballs during Final Smashes. When breaking the Smash Ball with a move that causes a character's eyeballs to point in a certain direction, upon finishing their Final Smash, said fighter's eyeballs will be locked in this same position until a move or action is performed that also causes the fighter to look in a direction. This occurs because a fighter's eyeballs are temporarily replaced with yellow eyeballs when they break a Smash Ball, at which point their regular eyeballs are stored exactly as they were just before their eyeball model was replaced. In some extreme cases, this glitch can even be carried over into victory animations, such as one of Jigglypuff's victory animations.
In ''SSB4'', [https://www.youtube.com/watch?v=TjlkUNUzdBw a glitch can occur affecting the eyeballs of multiple characters], most notably Jigglypuff, as a result of an oversight in the coding of the graphical effects of characters eyeballs during Final Smashes. When breaking the Smash Ball with a move that causes a character's eyeballs to point in a certain direction, upon finishing their Final Smash, said fighter's eyeballs will be locked in this same position until a move or action is performed that also causes the fighter to look in a direction. This occurs because a fighter's eyeballs are temporarily replaced with yellow eyeballs when they break a Smash Ball, at which point their regular eyeballs are stored exactly as they were just before their eyeball model was replaced. In some extreme cases, this glitch can even be carried over into victory animations, such as one of Jigglypuff's victory animations.
===Undead glitch===
===Undead glitch===
{{Main|Undead glitch}}
There was a glitch that existed in ''Brawl'' and ''SSB4'' that allowed {{b|Giga Bowser|Final Smash}}, [[Wario-Man]], [[Giga Mac]], [[Mega Charizard X]], or [[Mega Lucario]] to survive after being defeated in [[Stamina Mode]]. When this occurs, if the transformed character's HP is depleted, their [[hit points|stamina]] gets reduced to 0 HP (zero hit points) and their transformations are undone. Then they are able to continue to fight; despite having "0 HP" displayed.
There was a glitch that existed in ''Brawl'' and ''SSB4'' that allowed {{b|Giga Bowser|Final Smash}}, [[Wario-Man]], [[Giga Mac]], [[Mega Charizard X]], or [[Mega Lucario]] to survive after being defeated in [[Stamina Mode]]. When this occurs, if the transformed character's HP is depleted, their [[hit points|stamina]] gets reduced to 0 HP (zero hit points) and their transformations are undone. Then they are able to continue to fight; despite having "0 HP" displayed.
==''Super Smash Bros. for Wii U'' digital manual description==
==''Super Smash Bros. for Wii U'' digital manual description==
''"Break a Smash Ball and then press {{Button|Wii U|B|s=25px}} to unleash your character's unique Final Smash."''
''"Break a Smash Ball and then press {{Button|Wii U|B|s=25px}} to unleash your character's unique Final Smash."''
==Names in other languages==
{{langtable
|ja={{ja|最後の切りふだ|Saigo no Kirifuda}}, ''Last Trump Card''
|en=Final Smash
|fr=Smash final
|es=Smash Final
|de=Ultra-Smash
|it=Smash finale
|nl=Ultieme smash
|ru={{rollover|Финальный смеш|Final'nyy smesh|?}}
|ko={{rollover|마지막 비장의 무기|majimag bijang-ui mugi|?}}, '' Final Ace in the Hole''<ref>[https://hinative.com/questions/12257716]</ref>
|zh_cn={{rollover|最终绝招|Zuizhōng juézhāo|?}}
|zh_tw={{rollover|最後的絕招|Zuihòu de juézhāo|?}}
}}
==Gallery==
<gallery>
Link Final Smash SSBB.gif|[[Triforce Slash]].
Samus Final Smash SSBU.gif|[[Zero Laser]].
Sheik Final Smash SSBU.gif|[[Sheikah Dance]].
Snake's Final Smash Brawl.gif|[[Grenade Launcher]].
AC Cloud Final Smash SSBU.gif|[[Omnislash Ver. 5]].
Incineroar Final Smash SSBU.gif|[[Max Malicious Moonsault]].
Joker Final Smash SSBU.gif|[[All-Out Attack]].
Mythra Final Smash SSBU.gif|[[Sacred Arrow]].
</gallery>


