Conditions: Difference between revisions
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* '''Join forces with a CPU ally''': A CPU ally will assist the player in defeating the enemy. | * '''Join forces with a CPU ally''': A CPU ally will assist the player in defeating the enemy. | ||
* '''You lose if your CPU ally is KO'd''': The player must prevent their CPU ally from being KO'd, some of which will avoid fighting. | * '''You lose if your CPU ally is KO'd''': The player must prevent their CPU ally from being KO'd, some of which will avoid fighting. | ||
* '''Survive until the timer runs out''': The player wins when the timer expires. KOing all enemies is optional, but doing so will clear the fight immediately. | * '''Survive until the timer runs out''': The player wins when the timer expires. KOing all enemies is optional, but doing so will clear the fight immediately. | ||
* '''Start the battle with 300%''': All fighters start with 300% damage like in [[Sudden Death]], making them incredibly easy to launch. | * '''Start the battle with 300%''': All fighters start with 300% damage like in [[Sudden Death]], making them incredibly easy to launch. |
Revision as of 07:56, January 22, 2022
Conditions (ヒント, Hint) are a mechanic in the Spirits mode and Adventure Mode: World of Light in Super Smash Bros. Ultimate. Each Spirit Battle contains one or more special conditions themed around the opposing spirit that the player is facing. There are many different conditions, such as the opponent only using taunts, or favoring certain attacks. In addition to conditions, battles may also have "rules" (ルール, Rules), which behave similarly and are shown on the left of the screen. Up to three rules and conditions can be displayed on screen, but battles may have more that aren't shown.
List of conditions
The following is a list of known conditions in the game. These conditions come in multiple combinations.
Fighter variants
Some fighters have prefixes (or postfix in the case of "Team") attached to their name to indicate they are under the effect of a particular transformation during battle. Occasionally they also appear in the list of conditions, but not always.
- Bunny [enemy]: Enemy is permanently equipped with a Bunny Hood (which they cannot drop).
- Clear [enemy]: Enemy is permanently invisible.
- Curry [enemy]: Enemy is permanently breathing fire (like being under the effect of a Superspicy Curry).
- Giant [enemy]: Enemy is permanently giant (like being transformed by a Super Mushroom).
- Gold [enemy]: Enemy is permanently a gold fighter (like after collecting 100 coins in Golden Plains).
- Metal [enemy]: Enemy is permanently metal (like being transformed by a Metal Box).
- Reflect [enemy]: Enemy is permanently equipped with a Franklin Badge (which they cannot drop).
- Tail [enemy]: Enemy is permanently equipped with a Super Leaf (which they cannot drop).
- Tiny [enemy]: Enemy is permanently tiny (like being transformed by a Poison Mushroom).
- [enemy] Team: A team of a same enemy appear, usually in 4 or more.
Fighters
- [All fighters have/You have/The enemy has] [increased/reduced] [attack power/defense/move speed/jump power]: The specified fighter(s) will have increased/decreased damage output, defense, speed, or jump height.
- [The enemy's/All fighters'] [attack(s)] [has/have] increased power: The listed attack(s) will do additional damage when used by the specified fighter(s).
- The enemy has increased power for the first part of the battle: Identical to the Running Start spirit ability.
- The enemy gets a major stat boost when badly damaged: The enemy will have various stats increased when above a certain amount of damage.
- The enemy is weak to [type(s)] attacks: The enemy takes more damage from said type of attacks.
- Your jumping power decreases
- The enemy falls slowly: The enemy falls slower than usual.
- [type(s)] attacks aren't as effective against the enemy: The enemy takes less damage from said type of attacks.
- The enemy takes less damage while in the air: Identical to the Air Defense ↑ spirit ability.
- The enemy can unleash powerful critical hits at random: The enemy's attacks will occasionally deal more damage. Identical to the Critical Hit ↑ spirit ability.
- [The enemy is/All fighters are] very fast and can't stop quickly: The enemy/all fighters have greatly increased speed overall but worse traction.
