Special Zoom: Difference between revisions

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{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
{{technical data|What is/are the slowdown factor(s)?}}
{{technical data|What is/are the slowdown factor(s)?}}
[[File:Ridley_Down_B_SSBU.gif|thumb|{{SSBU|Ridley}} attacking with [[Skewer]]. Note the sweetspot causing the Special Zoom effect.]]
[[File:Captain_Falcon_Neutral_B_SSBU.gif|thumb|{{SSBU|Captain Falcon}} attacking with [[Falcon Punch]], which causes the Special Zoom effect.]]
'''Special Zoom''' is an aesthetic effect introduced in ''[[Super Smash Bros. Ultimate]]'', designed to add drama during a match. The term was coined by [[Masahiro Sakurai]] and his development team.<ref name="Sakurai interview">https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-tempo-items-changes-and-additions-choosing-taunts-much-more/</ref>
'''Special Zoom''' is an aesthetic effect introduced in ''[[Super Smash Bros. Ultimate]]'', designed to add drama during a match. The term was coined by [[Masahiro Sakurai]] and his development team<ref name="Sakurai interview">https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-tempo-items-changes-and-additions-choosing-taunts-much-more/</ref> (referred to as '''Decisive Impact''' in the initial design document<ref>[https://youtu.be/2Iiu1k16Ukc?t=60s Writing Game Proposals <nowiki>[Work Ethic]</nowiki>]</ref>).


==Overview==
==Overview==
[[File:RidleySpecialZoom.jpg|thumb|left|200px|{{SSBU|Ridley}} attacking with [[Skewer]]. Note the sweetspot causing Special Zoom.]]
[[File:SpecialZoom.ogg|thumb|The sound effect of a Special Zoom.]]
Special Zoom activates when a fighter is hit by certain attacks: for a short moment, the background flashes blue with dramatic "spark" effects pointing towards the impact, time will substantially<!--If there's only one slowdown factor, replace the word "substantially" with the factor when it is found.--> slow down, and the camera zooms in on the impact. In games with more than two players, the slowdown and camera zoom effects will be nearly non-existent, although there are some exceptions (a few moves will always zoom even outside of 1v1 matches). A Special Zoom is usually accompanied by the sound effect previously exclusive to [[Little Mac]]'s [[KO Uppercut]] in ''[[Super Smash Bros. 4]]''. During some Special Zoom events, camera control is disabled, though this is not consistently enforced.
Special Zoom activates when a fighter is hit by certain attacks: for a short moment, the background flashes blue with dramatic "spark" effects pointing towards the impact, time will substantially<!--If there's only one slowdown factor, replace the word "substantially" with the factor when it is found.--> slow down, and the camera zooms in on the impact. In games with more than two players, the slowdown and camera zoom effects will be nearly non-existent, although there are some exceptions (a few moves will always zoom even outside of 1v1 matches). A Special Zoom is usually accompanied by the sound effect previously exclusive to [[Little Mac]]'s [[KO Uppercut]] in ''[[Super Smash Bros. 4]]''. During some Special Zoom events, camera control is disabled, though this is not consistently enforced.