==Trivia==
==Trivia==
*Many Final Smash trophies credit their origin solely to ''Brawl'' in that game, or no credit at all is given in ''for Wii U'', despite many Final Smashes (e.g. [[Light Arrow]], [[Giga Mac]], [[Wario-Man]], [[Landmaster]]) being based on abilities from a character's respective series.
*Many Final Smash trophies credit their origin solely to ''Brawl'' in that game, or no credit at all is given in ''for Wii U'', despite many Final Smashes (e.g. [[Light Arrow]], [[Giga Mac]], [[Wario-Man]], [[Landmaster]]) being based on abilities from a character's respective series.
**In fact, the only one not to do so is [[Super Sonic]], which lists ''Sonic the Hedgehog 2'' (the game in which the transformation debuted in the {{uv|Sonic the Hedgehog}} series) as its other game in ''Brawl'', though it (like the rest of the Final Smash trophies) gives no game of origin in ''for Wii U''.
**In fact, the only one not to do so is [[Super Sonic]], which lists ''Sonic the Hedgehog 2'', the game in which the transformation debuted in the {{uv|Sonic the Hedgehog}} series, as its other game in ''Brawl'', though it gives no game of origin in ''for Wii U'' like the other Final Smash trophies in that game.
*There are five Final Smashes that can affect a team player: [[End of Day]], [[Landmaster]], [[Puff Up]], [[Iceberg]], and [[Galaxia Darkness]] (in ''Brawl'' only).
*There are five Final Smashes that can affect a team player: [[End of Day]], [[Landmaster]], [[Puff Up]], [[Iceberg]], and [[Galaxia Darkness]] (in ''Brawl'' only).
*When a character uses their Final Smash, their [[equipment]] is temporarily disabled. This is noticeable with Auto Heal and a high attack stat.
*When a character uses their Final Smash, their [[equipment]] is temporarily disabled. This is noticeable with Auto Heal and a high attack stat.
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**While [[Giga Bowser (Final Smash)|Bowser]], [[Giga Mac|Little Mac]], and [[Wario-Man|Wario]] use mirrored versions of their regular special moves as opposed to any custom versions after transforming via their Final Smash, [[Mega Lucario|Lucario]] is still able to use its custom special moves, further enhanced by the boosted Aura.
**While [[Giga Bowser (Final Smash)|Bowser]], [[Giga Mac|Little Mac]], and [[Wario-Man|Wario]] use mirrored versions of their regular special moves as opposed to any custom versions after transforming via their Final Smash, [[Mega Lucario|Lucario]] is still able to use its custom special moves, further enhanced by the boosted Aura.
*[[Ryu]] and [[Ken]] are the only fighters with two distinct Final Smashes in a single installment. [[Cloud]] also received a new Final Smash for his ''Advent Children'' costumes in version 10.1.0 in ''Ultimate'', but it is merely an aesthetic change to his default one.
*[[Ryu]] and [[Ken]] are the only fighters with two distinct Final Smashes in a single installment. [[Cloud]] also received a new Final Smash for his ''Advent Children'' costumes in version 10.1.0 in ''Ultimate'', but it is merely an aesthetic change to his default one.
*The input [[Hadoken]], Shakunetsu Hadoken, and Oosoto Mawashi Geri can still be performed while in Final Smash standby mode, making Ryu and Ken (and Kirby with either's Copy Ability) the only fighters who can use a neutral special move in standby after breaking the [[Smash Ball]], barring [[Golden Glitch|glitches]] and disc load delay.
*The input [[Hadoken]], Shakunetsu Hadoken, and Oosoto Mawashi Geri can still be performed while in Final Smash standby mode.
**[[Monado Arts]] can also be used in Final Smash standby mode, albeit only through the Art Dial by holding the special button while ending another special move. This makes Ryu, Ken, and Shulk (and Kirby with their Copy Abilities) the only fighters who can use a neutral special move in standby after breaking the [[Smash Ball]], barring [[Golden Glitch|glitches]] and disc load delay.
*[[Mega Charizard X]] and [[Mega Lucario]] are the only Final Smashes that grant super armor as well as a reduction in damage sustained while transformed.
*[[Mega Charizard X]] and [[Mega Lucario]] are the only Final Smashes that grant super armor as well as a reduction in damage sustained while transformed.
*When any Final Smash is used, if the user is completely off-screen (when the user is taking [[Hoop damage|magnifying glass damage]]), there will be no [[start-up lag]] or animation; the attack starts up immediately. [[Cool down]] time is still normal.
*When any Final Smash is used, if the user is completely off-screen (when the user is taking [[Hoop damage|magnifying glass damage]]), there will be no [[start-up lag]] or animation; the attack starts up immediately. [[Cool down]] time is still normal.
*Mario, Captain Falcon, and Jigglypuff are the only three characters in the [[Original 12]] to have kept their Final Smashes the same from ''Brawl'' in both ''Smash 4'' and ''Ultimate'' without any functionality changes.
*Mario, Captain Falcon, and Jigglypuff are the only three characters in the [[Original 12]] to have kept their Final Smashes the same from ''Brawl'' in both ''Smash 4'' and ''Ultimate'' without any functionality changes.
**Out of these three characters, Mario is the only character (in the [[Original 8]]) who had his Final Smash kept the same without any functionality changes (prior to ''Ultimate'').  
**Out of these three characters, Mario is the only character (in the [[Original 8]]) who had his Final Smash kept the same without any functionality changes (prior to ''Ultimate'').  
*[[Pit]], [[Zero Suit Samus]], [[R.O.B.]], and [[King Dedede]] are the only characters who have appeared to have a different Final Smash across every installment since Final Smashes were introduced.
*[[Pit]], [[Zero Suit Samus]], [[R.O.B.]], and [[King Dedede]] are the only characters to have a different Final Smash in every installment since their introduction, with a total of three each.
