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Final Smash: Difference between revisions

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[[File:Mario Finale.jpg|thumb|250px|The [[Mario Finale]], [[Mario (SSBB)|Mario]]'s Final Smash.]]
{{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!!]}}
A '''Final Smash''' ({{ja|最後の切りふだ}} ''Saigo no Kiri Fuda'', '''Final Trump Card''') is a [[special attack]] in ''[[Super Smash Bros. Brawl]]'' and in ''[[Super Smash Bros. 4]]''. Final Smashes are incredibly powerful in comparison to most other attacks, generally leaving the user [[invincible]] for the move's duration, are generally [[unblockable attack|unblockable]], and, if properly executed, 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.
[[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.


To perform a Final Smash, a player must first either destroy a [[Smash Ball]] or fall sufficiently far behind that they are given a "Pity Final Smash". Once either of these happen, the player's [[character]] will be engulfed in a multi-colored aura; pressing the special move button in this state will trigger the Final Smash. However, as with any other item, a character with the Smash Ball collected may randomly drop it whenever damaged, which will then cause the Smash Ball to fly out of the character and return to play.  
==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>


Only one Smash Ball or Final Smash can be present on-screen at any given time.
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 ''[[Super Smash Bros. 4]]'', Final Smashes were universally made much weaker, many of them no longer being able to KO opponents at low percentages. [[#Changes in Ultimate|In]] ''[[Super Smash Bros. 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.
 
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''.
 
While multiple players 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 on standby temporarily exit standby mode and regain it upon conclusion, although they will keep the yellow eyes. 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 [[spirit]]s, but are not affected by stat changes from equipment or Mii Fighter sizes in ''Smash 4''.


==Prior to ''Brawl''==
==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 [[Beta elements (SSB)#Beta gameplay elements|voice clips]] for each of them.<ref>https://iwataasks.nintendo.com/interviews/#/wii/ssbb/4/0</ref> 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.'' {{SSB|debug menu}}, were eventually and correspondingly used in ''Brawl''.


It was revealed in an interview with [[Nintendo]]'s president, Satoru Iwata, that [[Masahiro Sakurai]] had intended for Final Smashes to be included in the original ''[[Super Smash Bros.]]'', even going as far as to record voice clips for each of the Final Smashes. The idea, however, was held off until ''Brawl''. While the voice clips cannot be listened to in ordinary gameplay, the debug menu allows the player to listen to [[Beta elements (SSB)#Beta gameplay elements|various clips that do suggest the idea]], such as [[Ness (SSB)|Ness]] yelling "PK Starstorm!".
==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.
 
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. 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 Final Smash==
==Changes in ''[[Ultimate]]''==
[[File:Pity.jpg|right|thumb|A Pity Final Smash]]
[[File:fs_meter.png|thumb|Mario's FS Meter, which is currently at the max gauge.]]
A '''Pity Final Smash''' occurs when a player is KO'd and is 5 points behind the current leader (thereby allowing the player in 2nd place or below to earn one, provided the gap is large enough.) This player respawns with the ability to perform a Final Smash. This Final Smash cannot be dropped by the player. Pity Final Smashes can be disabled only by turning the Smash Ball off; simply setting overall [[item]] frequency to "None" does not prevent players from getting them if Smash Balls are still turned on.
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 ''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.


==Types==
During a Final Smash, the [[Camera|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.
While Final Smashes tend to be unique among characters, there are certain categories they can be sorted into.
{{clr}}
*'''Directional''' - These Final Smashes launch an attack in a single direction. Depending on the Final Smash, the direction can be controlled, while others are fixed. This kind of Final Smash has a blind spot, usually behind the attacker, where targets can hide.
*'''Focused''' - These Final Smashes affect nearby opponents in any direction. Targets can avoid the move by getting out of range, so they're most effective on smaller stages.
*'''Trapping''' - These Final Smashes attack a certain area, grab anyone inside said area (or just a single character), and lay down an inescapable beating. They generally have a small initial range and will fail if there are no targets caught.
*'''Stage-Wide''' - These Final Smashes affect the whole stage, leaving little or no hiding spots. However, they may be less effective on larger stages due to the manner in which they stretch out.
*'''Transformation''' - These Final Smashes only affect the user, who can then rampage around and cause damage. Some transformations buff up the character's existing moveset, while others use a different set of controls. Most transformations leave the user immune to damage and most status effects.


