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Special Orders: Difference between revisions

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When the player wants to stop, they will face off against Crazy Hand in a battle with no time limit. In this battle, both the player and Crazy Hand will have stamina, with the player's stamina being 150 HP plus the amount of damage they would otherwise currently have (thus they will have higher HP if they have accumulated more damage during the orders). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If the difficulty is high enough (after playing many rounds), an opponent or two will be accompanying Crazy Hand; one of those extra opponents can even end up being Master Hand if the player manages to reach turn 14.
When the player wants to stop, they will face off against Crazy Hand in a battle with no time limit. In this battle, both the player and Crazy Hand will have stamina, with the player's stamina being 150 HP plus the amount of damage they would otherwise currently have (thus they will have higher HP if they have accumulated more damage during the orders). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If the difficulty is high enough (after playing many rounds), an opponent or two will be accompanying Crazy Hand; one of those extra opponents can even end up being Master Hand if the player manages to reach turn 14.


When damaging Crazy Hand or Master Hand, they sometimes will drop a chest that the player can pick up that contains more prizes; the number of chests dropped increases with the number of rounds cleared. Said chests will despawn after a while. If the player manages to defeat Crazy Hand, they get to keep everything earned during the run, and may also earn bonus awards based on which fighter was KO'd most often as an enemy. If the player is defeated at any time during Crazy Orders or if time runs out, a portion of their rewards will be lost. Crazy Orders have better rewards than Master Orders due to their higher risk.  
When damaging Crazy Hand or Master Hand, they sometimes will drop a chest that the player can pick up that contains more prizes; the number of chests dropped increases with the number of rounds cleared. Said chests will despawn after a while. If the player manages to defeat Crazy Hand, they get to keep everything earned during the run, and may also earn bonus awards based on which fighter was KO'd most often as an enemy. If the player is defeated at any time during Crazy Orders or if time runs out, a portion of their rewards will be lost. Crazy Orders typically have better rewards than Master Orders due to their higher risk.  




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*Clearing Crazy Orders after 20 rounds while playing as {{SSB4|Mario}} will unlock the ''F.L.U.D.D.'' trophy.
*Clearing Crazy Orders after 20 rounds while playing as {{SSB4|Mario}} will unlock the ''F.L.U.D.D.'' trophy.
[[Category:Modes (SSB4-Wii U)]]
[[Category:Modes (SSB4-Wii U)]]
==Trivia==
* In Master Orders, CDs can only be found on tickets with a Very Hard difficulty or higher.

Revision as of 10:56, February 24, 2015

Special Orders is a mode in Super Smash Bros. for Wii U. It has two submodes: Master Orders and Crazy Orders. In it, the player must undertake orders given to them by either Master Hand or Crazy Hand. In order to play these orders, one must use gold earned by playing the game.

Master Orders

A Master Orders selection screen.

Master Orders is the first kind of Special Order. In Master Orders, players must complete one of the three orders to get a prize. Master Orders range in difficulty, and the cost to attempt the order and the prize earned for completing the order is dependent on its difficulty level. These orders are often battles with special rules, such as a Stamina or Timed Battle, and additional effects such as characters being able to reflect projectiles or starting equipped with certain items may also be present. Tickets that have a hammer icon present signify that items will appear during the match.

Sometimes an order will be a Stadium mode that requires the player to achieve a certain score, such as hitting Sandbag a certain distance in Home-Run Contest. No matter which Master Order the player chooses, and regardless of whether they win or lose, a new set of three options will be presented for the next challenge (there is no way to play the same order twice).

Rewards for clearing an order can vary from getting some gold, a custom part, a CD, or even a Crazy Orders Pass. If the reward is a custom part, a franchise logo will be displayed right next to the reward; this lets the player know that the reward, whether it's equipment or a custom special, is compatible with at least one fighter from that selected franchise. Sometimes the player will receive more than one custom part, but the extra custom parts are usually completely random, or are affiliated with the character that the player was using.

In terms of ticket prices, Easy tickets cost 50G, Normal tickets cost 100G, Hard tickets cost 200G, Very Hard tickets cost 500G, and Intense tickets cost 1000G.

Crazy Orders

A Crazy Orders selection screen.

Crazy Orders are the second kind of Special Order. In Crazy Orders, rather than having one single order, the player attempts a series of orders until they either lose or claim victory. Crazy Orders are notable in that they require 5000 gold or a pass simply to play, after which individual orders are free to attempt. The passes are obtainable as rewards for Classic Mode, Smash Tour, Master Orders, or Event Mode. The player can then attempt as many orders as they can complete within a 10 minute time limit. These orders are battles similar to those found in Classic Mode, such as Free For All, Team, Giant, Horde, or Metal Battle. For each consecutive order, the orders become harder, and the player retains the same time limit from the previous order; the player will also keep 0.7x of the damage they took.

When the player wants to stop, they will face off against Crazy Hand in a battle with no time limit. In this battle, both the player and Crazy Hand will have stamina, with the player's stamina being 150 HP plus the amount of damage they would otherwise currently have (thus they will have higher HP if they have accumulated more damage during the orders). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If the difficulty is high enough (after playing many rounds), an opponent or two will be accompanying Crazy Hand; one of those extra opponents can even end up being Master Hand if the player manages to reach turn 14.

When damaging Crazy Hand or Master Hand, they sometimes will drop a chest that the player can pick up that contains more prizes; the number of chests dropped increases with the number of rounds cleared. Said chests will despawn after a while. If the player manages to defeat Crazy Hand, they get to keep everything earned during the run, and may also earn bonus awards based on which fighter was KO'd most often as an enemy. If the player is defeated at any time during Crazy Orders or if time runs out, a portion of their rewards will be lost. Crazy Orders typically have better rewards than Master Orders due to their higher risk.


Rewards

Master Orders

  • Clearing a Master Orders ticket of Hard difficulty or higher will have the player challenge Dr. Mario where beating him will unlock him.
  • Clearing a Master Orders ticket of any difficulty will unlock a Crazy Orders Pass.
  • Clearing a Master Orders ticket while playing as Rosalina & Luma will unlock the Rosalina in the Observatory / Luma's Theme music.
  • Clearing a Master Orders ticket while playing as Mega Man will unlock the Tornado Hold custom move for him.
  • Clearing a Master Orders ticket of Very Hard difficulty or higher will unlock the Trade-Off Attacker Protection Badge equipment.
  • Clearing a Master Orders ticket of Hard difficulty or higher while playing as King Dedede will unlock the King Dedede's Theme music.
  • Clearing a Master Orders ticket of Intense difficulty will unlock the Desperate Specialist Agility Badge equipment.

Crazy Orders

  • Clearing Crazy Orders after 10 rounds will have the player challenge R.O.B. where beating him will unlock him.
  • Clearing Crazy Orders will unlock the Crazy Hand trophy.
  • Clearing Crazy Orders while playing as Villager will unlock the Rover trophy.
  • Clearing Crazy Orders after 5 rounds will unlock the Speed Crasher Agility Badge equipment.
  • Clearing Crazy Orders after 10 rounds while playing as Greninja will unlock the Battle! (Reshiram/Zekrom) music.
  • Clearing Crazy Orders after 12 rounds will unlock the Soda Popinski trophy.
  • Clearing Crazy Orders after 20 rounds while playing as Mario will unlock the F.L.U.D.D. trophy.

Trivia

  • In Master Orders, CDs can only be found on tickets with a Very Hard difficulty or higher.