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===Finish Zoom===
===Finish Zoom===
[[File:FinishZoomDuckHunt.jpg|thumb|A [[Burrowing Snagret]] hits {{SSBU|Duck Hunt}} and triggers a Finish Zoom at the end of the match.]]
[[File:FinishZoomDuckHunt.jpg|thumb|left|A [[Burrowing Snagret]] hits {{SSBU|Duck Hunt}} and triggers a Finish Zoom at the end of the match.]]
Similar to Special Zoom is '''Finish Zoom''' or '''Final Zoom''', terms also coined by Sakurai and his team.<ref name="Sakurai interview"/> Finish Zoom is used when an attack will likely result in a game-winning [[KO]]. Like the '''Deadly Blow''' mechanic introduced in ''Super Smash Bros. 4'', this effect does not factor in obstructions or [[DI]] being used to make an otherwise-deadly blow survivable. Like Special Zoom, Finish Zoom zooms in on the point of impact and briefly slows down time. However, Finish Zoom uses a red background instead of a blue one, and the sound is always the same. The sound used is also different again, being akin to a [[ping]] hit combined with the sound of slashing swords. [[Screen KO]]s rarely occur when a Finish Zoom sends an opponent into the upper [[blast line]], while [[Star KO]]s are very rare.
[[File:FinishZoom.ogg|thumb|The sound effect of a Finish Zoom.]]
Similar to Special Zoom is '''Finish Zoom''' or '''Final Zoom''', terms also coined by Sakurai and his team.<ref name="Sakurai interview"/> Finish Zoom is used when the game calculates an attack will likely result in a game-winning [[KO]]. Like the [[Knockback#Deadly Blow|Deadly Blow]] mechanic introduced in ''Super Smash Bros. 4'', this effect only factors in knockback and launch angle, and does not account for obstructions or [[DI]] being used to make an otherwise-deadly blow survivable. Like Special Zoom, Finish Zoom zooms in on the point of impact and briefly slows down time. However, Finish Zoom uses a red background instead of a blue one, and the sound is always the same. The sound used is also different again, being akin to a [[ping]] hit combined with the sound of slashing swords. With the exception of [[Giga Bowser Punch]]'s [[instant KO]], [[Screen KO]]s rarely occur when a Finish Zoom sends an opponent into the upper [[blast line]], while [[Star KO]]s are very rare.
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! Character !! Conditions !! {{rollover|Always zooms|Special Zoom occurs, even when more than 2 players are on screen|y}}
! Character !! Conditions !! {{rollover|Always zooms|Special Zoom occurs, even when more than 2 players are on screen|y}}
|-
|-
|[[Black Knight]]||Triggers for all attacks except a backhanded slash. Will not cause camera zoom.||{{n}}
|[[Black Knight]]||Triggers for all attacks except a backhanded slash. No camera zoom occurs.||{{n}}
|-
|-
|[[Lyn]]||||{{y}}
|[[Lyn]]||||{{y}}
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|-
|-
|Train||[[Mementos]]||When hit in front. Camera zooms in slightly.||{{y}}
|Train||[[Mementos]]||When hit in front. Camera zooms in slightly.||{{y}}
|-
|[[Odin]]||[[Midgar]]||When his attack hits an opponent.||{{y}}
|}
|}


