Stamina Mode: Difference between revisions

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'''Stamina''' is a gameplay option that replaces the traditional ''Super Smash Bros.'' [[damage]] percentage with a "HP gauge" similar to the life bars of conventional fighting games, which must be depleted to defeat characters. Stamina was a [[Special Smash|Special mode]] option prior to ''[[Super Smash Bros. Ultimate]]'', where it became a standard rule option. Battles with Stamina rules also appear in some [[event match|event matches]], one possible [[Smash Run]] Final Battle, and some [[spirit]] battles.
'''Stamina''' is a gameplay option that replaces the traditional ''Super Smash Bros.'' [[damage]] percentage with a "HP gauge" similar to the life bars of conventional fighting games, which must be depleted to defeat characters. Stamina was a [[Special Smash|Special mode]] option prior to ''[[Super Smash Bros. Ultimate]]'', where it became a standard rule option. Battles with Stamina rules also appear in some [[event match|event matches]], one possible [[Smash Run]] Final Battle, and some [[spirit]] battles.


In Stamina, every hit to the player depletes some [[HP]] from them. Once a character reaches 0 HP, they are KO'd, though characters can still be knocked off the stage through conventional means. However, [[knockback]] is not affected by the amount of damage the player has taken. From ''[[Super Smash Bros. Melee]]'' to ''[[Super Smash Bros. 4]]'', characters in Stamina only have a single life, but in ''Ultimate'', the mode can be used with [[stock]]s; when a character reaches 0 HP, they will be [[Instant KO|instantly KO'd]] and [[revival platform|respawn]] for as long as they have stocks remaining. When a character is defeated, the game will temporarily slow down, and the character will let out one of their [[KO]] cries, which varies based on the game. If the victim is hit by a very weak attack when they are KO'd (or defeated by a damage-over-time status effect like [[flower]]), they will perform a unique animation of them dramatically crumpling to the ground, usually falling backward or on their knees; otherwise, they will simply begin [[tumbling]] outside of player control, entering their prone state when landing on solid ground.
In Stamina, every hit to the player depletes some [[HP]] from them. Once a character reaches 0 HP, they are [[KO]]'d, though characters can still be knocked off the stage through conventional means. However, [[knockback]] is not affected by the amount of damage the player has taken. From ''[[Super Smash Bros. Melee]]'' to ''[[Super Smash Bros. 4]]'', characters in Stamina only have a single life, but in ''Ultimate'', the mode can be used with [[stock]]s; when a character reaches 0 HP, they will be [[Instant KO|instantly KO'd]] and [[revival platform|respawn]] for as long as they have stocks remaining. When a character is defeated, the game will temporarily slow down, and the character will let out one of their [[KO]] cries, which varies based on the game. If the victim is hit by a very weak attack when they are KO'd (or defeated by a damage-over-time status effect like [[flower]]), they will perform a unique animation of them dramatically crumpling to the ground, usually falling backward or on their knees; otherwise, they will simply begin [[tumbling]] outside of player control, entering their prone state when landing on solid ground.


Defeated fighters will always stay in their prone position and flash red; they cannot be controlled by the user and will always enter a state of tumbling when hit, and can be knocked off the stage and KO'd with a [[blast KO]] as usual. In ''SSB4'', defeated characters can also be eliminated completely if the victim is trapped in certain hazards such as [[Danger Zone]]s. Any helper characters, such as {{b|Pikmin|species}}, will still stay next to the knocked-out combatant, with the exception of [[Luma]], who will be KO'd alongside [[Rosalina]], and the partner [[Ice Climbers|Ice Climber]] in ''Ultimate'', who will be KO'd alongside the leader. In ''Ultimate'', defeated fighters will explode after a brief moment, removing them from the battlefield.
Defeated fighters will always stay in their prone position and flash red; they cannot be controlled by the user and will always enter a state of tumbling when hit, and can be knocked off the stage and KO'd with a [[blast KO]] as usual. In ''SSB4'', defeated characters can also be eliminated completely if the victim is trapped in certain hazards such as [[Danger Zone]]s. Any helper characters, such as {{b|Pikmin|species}}, will still stay next to the knocked-out combatant, with the exception of [[Luma]], who will be KO'd alongside [[Rosalina]], and the partner [[Ice Climbers|Ice Climber]] in ''Ultimate'', who will be KO'd alongside the leader. In ''Ultimate'', defeated fighters will explode after a brief moment, removing them from the battlefield.
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If a character lost their final stock by conditions that are capable of instantly KOing them under normal circumstances (e.g. [[Triforce of Wisdom]], [[Command Selection|Whack, Thwack]], [[Danger Zone]]s, [[Death's Scythe]] and [[Mimikyu]]), their knockout voice clip will be heard, but the instant KO explosion occurs without entering the defeated animation, like normal rule.
If a character lost their final stock by conditions that are capable of instantly KOing them under normal circumstances (e.g. [[Triforce of Wisdom]], [[Command Selection|Whack, Thwack]], [[Danger Zone]]s, [[Death's Scythe]] and [[Mimikyu]]), their knockout voice clip will be heard, but the instant KO explosion occurs without entering the defeated animation, like normal rule.
==In competitive play==
Stamina mode is rarely seen in tournaments due to its format being unpopular among the [[community]]. However, some tournaments run stamina brackets as a side event, potentially with some other unconventional conditions as a fun event.
While a simple change on the surface, changing the damage from a percent to hit points completely changes how the game is played. Due to reaching the [[blast line]]s no longer being the only way to take a stock, new strategies that deprioritize doing so form. Due to how hit points work in-game, all attacks essentially only have base knockback the entire game, which completely changes the functionality of certain moves that heavily rely on knockback scaling to be effective while indirectly improving attacks with set knockback. Also, since any attack can now KO regardless of knockback, poking and playing defensively is preferable to being aggressive and paying dearly for a mistake.
While no "official" tier lists for stamina mode exist, some generally agreed upon results exist. The best characters for stamina mode are those that excel in combos that can rack up damage quickly, and those that can play keep-away by whittling down their opponent's health from far away. While high damage is still important, it is inherently less impactful without knockback, forcing slow characters without good projectiles or long combos to play carefully and slowly get close to do as much damage as possible before the opponent can run away. That being said, lower knockback than usual can help some characters make longer combos due to the opponent not being knocked away, helping those same characters that need to get in close.


