SSBB Icon.png

Boss Battles: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Spelling mistake)
Tag: Mobile edit
 
(170 intermediate revisions by 75 users not shown)
Line 1: Line 1:
{{ArticleIcons|brawl=y}}
{{ArticleIcons|brawl=y}}
'''Boss Battles Mode''' is an [[unlockable]] [[Stadium]] mode introduced in ''[[Super Smash Bros. Brawl]]'', which is very similar to [[All-Star Mode]], except the player fights all the bosses rather than all the playable characters. Boss battles mode is unlocked after the player completes both [[Classic Mode]] and [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]] for the first time, or in other words, has defeated each boss other than [[Crazy Hand]] at least once.
 
'''Boss Battles''' is an [[unlockable]] [[Stadium]] mode introduced in ''[[Super Smash Bros. Brawl]]'' that is very similar to [[All-Star Mode]], except the player fights all the [[boss]]es rather than all the playable characters. Boss Battles is unlocked after the player completes both {{SSBB|Classic Mode}} & [[The Subspace Emissary]] for the first time, or in other words, has defeated each boss at least once (aside from {{SSBB|Crazy Hand}}).


==Gameplay==
==Gameplay==
[[File:BossBattlesRest.png|thumb|The Rest Area.]]
[[File:BossBattlesRest.png|thumb|The Rest Area.]]
[[File:BossBattlesPiranha.png|thumb|A battle with Petey Piranha in Boss Battles Mode. Note that the cages are empty, and the sky is blue, like in [[The Great Maze]].]]
[[File:BossBattlesPiranha.png|thumb|A battle with Petey Piranha in Boss Battles. Note that the cages are empty, and the sky is blue, like in [[The Great Maze]].]]
 
The goal of Boss Battles is to defeat every boss in the game with a single [[stock]]. When a player begins Boss Battles, they are immediately dropped into combat against one of nine bosses (excluding [[Tabuu]]). Once a boss is defeated, the player is brought to the rest area. The rest area displays all defeated bosses as trophies, a screen that displays the face of next boss to be fought, and has limited recovery items. There are three [[Heart Container]]s, which recover the player's damage to 0% and don't reappear upon later visits to the rest area. This format continues until all bosses are defeated.
 
The bosses are fought in random order, except for Tabuu, who is always last. The player receives only 0.5x incoming damage, and reduced knockback, making bosses noticeably weaker, in addition to also being slower to compensate the fact that player has only one life and no [[continue]]s. Some boss attacks are altered in strength as well, either to make them weaker still, or to partially compensate for the resistances.


The goal of Boss Battles Mode is to defeat every boss in the game with a single [[stock]], or two characters in its co-op mode. When a player begins Boss Battles Mode, they are immediately dropped into combat against one of nine bosses except for [[Tabuu]]. Once a boss is defeated, the player is brought to the rest area. The rest area displays all defeated bosses as trophies, a screen that displays the face of next boss to be fought, and has three heart containers, or five in co-op mode, which, like in All-Star Mode, do not reappear even upon later visits to the rest area. This format continues until all bosses are defeated.
This format is mostly the same as [[All-Star Mode]]. However, the mode must be retried from the beginning if a [[Game Over]] is earned instead of having any continues. The final three bosses before Tabuu move and attack at a faster rate (most noticeable with Rayquaza & Galleom), and boss HP gradually increases as the mode progresses. The player is treated to a picture of one of the bosses upon completing the mode; this picture varies depending on the [[difficulty]] level chosen, starting from [[Petey Piranha]] for Easy to Winged Tabuu for Intense.  


This format is mostly the same as [[All-Star Mode]]. However, the player is not allowed to [[continue]] after losing their stock, as it is a [[stadium]] game. The battles occur in random order, except for the battle with [[Tabuu]], which always occurs last. Each boss has their own stamina bar as one would normally fight them in the Subspace Emissary, including both of the Hands. The final three bosses before Tabuu move and attack at a faster rate (most noticeable with Rayquaza and Galleom), and bosses have more HP the later they appear. The player is treated with a picture of one of the bosses upon completing boss battles: this picture varies depending on the difficulty level chosen. [[Stickers]] cannot be used in Boss Battles.
Boss Battles also includes a co-op mode, where both characters will have a single stock and there will be three extra Heart Containers for a total of six. Both players must remain alive; if either player loses their stock, the game ends.