==List==
==List==
{|class="wikitable sortable"
{|class="wikitable sortable" style="text-align:center"
!style="width:33%"|Character
!style="width:25%"|Fighter
!style="width:33%"|Final Smash  
!style="width:25%"|{{GameIcon|SSBB}} Final Smash
!style="width:33%"|Type
!style="width:25%"|{{GameIcon|SSB4}} Final Smash
!style="width:25%"|{{GameIcon|SSBU}} Final Smash
|-
|style="text-align:left"|[[Banjo]] & [[Kazooie]]
|colspan=2 style="background-color:#d0d0d0"|
|[[The Mighty Jinjonator]]
|-
|-
|[[Bowser]]
|style="text-align:left"|[[Bayonetta]]
|[[Giga Bowser (Final Smash)|Giga Bowser]]<ref name="vulnerable">These characters are vulnerable during their Final Smash.</ref>
|style="background-color:#d0d0d0"|
|Transformation
|colspan=2|[[Infernal Climax]]<ref name="instant ko" group="fs">These Final Smashes [[Instant KO|instantly KO]] opponents above a certain percentage.</ref>
|-
|-
|[[Captain Falcon]]
|style="text-align:left"|[[Bowser]]
|[[Blue Falcon]]
|colspan=2|{{b|Giga Bowser|Final Smash}}
|Trapping
|[[Giga Bowser Punch]]<ref name="instant ko" group="fs" />
|-
|-
|[[Charizard]]
|style="text-align:left"|[[Bowser Jr.]]
|''unknown''
|style="background-color:#d0d0d0"|
|''unknown''
|colspan=2|[[Shadow Mario Paint]]
|-
|-
|[[Diddy Kong]]
|style="text-align:left"|[[Byleth]]
|[[Rocketbarrel Barrage]]
|colspan=2 style="background-color:#d0d0d0"|
|Transformation
|[[Progenitor God Ruptured Heaven]]
|-
|-
|[[Donkey Kong]]
|style="text-align:left"|[[Captain Falcon]]
|[[Konga Beat]]
|colspan=3|[[Blue Falcon]]
|Focused
|-
|-
|[[Falco]]
|style="text-align:left"|[[Charizard]]
|[[Landmaster#Falco's|Landmaster]]
|[[Triple Finish]] (Fire Blast)<ref name="triple finish" group="fs">Performed as part of [[Pokémon Trainer]]'s Final Smash, [[Triple Finish]].</ref>
|Transformation
|[[Mega Evolution (Charizard)|Mega Evolution]]
|Triple Finish (Fire Blast)<ref name="triple finish" group="fs" />
|-
|-
|[[Fox]]
|style="text-align:left"|[[Chrom]]
|[[Landmaster#Fox's|Landmaster]]
|colspan=2 style="background-color:#d0d0d0"|
|Transformation
|[[Awakening Aether]]
|-
|-
|[[Ganondorf]]
|style="text-align:left"|[[Cloud]]
|[[Beast Ganon]]
|style="background-color:#d0d0d0"|
|Directional
|[[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 almost identically to Omnislash.</ref>
|-
|-
|[[Greninja]]
|style="text-align:left"|[[Corrin]]
|''unknown''
|style="background-color:#d0d0d0"|
|''unknown''
|colspan=2|[[Torrential Roar]]
|-
|-
|[[Ice Climbers]]
|style="text-align:left"|[[Daisy]]
|[[Iceberg]]<ref name="vulnerable" />
|colspan=2 style="background-color:#d0d0d0"|
|Stage-Wide
|[[Daisy Blossom]]
|-
|-
|[[Ike]]
|style="text-align:left"|[[Dark Pit]]
|[[Great Aether]]
|style="background-color:#d0d0d0"|
|Trapping
|colspan=2|[[Dark Pit Staff]]
|-
|-
|[[Jigglypuff]]
|style="text-align:left"|[[Dark Samus]]
|[[Puff Up]]
|colspan=2 style="background-color:#d0d0d0"|
|Focused
|[[Phazon Laser]]
|-
|-
|[[King Dedede]]
|style="text-align:left"|[[Diddy Kong]]
|colspan=2|[[Rocketbarrel Barrage]]
|[[Hyper Rocketbarrel]]
|-
|style="text-align:left"|[[Donkey Kong]]
|colspan=2|[[Konga Beat]]
|[[Jungle Rush]]
|-
|style="text-align:left"|[[Dr. Mario]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Doctor Finale]]
|-
|style="text-align:left"|[[Duck Hunt]]
|style="background-color:#d0d0d0"|
|colspan=2|[[NES Zapper Posse]]
|-
|style="text-align:left"|[[Falco]]
|colspan=2 rowspan=2|[[Landmaster]]
|rowspan=2|[[Team Star Fox]]
|-
|style="text-align:left"|[[Fox]]
|-
|style="text-align:left"|[[Ganondorf]]
|colspan=2|[[Beast Ganon]]
