Actually, in the chrom bit, the reason that he spaces out Aether is because of a translation problem; the skill Aether is called Tenku in the Japanese version of the games, which can have the two syllables spaced out without sounding weird. A similar thing happens in a Brawl cutscene where Ike does Aether on a Rob but says Great Aether in the English version for the same reason.
As someone who's using duolingo to learn Japanese, i can tell you it definitely does sound weird to have the syllables in a single words spaces out like that, at least to me.
They could have just told the VA to do a longer "Aether!" shout or better yet a short phrase and it would have been easier to implement than separating a word in two syllables, there's even a mod that fixes that.
37:27 actually a fun touch with this is if you mash the attack button while Gomorrah chews them it fills the meter and does more damage, which is exactly how the Climax Gauge works in Bayonetta
i resently played bayonetta 1, not sure about bayonetta 2, but the climax gauge doesnt increase damage, it increases score, even if you dont mash it will still kill whatever boss youre fighting. theres the torture attacks that also have a meter that you can increase by mashing, but im not sure if that one increases damage, but i would guess it does since those attacks dont always instantly kill. so smash didnt 100% recreate climax attacks for bayos final smash 0/10 game
@10:50 Daisies are not only edible, they have been considered a medicinal herb. You can eat them directly or mix them into other food, make them into daisy tea, or create topical ointments from them. Daisies act as an anti-inflammatory, improve circulation, are a good source of vitamin C, and have various other benefits (some proven in tests and some not). Daisy tea can help with sore throats. Ointments made from daisies can both help with healing wounds and reduce resulting scarring. Mind, daisies also act as a natural laxative, so consuming human-sized flowers might have unexpected consequences.
Maybe not quite on the same level as peaches and their mythic association with immortality (particularly in Chinese mythology and to a lesser extent other East Asian mythologies) but it's certainly something.
Cloud's final smash is actually different when using different alts. The explosion at the end of the normal version launches away from the center of the hitbox while AC Cloud's explosion actually launches forwards relative to Cloud, meaning with normal Cloud, it launches away if you're behind Cloud, but with AC Cloud, if you're behind Cloud during the explosion at the end you actual get launched forward which is literally just a different hitbox property
@@SolidGizmo They literally have identical hitboxes and values. They kill at the same percent, it's just that being behind the explosion of AC Cloud launches you forward which is likely a bug
@@SolidGizmo "Oh jeez Daisy, that's very unprincesslike of you!" "Shut up, you know what daisies do to my stomach! And get me some water, I can still taste them."
Joker's Final Smash actually has a second dash in the opposite direction if the first one doesn't catch anyone, making it one of the better "dash activation box" FSes, especially with the "KO at 100%" property.
@@66Kusmu I'm pretty sure it's actually if you hold the opposite direction on the analog stick. If the first dash whiffs the second one will happen, no button press required.
Fun fact about Mii Swordfighter's final smash: since the balance of the move meant that each hit had to deal a small amount of knockback, getting hit by this attack doesn't unbury you if you're buried. Which means that if you use it point-blank on a buried opponent, it can do over 120%, which is the most damage of any final smash. But it won't kill lmao
Actually, I'm pretty sure that if you put the opponent in a small box in the stage builder and then use sonic's final smash it will deal about 300% of damage
@@FuryJack07 I tested this, but I couldn't get the damage nearly as high as that. It may have been more than Swordfighter's, but it wasn't 300%. I don't really think it counts, though, because you can do the trick with Mii Swordfighter's final smash on any stage, whereas you need a specially designed stage to make it work with Sonic
@@FuryJack07, actually you just need a ceiling for opponents unable to pass through on, so stages with platforms or ceilings that can’t be passed through would do the trick (because the ceiling/platform keeps the opponent in place instead of launching and pushing opponents away like normally seen and since Sonic is an active hitbox for every dash, opponents get hit with about every single one instead of just like 4-5 hits maximum when used normally)
120% is a lot, but it doesn't hold a candle to Rosalina's final smash in Smash 4 dealing 300% if you mange to get the opponent in the very center. It's a very stupid move that was broken in how it was the worst final smash if it missed and the best if it landed.
