Super Smash Bros. Brawl

Final Destination (SSBB): Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
{{disambig2|Final Destination in ''Super Smash Bros. Brawl''|other uses|Final Destination (disambiguation)}}
{{Disambig2|Final Destination in ''Super Smash Bros. Brawl''|other uses|Final Destination (disambiguation)}}
{{Infobox Stage
{{Infobox Stage
|location     = ''[[Super Smash Bros. Brawl]]''
|subtitle     = ''[[Super Smash Bros. Brawl]]''
|name        = Final Destination
|name        = Final Destination
|image        = [[Image:Final Destination Brawl.JPG|256px|Final Destination]]
|image        = [[File:Final Destination Brawl.JPG|256px|Final Destination]]
|caption      = [[File:SmashBrosSymbol.png|50px]]
|caption      = [[File:SmashBrosSymbol.svg|50px|class=invert-dark]]<br>Final Destination in ''[[Super Smash Bros. Brawl]]''.
|universe    = ''[[Super Smash Bros. (universe)|Super Smash Bros.]]''
|universe    = {{uv|Super Smash Bros.}}
|games        = {{g|SSBB}}
|games        = ''[[Brawl]]''
|hometo      = [[Master Hand]]<br/>[[Crazy Hand]]<br/>{{SSBB|Ganondorf}} (unlocking)
|availability = [[Starter stage|Starter]]
|availability = [[Starter stage|Starter]]
|cratetype    = Futuristic
|cratetype    = Futuristic
|music = <small>''[[List of SSBB Music (Super Smash Bros. Brawl series)#Final Destination|Final Destination]]''<br>'''''[[List of SSBB Music (Super Smash Bros. series)#Credits (Super Smash Bros.)|Credits (Super Smash Bros.)]]'''''<br>'''''[[List of SSBB Music (Super Smash Bros. series)#Opening (Super Smash Bros. Melee)|Opening (Super Smash Bros. Melee)]]'''''<br>'''''[[List of SSBB Music (Super Smash Bros. series)#Final Destination (Melee)|Final Destination (Melee)]]'''''<br>'''''[[List of SSBB Music (Super Smash Bros. series)#Giga Bowser (Melee)|Giga Bowser (Melee)]]'''''<br>'''Bolded tracks must be unlocked'''</small>
|brawlmusic = ''{{SSBBMusicLink|Super Smash Bros. Brawl|Final Destination}}'' (100%)<br />'''''{{SSBBMusicLink|Super Smash Bros.|Credits (Super Smash Bros.)}}''''' (20%)<br />'''''{{SSBBMusicLink|Super Smash Bros.|Opening (Super Smash Bros. Melee)}}''''' (20%)<br />'''''{{SSBBMusicLink|Super Smash Bros.|Final Destination (Melee)}}''''' (20%)<br />'''''{{SSBBMusicLink|Super Smash Bros.|Giga Bowser (Melee)}}''''' (20%)<br />''{{SSBBMusicLink|The Legend of Zelda|Hidden Mountain and Forest}}'' (when unlocking Ganondorf)<br />  
|brawlsingles = Starter/Counter
|brawlsingles = Starter
|brawldoubles = Starter/Counter
|brawldoubles = Starter
}}
}}
'''Final Destination''' ({{ja|終点}} ''Shūten'', '''Ending''') is a [[Special Stage]] in ''[[Super Smash Bros. Brawl]]''. It has the feel of its ''[[Super Smash Bros. Melee]]'' counterpart (also called [[Final Destination (SSBM)|Final Destination]]), except ''Brawl's'' Final Destination is smaller, most notably it has a lower ceiling. It is a perfectly flat stage with no environmental hazards or background dangers. It functions exactly like the ''Melee'' version, but has updated graphics and a boxier bottom side. In ''Brawl'', Final Destination flies through exquisitely detailed backgrounds such as a galaxy, a wormhole, a starry sky, and finally, a "lovely ocean view", among many in-between scenarios, similar to the one at the end of [[Subspace Emissary]]. It is possible to get caught under the ledge and be unable to recover, though it now is possible for characters with superb recoveries to fly under it from one end to the other. Players often employ these stage lips to [[stage spike]] opponents, as stage spiking them here will often send opponents straight down.
'''Final Destination''' ({{ja|終点|Shūten}}, ''Endpoint'') is a stage in ''[[Super Smash Bros. Brawl]]''. In ''Brawl'', Final Destination flies through exquisitely detailed backgrounds such as a galaxy, a wormhole, a starry sky, and finally, a "lovely ocean view", among many in-between scenarios, similar to the one at the end of [[Subspace Emissary]]. Unlike in ''Melee'', this stage is a starter in ''Brawl''. {{SSBB|Ganondorf}} is fought here when being unlocked.