|[[Ganon, The Demon King]]<ref name="different name, same function" group="fs">Different name, but still have similar functions from the previous game.</ref>
|-
|style="text-align:left"|[[Greninja]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Secret Ninja Attack]]
|-
|style="text-align:left"|[[Hero]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Gigaslash]]
|-
|style="text-align:left"|[[Ice Climbers]]
|[[Iceberg]]
|style="background-color:#d0d0d0"|
|Iceberg
|-
|style="text-align:left"|[[Ike]]
|colspan=3|[[Great Aether]]
|-
|style="text-align:left"|[[Incineroar]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Max Malicious Moonsault]]
|-
|style="text-align:left"|[[Inkling]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Killer Wail]]
|-
|style="text-align:left"|[[Isabelle]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Dream Town Hall]]
|-
|style="text-align:left"|[[Ivysaur]]
|[[Triple Finish]] (Solar Beam)<ref name="triple finish" group="fs" />
|style="background-color:#d0d0d0"|
|Triple Finish (Solar Beam)<ref name="triple finish" group="fs" />
|-
|style="text-align:left"|[[Jigglypuff]]
|colspan=3|[[Puff Up]]
|-
|style="text-align:left"|[[Joker]]
|colspan=2 style="background-color:#d0d0d0"|
|[[All-Out Attack]]<ref name="instant ko" group="fs" />
|-
|style="text-align:left"|[[Kazuya]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Final Blaster]]
|-
|style="text-align:left"|[[Ken]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Shippu Jinraikyaku / Shinryuken]]<ref name="Two final smashes" group="fs">The move that is used depends on the range at which the Final Smash is activated.</ref>
|-
|style="text-align:left"|[[King Dedede]]
|[[Waddle Dee Army]]
|[[Waddle Dee Army]]
|Stage-Wide
|[[Dedede Burst]]
|[[Dede-Rush]]
|-
|-
|rowspan=2|[[Kirby]]
|style="text-align:left"|[[King K. Rool]]
|[[Cook Kirby]] (''[[Brawl]]'')
|colspan=2 style="background-color:#d0d0d0"|
|Trapping
|[[Blast-o-Matic]]
|-
|-
|[[Ultra Sword]] (''[[SSB4]]'')
|style="text-align:left"|[[Kirby]]
|Trapping
|[[Cook Kirby]]
|colspan=2|[[Ultra Sword]]
|-
|-
|[[Link]]
|style="text-align:left"|[[Link]]
|[[Triforce Slash]]
|colspan=2|[[Triforce Slash]]
|Trapping
|[[Ancient Bow and Arrow]]
|-
|-
|[[Little Mac]]
|style="text-align:left"|[[Little Mac]]
|style="background-color:#d0d0d0"|
|[[Giga Mac]]
|[[Giga Mac]]
|Transformation
|[[Giga Mac Rush]]
|-
|-
|[[Lucario]]
|style="text-align:left"|[[Lucario]]
|[[Aura Storm]]
|[[Aura Storm]]
|Directional
|[[Mega Evolution (Lucario)|Mega Evolution]]
|Aura Storm
|-
|style="text-align:left"|[[Lucas]]
|colspan=3|[[PK Starstorm]]<ref name="brawl-4-ultimate back-and-forth" group="fs">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.</ref>
|-
|style="text-align:left"|[[Lucina]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Critical Hit]]
|-
|style="text-align:left"|[[Luigi]]
|[[Negative Zone]]
|[[Poltergust 5000]]
||[[Poltergust G-00]]<ref name="different name, same function" group="fs" />
|-
|style="text-align:left"|[[Mario]]
|colspan=3|[[Mario Finale]]
|-
|style="text-align:left"|[[Marth]]
|colspan=3|[[Critical Hit]]
|-
|style="text-align:left"|[[Mega Man]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Mega Legends]]
|-
|-
|[[Lucas]]
|style="text-align:left"|[[Meta Knight]]
|[[PK Starstorm]]
|colspan=2|[[Galaxia Darkness]]
|Stage-Wide
|[[Darkness Illusion]]
|-
|-
|rowspan=2|[[Luigi]]
|style="text-align:left"|[[Mewtwo]]
|[[Negative Zone]]<ref name="semi-vulnerable">These characters are vulnerable for part of their Final Smash.</ref> (''[[Brawl]]'')