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*If a non-cinematic [[Final Smash]] causes Finish Zoom, the background will change to the stage's normal background, rather than the background for the Final Smash.
*If a non-cinematic [[Final Smash]] causes Finish Zoom, the background will change to the stage's normal background, rather than the background for the Final Smash.
*In-game parameters reveal that Captain Falcon's [[Knee Smash]] was planned to have the Special Zoom effect, although it is not active in the final game.
*In-game parameters reveal that Captain Falcon's [[Knee Smash]] was planned to have the Special Zoom effect, although it is not active in the final game.
*Hero has 7 moves which can trigger Special Zoom, the most out of all characters.
*Hero has the most moves which can trigger Special Zoom out of all characters, with 7.
*Collecting all three parts of the [[Dragoon]] and getting hit by [[Odin]]'s slashing attack will cause the camera to zoom in, but they don't cause the "Special Zoom" blue background to appear.
*Collecting all three parts of the [[Dragoon]] and getting hit by [[Odin]]'s slashing attack will cause the camera to zoom in, but do not cause the Special Zoom background to appear.
*In [[Home-Run Contest]], Special Zoom does not occur on moves that trigger the effect; presumably to prevent such moves from costing the player time due to the timer not slowing down while Special Zoom is in effect.
*In [[Home-Run Contest]], Special Zoom does not occur on moves that trigger the effect; presumably to prevent such moves from costing the player time due to the timer not slowing down while Special Zoom is in effect.
**However, using a Special Zoom move in place of the Home-Run Bat swing will not result in an angled view of Sandbag flying, and will instead feature a normal Special Zoom.
**However, using a Special Zoom move in place of the Home-Run Bat swing will not result in an angled view of Sandbag flying, and will instead feature a normal Special Zoom.
*Certain moves are given a hidden multiplier that increases the amount of knockback needed to trigger Finish Zoom, usually for moves that are clearly telegraphed and/or heavily affected by DI, which the opponent would feasibly always react to and DI against accordingly. Star KOs will be more common if the match is finished this way than with the actual Finish Zoom effect.
*Certain moves are given a hidden multiplier that increases the amount of knockback needed to trigger Finish Zoom, usually for moves that are clearly telegraphed and/or heavily affected by DI, which the opponent would feasibly always react to and DI against accordingly. Star KOs will be more common if the match is finished this way than with the actual Finish Zoom effect.
**These multipliers are set manually, independent from the move's actual knockback calculations, and may not always accurately reflect the practical KO potential of the move. For example, Mario's back throw can KO at around 140% at the ledge with no DI and 160% with optimal DI for a roughly 1.15x increase in survivability, but it is set with an arbitrarily high multiplier of 1.5x, causing the Finish Zoom to begin occuring well beyond its minimum KO percent.
**These multipliers are set manually, independent from the move's actual knockback calculations, and may not always accurately reflect the practical KO potential of the move. For example, Mario's back throw can KO at around 140% at the ledge with no DI and 160% with optimal DI for a roughly 1.15x increase in survivability, but it is set with an arbitrarily high multiplier of 1.5x, causing the Finish Zoom to begin occurring well beyond its minimum KO percent.
*A glitch involving {{SSBU|Min Min}} and Finish Zoom was introduced in the Version 8.0.0; if the opponent didn't get KO'd (e.g. due to [[directional influence]]) after Min Min's attack triggered Finish Zoom, her last used ARM will be visually stuck in being stretched.
*A glitch involving {{SSBU|Min Min}} and Finish Zoom was introduced in the Version 8.0.0; if the opponent didn't get KO'd (e.g. due to [[directional influence]]) after Min Min's attack triggered Finish Zoom, her last used ARM will be visually stuck in being stretched.
*If Finish Zoom occurs to a character getting hit from behind, the reverse knockback animation does not play, although they will briefly assume the pose.
*If Finish Zoom occurs to a character getting hit from behind, the reverse knockback animation does not play, although they will briefly assume the pose.
*If {{SSBU|Hero}} uses [[Command Selection|Thwack]] on {{SSBU|Squirtle}} performing [[Withdraw]], Squirtle will be [[Instant KO|Instant KO'ed]], but it will not trigger the Special Zoom.<ref>https://youtu.be/pWku5huh2Jw?t=706</ref>
*If {{SSBU|Hero}} uses [[Command Selection|Thwack]] on {{SSBU|Squirtle}} performing [[Withdraw]], Squirtle will be [[Instant KO|instant KO'ed]], but it will not trigger the Special Zoom.<ref>https://youtu.be/pWku5huh2Jw?t=706</ref>
*If Ryu uses Shin Shoryuken or if Ken uses Shippu Jinraikyaku as his Final Smash, the move uses a mechanic similar to Finishing Zoom where if the final hit has enough knockback to KO, the backdrop is set to an orange color.
*Characters launched out of the bury status that trigger Finish Zoom have a notably increased chance of being Star KO'd after Finish Zoom.
*If a character is on their last stock in a Stamina Battle and is grabbed, becomes invincible from a [[Super Star]] while being grabbed, and then thrown with low enough HP that the throw would KO, they will trigger a Finish Zoom as if they were KO'd, but won't take any damage or be KO'd. A similar effect occurs under certain circumstances in [[Classic Mode (SSBU)|Classic Mode]], such as in the fourth round of {{SSBU|Steve}}'s classic mode route, where if the player defeats all the {{SSBU|Pit}}s before the {{SSBU|Robin}} spawns, it will likewise trigger a Finish Zoom.
**In both cases, the screen will remain darkened for the rest of the match.


==References==
==References==
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