Super Smash Bros. 4

Final Destination (SSB4)

Revision as of 13:12, June 7, 2016 by Amber Blackstar (talk | contribs) (Undid edit by BloodEdge765: Speculation.)
This article is about the Super Smash Bros. 4 stage. For other uses, see Final Destination (disambiguation).
For stages similar to Final Destination, but based on other stages, see Ω form.
Final Destination
Final Destination on Wii UFinal Destination on 3DS
SmashBrosSymbol.svg
Universe Super Smash Bros.
Appears in SSB4
Availability Starter
Crate type Futuristic (SSB3DS)
Normal (SSBU)
Maximum players 4
Tracks available 3DS
Final Destination
Menu (Melee): Ver. 2
(Alternate)
Wii U
Final Destination
Final Destination Ver. 2
Master Hand
Menu (Melee): Ver. 2
Credits (Super Smash Bros.)
Metal Battle (Melee)
Final Destination (Melee)
Giga Bowser (Melee)
Final Destination (Brawl)
Boss Battle Song 2 (Brawl)
Master Core
Master Fortress: First Wave
Master Fortress: Second Wave
Bolded tracks must be unlocked
Tournament legality
Smash 4 Singles: Starter
Doubles: Starter

Final Destination (終点, Endpoint) is a stage in both versions of Super Smash Bros. 4. Like in previous games, this is where Master Hand and Crazy Hand are fought, along with the new boss Master Core starting at 5.1 Intensity in Classic Mode.

Stage layout

Like all versions of Final Destination, the stage consists in a single floating platform with no hazards. The background shows large planets zooming by, followed by a bright white flash which marks the transition to a sky background. The background differs between the Wii U and 3DS versions.

Ω form

Final Destination itself can be selected as an Omega form, although it is identical to the normal form.

Gallery

3DS Images

Wii U Images

Trivia

  • In the PAL French version of Super Smash Bros. for Nintendo 3DS, DF stands for "Destination Finale".
  • This is the first iteration of Final Destination to use sound effects for the changing background animations.
  • Masahiro Sakurai stated that the first two games in the series had strong fiery imagery to convey a burning, passionate motif. Brawl had sky imagery to convey a more free motif. Since SSB4 was designed to feel right in between Melee and Brawl, the blazing sun and sky blue earth in the background of this stage may be representing this dichotomy of gameplay styles.