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Conditions

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Revision as of 14:39, November 19, 2019 by 177.105.198.168 (talk) (→‎Fighters)
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Image showing a number of conditions in Spirit Battles.
Conditions come in many different varieties, like the conditions in this Spirit Battle against Shadow the Hedgehog.

Conditions are a mechanic in the Spirits mode and Adventure Mode: World of Light in Super Smash Bros. Ultimate. Each Spirit Battle contains one or more special conditions themed around the opposing spirit that the player is facing. There are many different conditions, such as the opponent only using taunts, or favoring certain attacks. In addition to conditions, battles may also have "rules", which behave similarly and are shown on the left of the screen. Up to two rules and three conditions can be displayed on screen, but battles may have more that aren't shown.

List of Conditions

An icon for denoting incomplete things.

The following is a list of known Conditions in the game. These Conditions come in multiple combinations.

Fighter variants

Some fighters have prefixes (or postfix in the case of "Team") attached to their name to indicate they are under the effect of a particular transformation during battle. Occasionally they also appear in the list of conditions, but not always.

  • Bunny [enemy]: Enemy is permanently equipped with a Bunny Hood (which they cannot drop).
  • Clear [enemy]: Enemy is permanently invisible.
  • Curry [enemy]: Enemy is permanently breathing fire (like being under the effect of a Superspicy Curry)
  • Giant [enemy]: Enemy is permanently giant (like being transformed by a Super Mushroom).
  • Gold [enemy]: Enemy is permanently a Gold Fighter.
  • Metal [enemy]: Enemy is permanently metal (like being transformed by a Metal Box).
  • Reflect [enemy]: Enemy is permanently equipped with a Franklin Badge (which they cannot drop).
  • Tail [enemy]: Enemy is permanently equipped with a Super Leaf (which they cannot drop).
  • Tiny [enemy]: Enemy is permanently tiny (like being transformed by a Poison Mushroom).
  • [enemy] Team: A team of enemies appear.

Fighters

  • The enemy's [attack(s)] has increased power: The listed attack(s) will do additional damage when used by the enemy.
  • All fighters' [attack(s)] has increased power: The listed attack(s) will do additional damage when used by fighters.
  • The enemy's melee weapons have increased power: The enemy will deal extra damage with attacks that use melee weapons, such as swords.
  • The enemy's ranged weapons have increased power: The enemy deals additional damage with ranged weapons, such as Link's Bow.
  • The enemy has increased defense: The enemy has boosted defense.
  • The enemy has super armor and is hard to launch or make flinch: The enemy has constant super armor.
  • The enemy has super armor but moves slower: Similar to the super armor condition, but also imposes a speed penalty on the enemy.
  • [You are/The enemy is/All fighters are] [hard/easy] to launch: The specified fighter(s) will take more or less knockback. *
  • The enemy has increased move speed: The enemy will move faster.
  • The enemy can unleash powerful critical hits at random: The enemy's attacks will occasionally deal more damage. Identical to the Critical Hit ↑ Spirit ability.
  • [All fighters have/You have/The enemy has] [increased/reduced] jump power: The specified fighter(s) will have their jump height increased or decreased.
  • The enemy has increased [attack power/defense/move speed] when the enemy's at high damage: Upon reaching 60% of damage, the enemy will have increased damage output, defense or speed.
  • [The enemy is/All fighters are] very fast and can't stop quickly: The enemy/all fighters have greatly increased speed overall but worse traction.
  • The enemy is weak to [type(s)] attacks: The enemy takes more damage from said type of attacks.
  • [type(s)] attacks aren't as effective against the enemy: The enemy takes less damage from said type of attacks.
  • The enemy can heal by shielding attacks: The enemy will heal by successfully shielding attacks.
  • Gravity is [high/low]: The enemies, the player's, or both have their gravity reduced or increased overall, which affects mostly jump height and fall speed. The "Gravity Change Immunity" skill negates this effect.
  • The enemy is [giant/metal]: One or more of the enemies is always giant/metal.
  • [You/All fighters] are [giant/tiny/invisible]: The player/All fighters are always giant/tiny/invisible.
  • The enemy reflects projectiles: The enemy spawns with a Franklin Badge, which they will never drop.
  • The enemy breathes fire: The enemy is under the effect of a permanent Superspicy Curry.
  • The enemy becomes temporarily invincible: The enemy's invincibility may wear off.
  • The enemy will occasionally be invincible: The enemy will be invincible at specific intervals.
  • The enemy starts the battle with a(n) [item]: The enemy begins the battle with the item in question.
  • The enemy starts the battle with an enhanced [item]: The enemy begins the battle with the item in question, which deals more damage than usual.
  • The enemy can swing the hammer for a long time: The enemy's hammers will last longer than usual. This is identical to the Hammer Duration ↑ Spirit ability.
  • Items are attracted to the enemy: Items near an enemy will move towards it.
  • You constantly take minor damage: The player is constantly flowered and will take damage over time.
  • You'll occasionally take sudden damage: The player will take 50% damage at specific intervals.
  • The enemy falls slowly: The enemy falls slower than usual.
  • The enemy heals over time: The enemy regenerates their health.
  • The enemy heals when at critical damage: If the enemy reaches 100% damage, they will heal back to 0%.
  • The enemy has an extra midair jump: The enemy can jump again in midair.
  • You can't swim: The player will almost instantly drown upon swimming in water. The "Swimmer" skill will suppress this effect.
  • No one knows how to swim: All fighters will almost instantly drown upon swimming in water. The "Swimmer" skill will suppress this effect.
  • The enemy's FS Meter charges quickly: The enemy's Final Smash Meter charges faster than usual.
  • The enemy will suddenly have a Final Smash: The enemy's Final Smash Meter will instantly charge at specific intervals.
  • The enemy will charge up a powerful Final Smash: The opponents' Final Smash will be stronger than a normal Final Smash from the FS Meter, about the equivalent strength of a Final Smash obtained from a Smash Ball.
  • The enemy can use their Final Smash twice in a row: After the opponent uses the Final Smash, he/she will immediately have the Final Smash again. This is identical to the 'Chance of Double Final Smash' Spirit ability.
  • You get a Final Smash: The player occasionally gets a Final Smash.
  • The enemy can deal damage by dashing into you: The opponent's dash move can deal damage.