- The enemy is less affected by gravity: The enemy has reduced gravity.
- Gravity is reduced: The enemies, the players, or both have their gravity reduced, which affects mostly jump height and fall speed. The Gravity Change Immunity skill negates this effect.
- [You are/The enemy is/All fighters are] [hard/easy] to launch: The specified fighter(s) will take more or less knockback. *
- The enemy has super armor and is hard to launch or make flinch: The enemy has constant super armor.
- The enemy has super armor but moves slower: Similar to the super armor condition, but also imposes a speed penalty on the enemy. Identical to the Slow Super Armor spirit ability.
- The enemy has super armor when charging smash attacks: Similar to the super armor condition, but also imposes a speed penalty on the enemy. Identical to the Unflinching Charged Smashes spirit ability.
- The enemy is slow but has increased defense and attack
- The enemy's shield has extra durability: Identical to the Shield Durability ↑ spirit ability.
- The enemy can heal by shielding attacks: The enemy will heal by successfully shielding attacks.
- [You are/All fighters are/The enemy is] [giant/tiny/invisible/metal]: The specified fighter(s) are always giant/tiny/invisible/metal.
- The enemy reflects projectiles: The enemy spawns with a Franklin Badge, which they will never drop.
- The enemy breathes fire: The enemy is under the effect of a permanent Superspicy Curry.
- The enemy becomes temporarily invincible: The enemy's invincibility may wear off.
- [The enemy/All fighters] will occasionally [be invincible/turn metal]: The enemy will be invincible/metal at specific intervals.
- The enemy starts the battle with a(n) [item]: The enemy begins the battle with the item in question.
- The enemy starts the battle with an enhanced [item]: The enemy begins the battle with the item in question, which deals more damage than usual.
- The enemy can swing the hammer for a long time: The enemy's hammers will last longer than usual. This is identical to the Hammer Duration ↑ spirit ability.
- Items will be pulled toward the enemy: Items near an enemy will move towards it.
- The enemy starts with damage but [has increased defense/is more powerful]/The enemy is injured but powerful: The enemy begins the battle with 30% damage and has higher defense/attack. Identical to the Trade-Off Defense ↑/Trade-Off Attacks ↑ spirit ability.
- You constantly take minor damage: The player is constantly flowered and will take damage over time.
- [You'll/All fighters] occasionally take sudden damage: The specified fighter(s) will take 50% damage at specific intervals.
- [You/The enemy/All fighters] take(s) serious damage: The specified fighter(s) will take 999% damage at specific intervals.
- The enemy heals over time: The enemy regenerates their health. Identical to the Autoheal spirit ability.
- The enemy's melee blows will heal them when they hit: Identical to the Lifesteal spirit ability.
- [You are/The enemy is] healed [significantly] after a little while: The specified fighter(s) will heal for 30% (100% if the condition includes "significantly") after some time passes.
- The enemy is healed [significantly] when the enemy's at high damage: If the enemy reaches 100% damage, they will heal back to 50% (100% if the condition includes "significantly"). Identical to the Critical-Health Healing/Critical-Health Healing ↑ ↑ spirit ability.
- The enemy's FS Meter charges quickly: The enemy's Final Smash Meter charges faster than usual.
- The enemy will suddenly have a Final Smash: The enemy's Final Smash Meter will instantly charge at specific intervals.
- The enemy will charge up a powerful Final Smash: The opponents' Final Smash will be stronger than a normal Final Smash from the FS Meter, about the equivalent strength of a Final Smash obtained from a Smash Ball.
- The enemy can use their Final Smash twice in a row: After the opponent uses the Final Smash, they will immediately have the Final Smash again. This is identical to the 'Chance of Double Final Smash' spirit ability.
- You'll get a Final Smash: The player occasionally gets a Final Smash.
- The enemy has an extra midair jump: The enemy can jump again in midair.
- You can't swim: The player will almost instantly drown upon swimming in water. The "Swimmer" skill will suppress this effect.
- No one knows how to swim: All fighters will almost instantly drown upon swimming in water. The "Swimmer" skill will suppress this effect.
