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Final Smash: Difference between revisions

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==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 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 location of a Smash Ball is 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 to have disproportionate power; simply using one competently will result in massive damage if not a clean KO of the opponent, accomplishing in seconds what could take several minutes for the opponent to match. 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 item 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.


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.
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.


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.
Smash Balls (and thus Final Smashes) are confirmed to maintain similar if not identical mechanics in ''[[Super Smash Bros. 4]]''. As a result, it is unlikely that Final Smashes will be a factor in competitive play.


==References==
==References==

Revision as of 09:02, April 28, 2014

A Final Smash (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 (the periods vary from character to character), are generally 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.

It should be noted that the camera during all Final Smashes (save for two of them) zooms in on the character performing one at the beginning juncture.

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.

Only one Smash Ball or Final Smash can be present on-screen at any given time.

Prior to 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 various clips that do suggest the idea, such as Ness yelling "PK Starstorm!".

Pity Final Smash

A Pity Final Smash

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.

Types

While Final Smashes tend to be unique among characters, there are certain categories they can be sorted into.

  • 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

Character Final Smash Type
Bowser Giga Bowser[1] Transformation
Captain Falcon Blue Falcon Trapping
Charizard unknown unknown
Diddy Kong Rocketbarrel Barrage Transformation
Donkey Kong Konga Beat Focused
Falco Landmaster Transformation
Fox Landmaster Transformation
Ganondorf Beast Ganon Directional
Greninja unknown unknown
Ice Climbers Iceberg[1] Stage-Wide
Ike Great Aether Trapping
Jigglypuff Puff Up Focused
King Dedede Waddle Dee Army Stage-Wide
Kirby Cook Kirby (Brawl) Trapping
Ultra Sword (SSB4) Trapping
Link Triforce Slash Trapping
Little Mac Giga Mac Transformation
Lucario Aura Storm Directional
Lucas PK Starstorm Stage-Wide
Luigi Negative Zone[2] (Brawl) Focused
Poltergust 5000[3] (SSB4) unknown
Mario Mario Finale Directional
Marth Critical Hit Directional
Mega Man unnamed Directional
Meta Knight Galaxia Darkness Trapping
Mr. Game & Watch Octopus Transformation
Ness PK Starstorm Stage-Wide
Olimar End of Day Stage-Wide
Peach Peach Blossom Focused
Pikachu Volt Tackle Transformation
Pit Palutena's Army[2] (Brawl) Stage-Wide
Three Sacred Treasures (SSB4) Stage-Wide
Pokémon Trainer Triple Finish Directional
R.O.B. Diffusion Beam Transformation
Rosalina Power Star Stage-Wide
Samus Zero Laser Directional
Sheik Light Arrow Directional
Snake Grenade Launcher Stage-Wide
Sonic Super Sonic Transformation
Toon Link Triforce Slash Trapping
Villager Dream Home[4] Trapping
Wario Wario-Man Transformation
Wii Fit Trainer Wii Fit Directional
Wolf Landmaster Transformation
Yoshi Super Dragon Transformation
Zelda Light Arrow Directional
Zero Suit Samus Power Suit Samus (Brawl)[5] Focused

Notes

  1. ^ a b These characters are vulnerable during their Final Smash.
  2. ^ a b These characters are vulnerable for part of their Final Smash.
  3. ^ Presumed due to several pieces of evidence, but not outright confirmed.
  4. ^ "Housewarming Party" in PAL regions
  5. ^ 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.

In competitive play

In tournaments, 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 location of a Smash Ball is 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 to have disproportionate power; simply using one competently will result in massive damage if not a clean KO of the opponent, accomplishing in seconds what could take several minutes for the opponent to match. 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 item 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.

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 (and thus Final Smashes) are confirmed to maintain similar if not identical mechanics in Super Smash Bros. 4. As a result, it is unlikely that Final Smashes will be a factor in competitive play.

References


External links