Master Core: Difference between revisions

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Master Beast has the following attacks:
Master Beast has the following attacks:
* Jumps behind the stage, then bites the player, similarly to Master Hand's background punch and plane attacks. Like those attacks, it can be avoided by jumping.
* Jumps behind the stage, then bites the player, similarly to Master Hand's background punch and plane attacks. Like those attacks, it can be avoided by jumping.
* Leaps high off the screen, then comes back down with a body slam. It will land on either edge of the stage, causing the whole stage to briefly tilt downwards sharply.
* Leaps high off the screen, then comes back down with a body slam. It will land on either edge of the stage, causing the whole stage to briefly tilt downwards sharply. This attack is easy to avoid by staying in the center of the stage, but if the player is [[recovery|recovering]] at the time, the sudden tilting of the stage can cause [[ledge]]s to be missed.
* Spawns spikes on its back, then a trail of shadows will crawl across the ground. When its horizontal position matches the player's or if it reaches the corner, spikes will spawn at that location, dealing damage.
* Spawns spikes on its back, then a trail of shadows will crawl across the ground. When its horizontal position matches the player's or if it reaches the corner, spikes will spawn at that location, dealing damage.
* Emanates lightning around itself. There is a brief start-up time, which shows it shrinking and being struck by lightning, similar to {{SSB4|Pikachu}}'s down special.
* Emanates lightning around itself. There is a brief start-up time, which shows it shrinking and being struck by lightning, similar to {{SSB4|Pikachu}}'s down special.
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====Attacks====
====Attacks====
Master Edges has the following attacks:
Master Edges has the following attacks:
* Performs a single simultaneous slash with all 5 blades, telegraphed by a brief flash of light.
* Emits a brief flash of light, then performs a single large simultaneous slash with all 5 blades.
* Launches four projectiles, two at a time, which boomerang back to the Master Core. These projectiles can be absorbed with [[PSI Magnet]] and [[Oil Panic]]. They can also be reflected with moves such as [[Cape]] and [[Reflector]].
* Launches four projectiles, two at a time, which boomerang back to the Master Core. These projectiles can be absorbed with [[PSI Magnet]] and [[Oil Panic]]. They can also be reflected with moves such as [[Cape]] and [[Reflector]].
* Similar to above, but launches two larger projectiles one at a time instead.
* Similar to above, but launches two larger projectiles one at a time instead.
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Master Fortress appears in two waves, with the first wave containing the first two weak points and the second wave containing the last two. Only one weak point is accessible at the start of each wave; destroying it opens a path through the Fortress to the wave's second weak point. At the end of each wave, the background music will stop.
Master Fortress appears in two waves, with the first wave containing the first two weak points and the second wave containing the last two. Only one weak point is accessible at the start of each wave; destroying it opens a path through the Fortress to the wave's second weak point. At the end of each wave, the background music will stop.


The first weak point is reachable by a straightforward path with few enemies and no traps. All future weak points feature the presence of the Fortress's numerous [[Danger Zone]]s, which take the form of either subtle yellow outlines on the walls or large pools of acid. If the player touches a Danger Zone when their [[damage]] is 100% or higher, they will be instantly [[KO]]'d; if their damage is lower than 100% they will instead take 25% damage with considerable [[knockback]]. Upon destroying the second weak point and defeating the first wave, the screen will fade and the player will be ejected from the Fortress (giving them an opportunity to use the Heart Container if they have left it behind earlier).
The first weak point is reachable by a straightforward path with few enemies and no traps. All future weak points feature the presence of the Fortress's numerous [[Danger Zone]]s, which take the form of either subtle yellow outlines on the walls or large pools of acid. If the player touches a Danger Zone when their [[damage]] is 100% or higher, they will be instantly [[KO]]'d; if their damage is lower than 100% they will instead take 25% damage with considerable [[knockback]]. At the same time, the enemies spawned in the Fortress can be knocked into the Danger Zones to defeat them more easily. Upon destroying the second weak point and defeating the first wave, the screen will fade and the player will be ejected from the Fortress (giving them an opportunity to use the Heart Container if they have left it behind earlier).


Entering the Fortress again will face the player with the second wave; the background music will also change once more. The second wave modifies the stage layout to include new paths as well as more enemies and Danger Zones. As before, the third weak point must be destroyed before a path opens to the final weak point. This final weak point is located in a cramped area virtually surrounded by Danger Zones, as well containing moving platforms which can disorient the player. When the final weak point is attacked, it will additionally defend itself by repeatedly summoning several enemies in the already limited space, who will likely serve to knock the player into the multiple nearby Danger Zones to inflict very heavy damage quickly. Destroying the fourth and final weak point will defeat Master Fortress.
Entering the Fortress again will face the player with the second wave; the background music will also change once more. The second wave modifies the stage layout to include new paths as well as more enemies and Danger Zones. As before, the third weak point must be destroyed before a path opens to the final weak point. This final weak point is located in a cramped area virtually surrounded by Danger Zones, as well containing moving platforms which can disorient the player. When the final weak point is attacked, it will additionally defend itself by repeatedly summoning several enemies in the already limited space, who will likely serve to knock the player into the multiple nearby Danger Zones to inflict very heavy damage quickly. Destroying the fourth and final weak point will defeat Master Fortress.
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