All-Star Mode: Difference between revisions

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[[File:AllStarRestAreaSSB4WiiU.jpg|left|thumb|The All-Star Rest Area in {{forwiiu}}]]
[[File:AllStarRestAreaSSB4WiiU.jpg|left|thumb|The All-Star Rest Area in {{forwiiu}}]]
Unlike previous installments, All-Star mode is playable from the start of the game. However, the mode is incomplete at first, as players cannot fight against characters they have not yet unlocked. Once all unlockable characters have been unlocked, it is referred to as true All-Star mode, which is required for many of the rewards from the [[Challenges]] in {{forwiiu}}. [[Downloadable character]]s will also be added to the mode if the player obtains them, but their presence or absence will not affect any of the challenges, and if the player deletes the DLC data, the downloadable characters will be removed from the mode, until they are re-downloaded.
Unlike previous installments, All-Star mode is playable from the start of the game. However, the mode is incomplete at first, as players cannot fight against characters they have not yet unlocked. Once all unlockable characters have been unlocked, it is referred to as true All-Star mode, which is required for many of the rewards from the [[Challenges]] in {{forwiiu}}. [[Downloadable character]]s will also be added to the mode if the player obtains them, but their presence or absence will not affect any of the challenges, and if the player deletes the DLC data, the downloadable characters will be removed from the mode, until they are re-downloaded.
The player only has one stock and [[continue]]s are unavailable. If the player is [[KO]]'d or runs out of time, the game ends; however, [[Coins|gold]], [[Global Smash Power]], and any other rewards earned during the run are retained.


The order in which different characters are fought is now based on a character's personal first appearance anywhere (all characters debuted first in Japan with the exception of [[Diddy Kong]], [[Sonic]] and [[Zero Suit Samus]], while [[Greninja]] debuted on the same day worldwide). In {{for3ds}}, the order of opponents starts with the oldest characters (1980) and progresses to the newest ones (2015, or 2013 prior to Corrin); in {{forwiiu}}, the order is reversed, with the newest characters fought first and the oldest ones fought last. {{SSB4|Mii Fighter}}s are absent from this All-Star Mode; the stage [[PAC-MAZE]] (which is exclusive to ''for Nintendo 3DS'') is not used.
The order in which different characters are fought is now based on a character's personal first appearance anywhere (all characters debuted first in Japan with the exception of [[Diddy Kong]], [[Sonic]] and [[Zero Suit Samus]], while [[Greninja]] debuted on the same day worldwide). In {{for3ds}}, the order of opponents starts with the oldest characters (1980) and progresses to the newest ones (2015, or 2013 prior to Corrin); in {{forwiiu}}, the order is reversed, with the newest characters fought first and the oldest ones fought last. {{SSB4|Mii Fighter}}s are absent from this All-Star Mode; the stage [[PAC-MAZE]] (which is exclusive to ''for Nintendo 3DS'') is not used.
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Rather than the knockback handicaps used in previous games, in ''SSB4'' damage multipliers are used to increase the damage dealt to opponents while reducing the damage taken by the player. The CPUs also have launch rates slightly below 1.0x, possibly to stop some moves from KOing them too early due to the damage multipliers. However, attacks from [[projectile]]s and other articles and props—such as Charizard's [[Flare Blitz]], Olimar's Pikmin, and Ness's yo-yo—are not affected by the player's damage boost or the opponents' damage reduction. In addition, stage hazards will deal full damage and knockback to players and enemies alike (such as falling onto the track in [[Mute City (3DS)|Mute City]]). As a result, prop-based attacks and stage hazards are by far the greatest threats to the player in this mode, since the opponents will otherwise be unable to reliably KO the player otherwise until approximately 200%. In this mode, opponents cannot be [[Star KO]]'d or [[Screen KO]]'d.
Rather than the knockback handicaps used in previous games, in ''SSB4'' damage multipliers are used to increase the damage dealt to opponents while reducing the damage taken by the player. The CPUs also have launch rates slightly below 1.0x, possibly to stop some moves from KOing them too early due to the damage multipliers. However, attacks from [[projectile]]s and other articles and props—such as Charizard's [[Flare Blitz]], Olimar's Pikmin, and Ness's yo-yo—are not affected by the player's damage boost or the opponents' damage reduction. In addition, stage hazards will deal full damage and knockback to players and enemies alike (such as falling onto the track in [[Mute City (3DS)|Mute City]]). As a result, prop-based attacks and stage hazards are by far the greatest threats to the player in this mode, since the opponents will otherwise be unable to reliably KO the player otherwise until approximately 200%. In this mode, opponents cannot be [[Star KO]]'d or [[Screen KO]]'d.
Unlike the previous two installments, but similar to [[Boss Battles Mode]] in ''Brawl'', the player only has one stock and continues are unavailable. If the player is [[KO]]'d or runs out of time, the game ends; however, [[Coins|gold]], [[Global Smash Power]], and any other rewards earned during the run are retained.


The player is unable to use any [[Character customization|customizations]], so with the exception of Mii Fighters, characters can only use their default special moves.
The player is unable to use any [[Character customization|customizations]], so with the exception of Mii Fighters, characters can only use their default special moves.
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