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(→In competitive play: General reorganizing, remove outdated stuff like Peach Blossom not working in the air, make it so Ultimate's attempt at balancing isn't stuck at the end of the section, remove barely-related info (e.g. Soccer Ball physics and the removal of Pity Final Smashes from 1v1 aren't relevant)) |
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** 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. | ** 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. | ** 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 | * 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. | ** 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. | ** 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 "super attacks" such as [[Wario Waft]], [[KO Uppercut]], or [[Finishing Touch]], 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. | 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. |
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