==Gallery==
==Gallery==
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==Trivia==
==Trivia==
{{video|GIF of Sora’s special Finish Zoom in Stamina Mode}}
[[File:SSBU Vc zelda missfoot01.wav|thumb|A comparison between a blast KO voice clip (known as '''Missfoot''' internally)...]]
[[File:SSBU Vc zelda missfoot01.wav|thumb|A comparison between a blast KO voice clip (known as '''Missfoot''' internally)...]]
[[File:SSBU Vc zelda knockout.wav|thumb|...and its Stamina counterpart (known as '''Knockout''') in ''Ultimate''; in this case, {{SSBU|Zelda}}.]]
[[File:SSBU Vc zelda knockout.wav|thumb|...and its Stamina counterpart (known as '''Knockout''') in ''Ultimate''; in this case, {{SSBU|Zelda}}.]]
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**Similarly, [[Inkling]]'s squid ghost can be seen flying away when KO'd in Stamina Mode, referencing ''Splatoon''{{'}}s death animation.
**Similarly, [[Inkling]]'s squid ghost can be seen flying away when KO'd in Stamina Mode, referencing ''Splatoon''{{'}}s death animation.
*When {{SSBM|Crazy Hand}} and {{SSBM|Master Hand}}'s stamina reaches 0 in [[Versus Mode|VS. Mode]], they do not make KO screams, and the camera does not freeze right before they fly off.
*When {{SSBM|Crazy Hand}} and {{SSBM|Master Hand}}'s stamina reaches 0 in [[Versus Mode|VS. Mode]], they do not make KO screams, and the camera does not freeze right before they fly off.
*Defeated characters that are hit with a [[Banana]] or other [[slip]] hitbox will be knocked into their sitting position. Once the time is up, they will stand, only to immediately lie back down.
*[[Staryu]] in ''[[Brawl]]'' will still target defeated characters.
*[[Staryu]] in ''[[Brawl]]'' will still target defeated characters.
*Defeated characters can grab ledges.
*Prior to ''Ultimate'':
*Defeated characters cannot swim and so will instantly drown if they fall into the water.
**Defeated characters that are hit with a [[Banana]] or other [[slip]] hitbox will be knocked into their sitting position. Once the time is up, they will stand, only to immediately lie back down.
**Defeated characters can grab ledges.
**Defeated characters cannot swim and so will instantly drown if they fall into the water.
*If [[Sudden Death]] occurs, the players will have 1 HP.
*If [[Sudden Death]] occurs, the players will have 1 HP.
**In ''Ultimate'', if a player uses stamina boosting spirits they will start with extra HP but will incorrectly be shown with 1 HP. Taking damage will update their HP to the correct amount.
**In ''Ultimate'', if a player uses stamina boosting spirits they will start with extra HP but will incorrectly be shown with 1 HP. Taking damage will update their HP to the correct amount.
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*In ''Ultimate'', if a fighter has a full [[Final Smash Meter]] upon losing their last stock, it will only partially empty (as it normally does upon being KO'd) once they explode a few seconds later.
*In ''Ultimate'', if a fighter has a full [[Final Smash Meter]] upon losing their last stock, it will only partially empty (as it normally does upon being KO'd) once they explode a few seconds later.
*[[Recoil damage]] allows the user to [[self-destruct|KO themselves]] in Stamina Mode. This includes attacks such as {{SSBU|Pichu}}'s electric moves (except [[Volt Tackle]]), and {{SSBU|Incineroar}}'s failed [[Alolan Whip]]. If the self-KOing user also happens to KO a remaining opponent with said move, the game will consider it a tie and move to [[Sudden Death]].
*[[Recoil damage]] allows the user to [[self-destruct|KO themselves]] in Stamina Mode. This includes attacks such as {{SSBU|Pichu}}'s electric moves (except [[Volt Tackle]]), and {{SSBU|Incineroar}}'s failed [[Alolan Whip]]. If the self-KOing user also happens to KO a remaining opponent with said move, the game will consider it a tie and move to [[Sudden Death]].
*In ''Ultimate'', if {{SSBU|Sora}} is the fighter to land the final blow, a special slow motion effect goes into place while the camera pans around and fades into white, referencing the visual effects that play when defeating a Boss in the {{uv|Kingdom Hearts}} series.
*In ''Ultimate'', if {{SSBU|Sora}} is the fighter to land the final blow, a special slow motion effect goes into place while the camera pans around and fades into white, referencing the visual effects that play when defeating a Boss in the {{uv|Kingdom Hearts}} series. The exceptions are if the victim is offscreen when the blow is landed, or if the opponent is [[Instant KO|instantly KO'd]], in which case the normal Finish Zoom occurs.
*In the English version of ''Ultimate'', {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, and all DLC fighters except for {{SSBU|Joker}} and {{SSBU|Banjo & Kazooie}} use one of their heavy knockback screams rather than their standard KO scream when KO'd by reaching 0 HP during their final stock in Stamina Mode. In the Japanese version, Joker, Banjo & Kazooie, and both male and female {{SSBU|Byleth}} use unique voice clips when KO'd in Stamina Mode.


==References==
==References==
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