34:40 this is actually a direct reference to Street Fighter. In SF if you go for Shin Shoryuken and can’t get a full connect into the animation (due to juggle limits or range) it plays an animation and becomes a much weaker multi hit exactly like this
I believe the reason a lot of Brawl Final Smashes got changed is because a good portion of them were install supers and thus they had an innate advantage of duration over other supers. Landmaster being able to carry opponents up into the kill zone was kinda nuts.
Huge missed opportunity to have Bowser's reference the Giant Baby Bowser fight in Yoshi's island with rocks falling from the sky and fire breath at the stage instead of just a lame punch.
@@Robbie_HarunaI do wish that the final smashes still found a way to differentiate more from each other functionality wise (example: the Star Fox characters’ Arwings could work similarly to G&W’s revamped Final Smash)
12:07 Actually the reason why you can grab onto the condor is so that you can control the iceberg without worrying about running off the stage, so grabbing it is always ideal
It'd be really cool to see more non core moveset attack hitboxes in future - maybe things like assist trophies and pokeball summons is possible, or just general stage hazards?
It doesnt even need that Combo in most cases. All you need is having your enemy near the ledge, then activate Final Smash to damage them with your swords and the Sprint does the rest. This kills very early near the edge alone, making it one of the best final smashes, but it is mostly useless for early kills on huge stages.
Pyra/Mythra's final smashes are both named after their level 4 specials. It's surprisingly almost identical to how they work in the original game, since level 4 specials are all cutscene attacks in that game.
They wanted to make Final Smashes interrupt the gameplay less, and yet they made SO MANY of them into cutscenes that just completely prevent gameplay for like 5 seconds
I think every DLC fighter has a cutscene Final Smash. It's genuinely infuriating. Doesn't help that compared to other cutscene supers from other fighting games I think these are lacking
please undersatn what "interrupting gameplay" is something liek wario man or landmaster is WAY more disruptive than a short cutscene that gets you right back into the action
@@xolotltolox7626 Youre saying a final smash that continues the gameplay is more disruptive than a final smash that stops the game for 5 seconds. That makes sense.
@@luginess0 Yes Shit like warioman, mega charizard or Yoshi's Sm4sh FS are way more disruptive, because it turns thr game into "run away from this guy" for way longer and is way more disrupting to fight flow than a short cutscene that gets right back to the action
Another thing to mention about the fgc characters minus kazuya, just as you can cancel your normals into specials, you can cancel your specials into your final smash, making them ESPECIALLY lethal because any hit means death (for example, Terry gets down throw, nair, side b, then final smash, most of the time killing at zero, and I know that’s not too special for final smashes but still)
I'm surprised you didn't mention how Marth and Lucina's final smashes are instant kills at 0% on any remotely normal stage just because of how high the knockback is.
a very fitting detail given the fact that decent crits are an almost guaranteed death in Fire Emblem thanks to them tripling the damage in games where you almost never break double digit health
@@NintendoFan7141 You see, Roy was shafted in his own game, while Marth is the best character in his game. Even more original game representation in Smash
@@rosheafan Yeah, I've played through it, but if they wanted to be that accurate, they could have just made Roy deal 2% max with sweetspot smash attacks and die at lower % than Puff. Although really, smash Roy is practically a separate character from FE6 Roy considering how they act and at this point how they look.