Fighting on Final Destination is often quite straightforward, as there are no platforms or hazards on the stage. Projectile combat is often employed because it is always a straight shot at the opponent. Characters without projectiles are often forced to go on the offensive against those with projectiles to negate the range advantage that said projectiles give.
==Stage overview==
As in ''Melee'', Final Destination is presented as a simple, flat stage with no environmental hazards or background dangers. Compared to the ''Melee'' rendition of the stage, the bottom side is more box shaped, the stage is somewhat smaller, and perhaps most notably the ceiling is somewhat lower. Also, rather than a wide platform, its layout looks more like a walkway. Because the stage is for the most part just like it was in ''Melee'', many of the same combat tactics are employed, with grounded and projectile combat being given an edge on the stage. Characters without projectiles are often forced to go on the offensive against those with projectiles to negate the range advantage that said projectiles give. It is possible to [[stage jump]] from either ledge with some characters.


Given that the stage is, from a fighting perspective, the same as the one in ''Melee'', the [[Final Destination (SSBM)#Controversy in Competitive Play|controversy]] that surrounded the old Final Destination still applies to this one. Like its ''Melee'' counterpart, its neutrality is disputed.
The stage starts with a milky way with a blue planet (resembling Uranus or Neptune) and multiple other milky ways, while meteors fly past the stage. After fading into a wormhole, the stage heads to a starry sky with clouds on both the top and bottom before entering another wormhole. The stage then fades into a ocean where the sun is setting (very similar to Brawl's opening and the Subspace ending), with the background slowly rotating and speeding up before getting overshadowed. The stage then fades to black, looping the cycle.


Final Destination is a starter stage in ''Brawl'', unlike in ''Melee''.
{{SSBB|Master Hand}} (and, under certain conditions, {{SSBB|Crazy Hand}}) will fight the player here when playing {{SSBB|Classic Mode}}. Additionally, both Hands are fought here during [[Boss Battles Mode]] in separate battles.


[[Master Hand]] (and, under certain conditions, [[Crazy Hand]]) will fight the player here when playing [[Classic Mode]]. Additionally, both Hands are fought here during [[Boss Battles Mode]] in separate battles.
The length of Final Destination is often used as a unit of measurement when describing attacks and/or techniques. For example, when comparing {{SSBB|Link}} and {{SSBB|Toon Link}}'s [[Final Smashes]], it is stated that Link's Final Smash covers the whole length of Final Destination while Toon Link's only covers half.
 
The background of this stage transitions in time with the stage's default music.


The length of Final Destination is often used as a unit of measurement when describing attacks and/or techniques. For example, when comparing {{SSBB|Link}} and {{SSBB|Toon Link}}'s [[Final Smashes]], it is stated that Link's Final Smash covers the whole length of Final Destination while Toon Link's only covers half.
<gallery>
Wall cling.jpg|{{SSBB|Lucario}} [[wall cling]]ing on the wall section underneath the right ledge of the stage.
</gallery>


==Final Destination jump==
==Tournament legality==
A jump similar to the [[Hyrule Jump]] can be employed on Final Destination, where certain characters can travel under the stage from one end and emerge at the other. The Final Destination jump can be used as a method to surprise one's opponent. It is often used as a test of a character's horizontal recovery. For example, Meta Knight's ability to perform the jump several ways is an indicator of his above-par recovery.
Final Destination, due to its simple design and lack of disruptive features, has always been considered to be one of the fairest stages, and is usually a starter stage.