* The game does not appear to increase dealt knockback directly, but rather it modifies the launch speed decay. Consequently set knockback is still affected, and hitstun appears to be abnormally low/high.

Enemy Behavior

  • The enemy favors [attack(s)]: The enemy will use the listed attack(s) as frequently as it can.
  • The enemy favors [attack(s)] in the air: The enemy will use the listed attack(s) as frequently as it can in midair.
  • The enemy favors grabs and throws: The enemy will attack mostly using grabs and throws.
  • The enemy shields often: The enemy will shield frequently.
  • The enemy loves to taunt: The enemy will taunt frequently.
  • The enemy loves to jump: The enemy will jump as frequently as they can.
  • The enemy doesn’t like to jump: The enemy will avoid jumping as frequently as they can.
  • The enemy is easily distracted by items: The opponent will prioritize collecting and using items whenever they are available, including ones spawned by the player.
  • The enemy tends to avoid conflict: The enemy will attempt to stay as far away from the player as possible.
  • The enemy prefers not to move: The enemy will take no action whatsoever except recovering when they're off the stage.

Rules

  • Timed Battle: The match is a timed battle, and the player loses when the timer expires; the amount of time varies on which spirit is being fought.
  • Stamina Battle: The match is a Stamina Battle; the exact amount of stamina both fighters have varies from one spirit to another.
  • Timed Stamina Battle: The exact amount of time and the HP of both fighters varies based on the spirit in question.
  • Defeat the main fighter to win: Only one specific opponent needs to be defeated to win the battle. Defeating the other opponents is optional.
  • Defeat an army of fighters: Usually indicates a horde battle where the player must defeat all opponents.
  • Join forces with a CPU ally: A CPU ally will assist the player in defeating the enemy.
  • You lose if your CPU ally is KO'd: The player must prevent their CPU ally from being KO'd, some of which will avoid fighting.
  • Survive until the timer runs out: The player wins when the timer expires. KOing all enemies is optional, but doing so will clear the fight immediately.
  • Start the battle with 300%: All fighters start with 300% damage like in Sudden Death, making them incredibly easy to launch.
  • Fighters will suddenly take damage: After a few seconds, all fighters are set to 999% damage, making almost any attack one-hit KOs.
  • Take your strongest team into this no-frills battle: A standard battle with no additional conditions.
  • Win the battle to awaken the fighter: Defeating the fighter will have them join the player's roster. Only occurs in fighter unlock battles in World of Light and Giga Bowser's boss battle.