The battles in this mode include:
The battles in this mode include:
 
*{{SSBB|Master Hand}}
*[[Master Hand]]
*{{SSBB|Crazy Hand}}
*[[Crazy Hand]]
*[[Petey Piranha]]
*[[Petey Piranha]]
*[[Rayquaza]]
*[[Rayquaza]]
Line 24: Line 28:


==Rewards==
==Rewards==
There are eight trophies obtained by completing [[Challenges]] and one unlockable character in ''[[Super Smash Bros. Brawl]]'' involving boss battles mode. Golden Hammers cannot be used to break them, except in [[PAL]] versions of the game.
There are eight trophies obtained by completing [[Challenges]] and one [[unlockable character]] in ''[[Super Smash Bros. Brawl]]'' involving Boss Battles. None of these challenges can be broken by a [[Golden Hammer]], except in [[PAL]] versions of the game (which can break open all challenges). These trophies cannot be unlocked in [[Multiplayer|co-op play]]. If done in co-op mode, the high scores (similar to [[All-Star]]) are tracked into a unique reserved slot rather than being any attached to any character.
 
*Clearing Boss Battles with {{SSBB|Fox}} or {{SSBB|Falco}} will challenge the player to beat {{SSBB|Wolf}}, and beating him will unlock him.
*Clearing Boss Battles with {{SSBB|Fox}} or {{SSBB|Falco}} will challenge the player to beat {{SSBB|Wolf}}, and beating him will unlock him.
*Clearing Boss Battles with 10 characters unlocks the [[Subspace Gunship]] trophy
*Clearing Boss Battles with 10 characters unlocks the [[Subspace Gunship]] trophy
Line 30: Line 35:
*Clearing Boss Battles with every character unlocks the Winged Tabuu trophy
*Clearing Boss Battles with every character unlocks the Winged Tabuu trophy
*Clearing Boss Battles on Easy difficulty unlocks the [[Subspace Bomb]] trophy
*Clearing Boss Battles on Easy difficulty unlocks the [[Subspace Bomb]] trophy
*Clearing Boss Battles on Normal difficulty unlocks the [[Shadow Bugs]] trophy
*Clearing Boss Battles on Normal difficulty unlocks the [[Shadow Bug]]s trophy
*Clearing Boss Battles on Hard difficulty unlocks the [[Dark Cannon]] trophy
*Clearing Boss Battles on Hard difficulty unlocks the [[Dark Cannon]] trophy
*Clearing Boss Battles on Very Hard difficulty unlocks the [[Porky Statue]] trophy
*Clearing Boss Battles on Very Hard difficulty unlocks the [[Porky Statue]] trophy
*Clearing Boss Battles on Intense difficulty unlocks the Galleom (Tank Form) trophy
*Clearing Boss Battles on Intense difficulty unlocks the [[Galleom|Galleom (Tank Form)]] trophy
 
==Differences between the easier and harder difficulties==
*Bosses have more health.
*The bosses move and attack at a faster rate.
*The bosses are more powerful.