|style="background-color:#d0d0d0"|
|Focused
|colspan=2|[[Psystrike]]
|-
|-
|[[Poltergust 5000]]<ref>Presumed due to several pieces of evidence, but not outright confirmed.</ref> (''[[SSB4]]'')
|style="text-align:left"|[[Mii Brawler]]
|''unknown''
|style="background-color:#d0d0d0"|
|colspan=2|[[Omega Blitz]]
|-
|-
|[[Mario]]
|style="text-align:left"|[[Mii Gunner]]
|[[Mario Finale]]
|style="background-color:#d0d0d0"|
|Directional
|colspan=2|[[Full Blast]]
|-
|-
|[[Marth]]
|style="text-align:left"|[[Mii Swordfighter]]
|[[Critical Hit]]
|style="background-color:#d0d0d0"|
|Directional
|colspan=2|[[Final Edge]]
|-
|-
|[[Mega Man]]
|style="text-align:left"|[[Min Min]]
|''[[Mega Man's Final Smash|unnamed]]''
|colspan=2 style="background-color:#d0d0d0"|
|Directional
|[[ARMS Rush]]
|-
|-
|[[Meta Knight]]
|style="text-align:left"|[[Mr. Game & Watch]]
|[[Galaxia Darkness]]
|colspan=3|[[Octopus]]<ref name="ultimate overhaul" group="fs" />
|Trapping
|-
|-
|[[Mr. Game & Watch]]
|style="text-align:left"|[[Mythra]]
|[[Octopus]]
|colspan=2 style="background-color:#d0d0d0"|
|Transformation
|[[Sacred Arrow]]<ref name="aegis" group="fs" />
|-
|-
|[[Ness]]
|style="text-align:left"|[[Ness]]
|[[PK Starstorm]]
|colspan=3|[[PK Starstorm]]<ref name="brawl-4-ultimate back-and-forth" group="fs" />
|Stage-Wide
|-
|-
|[[Olimar]]
|style="text-align:left"|[[Olimar]]
|[[End of Day]]
|colspan=3|[[End of Day]]
|Stage-Wide
|-
|-
|[[Peach]]
|style="text-align:left"|[[Pac-Man]]
|[[Peach Blossom]]
|style="background-color:#d0d0d0"|
|Focused
|colspan=2|[[Super Pac-Man]]
|-
|-
|[[Pikachu]]
|style="text-align:left"|[[Palutena]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Black Hole Laser]]
|-
|style="text-align:left"|[[Peach]]
|colspan=3|[[Peach Blossom]]
|-
|style="text-align:left"|[[Pichu]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Volt Tackle]]
|[[Volt Tackle]]
|Transformation
|-
|-
|rowspan=2|[[Pit]]
|style="text-align:left"|[[Pikachu]]
|[[Palutena's Army]]<ref name="semi-vulnerable" /> (''[[Brawl]]'')
|colspan=3|[[Volt Tackle]]<ref name="ultimate overhaul" group="fs">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.</ref>
|Stage-Wide
|-
|-
|[[Three Sacred Treasures]] (''[[SSB4]]'')
|style="text-align:left"|[[Piranha Plant]]
|Stage-Wide
|colspan=2 style="background-color:#d0d0d0"|
|[[Petey Piranha (Final Smash)|Petey Piranha]]
|-
|-
|[[Pokémon Trainer]]
|style="text-align:left"|[[Pit]]
|[[Palutena's Army]]
|[[Three Sacred Treasures]]
|[[Lightning Chariot]]
|-
|style="text-align:left"|[[Pokémon Trainer]]
|[[Triple Finish]]
|[[Triple Finish]]
|Directional
|style="background-color:#d0d0d0"|
|Triple Finish
|-
|-
|[[R.O.B.]]
|style="text-align:left"|[[Pyra]]
|colspan=2 style="background-color:#d0d0d0"|
|[[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>
|-
|style="text-align:left"|[[Richter]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Grand Cross]]
|-
|style="text-align:left"|[[Ridley]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Plasma Scream]]<ref name="instant ko" group="fs" />
|-
|style="text-align:left"|[[R.O.B.]]
|[[Diffusion Beam]]
|[[Diffusion Beam]]
|Transformation
|[[Super Diffusion Beam]]
|[[Guided Robo Beam]]
|-
|style="text-align:left"|[[Robin]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Pair Up]]
|-
|-
|[[Rosalina]]
|style="text-align:left"|[[Rosalina]] & [[Luma]]
|style="background-color:#d0d0d0"|
|[[Power Star]]
|[[Power Star]]
|Stage-Wide
|[[Grand Star]]<ref name="different name, same function" group="fs" />
|-
|style="text-align:left"|[[Roy]]