**[[Snake]] and [[Wolf]] also have different Final Smashes in all of their appearances, but only have two due to being absent from ''Smash 4''.
*[[Palutena]] and [[Chrom]] are the only characters that originally appeared as part of a fighter's Final Smash in older installments, being Pit's [[Palutena's Army]] and [[Robin]]'s [[Pair Up]], respectively, before becoming a fighter themselves in a later one. In Palutena's case, Pit's Final Smash was changed and did not include her, whereas, in Chrom's case, Robin's Final Smash was not changed and still includes Chrom. This means that original-colored Chrom can attack himself through Robin's Final Smash. Both coincidentally became playable in the game following their Final Smash cameo.
*[[Palutena]] and [[Chrom]] are the only characters that originally appeared as part of a fighter's Final Smash in older installments, being Pit's [[Palutena's Army]] and [[Robin]]'s [[Pair Up]], respectively, before becoming a fighter themselves in a later one. In Palutena's case, Pit's Final Smash was changed and did not include her, whereas, in Chrom's case, Robin's Final Smash was not changed and still includes Chrom. This means that original-colored Chrom can attack himself through Robin's Final Smash. Both coincidentally became playable in the game following their Final Smash cameo.
*{{SSBU|Chrom}}, [[Dark Pit]], and {{SSBU|Ken}} are the only Echo Fighters to have a different Final Smash from their base fighter.
*{{SSBU|Chrom}}, [[Dark Pit]], and {{SSBU|Ken}} are the only Echo Fighters to have a different Final Smash from their base fighter.
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*{{SSBU|Joker}}'s Final Smash, [[All-Out Attack]], is the only Final Smash that can cut directly to the [[results screen]].
*{{SSBU|Joker}}'s Final Smash, [[All-Out Attack]], is the only Final Smash that can cut directly to the [[results screen]].
*In ''Ultimate'', seven Final Smashes remove the damage percentage, either due to the presence of text boxes or pre-rendered cutscenes, these being [[All-Out Attack]], [[Triple Finish]], [[Team Star Fox]], [[Team Star Wolf]], [[Gigaslash]], [[House of Boom]], and [[Supernova]].
*In ''Ultimate'', seven Final Smashes remove the damage percentage, either due to the presence of text boxes or pre-rendered cutscenes, these being [[All-Out Attack]], [[Triple Finish]], [[Team Star Fox]], [[Team Star Wolf]], [[Gigaslash]], [[House of Boom]], and [[Supernova]].
** Of these, All-Out Attack, Gigaslash, House of Boom, and Supernova are the only Final Smashes to remove it for the entire duration of the move.
**Of these, All-Out Attack, Gigaslash, House of Boom, and Supernova are the only Final Smashes to remove it for the entire duration of the move.
* In ''Ultimate'', when a character uses their Final Smash and another character is in the frame during the initial shot, the other character will have a shocked expression on their face.
*In ''Ultimate'', when a character uses their Final Smash and another character is in the frame during the initial shot, the other character will have a shocked expression on their face.
* In [[Spirits (mode)|Spirit Battles]], after a puppet fighter with a permanent gold [[condition]] uses a Final Smash, they will return to normal before having the golden effect reapplied to them, playing the power-up sound and creating glowing particles just like when a fighter turns to gold when they collect 100 coins in [[Golden Plains]] or summon [[Xerneas]] from a [[Poké Ball]].
*In [[Spirits (mode)|Spirit Battles]], after a puppet fighter with a permanent gold [[condition]] uses a Final Smash, they will return to normal before having the golden effect reapplied to them, playing the power-up sound and creating glowing particles just like when a fighter turns to gold when they collect 100 coins in [[Golden Plains]] or summon [[Xerneas]] from a [[Poké Ball]].
*[[Stampede!]] (in ''Ultimate'') is the only Final Smash whose reference was from an [[opening movie]], that being ''Melee''.
*[[Stampede!]] (in ''Ultimate'') is the only Final Smash whose reference was from an [[opening movie]], that being ''Melee''.
*In ''Ultimate'', there are noticeably many characters whose Final Smash (or new Final Smash, in the case of veterans) wasn't officially announced until the game's initial release. This includes, {{SSBU|Young Link}}, {{SSBU|Meta Knight}}, {{SSBU|Diddy Kong}}, {{SSBU|Lucario}}, {{SSBU|R.O.B.}}, {{SSBU|Robin}}, {{SSBU|Daisy}}, and {{SSBU|Richter}}. While {{SSBU|Rosalina & Luma}}'s Final Smash was shown in their gameplay showcase video, it used the {{s|mariowiki|Power Star}} like in ''Smash 4'', instead of the {{s|mariowiki|Grand Star}} from the final build.
*In ''Ultimate'', there are noticeably many characters whose Final Smash (or new Final Smash, in the case of veterans) wasn't officially announced until the game's initial release. This includes, {{SSBU|Young Link}}, {{SSBU|Meta Knight}}, {{SSBU|Diddy Kong}}, {{SSBU|Lucario}}, {{SSBU|R.O.B.}}, {{SSBU|Robin}}, {{SSBU|Daisy}}, and {{SSBU|Richter}}. While {{SSBU|Rosalina & Luma}}'s Final Smash was shown in their gameplay showcase video, it used the {{s|mariowiki|Power Star}} like in ''Smash 4'', instead of the {{s|mariowiki|Grand Star}} from the final build.
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**They all belong to [[Downloadable content (SSBU)|DLC]] fighters from third-party franchises ([[Joker]], [[Hero]], [[Steve]], and [[Sephiroth]]).
**They all belong to [[Downloadable content (SSBU)|DLC]] fighters from third-party franchises ([[Joker]], [[Hero]], [[Steve]], and [[Sephiroth]]).
**The damage percentages are completely removed during these cinematics.
**The damage percentages are completely removed during these cinematics.
**If the game is played via local game and the Switch home menu is booted up, the Final Smash will still continue to play out until the end.
**If the game is played via local wireless or online and the Switch home menu is booted up, the Final Smash will still continue to play out until the end.
*Wario, Joker, {{SSBU|Steve}}, and {{SSBU|Sora}} were the only characters who break the fourth wall by facing the screen during the cinematic in ''Ultimate''.