==Boss changes from other modes==
==Changes from other modes==
Several of the bosses are slightly altered from their appearances in other modes.
Several of the bosses are slightly altered from their appearances in other modes.
*Bosses generally have around half the HP they do in the equivalent difficulty in the SSE and Classic modes, with their attacks having about half the power as well.
*Bosses generally have around half the [[HP]] they do in the equivalent difficulty in the [[Subspace Emissary]] and [[Classic Mode]], with their attacks being noticeably nerfed in both damage and knockback as well. This may be to compensate for [[sticker]]s being unavailable.
**Bosses are additionally slower than they normally are, unless they're one of the final three before Tabuu.
**Bosses are additionally slower than normal, unless they're one of the final three before Tabuu.
**The maximum health can vary vastly depending on the difficulty. For example, Tabuu's HP is around 1/3 of their equivalent difficulty on Easy in the Subspace Emissary, but nearly 60% on Intense. However, in [[Multiplayer|co-op mode]] bosses' health is still increased by 66% as in the Subspace Emissary.  
*Crazy Hand is a boss on his own, rather than together with Master Hand.
*Crazy Hand is a boss on his own, rather than together with Master Hand.
*Master Hand and Crazy Hand have Stamina Bars like other bosses, rather than the usual HP shown at the bottom. Both Hands also suffer a much more severe HP drop than the other bosses, resulting in them having much less HP than the other bosses despite having above average HP in Classic Mode compared to the other bosses.
*Master Hand and Crazy Hand have Stamina Bars like other bosses, rather than the usual HP shown at the bottom. Both Hands also suffer a much more severe HP drop than the other bosses, resulting in them having much less HP than the other bosses despite having above average HP in Classic Mode. Their attacks are also much weaker, even on Intense difficulty, compared to the equivalent Classic Mode fight.
*Galleom will be fought randomly in one of his two stages. His death animation will depend on when the player fights him. If they fight him as one of the earlier bosses, he will kneel to the ground, defeated (like his animation at the end of [[The Wilds (Part I)|The Wilds I]]). If he is fought as one of the last three bosses before Tabuu, he will fall backwards to the ground (like his animation at the end of [[The Ruined Hall]]).
*Galleom will be fought randomly in one of his two stages. His death animation will depend on when the player fights him. If they fight him as one of the earlier bosses, he will kneel to the ground, defeated (like his animation at the end of [[The Wilds (Part I)|The Wilds I]]). If he is fought as one of the last three bosses before Tabuu, he will fall backwards to the ground (like his animation at the end of [[The Ruined Hall]] or when finished by a strong attack like [[Falcon Punch]]).
**Additionally, while the attacks of bosses are normally slower in Boss Battles, Galleom's uppercut attack is always faster in Boss Battles than it is on the equivalent difficulty in the SSE.
**Additionally, while the attacks of bosses are normally slower in Boss Battles, Galleom's Uppercut attack is always faster in Boss Battles than it is on the equivalent difficulty in the Subspace Emissary.
*There is no time limit to fight [[Meta Ridley]].
*There is no time limit when fighting [[Meta Ridley]].
*On easy, normal and hard modes, [[Tabuu]]'s Off Waves do not [[OHKO]] the player.
*Almost all attacks lose their OHKO power and their [[damage]] is severely reduced (for example, Tabuu's Off Waves on Easy deal 22%-36% instead of 70%-78%).
*[[Petey Piranha]]'s cages are empty, as they are when he is faced in [[The Great Maze]]. Similarly, the sky is clear when fighting him in Boss Battles, rather than covered in dark clouds.
**Tabuu's Off Waves on Intense is the only move that still has OHKO potential.
*The individual boss themes are replaced with generic music, ''{{SSBBMusicLink|Super Smash Bros. Brawl|Boss Battle}}'', except for Master Hand, Crazy Hand and Tabuu. They use the music ''{{SSBBMusicLink|Super Smash Bros.|Final Destination (Melee)}}'', ''{{SSBBMusicLink|Super Smash Bros.|Giga Bowser (Melee)}}'', and ''{{SSBBMusicLink|Super Smash Bros. Brawl|Boss Battle Song 2}}'', respectively.
**Meta Ridley's Falcon Flyer Slam, Pull, and Smash are not weakened, however they are slower than in the Subspace Emissary.
*[[Item]]s do not appear.
**Unlike in the Subspace Emissary, Tabuu's Off Waves are not [[nerfed]] in co-op mode.
*The camera behaves as it does in normal brawls rather than how it behaves in the SSE.
*Petey Piranha's cages are empty, as they are when he is faced in [[The Great Maze]]. Similarly, the sky is clear rather than covered in dark clouds.
*The individual boss themes are replaced with an arrangement of Melee's menu music, called ''{{SSBBMusicLink|Super Smash Bros. Brawl|Boss Battle}}'', except for those of of Master Hand, Crazy Hand, and Tabuu. They use the music ''{{SSBBMusicLink|Super Smash Bros.|Final Destination (Melee)}}'', ''{{SSBBMusicLink|Super Smash Bros.|Giga Bowser (Melee)}}'', and ''{{SSBBMusicLink|Super Smash Bros. Brawl|Boss Battle Song 2}}'', respectively.
*[[Item]]s don't appear and stickers can't be used.
*The camera behaves as it does in normal Brawls rather than how it behaves in the Subspace Emissary.
 