Characters in ''Brawl'' that have been proven to be able to do this are:
Final Destination's flat layout favors characters with projectiles such as {{SSBB|Falco}} and {{SSBB|Pit}}, since the opponent does not have any platforms they can use to jump on. The stage's large size makes KOing more difficult than on smaller stages such as [[Smashville]], especially vertically. The large size also allows {{SSBB|King Dedede}} to [[chain grab|chain]] throw opponents more than he can on smaller stages. The stage lips are notorious for causing some characters' recoveries to be "caught" in them, which can cause them to miss the ledge sweetspot. The stage lips also allow [[stage spike]]s, such as {{mvsub|Donkey Kong|SSBB|forward throw|poss=y}}, that send the opponent vertically downward if they don't [[tech]].
*{{SSBB|Charizard}} - Charizard glide under the stage and use [[Fly]].
*{{SSBB|Diddy Kong}} - Diddy Kong can use his [[Peanut Popgun]] to propel him backward, [[Monkey Flip]], his midair jump, and then [[Rocketbarrel Boost]] to grab the ledge.
*{{SSBB|Ice Climbers}} - A midair jump, followed by [[Squall Hammer]]. Requires both Climbers.
*{{SSBB|Jigglypuff}} - Jigglypuff can use its midair jumps in conjunction with [[Pound]] to reach the other end of the stage. One of the easiest characters to do the jump.
*{{SSBB|Kirby}} - Kirby use his five midair jumps to go under the stage and finish with [[Final Cutter]]. He can also copy other characters' neutral special moves and use them to help him recover.
*{{SSBB|Link}} - Link can use his [[Bomb]] for [[Bomb recovery]], though this only works at higher percentages.
*{{SSBB|Lucario}}- Lucario can aim [[ExtremeSpeed]] into the wall to [[wall cling]], then wall jump up above the ledge, allowing it to land on the stage.
*{{SSBB|Lucas}}- Lucas can use his [[Magnet Pull]], midair jump, and finish with a PK Thunder 2.
*{{SSBB|Luigi}} - Luigi uses a charged [[Green Missile]] off of one edge of the stage. He will then use a midair jump, followed by a [[Luigi Cyclone]] to propel him upwards and a [[Super Jump Punch]] to reach the other edge.
*{{SSBB|Marth}} - Marth can B-reverse a fully charged [[Shield Breaker]], double jump and use the first hit of [[Dancing Blade]], then aim [[Dolphin Slash]] horizontally upwards.
*{{SSBB|Meta Knight}} - Meta Knight can use a combination of his glides, midair jumps, and special moves to perform the jump.  
*{{SSBB|Peach}} - Peach can float under the stage and then reach the ledge with a [[Peach Parasol]].
*{{SSBB|Pikachu}} - Pikachu can use [[Skull Bash]] to get it across under the stage. It then follows up with [[Quick Attack]] to reach the edge.
*{{SSBB|Pit}} - Can use his wings which provides him with three [[midair jump]]s and with the ability to [[glide]]. [[Wings of Icarus]] is also useful for the jump.
*{{SSBB|R.O.B.}}- A jump and [[Robo Burner]] is enough for R.O.B. to perform this.
*{{SSBB|Samus}} - Samus can use [[Bomb (Samus)|Bomb]] to extend her horizontal recovery and finish with [[Screw Attack]].
*{{SSBB|Toon Link}} - Same as Link, but can do at 0 percent due to his better air speed and distance of [[Spin Attack]].
*{{SSBB|Snake}} - Snake can use [[C4]] to refresh his [[Cypher]] recovery.
*{{SSBB|Sonic}} - Can use [[Homing Attack]] on the base of the stage and [[Spin Dash]] to go under most of the stage, and then [[Spring Jump]].
*{{SSBB|Wario}} (and as [[Wario-Man]]) - Wario can use his great air speed and [[Wario Bike]] to get under the stage, and then finish up with [[Corkscrew]].
*{{SSBB|Yoshi}} - Use multiple [[Egg Throw]]s under the stage to propel him horizontally, followed by his midair jump, then another Egg Throw.
*{{SSBB|Zero Suit Samus}} - A [[Flip Jump]] underneath the stage, followed by a midair jump and [[Plasma Wire]].