==External links==
==External links==

Revision as of 22:20, May 19, 2024

The basic gist of it? I suppose you could say it’s kind of like a powerful and personalized hammer. (Or maybe not...)
Masahiro Sakurai, Smash Bros. DOJO!!
Mario Finale, Mario's Final Smash.

A Final Smash (最後の切りふだ, Last Trump Card) is a type of last resort attack introduced in Super Smash Bros. Brawl, and a fighter's equivalent to a super move in other fighting games.

Overview

Supernova is an example of a cutscene Final Smash.

Final Smashes tend to be incredibly powerful attacks, often leaving the user invincible for the move's duration (the periods vary from character to character, but always apply upon startup/execution), and are generally unblockable. If properly executed, they usually have the capacity to KO at least one opponent. Final Smashes performed correctly will give the player a great advantage, and may help to catch up to others or cement a commanding lead. Many Final Smashes also temporarily slow down stage elements, such as platform movements and motions in the background. However, in many cases, stage hazards' hitboxes remain active while a non-cutscene Final Smash is in effect, making them exploitable for gaining additional damage.[1]

To perform a Final Smash, a player must first either destroy a Smash Ball, fill the Final Smash Meter in Super Smash Bros. Ultimate (although then the Final Smash will be weaker), be given the ability by Victini or fall sufficiently far behind in a match that they are given a "Pity Final Smash" upon respawning. Once any of these happen, the screen will darken, the player's character will be engulfed in a multi-colored aura and their eyes will glow a bright yellow; officially referred to as Standby Mode, the character's neutral special move is effectively replaced with a single use of their Final Smash.

In Brawl, the majority of Final Smashes are powerful enough that they have the potential to KO incredibly early or even one-hit KO if used properly. In SSB4, Final Smashes were universally made much weaker, many of them no longer being able to KO opponents at low percentages. In Ultimate, they have been slightly nerfed overall once again. If a player doesn't use a Final Smash granted by the Final Smash Meter in about 20 seconds, the effect will expire. Final Smashes have also been tweaked to be less disruptive to the gameplay.

Bayonetta's Infernal Climax in SSB4 became the first Final Smash with the potential to instantly KO trapped opponents. In Ultimate, several Final Smashes have this property.

Most Final Smashes cause the camera to temporarily zoom in on the user when activated, though there are some situations where this does not occur, such as with Pac-Man's Final Smash, Super Pac-Man. In Super Smash Bros. for Wii U, through a currently unconfirmed nature, there are some cases where Final Smashes that normally zoom in don't zoom in at all. In Ultimate, there are two types of zooms: activating after breaking the Smash Ball will have a closeup on the user from a different angle, and activating from a Final Smash Meter will have a standard zoom similar to Brawl and SSB4.

While every player can be in standby mode simultaneously, only one Smash Ball or Final Smash can be present onscreen at any given time. When a Final Smash is active, all other players temporarily exit standby mode and regain it upon conclusion. When most Final Smashes are performed in the air, upon ending the move, the character gains a slight boost in height and regains their spent midair jumps, usually preventing a self-destruct.

Final Smashes are affected by Rage and Stale-Move Negation (and therefore will usually gain a freshness bonus) along with spirits, but are not affected by stat changes from equipment or Mii Fighter sizes.

Prior to Brawl

Masahiro Sakurai revealed in an interview with former Nintendo president Satoru Iwata that he intended to include Final Smashes in the original Super Smash Bros., even going as far as to record voice clips for each of them.[2] However, the Nintendo 64’s console limitations could’ve been the reason why they were scrapped and the idea wouldn’t be implemented until Brawl. Some of these voice clips, which were contained in the Super Smash Bros. debug menu, were eventually and correspondingly used in Brawl.