- The enemy can deal damage by dashing into you: The opponent's dash move can deal damage. Identical to the Impact Run spirit ability.
- The enemy deals damage when falling: The opponent can fall faster than usual and deal damage, akin to Stone, Bowser Bomb, Super Dedede Jump and aerial Power Thrust. Identical to the Instadrop spirit ability.
- The enemy can instantly escape from movement-disabling moves: The opponent can easily escape when being grabbed. Identical to the Improved Escape spirit ability.
* The game does not appear to increase dealt knockback directly, but rather it modifies the launch speed decay. Consequently set knockback is still affected and hitstun appears to be abnormally low/high.
Enemy Behavior
- The enemy favors [attack(s)]: The enemy will use the listed attack(s) as frequently as it can.
- The enemy favors [attack(s)] in the air: The enemy will use the listed attack(s) as frequently as it can in midair.
- The enemy favors grabs and throws: The enemy will attack mostly using grabs and throws.
- The enemy shields often: The enemy will shield frequently.
- The enemy loves to taunt: The enemy will taunt frequently.
- The enemy loves to jump: The enemy will jump as frequently as they can.
- The enemy doesn’t like to jump: The enemy will avoid jumping as frequently as they can.
- The enemy is easily distracted by items: The opponent will prioritize collecting and using items whenever they are available, including ones spawned by the player.
- The enemy tends to avoid conflict: The enemy will attempt to stay as far away from the player as possible.
- The enemy prefers not to move: The enemy will take no action whatsoever except recovering when they're off the stage. This is identical to "Stop" CPU setting in Training Mode.
Rules
- Timed Battle: The match is a timed battle, and the player loses when the timer expires; the amount of time varies on which spirit is being fought.
- Stamina Battle: The match is a Stamina Battle; the exact amount of stamina the opposing fighter has varies from one spirit to another; if no stamina-boosting spirits are used, the player always starts with 120 HP.
- Timed Stamina Battle: The exact amount of time and the opponent's HP vary based on the spirit in question; like with Stamina-only Battles, the player will start with 120 HP if no stamina-raising spirits are selected.
- Defeat the main fighter to win: Only one specific opponent (the one that shows up on the Spirit Battle screen) needs to be defeated to win the battle. Defeating the other opponents is optional.
- Defeat an army of fighters: Usually indicates a horde battle where the player must defeat all opponents.
- Join forces with a CPU ally: A CPU ally will assist the player in defeating the enemy.
- You lose if your CPU ally is KO'd: The player must prevent their CPU ally from being KO'd, some of which will avoid fighting.
- Survive until the timer runs out: The player wins when the timer expires. KOing all enemies is optional, but doing so will clear the fight immediately.
- Start the battle with 300%: All fighters start with 300% damage like in Sudden Death, making them incredibly easy to launch.
- Take your strongest team into this no-frills battle: A standard battle with no additional conditions. This always occurs in boss battles except Giga Bowser in World of Light. Rules tabs may appear, but they do not affect gameplay, instead specifying things like which kind of items will appear.
- Win the battle to awaken the fighter: Defeating the fighter will have them join the player's roster. Only occurs in fighter unlock battles in World of Light and Giga Bowser's boss battle.
Environment
- The floor is lava: The floor is overlaid with lava and when touched, the player gets launched with fire damage, which can be reduced or nullified with certain Hazard Skills.
- The floor is electrified: The floor has a metal surface and when touched, the player gets launched with electric hitstun. A spirit with the Zap-Floor Immunity skill will nullify this effect.
- The floor is poisonous: The player will gradually take poison damage while they are standing on the floor of the stage. This damage can be reduced, nullified, or even inverted with certain Hazard Skills.
- The floor is frozen: The floor is covered in ice and will freeze the player when touched. The Ice-Floor Immunity skill will prevent this.
- The floor is sticky: The player will be slowed down and have reduced jump height when they are standing on the floor of the stage and do not have a spirit with Sticky-Floor Immunity equipped.
