Stamina Mode: Difference between revisions

→‎In Ultimate: There's a random thing with ending a match in stamina
(→‎In Ultimate: There's a random thing with ending a match in stamina)
Tag: Mobile edit
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In ''Ultimate'', Stamina is now available as a standard rule option which can be combined with [[Time]] and [[Stock]] modes. As Stamina mode is no longer a part of Special Smash, it is now possible to play Stamina battles with a maximum of eight players. The maximum HP possible has been drastically increased, as players can now have HP ranging from 10-999 HP.  
In ''Ultimate'', Stamina is now available as a standard rule option which can be combined with [[Time]] and [[Stock]] modes. As Stamina mode is no longer a part of Special Smash, it is now possible to play Stamina battles with a maximum of eight players. The maximum HP possible has been drastically increased, as players can now have HP ranging from 10-999 HP.  


When playing with more than one stock or during a timed match, losing all HP causes an instant KO and respawn; on the fighter's final stock, KO'd characters will enter their motionless defeated pose, and will eventually explode after a few seconds (instead of permanently staying on-screen unless knocked off, like in previous games). As with other default modes, the final blow will feature the "Final Zoom" effect regardless of how strong the move was unless the KO was a Blast KO; if such, the game just ends like a normal match. If the character dies by a blast zone, then there is a slight delay before the match ending, likely because of the delay present when a character reaches 0 HP.
When playing with more than one stock or during a timed match, losing all HP causes an instant KO and respawn; on the fighter's final stock, KO'd characters will enter their motionless defeated pose, and will eventually explode after a few seconds (instead of permanently staying on-screen unless knocked off, like in previous games). As with other default modes, the final blow will feature the "Final Zoom" effect regardless of how strong the move was unless the KO was a Blast KO; if such, the game just ends like a normal match. If the character dies by a blast zone, then there is a slight delay before the match ending, likely because of the delay present when a character reaches 0 HP. Randomly the announcer may say game at the same time a last character is KO'd on their last stock and the results screen plays during the final zoom.


In ''Ultimate'', victims caught in a trapping or cinematic (e.g. [[Chain Attack]], [[Max Malicious Moonsault]], [[The Mighty Jinjonator]]) Final Smash will not go below 0.1 HP until the final hit. However, a few of these Final Smashes do not have this ability (such as {{SSBU|Isabelle}}'s [[Dream Town Hall]] or {{SSBU|Luigi}}'s [[Poltergust G-00]]), and opponents that attack a trapped foe in a non-cutscene Final Smash will still KO the victim before the move ends. Additionally, Final Smashes that previously had extremely high or [[OHKO]] potential (such as [[Critical Hit]]) have their knockback significantly reduced to prevent them from KOing opponents with high HP, unlike in ''Brawl'' or ''Smash 4''.
In ''Ultimate'', victims caught in a trapping or cinematic (e.g. [[Chain Attack]], [[Max Malicious Moonsault]], [[The Mighty Jinjonator]]) Final Smash will not go below 0.1 HP until the final hit. However, a few of these Final Smashes do not have this ability (such as {{SSBU|Isabelle}}'s [[Dream Town Hall]] or {{SSBU|Luigi}}'s [[Poltergust G-00]]), and opponents that attack a trapped foe in a non-cutscene Final Smash will still KO the victim before the move ends. Additionally, Final Smashes that previously had extremely high or [[OHKO]] potential (such as [[Critical Hit]]) have their knockback significantly reduced to prevent them from KOing opponents with high HP, unlike in ''Brawl'' or ''Smash 4''.
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