Editing Final Smash
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* Smash Balls spawn randomly and can move around the stage in an unpredictable pattern, potentially giving a random player a large advantage from just being in the right place at the right time. Characters on Final Smash standby can also randomly drop it from any hit that deals hitstun. | * Smash Balls spawn randomly and can move around the stage in an unpredictable pattern, potentially giving a random player a large advantage from just being in the right place at the right time. Characters on Final Smash standby can also randomly drop it from any hit that deals hitstun. | ||
** Characters with high mobility and range have their strengths exaggerated even more by Smash Balls, as they are better at pursuing and obtaining them; for example, it is unlikely that a | ** Characters with high mobility and range have their strengths exaggerated even more by Smash Balls, as they are better at pursuing and obtaining them; for example, it is unlikely that a {{SSB4|Little Mac}} player fighting a {{SSB4|Jigglypuff}} player on an [[Ω form]] stage can break the Smash Ball before their opponent gets to it unless it happens to spawn or float close to the ground. | ||
** ''Brawl'' also has the issue where a Final Smash may take an invisible and unpredictable amount of time to load from | ** ''Brawl'' also has the issue where a Final Smash may take an invisible and unpredictable amount of time to load from disc, causing a player to potentially use a neutral special move for no apparent reason and giving the opponent a free opportunity to counter. | ||
* The Final Smash Meter introduced in ''Ultimate'' removes the above randomness issues, but introduces issues of its own: | * The Final Smash Meter introduced in ''Ultimate'' removes the above randomness issues, but introduces issues of its own: | ||
** The meter charges passively over time, giving an incentive for players to stall. | ** The meter charges passively over time, giving an incentive for players to stall. | ||
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** Compared to other chargeable attacks such as [[Wario Waft]], [[KO Uppercut]], or [[Finishing Touch]], as well as similar super move mechanics in other fighting games, Final Smashes are [[unblockable]], make the user fully [[intangible]], and have no associated high-risk downside. | ** Compared to other chargeable attacks such as [[Wario Waft]], [[KO Uppercut]], or [[Finishing Touch]], as well as similar super move mechanics in other fighting games, Final Smashes are [[unblockable]], make the user fully [[intangible]], and have no associated high-risk downside. | ||
Pity Final Smashes also do not appear in competitive play, due to requiring a match have a minimum of 6 stocks, which is considered too high for timely tournament progression. As such, Final Smashes of any form remain universally banned in competitive play. | Pity Final Smashes also do not appear in competitive play, due to requiring a match have a minimum of 6 stocks, which is considered far too high for timely tournament progression. As such, Final Smashes of any form remain universally banned in competitive play. | ||
==Glitches== | ==Glitches== | ||