Final Destination (SSBM): Difference between revisions

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:''This article is about the Super Smash Bros. Melee stage. For information on its Super Smash Bros. counterpart,  see [[Final Destination (SSB)]]. For information on the stage from Super Smash Bros. Brawl, see [[Final Destination (SSBB)]].''
{{Infobox Stage
{{Infobox Stage
|location    = [[Special Stage]]
|name        = Final Destination
|name        = Final Destination
|image        = [[Image:Finaldestination.jpg|Final Destination]]
|image        = [[Image:Finaldestination.jpg]]
|caption      =  
|caption      = The ominous Final Destination
|universe    = ''[[Super Smash Bros. (universe)|Super Smash Bros.]]''
|series      = [[Super Smash Bros. series|Super Smash Bros.]]
|games        = ''[[Super Smash Bros. Melee|SSBM]]''
|appearance  = [[Super Smash Bros. Melee]] [[Super Smash Bros. Brawl]]
|hometo      = [[Master Hand]]<br/>[[Crazy Hand]]<br/>[[Giga Bowser]]
|home        = [[(Giga)Bowser]], [[Master Hand]], [[Crazy Hand]]
|availability = [[Unlockable stage|Unlockable]]
|availability = Unlockable
|meleesingles = Available
|meleedoubles = Available
}}
}}


'''Final Destination''', sometimes abbreviated as '''FD''' or '''Final D''', is a neutral stage in [[Super Smash Bros. Melee]] that players often use in [[tournament]] battles. It is unlocked by clearing every [[event match]].
'''Final Destination''' is the last unlockable stage of [[Super Smash Bros. Melee|Super Smash Brothers Melee]]. The entire stage is flat. There are no platforms, no hazards, nothing except a long flat baseline. This stage is also the field of Event Match 51, and the final stage in Adventure and Classic modesIt can be unlocked for vs. mode matches if players complete [[The Showdown]], therefore all the characters and event matches must be unlocked. It is also going to appear in [[Super Smash Bros. Brawl]], with a slightly different look and seems slightly smaller than before.
 
In [[Classic mode]], the player fights [[Master Hand]] and [[Crazy Hand]] on this stage; in [[Adventure mode]], [[Bowser]] and [[Giga Bowser]]; in [[All-Star Mode]], [[Roy]] and any of his teammates. Some [[event match]]es are also played here.
 
This stage is very similar to [[Master Hand's Residence (N64)|Master Hand's Residence]].
 
Interestingly, the standard music is a hardly heard remix of the original ''[[Super Smash Bros.]]'s'' second halfs opening cinema. This was "discovered" by [http://www.youtube.com/user/CrappyCaptureDevice CrappyCaptureDevice] in a project to document everythings origins for ''[[Super Smash Bros. Melee]]'', and was documented in the video [http://www.youtube.com/watch?v=XzR4ODL_Cqw Final Destination Music - Super Smash Bros. Melee History].
 
==Controversy in competitive play==
Some players believe that Final Destination is one of the most fair levels; others do not consider this true. Certain elements of gameplay are dominant on this stage.  For instance, [[projectile]] users have an advantage on Final Destination, as there are no platforms for enemies to escape to or to interrupt projectiles.  Since many [[character]]s have [[projectile]]s, the game balance tends to lead towards the ones who have the abilities to counter them. It also favors [[chain grab|chain throwing]] because it is the widest available perfectly flat space, an environment suited to chain throws that move the enemy across stage (often due to [[directional influence|DI]]).  Additionally, the excess free space make [[camping]] a viable option for fast characters like [[Fox]], [[Falco]], [[Captain Falcon]] and [[Marth]].
 
While a fair number of players who call it [[cheap]] or accuse it of being balance-skewed, there is no matchup or strategy that has been proven completely unwinnable on this stage.  The primary effect that Final Destination tends to have on competitive play is that it heightens the advantage that high-[[tier]]ed characters have in their best matchups.  For instance, [[Jigglypuff]] against Fox runs fairly the same on Final Destination as it does on the [[Dream Land]] stage, in terms of wins and lossesHowever, [[Bowser]] tends to fare more poorly than normal on Final Destination, particularly against projectile-using characters, because his lack of non-interruptable moves, his large [[hitbox]], and his short overall [[jump]] height make him an excellent target of projectile abuse, which can be mitigated in stages with platforms.
 
Some say that by adding additional options for characters, platforms expand gameplay and allow [[smasher]]s to play more creatively.  The inverse of this argument is that Final Destination removes options and therefore makes gameplay more rigid and pre-defined. However, neither of these positions are a comprehensive argument for banning the stage.  As mentioned before, ranged, chain throwing and juggling characters gain most from this stage, and the game mechanics still allow for a large degree of varied play and styles, some of which are not possible with platforms. For instance, under-platform camping (a technique where a character with good priority and vertical melee range hides under a platform to prevent his opponents from attacking with [[aerial attack|aerials]]) is invalidated here, forcing characters that rely on camping (such as [[Peach]] and Marth) to take the offense occasionally or lose to a stronger projectile or approach.  Additionally, the distant side and bottom blastlines enhance the importance of [[edge-guarding]] and [[recovery]], so while a projectile such as Falco's [[Blaster]] or [[Doctor Mario]]'s Megavitamins can control the stage and rack up easy damage, their poor recoveries are amplified.
 
Classically, the notion of a high level of balance on Final Destination comes from traditional 2-d fighters; almost all fighting games prior to SSB take place on fixed stages with fixed edges, and are balanced to play as such. All in all, the stage is considered balanced for [[tournament]] because it allows all characters to move effectively and evade and attack properly in melee combat, and because the imbalances it creates are not dissimilar to the imbalances created by [[Pokémon Stadium]] and [[Fountain of Dreams]] - largely character and matchup based, and situational.  Additionally, competative play at the high levels of fighting games, and the tournament scene for any game involves creating and researching situations where the used character selections gain slight, but not overwhelming advantages; therefore, the player with the most stage knowledge is most likely to pick the correct stage and gain an advantage.  Advanced stage selection can counter an advanced player's particular skillset, however, not in such a way that the same player cannot use his other basic and advanced skillsets to overcome the issue, and this is the scale that balance rests upon.  Advanced Slob Picks are used in tournament stage selection to prevent exploitation by game winners or negative variance and a minimized level selection that a full Random, neutral stage select would give.  If feeling that a character or matchup will do poorly on Final Destination, an option to ban it may be exercised, or simply another stage picked.


{{SSBMStages}}
[[Category:SSBB stages]]
{{Smash Melee}}
[[Category:SSBM stages]]
{{Non-playable}}
[[Category:Stages]]
[[Category:Stages]]
[[Category:Stages (SSBM)]]
[[Category:Super Smash Bros. universe]]

Revision as of 16:05, March 13, 2008

Final Destination
Finaldestination.jpg
The ominous Final Destination
Appears in Super Smash Bros. Melee Super Smash Bros. Brawl
Availability Unlockable

Final Destination is the last unlockable stage of Super Smash Brothers Melee. The entire stage is flat. There are no platforms, no hazards, nothing except a long flat baseline. This stage is also the field of Event Match 51, and the final stage in Adventure and Classic modes. It can be unlocked for vs. mode matches if players complete The Showdown, therefore all the characters and event matches must be unlocked. It is also going to appear in Super Smash Bros. Brawl, with a slightly different look and seems slightly smaller than before.