- The floor is sleep-inducing: The floor is overlaid with a colorful surface with waves emitting off of it. While on it, the player is forced into sleep. The effect can be nullified if the player has a spirit with Slumber Immunity equipped.
- The stage's platforms are very slippery: The stage will turn slippery, causing the fighters to lose traction when walking or running on the ground unless the player has a spirit with Breaking Ability.
- The stage is covered in fog: Fog covers the screen, making it difficult to see, and it occasionally blocks the battlefield entirely, including name tags. The fog doesn't appear if equipped with a spirit with Fog Immunity.
- The stage is covered in a poisonous cloud: Unlike the poisonous floor, the player gradually takes poison damage regardless of where they are. This damage can be reduced, nullified, or even inverted with certain Hazard Skills. Fog Immunity can also remove the poison cloud.
- Dangerously high winds are in effect: Wind will be present either periodically or constantly, moving the player horizontally if they don't have a spirit with Strong-Wind Immunity equipped; the effect can be lessened if a spirit with Strong-Wind Resist is equipped.
- Periodic earthquakes will shake the stage: The stage occasionally shakes, causing the player to trip unless they are in the air or have a spirit with Falling Immunity.
- Left and right controls will suddenly reverse: The player's left/right movements reverse for some time unless they have a spirit with Irreversible Controls.
- The screen will suddenly flip: The screen occasionally turns upside-down unless the player has a spirit with Screen-Flip Immunity.
- Bob-ombs will rain from the sky: Bob-ombs will carpet the whole stage and explode by falling from the top of the screen.
Miscellaneous
- Certain items will appear in large numbers: A specific item or group of related items will spawn in large quantities at set intervals.
- Only certain Pokémon will emerge from Poké Balls: Poké Balls will only spawn a specific Pokémon. When this condition appears, the opponent (or one of them, if facing more than one character) will start the battle with a Poké Ball, activating it within the first seconds of the match by throwing it on the ground to avoid having it reflected or caught by the player. Rarely, the opponent will not immediately throw the Poké Ball or will throw it at the player, allowing it to be reflected or caught by the player.
- Hostile assist trophies will appear: A specific Assist Trophy will spawn after some time to fight alongside the opponents. The Assist Trophy enemy either does not disappear unless defeated or continuously reappears.
- Reinforcements will appear [during the battle/after an enemy is KO'd]: Extra fighters will spawn after some time has passed or after an enemy fighter has been KO'd.
Condition modifiers
- [Condition] when [the enemy's at high damage/badly damaged]: The condition doesn't activate until the enemy reaches 50% damage.
- [Condition] after a little while: The condition toggles on and off after at certain intervals; this varies based on the fight.
- [Condition] after eating: The condition activates after the said fighter eats.
List of Rules
Rules are shown on the left of a spirit's overview screen. They may also be listed in the conditions.
- Item: [item]: Only the item or item category in question will appear during the battle.
- Item Tidal Wave: An item or item category will occasionally appear in large numbers.
- Assist Trophy Enemy: An Assist Trophy enemy will occasionally appear.
- Flowery: The player is constantly flowered and will take damage over time.
- Health Recovery: Affected fighters will heal 100% damage after they reach 100% damage once.
- Buoyancy Reduced: Affected fighters will almost instantly drown upon swimming in water. The "Swimmer" skill will suppress this effect.
- Uncontrollable Speed: Affected fighters have greatly increased speed overall but worse traction.
- Earthquake: The stage occasionally shakes, causing the player to trip unless they are in the air or have a spirit with "Falling Immunity".
- Bob-omb Festival: Bob-ombs will start raining from the sky, similar to Sudden Death.
- Slippery Stage: All fighters have reduced traction. Negated by spirits with "Braking Ability". Contrary to the game's description, this is not a terrain effect.
- Easy/Hard to Launch: Affected fighters will take increased/decreased knockback.
- Curry-Filled: Affected fighters will occasionally have a Superspicy Curry effect.
