Conditions: Difference between revisions
(It was annoying me that I didn't know how this worked, so I decided to calculate the added damage. Turned out to be 1.5x so it apparently just uses Final Smash ↑. Methodology here: https://cdn.discordapp.com/attachments/1102256790546161696/1236432374493876316/Screenshot_2024-05-04_at_22.39.22.png?ex=6637fce1&is=6636ab61&hm=8c388a56754b31d4b6fadd01b07d6091d8455f079f7da60b9b67a6e6cf806061& (I used Ryo Sakazaki as the Spirit Battle)) |
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===Fighter variants=== | ===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. | 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. In some cases, these effects apply only to the main fighter, while minions may or may not be under the same effect. While Giant and Tiny enemies are comparable to the effects of their respective Mushrooms, their sizes do not always translate to the item's effect, meaning that they may be larger or smaller than a normal-sized fighter under those effects. | ||
* '''''Bunny [enemy]''''': Enemy is permanently equipped with a [[Bunny Hood]] (which they cannot drop). | * '''''Bunny [enemy]''''': Enemy is permanently equipped with a [[Bunny Hood]] (which they cannot drop). |
Latest revision as of 09:51, September 3, 2024
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. Certain spirits have abilities specifically designed to counter or negate certain conditions, and these are usually selected if a player creates a random spirit team.
List of conditions[edit]
The following is a list of known conditions in the game. These conditions come in multiple combinations.
Fighter variants[edit]
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. In some cases, these effects apply only to the main fighter, while minions may or may not be under the same effect. While Giant and Tiny enemies are comparable to the effects of their respective Mushrooms, their sizes do not always translate to the item's effect, meaning that they may be larger or smaller than a normal-sized fighter under those effects.
- 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[edit]
- [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: Either gravity will be significantly increased for the player, or their jump velocity is reduced. The Gravity Change Immunity spirit ability negates this effect when accomplished by increasing gravity.
- 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 spirit ability 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. They cannot be forced to drop the item.
- 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 heavy 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 opponent receives the Final Smash ↑ spirit effect. Their FS Meter also charges faster than usual.
- 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. (Note: this condition is only seen in the Smash Ball spirit battle.)
- 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. (Note: this ability is only seen on the Linebeck spirit battle.)
- 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[edit]
- 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[edit]
- 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.
- Start the battle with 300%: All fighters start with 300% damage like in Sudden Death, making them incredibly easy to launch.
- 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 minions 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. Its character is predetermined per Spirit Battle and cannot be chosen.
- You lose if your CPU ally is KO'd: Similar to above, but the player must prevent their CPU ally (who will sometimes avoid fighting) from being KO'd. Notably, this is the only condition under which a player can lose without being KO'd themselves or running out of time.
- 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.
- 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[edit]
- 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[edit]
- 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[edit]
- [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[edit]
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. See below.
- 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. The affected fighters have 2× ground and air speed, 0.75× ground traction, and 0.5× air friction.
- 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[edit]
- Hazard: Heavy Wind: Dangerously high winds will be in effect for a certain amount of time, causing the players and the items to move horizontally across the stage. A spirit with the Strong-Wind Resist skill will reduce this effect.
- Hazard: Low/High Gravity: The gravity will be reduced/increased and all fighters will jump higher/lower and fall slower/faster. A spirit with the Gravity-Change Immunity skill will nullify this effect.
- Hazard: Left Is Right, Right Is Left: The player's left/right controls will be reversed for a certain amount of time. A spirit with the Irreversible Controls skill will nullify this effect.
- Hazard: Screen Flip: The screen will occasionally flip upside-down for a certain amount of time. A spirit with the Screen-Flip Immunity skill will nullify this effect.
- Hazard: Fog: The screen will be covered in fog, obscuring the fighters, the battlefield, and the name tags from the player's view. A spirit with the Fog Immunity skill will completely remove the fog.
- Hazard: Poison Cloud: The screen will be covered in a poisonous cloud, causing the player to gradually take poison damage. A spirit with the Poison Damage Reduced, Poison Immunity, Poison Heals, or Poison Power Up skills will reduce, nullify, or beneficially invert this effect. A spirit with the Fog Immunity skill will also remove the poisonous cloud.