Tbf, the ship Olimar crash lands in his FS isn’t his beloved S.S. Dolphin from the first game, but the Hocotate Ship from 2, and Olimar HATES that ship, even in 3 he was okay leaving it behind, and was very upset that he had to go back to PNF-404 for the 4th time just to retrieve the ship So the FS may be like a fever dream of what Olimar wishes to do to that annoying ship at this point xd
Shulk's final smash is influenced by his monado arts, with smash art killing at around 0% assuming it's active during the final hit, and buster giving it extra damage, killing at close to 0% assuming it runs out before the final hit. The monado dial can be activated while he has his final smash by buffering it out of shield.
The reason you can fly around with the condor with ice climbers is to prevent you from getting pushed off by your own iceberg. Also you can safely control the movement while flying around without dropping off
Ryu's Shin Shoryuken miss actually makes sense. Since in Street Fighter 3 (all versions), this is the behavior of Shin Shoryuken when the opponent's too far away, or jumps into the move when Ryu's going up.
Lucas' PK Starstorm also has an extra function that Ness' doesn't, holding up or down will change the focus point. Basically using it and not moving the stick up or down will leave a point of general focus fire directly on top of Lucas, but holding down will move that point toward the bottom blast zone and make them intersect paths later, while holding up does the exact opposite. It's a weird niche thing he has, but he still has it anyway I guess. I guess it's actually meant to help compensate for an issue with it, if Lucas happens to be at or above where the meteors spawn, they will fire up or in on themselves entirely because they start out focusing Lucas due to his Starstorm initiating in relation to where he is on the map rather than Ness' always starting at center stage, that extra angle option is probably to fix that if it were to happen.
Yeah, jigglypuff could get huge in Eldin Bridge too if you used it while the middle of the bridge repairs. Then you could further increase jigglypuff’s size by using yoshi’s egg lay on jigglypuff. They’d eventually get too big and they go off screen and die. Was quite a spectacle.
Rewatching this video, I noticed that Chrom in Robin's Final Smash is using a lot of moves from Ike. Especially that Shared Kicking animation that Snake 'borrowed' from Ike. He's doing the kicks towards the foreground though. Chrom even has Ike's old Fair before those kicks occur. This would explain why Palutena's Guidance jokingly mentions Chrom being an 'Ike Clone' in Smash 4.
19:04 I would've kept it as Galaxia Darkness. It eventually became official in the series in Planet Robobot in 2017 in the Meta Knightmare sub-game. It definitely is a lot cooler than a copy of Great Aether. 37:52 It should be noted that it isn't ink, it's sound waves. It's why it's the killer *wail,* it is them yelling loud as hell into a megaphone to damage people by destroying their ears. (The attack also doesn't cover them in any ink.) Pearl has her own version in Splat 2's Octo Expansion's finale, where she screams "Booyah!" into it.
one thing you missed: almost every cutscene final smash has a hitbox at the end of it that launches anyone near the person who got hit example: incineroar can only grab one person but the explosion after the cutscene can hit anyone nearby
With Megamans final smash you can set the black hole off any time you like by pressing b a second time it's not just when it hits something or reaches it max range
I know that Brawler has a pretty standard Final Smash, but it just hits different to me. It isn't just Brawler beating an enemy up, he's beating the absolute crap out of them, throwing everything they have at them. Plus you get a yell in whatever voice they use, in which case I highly recommend 3 Low if you have a cool voice.
I think part of it is that to an extent there's much less frills to it compared to others. He's not using a sword or special ninja slashes or light speed attacks he's literally just beating the absolute shit out of his foe and then mollywopping them into the blast zone.
for me its the random hits too, its not consistent like some sword ones, like normal cloud, it has some hits that come out faster than the rest, plus the ending DO, DO, BAM
Interesting fact about Ken's closer final smash, if you hit somebody with it in the blast zone and it k.o.s, you get a different sound and splash screen color. Pretty cool
38:29 the ship did not survive that's actually the ship crashing in the background you can tell by the fire on the spot where it got shot and the fact that it's going down
Something to point out! Most of the DLC Final Smashes are actually a video being played in the background. (Joker, Hero, Steve & Sephiroth) Another thing that is sorta worth mentioning, if you make Giga Bowser playable via mods, he sort of get his Classic Brawl & Sm4sh Final Smash. However, he replicates the same glitch seen in both games where the its just the effect particles of the transformation.