==Features==
==Backgrounds==
*No hazards or unusual features effecting the stage.
*Large, but not too large, fighting area.
*A flat area with no obstructions.
*Sections under each ledge has the properties of a wall, thus allowing players to [[Wall jump]] and [[Wall cling]].
*Boxier bottom under edges do not always allow players that are beneath to hug the stage to ledge grab, which complicates recovery and frequently cause recoveries to fail.
*A changing background.
<gallery>
<gallery>
File:Wall cling.jpg|{{SSBB|Lucario}} [[Wall cling|wall-clinging]] on the wall section underneath the right ledge of the stage.
Brawl_Final_Destination_1.png
Brawl_Final_Destination_2.png
Brawl_Final_Destination_3.png
Brawl_Final_Destination_4.png
Brawl_Final_Destination_5.png
Brawl_Final_Destination_6.png
</gallery>
</gallery>


==Trivia==
==Trivia==
*''Brawl'''s Final Destination is the only one whose surface isn't in the shape of an octagon (especially if one ignores the thin panels on either side of the stage), and doesn't have any variation of the color purple visible (if one disregards the "gem" located within the stage).
*''Brawl'''s Final Destination was the first one whose surface is not in the shape of an octagon (especially if one ignores the thin panels on either side of the stage).
*This is the only Final Destination in the series to be a [[starter stage|starter]].
*This is also the only non-''Melee'' stage to have only one starting track in [[My Music]].
*This is also the only non-''Melee'' stage to have only one starting track in [[My Music]].
*While all other [[unlockable character]]s' fights (when unlocking) take place on a stage from their respective [[universe]] (if [[Mario Bros.]] is considered  {{SSBB|R.O.B.}}'s home stage), if [[The Subspace Emissary]] method is not used, {{SSBB|Ganondorf}}'s takes place on this stage when unlocking him, with ''{{SSBBMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}'' playing.


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/stages/stage25.html Final Destination on the DOJO!!!.]
*[http://www.smashbros.com/wii/en_us/stages/stage25.html Final Destination on the DOJO!!!.]
*[http://www.youtube.com/watch?v=DEroW5mRH5g Multiple characters performing the Final Destination jump]
*[http://www.youtube.com/watch?v=DEroW5mRH5g Multiple characters performing the Final Destination jump]
*[http://m.youtube.com/watch?v=6AtcdkDIp6g Another video of characters doing the jump]
*[https://www.youtube.com/watch?v=6AtcdkDIp6g Another video of characters doing the jump]
*[http://www.youtube.com/watch?v=ryFLgVt5bHs Marth performing the jump]
*[http://www.youtube.com/watch?v=ryFLgVt5bHs Marth performing the jump]
{{SSBBStages}}
{{SSBBStages}}
{{Non-playable}}
{{Non-playable}}
{{Smash universe}}
{{Smash universe}}
[[Category:Stages]]
[[Category:Stages]]
[[Category:Stages (SSBB)]]
[[es:Destino final (Brawl)]]
[[Category:Super Smash Bros. universe]]