Pity Final Smash

Link with a Pity Final Smash.

A Pity Final Smash (Easy Final Smash in SSB4 and Ultimate) randomly occurs when any player is KO'd and is 5 points behind the current leader. Also, in SSB4, at least 6 KOs between all players must be landed for any player to acquire one. This player respawns with the ability to perform a Final Smash. This Final Smash cannot be dropped by the player.

In a 2-player timed match in Brawl, since the points differ by two for each kill, it is possible to go from a lead of 4 points to 6 without triggering the Pity Final Smash condition (which is to be exactly 5 points behind). If a player SD's, and consequently loses only one point, then a Pity Final Smash is possible.

Pity/Easy Final Smashes cannot occur while a Smash Ball is present on the battlefield, even when the requirements are met. In Brawl, Pity Final Smashes can be disabled only by turning the Smash Ball off; simply setting the overall item frequency to "None" does not prevent players from getting them. In SSB4, either method will prevent Easy Final Smashes. Additionally, they cannot occur in 2 player matches, for AI players, or by a player SD'ing.

Changes in Ultimate

Mario's FS Meter, which is currently at the max gauge.

Sakurai stated in a Nintendo Direct that every Final Smash would be standardized to be simple and straight to the point. As a result, Final Smashes were made universally faster in Super Smash Bros. Ultimate, removing most player-controlled ones; the KO potential of Final Smashes has also been reduced. Because of the universal speed increase and control removal applied to Final Smashes, many Final Smashes such as Bowser's Giga Bowser, Wario's Wario-Man, and Little Mac's Giga Mac had their functionality changed significantly (they no longer use their full moveset transformation Final Smash; it is instead a single hit that quickly returns to regular gameplay). Others such as Fox and Falco's Landmaster and Donkey Kong's Konga Beat, have been completely replaced. The Final Smash Meter (FS Meter) is also introduced, which is a toggle feature in the rules that allows players to gain a weaker form of their Final Smash by filling up their gauge during battle. However, while multiple meters can be full at once, only one Final Smash can be performed at a time. All other FS Meters are disabled while a Final Smash is active, then re-enabled once it concludes. As of update version 4.0.0, players can hold onto a full FS Meter for up to 20 seconds before losing it and starting over. In addition, when Victini appears, it will give the fighter who summoned it access to their Final Smash without filling up their meter.

During a Final Smash, the camera controls are disabled. Additionally, a close-up of the fighter's eyes will briefly appear upon activating the Final Smash (except for Mii Fighters), and the stage background will change to a solid-colored pattern while the Final Smash is in effect.