- Giant/Tiny: Affected fighters will suddenly become Giant/Tiny.
- Metal Shift: Affected fighters will suddenly become metal, like being transformed by a Metal Box.
- Invisibility: Affected fighters will suddenly become Invisible.
- Temporary Invincibility: Affected fighters will suddenly become invincible.
- Sudden Damage: Affected fighters will suddenly take damage. The amount of damage taken varies between different spirit battles.
- Sudden Final Smash: Affected fighters will suddenly gain a Final Smash.
- Attack Power ↑/↓: Affected fighters will suddenly have increased/decreased offense.
- Defense ↑/↓: Affected fighters will suddenly have increased/decreased defense.
- Jump Power ↑/↓: Affected fighters will suddenly have increased/decreased jump heights and speeds.
- Move Speed ↑/↓: Affected fighters will suddenly have increased/decreased movement speed and acceleration.
- Energy Output ↑: Affected fighters will suddenly deal increased Energy damage.
- Magic and PSI Unleashed: Affected fighters will suddenly deal increased Magic and PSI damage.
- Strengthen Weapon: Affected fighters will suddenly deal increased Weapon damage.
- Reflect-Damage Buffed: Affected fighter's reflectors will suddenly have a higher multiplier.
- Sleep Status: Affected fighters will suddenly fall asleep.
Hazards
- Hazard: Heavy Wind: Wind will be present either periodically or constantly, moving the player horizontally if they don't have a spirit with Strong-Wind Immunity equipped; the effect can be lessened if a spirit with Strong-Wind Resist is equipped. Items will also be carried by the wind.
- Hazard: Low/High Gravity: Gravity will be reduced/increased and all fighters will jump higher/lower and fall slower/faster. The player will be unaffected if they equip a spirit with Gravity-Change Immunity.
- Hazard: Left Is Right, Right Is Left: The player's left/right movements reverse for some time unless they have a spirit with Irreversible Controls.
- Hazard: Screen Flip: The screen occasionally turns upside-down unless the player has a spirit with Screen-Flip Immunity.
- Hazard: Fog: Fog covers the screen, making it difficult to see, and it occasionally blocks the battlefield entirely, including name tags. The fog doesn't appear if equipped with a spirit with Fog Immunity.
- Hazard: Poison Cloud: Unlike the poisonous floor, the player gradually takes poison damage regardless of where they are. This damage can be reduced, nullified, or even inverted with certain Hazard Skills. Fog Immunity can also remove the poison cloud.
Floors
- Hazard: Lava Floor: The floor is overlaid with lava and when touched, the player gets launched with fire damage, which can be reduced or nullified with certain Hazard Skills.
- Hazard: Zap Floor: The floor has a metal surface and when touched, the player gets launched with electric hitstun. A spirit with the Zap-Floor Immunity skill will nullify this effect.
- Hazard: Poison Floor: The player will gradually take poison damage while they are standing on the floor of the stage. This damage can be reduced, nullified, or even inverted with certain Hazard Skills.
- Hazard: Ice Floor: The floor is covered in ice and will freeze the player when touched. The Ice-Floor Immunity skill will prevent this.
- Hazard: Sticky Floor: The player will be slowed down and have reduced jump height when they are standing on the floor of the stage and do not have a spirit with Sticky-Floor Immunity equipped.
- Hazard: Slumber Floor: The floor is overlaid with a colorful surface with waves emitting off of it. While on it, the player is forced into sleep. The effect can be nullified if the player has a spirit with Slumber Immunity equipped.
Trivia
- The conditions that affect the floor do not always affect the stage entirely and is inconsistent between battles; for example, even though both battles use a Battlefield form stage, Blaze the Cat's Spirit Battle has a condition that alters the main platform, while Edelgard's condition affects only the three soft platforms.
- Lucario is the only fighter who is mentioned by name in a condition, being Lucario's Aura has increased power.
- While a few opponents do start their battles with a Boomerang, the condition "The enemy starts the battle with a Boomerang" is never specifically listed, even when there are less than three conditions on-screen.