|Super Smash Bros. Free-For-All|
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Unlike other games of the same genre, the Super Smash Bros. series doesn't use health bars or stick to weird, unmemorable button combinations. Fighters duke it out on a large stage, consisting of a main platform and then some, depending on the location. Instead of health being constantly depleted, fighters have a damage percentage, which starts at 0%. It rises every time the fighter takes damage, and the higher it is, the more likely they will get launched. Getting launched off the screen or falling off the screen counts as a KO. Fighters all have the same buttons to use for moves, but every fighter has different moves assigned to them, with special moves usually being the most unique.
Super Smash Bros. Free-For-All changes up the formula slightly.
Gameplay Changes from Super Smash Bros. For 3DS/Wii U
- In general, gameplay is slightly faster than the previous installment, but still not as fast as Super Smash Bros. Melee. This is to appeal slightly more to the hardcore and competitive audience, while not leaving casual players in the dark.
- The gravity of characters has remained relatively unchanged, though.
- Characters with the ability to change into other characters mid match have regained this ability by using their Down Taunt, including Zelda/Sheik and Samus/Zero Suit Samus. The Pokemon Trainer from Super Smash Bros. Brawl has not returned, but Squirtle and Ivysaur will return as their own playable characters, given a similar treatment to Charizard in Super Smash Bros. For 3DS/Wii U.
- Because of how important taunts are now to certain characters' movesets, they're no longer limited during online play.
- Ω Stages from Super Smash Bros. For 3DS/Wii U have been modified, so now every Ω Stage has the exact same layout as Final Destination (Can go under the stage, stage boundaries are the same, etc.) Along with Ω Stages come α Stages, which turn stages into a version that imitate the Battlefield Stage, and μ Stages, which simplify the complexity of certain stages, make them larger, and expand the blast zones, making them optimal for 8 Player Smashes.
- Grabbing ledges has changed up slightly. Ledge invincibility lasts only 60 frames when the ledge is first grabbed, then lasts half as long each time the ledge is grabbed again (30 frames, then 15 frames, then 6, then 3, then 0). Walljumping and then regrabbing a ledge without touching the ground increases ledge invincibility frames by 5, maxing out at 70 frames. This resets once you land on a platform.
- Walljumping while currently at the max number of possible ledge invincibility frames will result in going into free fall immediately after. However, while walljumps increase your ledge invincibility frames, walljumping continously will not make you go into freefall unless a ledge has been grabbed before hand, and the character has not touched the ground.
- Like in Super Smash Bros. Melee, characters now conserve their momentum from their dash after jumping to a greater degree, but each jump reduces their momentum by half.
- The Rage effect has been removed from Super Smash Bros. For 3DS/Wii U.
- Similar to the previous installment but changed up slightly, attempting to regrab a a fighter will fail if they grabbed them within the past 40 frames, rather than a whole second.
- Hitstun has been changed slightly. Hitstun decreases when launched by a weak attack like a jab, and increases when hit by a strong attack like a smash attack.
- Shields are somewhat stronger yet weaker than in previous games; a fully charged smash attack will now leave a shield at around half of it's health, while special moves known for their heavy shield damage can take one out with one blow.
- Perfect shielding is much more strict yet rewarding. If an attack is shielded at the very last frame, the shield takes no damage, the attacker can act of shield about 5 frames later, and the attacker suffers increased endlag to their attack. Perfect shielding a projectile will reflect it if it's not powerful enough to normally break it, but it's power and speed will be drastically reduced.
- It is now always possible to tech, as impossible to tech blows at high percents have now been made techable. However, the window for teching has been decreased slightly, making it stricter.
The amount of fighters available is currently unknown, as the roster is still in the works. However, it is said to exceed the amount that Super Smash Bros. 4 3DS/WiiU had, which was 55. (Click on each fighter to go to their respective page.)
These fighters are available from the beginning of the game, no questions asked.
To play as these fighters, certain conditions must be met. Upon doing so, you'll have to fight them in a single stock match on a stage of their choice. Beat them, and they'll join your roster.
These big baddies can be fought in Boss Smash or The Arena, and some appear at the end of stages in The Smash Legacy. (Click on each boss to go to their page.)
Just like fighters, some of these are available to fight right off the bat.
You can't have a battle without a battlefield. We've got lots of those! (Click on each stage to go to their info page.)
These stages are available to play on from the beginning, and hail from many different series.
Meeting certain conditions, such as unlocking certain hidden fighters, will unlock these stages to play on.
