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{{ArticleIcons|ssbm=y}}
:''This article is about the Super Smash Bros. Melee stage. For information on its Super Smash Bros. counterpart,  see [[Final Destination (SSB)]]. For information on the stage from Super Smash Bros. Brawl, see [[Final Destination (SSBB)]].''
{{disambig2|the ''[[Super Smash Bros. Melee]]'' stage|other uses|Final Destination (disambiguation)}}
 
{{Infobox Stage
{{Infobox Stage
|location     = [[Special Stage]]
|subtitle     = [[Special Stage]]
|name        = Final Destination
|name        = Final Destination
|image        = [[Image:Finaldestination.jpg|Final Destination]]
|image        = [[File:Final Destination Melee.png|250px|Final Destination]]
|caption      = [[Image:SmashBrosSymbol.svg|50px]]
|caption      = [[File:SmashBrosSymbol.svg|50px|class=invert-dark]]<br>Final Destination in ''[[Super Smash Bros. Melee]]''.
|universe    = ''[[Super Smash Bros. (universe)|Super Smash Bros.]]''
|universe     = {{uv|Super Smash Bros.}}
|games        = ''[[Super Smash Bros. Melee|SSBM]]''
|games        = ''[[Melee]]''
|hometo      = [[Master Hand]]<br/>[[Crazy Hand]]<br/>[[Giga Bowser]]<br/>[[Roy]] ([[All-Star Mode|All-Star]])<br/>[[Mewtwo]] (unlocking/[[Classic Mode|Classic]]/[[All-Star Match]])<br/>[[Bowser]] ([[Adventure Mode|Adventure]])<br/>[[Ganondorf]] (unlocking/[[All-Star Match]])
|availability = [[Unlockable stage|Unlockable]]
|availability = [[Unlockable stage|Unlockable]]
|meleesingles = Neutral
|unlockcriteria = Complete [[Event 51: The Showdown]].
|meleedoubles = Neutral
|meleemusic = Main: ''{{MeleeMusic|Final Destination}}''<br>Alternate: ''{{MeleeMusic|Multi-Man Melee 2}}''<br>''{{MeleeMusic|Giga Bowser}}'' (when fighting Giga Bowser in [[Adventure Mode]])
|meleesingles = Counterpick
|meleedoubles = Starter
}}
}}
'''Final Destination''' ({{ja|終点|Shūten}}, ''Endpoint''), often abbreviated as '''FD''', is a [[stage]] in ''[[Super Smash Bros. Melee]]''.
{{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} are fought on this stage in {{SSBM|Classic Mode}}, as well as {{SSBM|Bowser}} and [[Giga Bowser]] in [[Adventure Mode]], {{SSBM|Roy}} and any of his teammates in [[All-Star Mode]], and {{SSBM|Ganondorf}} and {{SSBM|Mewtwo}} in their unlock battles. Some [[event match]]es, including two [[All-Star Match]]es, are also played here.


'''Special Stages: Final Destination''', 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]].
==Stage overview==
Final Destination is a flat, medium sized stage, very similar to its [[Final Destination (SSB)|''Smash 64'' counterpart]] but much larger. It features a single, octagonal solid platform, under which a black orb floats. While having no effect on gameplay, the background of the stage changes during matches; a full cycle lasts about 216 seconds (3 minutes and 36 seconds).


In [[Classic mode]], the player fights [[Master Hand]] and [[Crazy Hand]] on this stage; in [[Adventure mode]], [[Bowser (SSBM)|Bowser]] and [[Giga Bowser]]; in [[All-Star Mode]], [[Roy (SSBM)|Roy]] and any of his teammates, and two [[All-Star Match]]es, [[Mewtwo (SSBM)|Mewtwo]] and [[Ganondorf (SSBM)|Ganondorf]]. Some [[event match]]es are also played here. In Classic Mode, every time the player lowers Master and Crazy Hand's stamina, the background changes.
==Tournament legality==
Final Destination is currently a counterpick stage in all singles tournaments. This due to the polarizing nature of matchups on the stage, as it is considered either the strongest or weakest stage for a large amount of the roster. Throughout much ''Melee''{{'}}s history, Final Destination was a starter stage for tournament play, due to it having no stage hazards and a simplistic design that allowed for straightforward singles matches; however, as the metagame continued to evolve and matchups were further optimized, the stage proved to have a disproportionate influence on the outcome of best of five sets, and it became increasingly unpopular among the playerbase, especially with the introduction of [[Frozen Pokémon Stadium]] as a starter, with its similar layout. This has led to its current status as the only tournament legal stage not available as a starter.


This stage is very similar to [[Master Hand's Residence (N64)|Master Hand's Residence]].
Final Destination is considered one of the best stages for [[projectile]] users and characters with [[chain grab]]s, as there are no platforms for opponents to escape to that can allow for alleviation of such pressures. It is also a solid stage choice for characters who have largely grounded [[neutral game]] options. On the other hand, Final Destination is a bad stage for characters who rely on platforms to continue combos, or lose defensive options due to the lack of such platforms. Final Destination is considered {{SSBM|Ice Climbers}}' best stage, one of {{SSBM|Marth}}'s best stages, and a bad stage for {{SSBM|Jigglypuff}} and {{SSBM|Sheik}} against other top tiers, particularly {{SSBM|Fox}} and {{SSBM|Falco}}. Final Destination is particularly bad for {{SSBM|Yoshi}}, who relies on [[shield drop]]ping from platforms to make up for the inability to [[jump]] [[out of shield]].