List

Fighter Super Smash Bros. Brawl Final Smash Super Smash Bros. 4 Final Smash Super Smash Bros. Ultimate Final Smash
Banjo & Kazooie The Mighty Jinjonator
Bayonetta Infernal Climax[fs 1]
Bowser Giga Bowser Giga Bowser Punch[fs 1]
Bowser Jr. Shadow Mario Paint
Byleth Progenitor God Ruptured Heaven
Captain Falcon Blue Falcon
Charizard Triple Finish (Fire Blast)[fs 2] Mega Charizard X Triple Finish (Fire Blast)[fs 2]
Chrom Awakening Aether
Cloud Omnislash Omnislash / Omnislash Ver. 5[fs 3]
Corrin Torrential Roar
Daisy Daisy Blossom
Dark Pit Dark Pit Staff
Dark Samus Phazon Laser
Diddy Kong Rocketbarrel Barrage Hyper Rocketbarrel
Donkey Kong Konga Beat Jungle Rush
Dr. Mario Doctor Finale
Duck Hunt NES Zapper Posse
Falco Landmaster Team Star Fox
Fox
Ganondorf Beast Ganon Ganon, The Demon King[fs 4]
Greninja Secret Ninja Attack
Hero Gigaslash
Ice Climbers Iceberg Iceberg
Ike Great Aether
Incineroar Max Malicious Moonsault
Inkling Killer Wail
Isabelle Dream Town Hall
Ivysaur Triple Finish (Solar Beam)[fs 2] Triple Finish (Solar Beam)[fs 2]
Jigglypuff Puff Up
Joker All-Out Attack[fs 1]
Kazuya Final Blaster
Ken Shippu Jinraikyaku / Shinryuken[fs 5]
King Dedede Waddle Dee Army Dedede Burst Dede-Rush
King K. Rool Blast-o-Matic
Kirby Cook Kirby Ultra Sword
Link Triforce Slash Ancient Bow and Arrow
Little Mac Giga Mac Giga Mac Rush
Lucario Aura Storm Mega Lucario Aura Storm
Lucas PK Starstorm[fs 6]
Lucina Critical Hit
Luigi Negative Zone Poltergust 5000 Poltergust G-00[fs 4]
Mario Mario Finale
Marth Critical Hit
Mega Man Mega Legends
Meta Knight Galaxia Darkness Darkness Illusion
Mewtwo Psystrike
Mii Brawler Omega Blitz
Mii Gunner Full Blast
Mii Swordfighter Final Edge
Min Min ARMS Rush
Mr. Game & Watch Octopus [fs 7]
Mythra Sacred Arrow[fs 8]
Ness PK Starstorm[fs 6]
Olimar End of Day
Pac-Man Super Pac-Man
Palutena Black Hole Laser
Peach Peach Blossom
Pichu Volt Tackle
Pikachu Volt Tackle[fs 7]
Piranha Plant Petey Piranha
Pit Palutena's Army Three Sacred Treasures Lightning Chariot
Pokémon Trainer Triple Finish Triple Finish
Pyra Burning Sword[fs 8]
Richter Grand Cross
Ridley Plasma Scream[fs 1]
R.O.B. Diffusion Beam Super Diffusion Beam Guided Robo Beam
Robin Pair Up
Rosalina & Luma Power Star Grand Star[fs 4]
Roy Critical Hit
Ryu Shin Shoryuken / Shinku Hadoken[fs 5]
Samus Zero Laser
Sephiroth Supernova
Sheik Light Arrow Sheikah Dance
Shulk Chain Attack
Simon Grand Cross
Snake Grenade Launcher Covering Fire
Sonic Super Sonic[fs 7]
Sora Sealing the Keyhole[fs 1]
Squirtle Triple Finish (Hydro Pump)[fs 2] Triple Finish (Hydro Pump)[fs 2]
Steve House of Boom
Terry Triple Wolf
Toon Link Triforce Slash
Villager Dream Home[fs 9]
Wario Wario-Man[fs 7]
Wii Fit Trainer Wii Fit
Wolf Landmaster Team Star Wolf
Yoshi Super Dragon Stampede![fs 10]
Young Link Triforce Slash
Zelda Light Arrow Triforce of Wisdom[fs 1]
Zero Suit Samus Power Suit Samus Gunship Zero Laser
  1. ^ a b c d e f These Final Smashes instantly KO opponents above a certain percentage.
  2. ^ a b c d e f Performed as part of Pokémon Trainer's Final Smash, Triple Finish.
  3. ^ Omnislash Ver. 5 was added in Version 10.1.0 to Cloud's Advent Children costumes. Functions almost identically to Omnislash.
  4. ^ a b c Different name, but still have similar functions from the previous game.
  5. ^ a b The move that is used depends on the range at which the Final Smash is activated.
  6. ^ a b This Final Smash's function was heavily modified in the transition from Brawl to Smash 4, then reverted back to resemble its original incarnation in Ultimate. However, its title has remained the same across all three titles.
  7. ^ a b c d These Final Smashes function in a completely different fashion in Ultimate than they did in previous titles, but are considered to be the same move due to retaining similar aesthetic details and keeping the same name.
  8. ^ a b These Final Smashes have opposing traits against their trapped opponents, depending on the current Aegis active:
    • Pyra
      • Damage Nerf
      • Knockback Buff
    • Mythra
      • Damage Buff
      • Knockback Nerf
  9. ^ Known as "Housewarming Party" in PAL regions of Super Smash Bros. 4.
  10. ^ While this move is called "Stampede!" on the Move List, it is known as "Yoshi Stampede" in the tips.

In competitive play

In tournaments, all items, including Smash Balls, are turned off, meaning that Final Smashes do not appear in tournaments. While there has been some debate in the past whether Smash Balls should be the only item allowed, due to Final Smashes resembling the "super move" concept of more traditional fighting games, the general consensus is that they are detrimental to competitive play for several reasons:

  • Smash Balls spawn randomly and can move around the stage in an unpredictable pattern, potentially giving a random player a large advantage from just being in the right place at the right time. Characters on Final Smash standby can also randomly drop it from any hit that deals hitstun.
    • Characters with high mobility and range have their strengths exaggerated even more by Smash Balls, as they are better at pursuing and obtaining them; for example, it is unlikely that a Little Mac player fighting a Jigglypuff player on an Ω form stage can break the Smash Ball before their opponent gets to it unless it happens to spawn or float close to the ground.
    • Brawl also has the issue where a Final Smash may take an invisible and unpredictable amount of time to load from disc, causing a player to potentially use a neutral special move for no apparent reason and giving the opponent a free opportunity to counter.
  • The Final Smash Meter introduced in Ultimate removes the above randomness issues, but introduces issues of its own:
    • The meter charges passively over time, giving an incentive for players to stall.
    • The meter also charges more from taking damage than dealing damage, making it difficult to prevent the opponent from obtaining one as a form of counterplay.
    • Prior to the v4.0.0 update, a player on Final Smash standby who is even slightly ahead would be incentivized to stall and evade their opponent, as the Final Smash could not be dropped and any attempt by the opponent to approach would be instantly punished with the Final Smash. As of the 4.0.0 update, a charged FS Meter now has a time limit of 20 seconds.
  • Several Final Smashes are disproportionately powerful; were Final Smashes to be allowed, certain characters would become overcentralizing picks due to their Final Smash alone.
    • In Brawl, Sonic's Final Smash deals very high damage and knockback, and his immense movement speed makes it virtually impossible to avoid for long, while its long duration also makes it possible for Sonic to KO the same opponent twice in a single Final Smash usage.
      • Conversely, in Brawl, Zero Suit Samus's Final Smash is very weak due to its small area-of-effect and low power, and it forces her to turn into the less viable Samus when the Final Smash finishes, which the player will also not be able to reverse unless they acquire another Smash Ball or perform a difficult Smash Taunt that will leave them vulnerable.
    • In Ultimate, Peach Blossom and Triforce of Wisdom affect essentially the entire area of any tournament legal stage, allowing them to be activated instantly from anywhere with no setup, and have effects that nearly guarantee a KO regardless of counterplay.
    • Compared to other chargeable attacks such as Wario Waft, KO Uppercut, or Finishing Touch, as well as similar super move mechanics in other fighting games, Final Smashes are unblockable, make the user fully intangible, and have no associated high-risk downside.

Pity Final Smashes also do not appear in competitive play, due to requiring a match with a minimum of 6 stocks, which is considered far too high for timely tournament progression. As such, Final Smashes of any form remain universally banned in competitive play.

Glitches

Regenerating terrain glitch

Jigglypuff retaining its Puff Up-induced size, the most well-known version of the glitch.

The Regenerating terrain glitch is a glitch in Super Smash Bros. Brawl that causes certain Final Smashes to stay in their activated state, if the character begins their Final Smash inside a piece of terrain that regenerates and interrupts the activation.


Eyeball glitch

Eyeball glitch.jpegEyeball glitch 2.jpeg
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The eyeball glitch in a match and in a victory animation.

In SSB4, a glitch can occur affecting the eyeballs of multiple characters, most notably Jigglypuff, as a result of an oversight in the coding of the graphical effects of characters eyeballs during Final Smashes. When breaking the Smash Ball with a move that causes a character's eyeballs to point in a certain direction, upon finishing their Final Smash, said fighter's eyeballs will be locked in this same position until a move or action is performed that also causes the fighter to look in a direction. This occurs because a fighter's eyeballs are temporarily replaced with yellow eyeballs when they break a Smash Ball, at which point their regular eyeballs are stored exactly as they were just before their eyeball model was replaced. In some extreme cases, this glitch can even be carried over into victory animations, such as one of Jigglypuff's victory animations.

Undead glitch

Main article: Undead glitch

There was a glitch that existed in Brawl and SSB4 that allowed Giga Bowser, Wario-Man, Giga Mac, Mega Charizard X, or Mega Lucario to survive after being defeated in Stamina Mode. When this occurs, if the transformed character's HP is depleted, their stamina gets reduced to 0 HP (zero hit points) and their transformations are undone. Then they are able to continue to fight; despite having "0 HP" displayed.

Super Smash Bros. for Wii U digital manual description

"Break a Smash Ball and then press B to unleash your character's unique Final Smash."

Names in other languages

Language Name
Japan Japanese 最後の切りふだ, Last Trump Card
UK English Final Smash
France French Smash final
Germany German Ultra-Smash
Spain Spanish Smash Final
Italy Italian Smash finale
China Chinese (Simplified) 最终绝招
Taiwan Chinese (Traditional) 最後的絕招
South Korea Korean 마지막 비장의 무기, Final Ace in the Hole[3]
Netherlands Dutch Ultieme smash
Russia Russian Финальный смеш