|style="background-color:#d0d0d0"|
|colspan=2|{{h1|Critical Hit|Roy}}
|-
|style="text-align:left"|[[Ryu]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Shin Shoryuken / Shinku Hadoken]]<ref name="Two final smashes" group="fs" />
|-
|-
|[[Samus]]
|style="text-align:left"|[[Samus]]
|[[Zero Laser]]
|colspan=3|[[Zero Laser]]
|Directional
|-
|style="text-align:left"|[[Sephiroth]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Supernova]]
|-
|style="text-align:left"|[[Sheik]]
|colspan=2|[[Light Arrow]]
|[[Sheikah Dance]]
|-
|style="text-align:left"|[[Shulk]]
|style="background-color:#d0d0d0"|
|colspan=2|[[Chain Attack]]
|-
|-
|[[Sheik]]
|style="text-align:left"|[[Simon]]
|[[Light Arrow]]
|colspan=2 style="background-color:#d0d0d0"|
|Directional
|[[Grand Cross]]
|-
|-
|[[Snake]]
|style="text-align:left"|[[Snake]]
|[[Grenade Launcher]]
|[[Grenade Launcher]]
|Stage-Wide
|style="background-color:#d0d0d0"|
|[[Covering Fire]]
|-
|-
|[[Sonic]]
|style="text-align:left"|[[Sonic]]
|[[Super Sonic]]
|colspan=3|[[Super Sonic]]<ref name="ultimate overhaul" group="fs" />
|Transformation
|-
|-
|[[Toon Link]]
|style="text-align:left"|[[Sora]]
|[[Triforce Slash]]
|colspan=2 style="background-color:#d0d0d0"|
|Trapping
|[[Sealing the Keyhole]]<ref name="instant ko" group="fs" />
|-
|style="text-align:left"|[[Squirtle]]
|[[Triple Finish]] (Hydro Pump)<ref name="triple finish" group="fs" />
|style="background-color:#d0d0d0"|
|Triple Finish (Hydro Pump)<ref name="triple finish" group="fs" />
|-
|style="text-align:left"|[[Steve]]
|colspan=2 style="background-color:#d0d0d0"|
|[[House of Boom]]
|-
|style="text-align:left"|[[Terry]]
|colspan=2 style="background-color:#d0d0d0"|
|[[Triple Wolf]]
|-
|style="text-align:left"|[[Toon Link]]
|colspan=3|[[Triforce Slash]]
|-
|-
|[[Villager]]
|style="text-align:left"|[[Villager]]
|[[Dream Home]]<ref>"Housewarming Party" in PAL regions</ref>
|style="background-color:#d0d0d0"|
|Trapping
|colspan=2|[[Dream Home]]<ref group="fs">Known as "Housewarming Party" in PAL regions of ''[[Super Smash Bros. 4]]''.</ref>
|-
|-
|[[Wario]]
|style="text-align:left"|[[Wario]]
|[[Wario-Man]]
|colspan=3|[[Wario-Man]]<ref name="ultimate overhaul" group="fs" />
|Transformation
|-
|-
|[[Wii Fit Trainer]]
|style="text-align:left"|[[Wii Fit Trainer]]
|[[Wii Fit (Final Smash)|Wii Fit]]
|style="background-color:#d0d0d0"|
|Directional
|colspan=2|{{b|Wii Fit|Final Smash}}
|-
|-
|[[Wolf]]
|style="text-align:left"|[[Wolf]]
|[[Landmaster#Wolf's|Landmaster]]
|{{h1|Landmaster|Wolf}}
|Transformation
|style="background-color:#d0d0d0"|
|[[Team Star Wolf]]
|-
|-
|[[Yoshi]]
|style="text-align:left"|[[Yoshi]]
|[[Super Dragon]]
|colspan=2|[[Super Dragon]]
|Transformation
|[[Stampede!]]<ref group="fs">While this move is called "Stampede!" on the [[Move List]], it is known as "Yoshi Stampede" in the tips.</ref>
|-
|-
|[[Zelda]]
|style="text-align:left"|[[Young Link]]
|[[Light Arrow]]
|colspan=2 style="background-color:#d0d0d0"|
|Directional
|[[Triforce Slash]]
|-
|-
|[[Zero Suit Samus]]
|style="text-align:left"|[[Zelda]]
|[[Power Suit Samus]] (''[[Brawl]]'')<ref>As this Final Smash has the primary function of turning Zero Suit Samus into Samus, it is unclear (yet unlikely) whether it will remain the same move in SSB4, where the character switch is known to not occur.</ref>
|colspan=2|[[Light Arrow]]
|Focused
|[[Triforce of Wisdom]]<ref name="instant ko" group="fs" />
|-
|style="text-align:left"|[[Zero Suit Samus]]
|[[Power Suit Samus]]
|{{b|Gunship|Final Smash}}
|[[Zero Laser]]
|}
|}