Floors[edit]
- Hazard: Lava Floor: The floor will feature a fiery lava surface, and when touched, the player will get launched with fire damage. A spirit with the Lava-Floor Resist or Lava-Floor Immunity skills will reduce or nullify this effect.
- Hazard: Zap Floor: The floor will feature 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 floor will feature a purple bubbling goop surface, and when touched, the player will gradually take poison damage. A spirit with the Poison Damage Reduced, Poison Immunity, Poison Heals, or Poison Power Up skills will reduce, nullify, or beneficially invert this effect.
- Hazard: Ice Floor: The floor will feature an icy and misty surface, and when touched, the player will freeze. A spirit with the Ice-Floor Immunity skill will nullify this effect.
- Hazard: Sticky Floor: The floor will feature a brown goop surface, and when touched, the player will be slowed down and have reduced jump height. A spirit with the Sticky-Floor Immunity skill will nullify this effect.
- Hazard: Slumber Floor: The floor will feature a colorful surface with waves emitting off of it, and when touched, the player is forced into sleep. A spirit with the Slumber Immunity skill will nullify this effect.
Item categories[edit]
- Mushrooms: Super Mushroom, Poison Mushroom
- Throwing Types: Bob-omb, Motion-Sensor Bomb Green Shell, Bumper, Freezie, Mr. Saturn, Gooey Bomb, Smart Bomb, Deku Nut, Smoke Ball, Pitfall, Hothead, Banana Peel, Bombchu, X Bomb, Hocotate Bomb, POW Block, Spiny Shell, Boomerang, Beetle, Beehive, Killer Eye, Boss Galaga, Beastball, Black Hole, Super Launch Star
- Stars: Super Star, Warp Star, Star Rod, Super Launch Star
- Mario Kart: Super Star, Lightning, Bullet Bill, Green Shell, Spiny Shell, Banana Peel
- Blocks: Metal Box, POW Block
- Shooting Types: Ray Gun, Fire Flower, Super Scope, Gust Bellows, Steel Diver, Drill, Banana Gun, Rage Blaster, Ramblin' Evil Mushroom, Staff
- Bananas: Banana Gun, Banana Peel
- Transforming Types: Super Mushroom, Poison Mushroom, Metal Box, Bunny Hood, Superspicy Curry, Lightning, Bullet Bill, Super Leaf
- Exploding Types: Bomber, Fake Smash Ball, Bob-omb, Motion Sensor Bomb, Gooey Bomb, Smart Bomb, Bombchu, Cross Bomb, Hocotate Bomb
- The Legend of Zelda: Hammer, Gust Bellows, Bob-omb, Boomerang
- Balls: Soccer Ball, Beastball
- Swords: Beam Sword, Killing Edge
- Recovery Types: Food, Maxim Tomato, Fairy Bottle, Healing Sprout
- Hammer: Hammer, Golden Hammer
- Battering Types: Beam Sword, Star Rod, Home-Run Bat, Hammer, Golden Hammer, Lip's Stick, Fire Bar, Ore Club, Killer Edge, Death's Scythe
- Sports: Home-Run Bat, Beastball
Trivia[edit]
- The conditions that affect the floors do not always affect the stage entirely and is inconsistent between battles. For example, even though both battles use a Battlefield form stage with a Lava Floor hazard, Blaze the Cat's spirit battle features the hazard affecting the main platform, while Edelgard's condition affects only the three soft platforms.
- The "The Legend of Zelda" items category includes 3 items which are not from The Legend of Zelda, but oddly does not include several items that actually are from The Legend of Zelda, such as Bunny Hood, Deku Nut and Bombchu, which would make a good substitute for Bob-omb.
- The condition "Only certain Pokémon will emerge from Poké Balls" is technically inaccurate, as only the Poké Ball the opponent starts with is predetermined, and subsequent Poké Balls are random.
- Lucario is the only fighter who is mentioned by name in a condition, being "Lucario's Aura has increased power". Though as with the corresponding Spirit effect, this would presumably also affect Richter's Holy Water.
- 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.