==Gallery==
Below are the congratulations screens for completing Boss Battles.
<gallery>
Bossbattleseasy.png|Easy
Bossbattlesnormal.png|Normal
Bossbattleshard.png|Hard
Bossbattlesveryhard.png|Very Hard
Bossbattlesintense.png|Intense
</gallery>


==Trivia==
==Trivia==
*After a boss is defeated, players will not lose a [[stock]] going past the [[blast line]]s, nor suffer [[hoop damage]], akin to the SSE.
*The player can move while the [[Announcer]] is still saying "Ready?" and before he says "GO!".
*Despite having a boss trophy appear in the background of the resting area after each victory, players do not "earn" those trophies.
*Water effects from [[F.L.U.D.D.]] and [[Water Gun]] and [[push]] effects from [[PSI Magnet]] will make the color in the boss's health bar blink as it does when the boss takes [[damage]], even though these moves inflict none.
*The boss system works like the one in the game ''Kirby Super Star'' (and its remake ''Kirby Super Star Ultra''), which has a subgame named The Arena in which Kirby had to fight bosses in a random order, except the final most difficult one which always came last.
*The Boss Battles is similar to The Arena from the [[Kirby (universe)|''Kirby'' series]].
*The player can attack before the [[Announcer]] shouts "GO!"
*In ''[[Super Smash Bros. Ultimate]]'', the true [[Final stage (World of Light)|final stage]] of [[World of Light]] features a boss rush that pits the player against all the bosses (except for {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}), which can be fought in any order, before the true final boss.
*Porky can attack the player after he himself dies, through the usage of his Porky-bots; causing damage which is likely to frustrate the player on higher difficulties.
**{{SSBU|Sephiroth}}'s route has him fighting against all the bosses in the game (aside from [[Galeem]] and [[Dharkon]]) in a Boss Rush.
*Water effects from [[F.L.U.D.D]] and [[Water Gun]] and [[Push]] effects from [[PSI Magnet]] will make the colour in the boss' health bar blink like the boss is hurt, even though these moves don't inflict [[damage]].


{{SSBBMenus}}
{{SSBBMenus}}
[[Category:Single Player Modes]]
 
[[Category:Single-player modes]]
[[Category:Co-op modes]]
[[Category:Co-op modes]]
[[Category:SSBB modes]]
[[Category:Modes (SSBB)]]

Latest revision as of 15:43, April 14, 2024

Boss Battles is an unlockable Stadium mode introduced in Super Smash Bros. Brawl that is very similar to All-Star Mode, except the player fights all the bosses rather than all the playable characters. Boss Battles is unlocked after the player completes both Classic Mode & The Subspace Emissary for the first time, or in other words, has defeated each boss at least once (aside from Crazy Hand).

Gameplay[edit]

© Nintendo
The Rest Area.
A battle with Petey Piranha in Boss Battles. Note that the cages are empty, and the sky is blue, like in The Great Maze.

The goal of Boss Battles is to defeat every boss in the game with a single stock. When a player begins Boss Battles, they are immediately dropped into combat against one of nine bosses (excluding Tabuu). Once a boss is defeated, the player is brought to the rest area. The rest area displays all defeated bosses as trophies, a screen that displays the face of next boss to be fought, and has limited recovery items. There are three Heart Containers, which recover the player's damage to 0% and don't reappear upon later visits to the rest area. This format continues until all bosses are defeated.

The bosses are fought in random order, except for Tabuu, who is always last. The player receives only 0.5x incoming damage, and reduced knockback, making bosses noticeably weaker, in addition to also being slower to compensate the fact that player has only one life and no continues. Some boss attacks are altered in strength as well, either to make them weaker still, or to partially compensate for the resistances.

This format is mostly the same as All-Star Mode. However, the mode must be retried from the beginning if a Game Over is earned instead of having any continues. The final three bosses before Tabuu move and attack at a faster rate (most noticeable with Rayquaza & Galleom), and boss HP gradually increases as the mode progresses. The player is treated to a picture of one of the bosses upon completing the mode; this picture varies depending on the difficulty level chosen, starting from Petey Piranha for Easy to Winged Tabuu for Intense.

