Super Smash Bros. Melee

Final Destination (SSBM): Difference between revisions

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(so yeah after looking at the history I've concluded that the entire section was written in 2006, and that it does not pertain at all to the current state of the game)
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Final Destination is a flat, medium sized stage. It is octagonal in shape, with a purple outline. There is a floating orb under the platform. While having no effect on gameplay, the background of the stage changes as the platform "flies" through space. The stage starts out in space, but as match progresses, it reaches other areas that have different styles of background. The entire cycle lasts about 216 seconds.
Final Destination is a flat, medium sized stage. It is octagonal in shape, with a purple outline. There is a floating orb under the platform. While having no effect on gameplay, the background of the stage changes as the platform "flies" through space. The stage starts out in space, but as match progresses, it reaches other areas that have different styles of background. The entire cycle lasts about 216 seconds.


==Controversy in competitive play==
==In tournament play==
{{cleanup|This section literally makes no sense and repeats itself over and over, eventually going on a rant about how smart players have better stage knowledge, which is irrelevant to everything discussed here. When has there ever been controversy against FD in any serious competitive environment? Also, some things said here are just blatantly false, such as "Jigglypuff against Fox runs fairly the same on Final Destination as it does on the Dream Land stage, in terms of wins and losses," Captain Falcon apparently being able to camp opponents on ''any'' stage, Marth "rely[ing]" on camping, etc., etc.}}
Throughout ''Melee''{{'}}s history, Final Destination has always been a legal stage for tournament play, due to its lack of stage hazards and simplistic design that allow for straightforward singles matches. In the modern metagame, it is always one of five starter stages in singles, alongside [[Yoshi's Story]], [[Battlefield]], {{SSB|Dream Land}}, and [[Fountain of Dreams]].


Some players believe that Final Destination is one of the most fair levels; others do not consider this true. Certain elements of gameplay are dominant on this stage. For instance, [[projectile]] users have an advantage on Final Destination, as there are no platforms for enemies to escape to or to interrupt projectiles. Since many [[character]]s have [[projectile]]s, the game balance tends to lead towards the ones who have the abilities to counter them. It also favors [[chain grab|chain throwing]] because it is the widest available perfectly flat space, an environment suited to chain throws that move the enemy across stage (often due to [[DI]]).  Additionally, the excess free space make [[camping]] a viable option for fast characters like {{SSBM|Fox}}, {{SSBM|Falco}}, {{SSBM|Captain Falcon}}, {{SSBM|Marth}}, and {{SSBM|Sheik}}.
In the past, there was slight controversy over Final Destination's status as a neutral stage. Detractors argued that the completely flat geometry gives a disproportionate advantage to [[projectile]] users and characters with [[chaingrab]]s, as there are no platforms for opponents to escape to that can allow for alleviation of such pressures. Based on this, they vouched that it should be reserved for counterpicks instead. However, no strategy has been proven to be completely unwinnable on Final Destination compared to other stages, and the advantages that it gives in certain matchups are comparable to other situational advantages that other legal stages offer in different matchups. For example, one can argue that {{SSB|Dream Land}} gives a disproportionate advantage to floaty characters because its very large stage size allows them to survive much longer than they normally would. As such, the majority of professionals and tournament hosts agree that it is a reasonable starter stage.
 
While a fair number of players who call it [[cheap]] or accuse it of being balance-skewed, there is no matchup or strategy that has been proven completely unbeatable on this stage.  The primary effect that Final Destination tends to have on competitive play is that it heightens the advantage that high-[[tier]]ed characters have in their best matchups. For instance, {{SSBM|Jigglypuff}} against Fox runs fairly the same on Final Destination as it does on the {{SSB|Dream Land}} stage, in terms of wins and losses.  However, Bowser tends to fare more poorly than normal on Final Destination, particularly against projectile-using characters, because his lack of non-interruptible moves, his large [[hitbox]], and his short overall [[jump]] height make him an excellent target of projectile abuse, which can be mitigated in stages with platforms.
 