Objects that spawn during battle that can turn the tide in many situations. That is, as long as you have them on. (Hover your mouse over each item to see their description.)
Pokemon appear when a fighter picks up a variation of the Pokeball item and throws it. Once it hits the ground, a Pokemon will come out and assist the fighter who summoned them in the same way Assist Trophies do. However, there are many more Pokemon, and depending on the Pokeball it came from, can have a totally different effect. Some Pokemon have a very rare chance of Mega Evolving, which gives them incredible power as they pull of a Final Smash like move.
The traditional mode, in true Smash Brothers fashion! You can play with up to 4 players, which can be either human players in the same room as you or CPUs. You can play on any stage, with any items you want, and can set the game mode to Stock(default), Time, Coin, or Competitive.
Stock gives players an unlimited time limit, and every time they're KO'd, they lose one stock. Players who lose all their stocks are out of the match, and the last one standing wins!
Time gives players unlimited lives, but a set time limit to smash. Players lose a point from getting KO'd, gain a point from KO'ing foes, and lose two points for self-destructing, whether intentional or not. The player with the most points at the end wins!
Coin sets players with unlimited lives, and a set time limit. When players take damage, money flies off of them, and can be picked up by anyone by touching it. Coins are the most common, dollars are worth more, and jewels are worth the most. The more spectacular way a player takes damage, the more money they'll drop! The player who has the most money at the end of the match wins!
Competitive, a brand new game mode to the series, is very similar to Time, in that players have unlimited lives and a set time limit(time limit is longer by default in this mode). However, players gain or lose points depending on how foes are KO'd. Said ways will be explained in the future. The player with the most points at the end wins!
Returning from the fourth installment, up to eight humans/CPUs can play together all at once in a chaotic fight to the finish! All game modes from VS. Smash are available to play in this mode. The stages one can play on are somewhat limited, but not by much.
What do you get when you take VS. Smash, and all a whole bunch of zany effects to fighters? Special Smash, of course! Same standards apply to Special Smash as VS. Smash, but before players choose their characters, each player can alter what effects they'll go under, which will be listed in the future. Experiment, and see what weird outcomes you can come up with!
Hey, sometimes the baddies want to join in on the fun, too! In Boss Smash, up to five players can participate as regular fighters, or boss characters, which are unlocked through a variety of ways. Like 8-Player Smash, some stages aren't available to play on this mode, but you can still have fun destroying your opponents with colossal beasts, or even fight head-to-head as big bosses!
Games & More
A spiritual successor to The Subspace Emissary from SSBB, The Smash Legacy acts as a new story mode. It's locked until almost every fighter is unlocked, but is one of Super Smash Bros. Free-For-All's greatest features. It follows the fighters' story as a new threat rises, as the forces of various villains from Nintendo universes begin attacking, along with the assistance of a new, all powerful army. Together, their goal is to eliminate all of the fighters, but why is unknown. The story is told through cutscenes that star several groups made up of fighters, and unlike The Subspace Emissary, cutscenes have dialogue in the form of text.
The old school challenge returns once more! Test your strength as you endure five deadly challenges before facing Master Hand. The player controls a Trophy of their character, which is moved across a gameboard. The gameboard is five spaces long, and each space leads to a fight. At bridging paths, the player can chose which challenge they would like to take, but no matter their path, their destination will be the same. The first fight is a free-for-all against 3 other random fighters on a random stage. The second fight is either a 1v1 fight against a random metal fighter on their home stage, or a 1v5 Giant fight, where you are the giant. The third fight is against a stage boss or boss from The Smash Legacy. The fourth fight is either a 2v2 Team Battle, or a Horde Battle against a team on their home stage. Finally, the fifth fight is a Horde Battle against the Action Faction. Finally, the player must test their skill against Master Hand in a final battle for all the glory. With a higher difficulty, Crazy Hand can join in on the action, or a certain someone will crash the party with sinister intentions...
In some stages, under certain conditions, certain events will be triggered. Some involve characters talking about the ongoing fight from a distance, while some may trigger an event in the background that can cause some chaos.
On the Palutena's Temple stage, if a player is playing as Pit, and they activate his down taunt by pressing the button very quickly, he will take a prayer stance. As long as Pit is not damaged while doing this, he will stand back up after a short time, and a conversation will go on between Pit, Palutena, and Viridi, along with some other characters sometimes. They will talk about a random opponent on the stage, and Pit will gain assistance on how to deal with said fighter, along with the comedy of Kid Icarus: Uprising's writing. Can only be used once per fight. Can be seen on each character's page.