===Notes===
<references group="fs"/>
<references />


==In competitive play==
==In competitive play==
In [[tournament]]s, all items are turned to off and none, including Smash Balls. This means that Final Smashes do not appear in tournaments. While there has been some dispute in the past whether Smash Balls should be the only item turned on, due to resembling the "super move" concept of more traditional fighting games, the general consensus is that Final Smashes are heavily detrimental to competitive play. Just like with other items, the appearance and spawn spot of a Smash Ball is still random, which can lead to a player gaining a large advantage from just being in the right place at the right time. Most Final Smashes are also considered very [[broken]], with many guaranteeing the loss of a stock in competent hands, if not just heavy damage. The immense power of Final Smashes is also exacerbated by the frequent appearance of Smash Balls (which will spawn about every 30 to 45 seconds even with the spawn rate set to low), which heavily centralizes the match on "getting the Smash Ball" rather than outplaying the opponent. Finally, 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.
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:


Because items are turned to off and none, and tournament rules specify only 3 [[stock]] (or sometimes even less), Pity Final Smashes also do not appear in tournaments. One might argue that allowing Pity Final Smashes would allow a badly beaten player to stage a comeback, as they do not appear at random like Smash Balls do. However, this can only happen in a match of at least 6 stocks, which is considered to be way too high for tournaments (taking a very long amount of time to complete matches), and competitive players generally consider an element designed solely to aid a worse-performing player to be anti-competitive and thus detrimental to competitive play.
* 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 {{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.
** ''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'', {{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.
*** 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.
** 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.