Some say that by adding additional options for characters, platforms expand gameplay and allow [[smasher]]s to play more creatively. The inverse of this argument is that Final Destination removes options and therefore makes gameplay more rigid and pre-defined. However, neither of these positions are a comprehensive argument for banning the stage.  As mentioned before, ranged, chain throwing and juggling characters gain most from this stage, and the game mechanics still allow for a large degree of varied play and styles, some of which are not possible with platforms.  For instance, under-platform camping (a technique where a character with good vertical melee range hides under a platform to prevent his opponents from attacking with [[Air Attacks]]) is invalidated here, forcing characters that rely on camping (such as [[Peach]] and Marth) to take the offense occasionally or lose to a stronger projectile or approach.  Additionally, the distant side and bottom blastlines enhance the importance of [[edge-guarding]] and [[recovery]], so while a projectile such as Falco's [[Blaster]] or {{SSBM|Dr. Mario}}'s [[Megavitamins]] can control the stage and rack up easy damage, their poor recoveries are amplified.
 
Classically, the notion of a high level of balance on Final Destination comes from traditional 2-D fighters; almost all fighting games prior to ''Smash 64'' take place on fixed stages with fixed edges, and are balanced to play as such. All in all, the stage is considered balanced for [[tournament]] because it allows all characters to move effectively and evade and attack properly in melee combat, and because the imbalances it creates are not dissimilar to the imbalances created by [[Pokémon Stadium]] and [[Fountain of Dreams]] - largely character and matchup based, and situational. Additionally, competitive play at the high levels of fighting games, and the tournament scene for any game involves creating and researching situations where the used character selections gain slight, but not overwhelming advantages; therefore, the player with the most stage knowledge is most likely to pick the correct stage and gain an advantage.  Advanced stage selection can counter an advanced player's particular skillset, however, not in such a way that the same player cannot use their other basic and advanced skillsets to overcome the issue, and this is the scale that balance rests upon.  Advanced Slob Picks are used in tournament stage selection to prevent exploitation by game winners or negative variance and a minimized level selection that a full Random, neutral stage select would give. If feeling that a character or matchup will do poorly on Final Destination, an option to ban it may be exercised, or simply another stage picked.


==Trophy info==
==Trophy info==

Revision as of 22:35, April 24, 2016

This article is about the Super Smash Bros. Melee stage. For other uses, see Final Destination (disambiguation).
Final Destination
Final Destination
SmashBrosSymbol.svg
Universe Super Smash Bros.
Appears in Melee
Availability Unlockable
Unlock criteria Clear all 51 event matches.
Tracks available Final Destination
Multi-Man Melee 2 (Alternate)
Giga Bowser (When facing Giga Bowser in Adventure Mode)
Tournament legality
Melee Singles: Neutral
Doubles: Neutral

Final Destination (終点, Endpoint), sometimes abbreviated as FD or Final D, is a neutral stage in Super Smash Bros. Melee that players often use in tournament battles. It is unlocked by clearing every event match.

In Classic Mode, the player fights Master Hand and Crazy Hand on this stage; in Adventure Mode, Bowser and Giga Bowser; in All-Star Mode, Roy and any of his teammates, and two All-Star Matches, Mewtwo and Ganondorf. Some event matches are also played here.

This stage is very similar to its Smash 64 counterpart, but much larger.

Description

Final Destination is a flat, medium sized stage. It is octagonal in shape, with a purple outline. There is a floating orb under the platform. While having no effect on gameplay, the background of the stage changes as the platform "flies" through space. The stage starts out in space, but as match progresses, it reaches other areas that have different styles of background. The entire cycle lasts about 216 seconds.

In tournament play

Throughout Melee's history, Final Destination has always been a legal stage for tournament play, due to its lack of stage hazards and simplistic design that allow for straightforward singles matches. In the modern metagame, it is always one of five starter stages in singles, alongside Yoshi's Story, Battlefield, Dream Land, and Fountain of Dreams.

In the past, there was slight controversy over Final Destination's status as a neutral stage. Detractors argued that the completely flat geometry gives a disproportionate advantage to projectile users and characters with chaingrabs, as there are no platforms for opponents to escape to that can allow for alleviation of such pressures. Based on this, they vouched that it should be reserved for counterpicks instead. However, no strategy has been proven to be completely unwinnable on Final Destination compared to other stages, and the advantages that it gives in certain matchups are comparable to other situational advantages that other legal stages offer in different matchups. For example, one can argue that Dream Land gives a disproportionate advantage to floaty characters because its very large stage size allows them to survive much longer than they normally would. As such, the majority of professionals and tournament hosts agree that it is a reasonable starter stage.

Trophy info

The Final Destination trophy in Melee.

As time passes on this stage, the level appears to travel through a wormhole from the imaginary Super Smash Bros. Melee world into reality. You move through a cloud-filled sky over a vast mountain range, then into a deep-space vista of dark blues and purples. The scenery is as real as you get in this fantastical world.

Gallery

Trivia