30:53 Should've mentioned that Palutena's Final Smash was actually the only nerfed Final Smash in the game. Opponents are slowed down for much less time and the black hole's windbox was made smaller (from 50u to 45u), as if it wasn't unreliable already due to how you can just stand above a platform to avoid the entire move (as seen at 25:00). *Let it sink in. This Final Smash got nerfed in the same fucking game where Zelda's fucking Final Smash is a fucking thing. FUCK.*
One small thing you missed is that the end of Fox and Falco’s Final Smash launches in different directions. Falco’s, for example, sends the opponent more vertical than Fox’s. (And in case you’re wondering, I have no idea what the launch angle is for Wolf 😅) Edit: Thanks to El Nathaniel Grande for letting me know that Wolf’s goes completely horizontal to complete the trifecta of Space Animals.
This has probably been already said, but the reason Samus has the back hit box and not dark Samus is that normal Samus uses her back thrusters to stabilize herself, with it jetting out small flames. Dark Samus does not do this thus no need for the hitbox.
honestly if you just cut out a few of the more egregious ones like Zelda (and to a degree Daisy/Peach) I think you could get away with them with some numbers tweaking
Glad to finally see the monster of a final smash Zelda's is. It's not uncommon for people to use it under a stage to get cheesy stage spike KO's at 0%. It just works...
45:21 There is something to say actually, the visuals and sound effects together make this final smash probably one of the rawest/most brutal final smashes, the Mii just breaks every bone in your body.
At 17:05 u said for mewtwos final smash "definitely one of the cooler new final smashes in added in ultimate" but mewtwos final smash is the same in smash 4. I dun really care but I just wanted to let u know. Keep up the good content.
43:01 Since no one seems to have mentioned it yet, I would like to point out that they ARE being faithful to FF7, specifically the Japanese version. There was a glitch or oversight in the international release that made Sephiroth's Supernova so infamously long.
28:00 That's the one big thing I feel like Smash is missing compared to all the other cross over and fan fighting games. Unique Character interactions. Even the few we have are strictly same series only, no fun cross universe Victory lines or taunts.
Actually Simon has an exclusive victory line against typically “dark” characters where he says “To darkness!” (Not entirely sure who it triggers for though) There are also the codec calls/Palutena’s guidance
@@gebis8515 I did forget about the Codec/guidance. Though even those are still very limited compare to other cross over games. At least there's a couple of guidances that have non Kid Icarus characters talking.
Unless it has been changed since, I believe that the Omnislashes have a slight difference: on one of them, if someone who wasn't hit by the initial hit is hit by the finisher, they get sent away from cloud, but in the other, they get sent in the direction that cloud is facing (so if they were behind cloud they would go in a different direction depending on the skin)
(28:00) But they're not doing anything with the crossover, though. The Starfox characters have unique dialogue with eachother only, making it not a crossover. It would be a crossover if Fox could say "This is the end for you, Ganondorf" for example, having the line for all villains. A game that actually did a crossover: Mario & Sonic at the Sochi Olympics, where in team sports, they had unique animations when you had Peach and Amy on the same team. That is a proper crossover.
12:10 you can control the iceberg by moving around normally, so grabbing the condor (which makes you unable to move) lets you control the iceberg without putting yourself in jeopardy.
27:32 in the old Smash Dojo! website, there was a post stating that Toon Link doesn't use kicks like the other Link (in Brawl) because his legs are too short for kicking, and this is why they decided to make him use swordslashes in his back and neutral aerial attacks as well.