Latest revision as of 13:31, May 20, 2024

This article is about Final Destination in Super Smash Bros. Brawl. For other uses, see Final Destination (disambiguation).
Super Smash Bros. Brawl
Final Destination
Final Destination
SmashBrosSymbol.svg
Final Destination in Super Smash Bros. Brawl.
Universe Super Smash Bros.
Appears in Brawl
Availability Starter
Crate type Futuristic
Music
Bolded tracks must be unlocked
Brawl Final Destination (100%)
Credits (Super Smash Bros.) (20%)
Opening (Super Smash Bros. Melee) (20%)
Final Destination (Melee) (20%)
Giga Bowser (Melee) (20%)
Hidden Mountain and Forest (when unlocking Ganondorf)
Tournament legality
Brawl Singles: Starter
Doubles: Starter

Final Destination (終点, Endpoint) is a stage in Super Smash Bros. Brawl. In Brawl, Final Destination flies through exquisitely detailed backgrounds such as a galaxy, a wormhole, a starry sky, and finally, a "lovely ocean view", among many in-between scenarios, similar to the one at the end of Subspace Emissary. Unlike in Melee, this stage is a starter in Brawl. Ganondorf is fought here when being unlocked.

Stage overview[edit]

As in Melee, Final Destination is presented as a simple, flat stage with no environmental hazards or background dangers. Compared to the Melee rendition of the stage, the bottom side is more box shaped, the stage is somewhat smaller, and perhaps most notably the ceiling is somewhat lower. Also, rather than a wide platform, its layout looks more like a walkway. Because the stage is for the most part just like it was in Melee, many of the same combat tactics are employed, with grounded and projectile combat being given an edge on the stage. Characters without projectiles are often forced to go on the offensive against those with projectiles to negate the range advantage that said projectiles give. It is possible to stage jump from either ledge with some characters.

The stage starts with a milky way with a blue planet (resembling Uranus or Neptune) and multiple other milky ways, while meteors fly past the stage. After fading into a wormhole, the stage heads to a starry sky with clouds on both the top and bottom before entering another wormhole. The stage then fades into a ocean where the sun is setting (very similar to Brawl's opening and the Subspace ending), with the background slowly rotating and speeding up before getting overshadowed. The stage then fades to black, looping the cycle.

Master Hand (and, under certain conditions, Crazy Hand) will fight the player here when playing Classic Mode. Additionally, both Hands are fought here during Boss Battles Mode in separate battles.

The length of Final Destination is often used as a unit of measurement when describing attacks and/or techniques. For example, when comparing Link and Toon Link's Final Smashes, it is stated that Link's Final Smash covers the whole length of Final Destination while Toon Link's only covers half.

The background of this stage transitions in time with the stage's default music.

Tournament legality[edit]

Final Destination, due to its simple design and lack of disruptive features, has always been considered to be one of the fairest stages, and is usually a starter stage.

Final Destination's flat layout favors characters with projectiles such as Falco and Pit, since the opponent does not have any platforms they can use to jump on. The stage's large size makes KOing more difficult than on smaller stages such as Smashville, especially vertically. The large size also allows King Dedede to chain throw opponents more than he can on smaller stages. The stage lips are notorious for causing some characters' recoveries to be "caught" in them, which can cause them to miss the ledge sweetspot. The stage lips also allow stage spikes, such as Donkey Kong's forward throw, that send the opponent vertically downward if they don't tech.

Backgrounds[edit]

Trivia[edit]

  • Brawl's Final Destination was the first one whose surface is not in the shape of an octagon (especially if one ignores the thin panels on either side of the stage).
  • This is also the only non-Melee stage to have only one starting track in My Music.
  • While all other unlockable characters' fights (when unlocking) take place on a stage from their respective universe (if Mario Bros. is considered R.O.B.'s home stage), if The Subspace Emissary method is not used, Ganondorf's takes place on this stage when unlocking him, with Hidden Mountain & Forest playing.

External links[edit]