Environment

  • The floor is lava: The floor is overlaid with lava and when touched, the player gets launched with fire damage, which can be reduced or nullified with certain Hazard Skills.
  • The floor is electrified: The floor has a metal surface and when touched, the player gets launched with electric hitstun. A spirit with the Zap-Floor Immunity skill will nullify this effect.
  • The floor is poisonous: The player will gradually take poison damage while they are standing on the floor of the stage. This damage can be reduced, nullified, or even inverted with certain Hazard Skills.
  • The floor is frozen: The floor is covered in ice and will freeze the player when touched. The Ice-Floor Immunity skill will prevent this.
  • The stage is covered in fog: Fog covers the screen, making it difficult to see, and it occasionally blocks the battlefield entirely, including name tags. The fog doesn't appear if equipped with a spirit with Fog Immunity.
  • The stage is covered in a poisonous cloud: Unlike the poisonous floor, the player gradually takes poison damage regardless of where they are. This damage can be reduced, nullified, or even inverted with certain Hazard Skills. Fog Immunity can also remove the poison cloud.
  • The floor is sticky: The player will be slowed down and have reduced jump height when they are standing on the floor of the stage and do not have a spirit with Sticky-Floor Immunity equipped.
  • The floor is sleep-inducing: The floor is overlaid with a colorful surface with waves emitting off of it. While on it, the player is forced into sleep. The effect can be nullified if the player has a spirit with Slumber Immunity equipped.
  • Dangerously high winds are in effect: Wind will be present either periodically or constantly, moving the player horizontally if they don't have a spirit with Strong-Wind Immunity equipped; the effect can be lessened if a spirit with Strong-Wind Resist is equipped.
  • Periodic earthquakes will shake the stage: The stage occasionally shakes, causing the player to trip unless they are in the air or have a spirit with Falling Immunity.
  • Left and right controls will suddenly reverse: The player's left/right movements reverse for some time unless they have a spirit with Irreversible Controls.
  • The screen will suddenly flip: The screen occasionally turns upside-down unless the player has a spirit with Screen-Flip Immunity.
  • Bob-ombs will rain from the sky: Bob-ombs will spread the whole stage and explode by falling above the screen.

Miscellaneous

  • Certain items will appear in large numbers: A specific item or group of related items will spawn in large quantities at set intervals.
  • Only certain Pokémon appear from Poké Balls: Poké Balls will only spawn a specific Pokémon. Usually, an opponent starts the battle with a Poké Ball and activates it by throwing it on the ground to avoid having it reflected or caught by the player.
  • Hostile assist trophies will appear: A specific Assist Trophy will spawn after some time to fight alongside the opponents. The Assist Trophy enemy either does not disappear unless defeated or continuously reappears.
  • Reinforcements will appear during the battle: Extra fighters will spawn after some time has passed.
  • Reinforcements will appear after an enemy is KO'd: Extra fighters will spawn after an enemy fighter has been KO'd.

Condition modifiers

  • [Condition] when [the enemy's at high damage/badly damaged]: The condition doesn't activate until the enemy reaches 50% damage.
  • [Condition] after a little while: The condition toggles on and off after at certain intervals; this varies based on the fight.
  • [Condition] after eating: The condition activates after the said fighter eats.

List of Rules

An icon for denoting incomplete things.

Rules are shown on the left of a spirit's overview screen. They may also be listed in the conditions.

  • Item: [item]: Only the item or item category in question will appear during the battle.

Hazards

  • Hazard: Strong Wind: Wind will be present either periodically or constantly, moving the player horizontally if they don't have a spirit with Strong-Wind Immunity equipped; the effect can be lessened if a spirit with Strong-Wind Resist is equipped.
  • Hazard: Earthquake: The stage occasionally shakes, causing the player to trip unless they are in the air or have a spirit with Falling Immunity.
  • Hazard: Left is Right, Right is Left: The player's left/right movements reverse for some time unless they have a spirit with Irreversible Controls.
  • Hazard: Screen Flip: The screen occasionally turns upside-down unless the player has a spirit with Screen-Flip Immunity.
  • Hazard: Fog: Fog covers the screen, making it difficult to see, and it occasionally blocks the battlefield entirely, including name tags. The fog doesn't appear if equipped with a spirit with Fog Immunity.
  • Hazard: Poison Cloud: Unlike the poisonous floor, the player gradually takes poison damage regardless of where they are. This damage can be reduced, nullified, or even inverted with certain Hazard Skills. Fog Immunity can also remove the poison cloud.

Floors

  • Hazard: Lava Floor: The floor is overlaid with lava and when touched, the player gets launched with fire damage, which can be reduced or nullified with certain Hazard Skills.
  • Hazard: Zap Floor: The floor has a metal surface and when touched, the player gets launched with electric hitstun. A spirit with the Zap-Floor Immunity skill will nullify this effect.
  • Hazard: Poison Floor: The player will gradually take poison damage while they are standing on the floor of the stage. This damage can be reduced, nullified, or even inverted with certain Hazard Skills.
  • Hazard: Ice Floor: The floor is covered in ice and will freeze the player when touched. The Ice-Floor Immunity skill will prevent this.
  • Hazard: Sticky Floor: The player will be slowed down and have reduced jump height when they are standing on the floor of the stage and do not have a spirit with Sticky-Floor Immunity equipped.
  • Hazard: Slumber Floor: The floor is overlaid with a colorful surface with waves emitting off of it. While on it, the player is forced into sleep. The effect can be nullified if the player has a spirit with Slumber Immunity equipped.

Trivia

  • The condition, The floor is lava may be based of a game where players pretend ground/floor is covered with lava, as touching the ground will "hurt" the player.
  • Lucario is the only fighter who is mentioned by name in a condition, being Lucario's Aura has increased power.