Gallery

Trivia

  • Many Final Smash trophies credit their origin solely to Brawl in that game, or no credit at all is given in for Wii U, despite many Final Smashes (e.g. Light Arrow, Giga Mac, Wario-Man, Landmaster) being based on abilities from a character's respective series.
    • In fact, the only one not to do so is Super Sonic, which lists Sonic the Hedgehog 2, the game in which the transformation debuted in the Sonic the Hedgehog series, as its other game in Brawl, though it gives no game of origin in for Wii U like the other Final Smash trophies in that game.
  • There are five Final Smashes that can affect a team player: End of Day, Landmaster, Puff Up, Iceberg, and Galaxia Darkness (in Brawl only).
  • When a character uses their Final Smash, their equipment is temporarily disabled. This is noticeable with Auto Heal and a high attack stat.
    • If Rosalina is KO'd before her Final Smash wears off, her equipment will start working again.
    • While Bowser, Little Mac, and Wario use mirrored versions of their regular special moves as opposed to any custom versions after transforming via their Final Smash, Lucario is still able to use its custom special moves, further enhanced by the boosted Aura.
  • Ryu and Ken are the only fighters with two distinct Final Smashes in a single installment. Cloud also received a new Final Smash for his Advent Children costumes in version 10.1.0 in Ultimate, but it is merely an aesthetic change to his default one.
  • The input Hadoken, Shakunetsu Hadoken, and Oosoto Mawashi Geri can still be performed while in Final Smash standby mode.
    • Monado Arts can also be used in Final Smash standby mode, albeit only through the Art Dial by holding the special button while ending another special move. This makes Ryu, Ken, and Shulk (and Kirby with their Copy Abilities) the only fighters who can use a neutral special move in standby after breaking the Smash Ball, barring glitches and disc load delay.
  • Mega Charizard X and Mega Lucario are the only Final Smashes that grant super armor as well as a reduction in damage sustained while transformed.
  • When any Final Smash is used, if the user is completely off-screen (when the user is taking magnifying glass damage), there will be no start-up lag or animation; the attack starts up immediately. Cool down time is still normal.
  • Mario, Captain Falcon, and Jigglypuff are the only three characters in the Original 12 to have kept their Final Smashes the same from Brawl in both Smash 4 and Ultimate without any functionality changes.
    • Out of these three characters, Mario is the only character (in the Original 8) who had his Final Smash kept the same without any functionality changes (prior to Ultimate).
  • Pit, Zero Suit Samus, R.O.B., and King Dedede are the only characters to have a different Final Smash in every installment since their introduction, with a total of three each.
    • Snake and Wolf also have different Final Smashes in all of their appearances, but only have two due to being absent from Smash 4.
  • Palutena and Chrom are the only characters that originally appeared as part of a fighter's Final Smash in older installments, being Pit's Palutena's Army and Robin's Pair Up, respectively, before becoming a fighter themselves in a later one. In Palutena's case, Pit's Final Smash was changed and did not include her, whereas, in Chrom's case, Robin's Final Smash was not changed and still includes Chrom. This means that original-colored Chrom can attack himself through Robin's Final Smash. Both coincidentally became playable in the game following their Final Smash cameo.
  • Chrom, Dark Pit, and Ken are the only Echo Fighters to have a different Final Smash from their base fighter.
  • Charizard and Lucario are the only characters to receive a new Final Smash in a future iteration of a game, only to revert back to the original Final Smash in the next. In Charizard's case, it received Mega Charizard X in Smash 4, only to revert back to Triple Finish in Ultimate (as a consequence of being grouped back into the Pokémon Trainer's party). Lucario had Mega Lucario in Smash 4, only to revert back to Aura Storm in Ultimate (also in Ultimate, it is due to the design changes of how Final Smashes work in said game). However, unlike Charizard, Lucario keeps elements of its Smash 4 Final Smash, as it still transforms into Mega Lucario for the duration of Aura Storm.
  • Joker's Final Smash, All-Out Attack, is the only Final Smash that can cut directly to the results screen.
  • In Ultimate, seven Final Smashes remove the damage percentage, either due to the presence of text boxes or pre-rendered cutscenes, these being All-Out Attack, Triple Finish, Team Star Fox, Team Star Wolf, Gigaslash, House of Boom, and Supernova.
    • Of these, All-Out Attack, Gigaslash, House of Boom, and Supernova are the only Final Smashes to remove it for the entire duration of the move.
  • In Ultimate, when a character uses their Final Smash and another character is in the frame during the initial shot, the other character will have a shocked expression on their face.
  • In Spirit Battles, after a puppet fighter with a permanent gold condition uses a Final Smash, they will return to normal before having the golden effect reapplied to them, playing the power-up sound and creating glowing particles just like when a fighter turns to gold when they collect 100 coins in Golden Plains or summon Xerneas from a Poké Ball.
  • Stampede! (in Ultimate) is the only Final Smash whose reference was from an opening movie, that being Melee.
  • In Ultimate, there are noticeably many characters whose Final Smash (or new Final Smash, in the case of veterans) wasn't officially announced until the game's initial release. This includes, Young Link, Meta Knight, Diddy Kong, Lucario, R.O.B., Robin, Daisy, and Richter. While Rosalina & Luma's Final Smash was shown in their gameplay showcase video, it used the Power Star like in Smash 4, instead of the Grand Star from the final build.
  • In Ultimate, a handful of Final Smashes use pre-rendered cinematics for certain elements—specifically, All-Out Attack, Gigaslash, House of Boom, and Supernova. These attacks all share several aspects in common:
    • They are all cutscene Final Smashes that are triggered by an attack making contact with an opponent.
    • They all run at 30 frames per second, whereas the rest of the game runs at 60 frames per second.
    • They all belong to DLC fighters from third-party franchises (Joker, Hero, Steve, and Sephiroth).
    • The damage percentages are completely removed during these cinematics.
    • If the game is played via local wireless or online and the Switch home menu is booted up, the Final Smash will still continue to play out until the end.
  • Wario, Joker, Steve, and Sora were the only characters who break the fourth wall by facing the screen during the cinematic in Ultimate.

External links

References