For ''[[Super Smash Bros. 4]]'', to appeal to hardcore players and accommodate competitive play, Sakurai has stated that Smash Balls (and thus Final Smashes) will remain togglable<ref>http://kotaku.com/an-in-depth-chat-with-the-genius-behind-super-smash-bro-530744390</ref>. As a result, barring extreme mechanic changes, Final Smashes will continue to not be a factor in competitive play.
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.


==References==
==Glitches==
<references/>
===Regenerating terrain glitch===
{{Main|Regenerating terrain glitch}}
[[File:Jigglypuff glitch.png|thumb|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.
 
{{clrl}}
 
===Eyeball glitch===
{{ImageCaption
|image1  = File:eyeball glitch.jpeg
|image2  = File:eyeball glitch 2.jpeg
|width1  = 200px
|width2  = 200px
|align  = right
|caption = The eyeball glitch in a match and in a victory animation.
}}
 
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===
{{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.
 
==''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."''
 
==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==
*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 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 when [[Team Attack|Friendly Fire]] is turned off: [[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 {{SSB4|Rosalina}} is KO'd before her Final Smash wears off, her equipment will start working again.
**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 mostly 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.
**[[Magic|Firaga]] can also be repeatedly used while in Final Smash standby mode if it was the move used to break the Smash Ball, and [[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, Shulk, and Sora (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.
*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.
**This therefore makes Mario the only character part of the original 8 to not have his Final Smash change in function.
*[[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.
*{{SSBU|Chrom}}, [[Dark Pit]], and {{SSBU|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.
*{{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]].
**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 [[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''.
*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 {{iw|mariowiki|Power Star}} like in ''Smash 4'', instead of the {{iw|mariowiki|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 [[Downloadable content (SSBU)|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, {{SSBU|Steve}}, and {{SSBU|Sora}} are the only characters with a cinematic Final Smash who break the fourth wall by facing the screen during the cinematic in ''Ultimate''.


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/howto/basic/basic02.html ''What is a Final Smash?''] at [[Smash Bros. DOJO!!]]
*[http://www.smashbros.com/wii/en_us/howto/basic/basic02.html ''What is a Final Smash?''] at [[Smash Bros. DOJO!!]]
*[http://www.smashbros.com/wii/en_uk/howto/technique/technique09.html Smash Bros. DOJO!! - The Battle for the Smash Ball]
*[http://www.smashbros.com/wii/en_uk/howto/technique/technique09.html Smash Bros. DOJO!! - The Battle for the Smash Ball]
==References==
{{reflist}}
{{Attacks}}
{{Attacks}}
{{FinalSmash}}
{{FinalSmash}}


[[Category:Game Controls]]
[[Category:Game controls]]
[[Category:Final Smashes| ]]
[[Category:Final Smashes| ]]
[[es:Smash Final]]

Latest revision as of 20:52, October 10, 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[edit]

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 Super Smash Bros. 4, Final Smashes were universally made much weaker, many of them no longer being able to KO opponents at low percentages. In Super Smash Bros. 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 multiple players 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 on standby temporarily exit standby mode and regain it upon conclusion, although they will keep the yellow eyes. 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 in Smash 4.

Prior to Brawl[edit]

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[edit]

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[edit]

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 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[edit]

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 Evolution 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 Evolution 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[edit]

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[edit]

Regenerating terrain glitch[edit]

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[edit]

Eyeball glitch.jpegEyeball glitch 2.jpeg
Magnify-clip.pngMagnify-clip.png
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[edit]

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[edit]

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

Names in other languages[edit]

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[edit]

Trivia[edit]

  • 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 when Friendly Fire is turned off: 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 mostly 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.
    • Firaga can also be repeatedly used while in Final Smash standby mode if it was the move used to break the Smash Ball, and 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, Shulk, and Sora (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.
    • This therefore makes Mario the only character part of the original 8 to not have his Final Smash change in function.
  • 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 are the only characters with a cinematic Final Smash who break the fourth wall by facing the screen during the cinematic in Ultimate.

External links[edit]

References[edit]