==Controversy in competitive play==
Despite the stage's flat layout, the lack of platforms has made Final Destination one of the least balanced stages in competitive play, as it gives certain characters major advantages not seen on other stages. Several characters have their combo game greatly extended on the stage, as the lack of platforms gives opponents less of an opportunity to escape them. In particular, Marth has extensive combos and chain grabs on fastfallers, such as Fox and Falco, which can lead to a KO starting at very low percents. Fox, {{SSBM|Pikachu}}, and {{SSBM|Peach}}, also have their own chain grabs on fastfallers, and Falco has extensive pillar combos on most characters as well. This means that against these characters, getting grabbed can result in a stock loss at near zero percent. Marth players almost always counterpick Foxes to this stage in a best of five tournament set, and at the highest level of play, this counterpick is often considered a highly probable (though not guaranteed) win for the Marth player. The counterpick advantage, combined with Fox's lack of a similar preferred counterpick amongst the other stages, gives Marth an advantage in the matchup.  
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 [[directional influence|DI]]). Additionally, the excess free space make [[camping]] a viable option for fast characters like [[Fox (SSBM)|Fox]], [[Falco (SSBM)|Falco]], [[Captain Falcon (SSBM)|Captain Falcon]], [[Marth (SSBM)|Marth]], and [[Sheik (SSBM)|Sheik]].


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 unwinnable 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, [[Jigglypuff (SSBM)|Jigglypuff]] against Fox runs fairly the same on Final Destination as it does on the [[Dream Land]] stage, in terms of wins and losses. However, [[Bowser (SSBM)|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.
Extensive controversy has risen over Final Destination's legal status, and many players had advocated for it to become a counterpick stage, or even banned outright, when it was a starter. Detractors argued that the completely flat geometry gives a disproportionate advantage to the aforementioned projectile and chain grab users, and that the enhanced punish game means that small mistakes become far more consequential (similarly to playing against [[wobbling]]). They also argued that the lack of platforms removes many of the game's complex movement options, such as [[wavelanding]] and [[edge cancel]]ling and oversimplifies recoveries. Some players have also argued in favor of a stage ban during best of five sets, in large part due to Final Destination's role in polarizing matchups.
==Trophy==
The Final Destination trophy is unlocked by completing [[Event 51: The Showdown]].
{{Trophy
|name=Final Destination
|image=Final Destination Melee Trophy.png
|desc=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.
|gamelist={{Trophy games|game1=Super Smash Bros. Melee|release1=12/01}}
|game=Melee
}}
{{clrl}}


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 priority and 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 [[Dr. Mario (SSBM)|Dr. Mario's]] Megavitamins can control the stage and rack up easy damage, their poor recoveries are amplified.
==Gallery==
<gallery>
SSBM-FINALDESTINATION1.png|First background.
SSBM-FINALDESTINATION2.png|First background transforming into the second.
SSBM-FINALDESTINATION3.png|Second background.
SSBM-FINALDESTINATION4.png|Third background.
SSBM-FINALDESTINATION5.png|Fourth background.
SSBM-FINALDESTINATION6.png|Fifth background.
SSBM-FINALDESTINATION7.png|Fifth background transforming into the sixth.
SSBM-FINALDESTINATION8.png|Sixth background.
SSBM-FINALDESTINATION9.png|Final background.
</gallery>


Classically, the notion of a high level of balance on Final Destination comes from traditional 2-D fighters; almost all fighting games prior to SSB 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.
==Names in other languages==
{{Langtable
|ja={{ja|終点|Shūten}}
|jaM=Endpoint
|en=Final Destination
|fr=Destination Finale
|frM=Final Destination
|de=Final Destination
|es=Destino Final
|esM=Final Destination
}}


==Trophy Info==
==Trivia==
[[Image:MeleeFDTrophy.png|75px|thumb]]
*It is possible to [[stage jump|jump]] under Final Destination with {{SSBM|Jigglypuff}}, {{SSBM|Peach}}, {{SSBM|Samus}}, {{SSBM|Mewtwo}}, {{SSBM|Luigi}}, {{SSBM|Pikachu}}, {{SSBM|Pichu}}, {{SSBM|Kirby}}, {{SSBM|Link}} and {{SSBM|Young Link}}.   
''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.''
*The track for Final Destination is a remix of ''Super Smash Bros. 64''{{'}}s Credits theme. This is most evident during the end verse.
*''Super Smash Bros. Melee'' is the only game in which [[Final Destination]] is an [[unlockable stage]].
*Final Destination is the only [[Tournament legal (SSBM)#1-on-1|stage of five neutral stages]] whose stage design is not similar to that of {{SSBM|Battlefield}}'s.
*Unlike most stages, the [[revival platform]]s in Final Destination are positioned by player port number. The order is as follows from left to right: P3, P4, P1, and P2. A similar situation also occurs in {{SSBM|Battlefield}}.