Boss Battles also includes a co-op mode, where both characters will have a single stock and there will be three extra Heart Containers for a total of six. Both players must remain alive; if either player loses their stock, the game ends.

The battles in this mode include:

Rewards[edit]

There are eight trophies obtained by completing Challenges and one unlockable character in Super Smash Bros. Brawl involving Boss Battles. None of these challenges can be broken by a Golden Hammer, except in PAL versions of the game (which can break open all challenges). These trophies cannot be unlocked in co-op play. If done in co-op mode, the high scores (similar to All-Star) are tracked into a unique reserved slot rather than being any attached to any character.

  • Clearing Boss Battles with Fox or Falco will challenge the player to beat Wolf, and beating him will unlock him.
  • Clearing Boss Battles with 10 characters unlocks the Subspace Gunship trophy
  • Clearing Boss Battles with 20 characters unlocks the Jyk trophy
  • Clearing Boss Battles with every character unlocks the Winged Tabuu trophy
  • Clearing Boss Battles on Easy difficulty unlocks the Subspace Bomb trophy
  • Clearing Boss Battles on Normal difficulty unlocks the Shadow Bugs trophy
  • Clearing Boss Battles on Hard difficulty unlocks the Dark Cannon trophy
  • Clearing Boss Battles on Very Hard difficulty unlocks the Porky Statue trophy
  • Clearing Boss Battles on Intense difficulty unlocks the Galleom (Tank Form) trophy

Changes from other modes[edit]

Several of the bosses are slightly altered from their appearances in other modes.

  • Bosses generally have around half the HP they do in the equivalent difficulty in the Subspace Emissary and Classic Mode, with their attacks being noticeably nerfed in both damage and knockback as well. This may be to compensate for stickers being unavailable.
    • Bosses are additionally slower than normal, unless they're one of the final three before Tabuu.
    • The maximum health can vary vastly depending on the difficulty. For example, Tabuu's HP is around 1/3 of their equivalent difficulty on Easy in the Subspace Emissary, but nearly 60% on Intense. However, in co-op mode bosses' health is still increased by 66% as in the Subspace Emissary.
  • Crazy Hand is a boss on his own, rather than together with Master Hand.
  • Master Hand and Crazy Hand have Stamina Bars like other bosses, rather than the usual HP shown at the bottom. Both Hands also suffer a much more severe HP drop than the other bosses, resulting in them having much less HP than the other bosses despite having above average HP in Classic Mode. Their attacks are also much weaker, even on Intense difficulty, compared to the equivalent Classic Mode fight.
  • Galleom will be fought randomly in one of his two stages. His death animation will depend on when the player fights him. If they fight him as one of the earlier bosses, he will kneel to the ground, defeated (like his animation at the end of The Wilds I). If he is fought as one of the last three bosses before Tabuu, he will fall backwards to the ground (like his animation at the end of The Ruined Hall or when finished by a strong attack like Falcon Punch).
    • Additionally, while the attacks of bosses are normally slower in Boss Battles, Galleom's Uppercut attack is always faster in Boss Battles than it is on the equivalent difficulty in the Subspace Emissary.
  • There is no time limit when fighting Meta Ridley.
  • Almost all attacks lose their OHKO power and their damage is severely reduced (for example, Tabuu's Off Waves on Easy deal 22%-36% instead of 70%-78%).
    • Tabuu's Off Waves on Intense is the only move that still has OHKO potential.
    • Meta Ridley's Falcon Flyer Slam, Pull, and Smash are not weakened, however they are slower than in the Subspace Emissary.
    • Unlike in the Subspace Emissary, Tabuu's Off Waves are not nerfed in co-op mode.
  • Petey Piranha's cages are empty, as they are when he is faced in The Great Maze. Similarly, the sky is clear rather than covered in dark clouds.
  • The individual boss themes are replaced with an arrangement of Melee's menu music, called Boss Battle, except for those of of Master Hand, Crazy Hand, and Tabuu. They use the music Final Destination (Melee), Giga Bowser (Melee), and Boss Battle Song 2, respectively.
  • Items don't appear and stickers can't be used.
  • The camera behaves as it does in normal Brawls rather than how it behaves in the Subspace Emissary.

Gallery[edit]

Below are the congratulations screens for completing Boss Battles.

Trivia[edit]