{{SSBMStages}}
{{SSBMStages}}
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{{Smash universe}}
{{Smash universe}}
[[Category:Stages]]
[[Category:Stages]]
[[Category:Stages (SSBM)]]
[[Category:Trophies (SSBM)]]
[[Category:Super Smash Bros. universe]]
[[es:Destino final (Melee)]]

Latest revision as of 13:30, May 20, 2024

This article is about the Super Smash Bros. Melee stage. For other uses, see Final Destination (disambiguation).
Special Stage
Final Destination
Final Destination
SmashBrosSymbol.svg
Final Destination in Super Smash Bros. Melee.
Universe Super Smash Bros.
Appears in Melee
Availability Unlockable
Unlock criteria Complete Event 51: The Showdown.
Music
Bolded tracks must be unlocked
Melee Main: Final Destination
Alternate: Multi-Man Melee 2
Giga Bowser (when fighting Giga Bowser in Adventure Mode)
Tournament legality
Melee Singles: Counterpick
Doubles: Starter

Final Destination (終点, Endpoint), often abbreviated as FD, is a stage in Super Smash Bros. Melee.

Master Hand and Crazy Hand are fought on this stage in Classic Mode, as well as Bowser and Giga Bowser in Adventure Mode, Roy and any of his teammates in All-Star Mode, and Ganondorf and Mewtwo in their unlock battles. Some event matches, including two All-Star Matches, are also played here.

Stage overview[edit]

Final Destination is a flat, medium sized stage, very similar to its Smash 64 counterpart but much larger. It features a single, octagonal solid platform, under which a black orb floats. While having no effect on gameplay, the background of the stage changes during matches; a full cycle lasts about 216 seconds (3 minutes and 36 seconds).

Tournament legality[edit]

Final Destination is currently a counterpick stage in all singles tournaments. This due to the polarizing nature of matchups on the stage, as it is considered either the strongest or weakest stage for a large amount of the roster. Throughout much Melee's history, Final Destination was a starter stage for tournament play, due to it having no stage hazards and a simplistic design that allowed for straightforward singles matches; however, as the metagame continued to evolve and matchups were further optimized, the stage proved to have a disproportionate influence on the outcome of best of five sets, and it became increasingly unpopular among the playerbase, especially with the introduction of Frozen Pokémon Stadium as a starter, with its similar layout. This has led to its current status as the only tournament legal stage not available as a starter.

Final Destination is considered one of the best stages for projectile users and characters with chain grabs, as there are no platforms for opponents to escape to that can allow for alleviation of such pressures. It is also a solid stage choice for characters who have largely grounded neutral game options. On the other hand, Final Destination is a bad stage for characters who rely on platforms to continue combos, or lose defensive options due to the lack of such platforms. Final Destination is considered Ice Climbers' best stage, one of Marth's best stages, and a bad stage for Jigglypuff and Sheik against other top tiers, particularly Fox and Falco. Final Destination is particularly bad for Yoshi, who relies on shield dropping from platforms to make up for the inability to jump out of shield.

Despite the stage's flat layout, the lack of platforms has made Final Destination one of the least balanced stages in competitive play, as it gives certain characters major advantages not seen on other stages. Several characters have their combo game greatly extended on the stage, as the lack of platforms gives opponents less of an opportunity to escape them. In particular, Marth has extensive combos and chain grabs on fastfallers, such as Fox and Falco, which can lead to a KO starting at very low percents. Fox, Pikachu, and Peach, also have their own chain grabs on fastfallers, and Falco has extensive pillar combos on most characters as well. This means that against these characters, getting grabbed can result in a stock loss at near zero percent. Marth players almost always counterpick Foxes to this stage in a best of five tournament set, and at the highest level of play, this counterpick is often considered a highly probable (though not guaranteed) win for the Marth player. The counterpick advantage, combined with Fox's lack of a similar preferred counterpick amongst the other stages, gives Marth an advantage in the matchup.

Extensive controversy has risen over Final Destination's legal status, and many players had advocated for it to become a counterpick stage, or even banned outright, when it was a starter. Detractors argued that the completely flat geometry gives a disproportionate advantage to the aforementioned projectile and chain grab users, and that the enhanced punish game means that small mistakes become far more consequential (similarly to playing against wobbling). They also argued that the lack of platforms removes many of the game's complex movement options, such as wavelanding and edge cancelling and oversimplifies recoveries. Some players have also argued in favor of a stage ban during best of five sets, in large part due to Final Destination's role in polarizing matchups.

Trophy[edit]

The Final Destination trophy is unlocked by completing Event 51: The Showdown.

Final Destination's trophy in Melee
Final Destination
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.
Super Smash Bros. Melee (12/01)

Gallery[edit]

Names in other languages[edit]

Language Name Meaning
Japan Japanese 終点 Endpoint
UK English Final Destination
France French Destination Finale Final Destination
Germany German Final Destination
Spain Spanish Destino Final Final Destination

Trivia[edit]