Also joker's final smash if you miss it, you can instantly send joker in the other direction and the move will make you explode (thwack effect ) much earlier than 100 % , like around 50 %
34:18 Basically how it worked in SF4. There's a video called Bad Balance: Ryu's Metsu Shoryuken by Bafael which goes into more detail but from what I can remember from it Ultra 2 had very few setups into the full animation, and most of the setups you had were into that weaker version which was so bad you'd rather pick his other Ultra, Metsu Hadoken.
A few things about some of them. Kirby's final smash is ripped straight from the end of Return to Dreamland, just without the shifting swords. The luigi glitch showcase more than makes up for not being able to see his hitbox. Screw Zelda's, but it being an actual triangle is really cool. Ganon's initial sword hitbox spikes, and if you are in the right position, you can get the satisfying spike without hitting the main attack. G&W, you can force your opponent into the ground if you think you can't get them to the blast zone for better damage. Ultimate came out before Star Allies, but the are similar, though ultimate does stabs, and star allies does slashes. A big thing about Diffusion beam in brawl is also the fact that Rob is completely invincible during it, which makes sense comparing other final smashes, but less sense because he doesn't really transform like Wario. Mega mans can be prematurely detonated by the user. This can help catch people trying to dodge through it. I'm surprised you didn't mention that Greninja turned to Ash Greninja. Shin Shoryuken works like it does in SFIV, there is a hitbox that goes into a cutscene and if you miss it you just do a much weaker variant. You can mash the ending of Bayonetta's Final smash and fill that meter. I think it just does more damage. I don't know what happens exactly, but if Petey falls off the stage, anyone trapped will be popped out (the probably didn't want some dying at zero so easily). Just don't jump too early, you will ruin your momentum and some might not be able to recover.
Are you with the '"Ultra Sword being ripped from the end'' thing simply refering to the final smash resembling the finisher on Grand Doomer and Magalor or is it actually ripped straight from Return to Dreamland? (Im refering to the models used for the Ultra Sword, its hat and the star that Kirby stands on at the beginning).
piranha plant's final smash can be guided depending on how they move before petey jumps also you can make petey jump off the stage with opponents in the cages
Which is definitely not a good option if your opponent has a better recovery than Little Mac. Wish he could suicide but it gives your opponent so much upwards movement that they almost always live
As a big Pokemon fan I just simply love the fact they combined brawl and smash 4 final smashes for Lucario that was just such a treat to see because I did not want them to get rid of mega Lucario but we hadn't seen or storm in so long I didn't think it was going to come back and now it's super amazing!
34:24 this is a reference to how SF4 Ultras have different properties if the first hit connects and/or wasn’t juggled into. The non-cutscene version is weaker, so same deal applies here
He forgot to mention for Lucario that the final smash is also influenced my aura and can deal up to 80% and kill anyone at 0%, or be quite pathetic instead, not doing much of anything up to like 70ish. Also, at the top that extra hitbox pulls enemies in to the origin of the laser and cannot be escaped by sdi like the rest of the laser if the final smash user drops his controller and doesn’t follow his target.
12:06 the purpose for the condor is so you can move the ice berg without Killing the climbers. If both you and your opponent is on the same side of the ice berg, trying to push it towards them would kill you.
Don’t know if this is brought up In brawl, if you use Yoshi’s tongue, neutral b against a Jigglypuff glitched sized it will become its max size You can also activated on bridge of elden as soon as the bridge is repaired
36:00 fun fact that I didn't know about until PKbeats mentioned it: if you mash buttons on shinryuken it does extra damage similar to how supers work in some marvel versus Capcom games
3:52 if you look, samus has little flames on her back that dark samus doesn't have. the flames are to help samus keep in place whereas dark samus can just... float? So it makes sense in the sense of the final smashes being only different in that sense.
the biggest thing i miss is the fox, falco and wolf tank finals those were so cool to continue playing with a giant immortal beast seems to have been a trend in ultimate to remove the skill of controllable finals
The most likely reason for the changes to final smashes was most likely to make them more balanced for competitive play, not to remove the skill. A lot of the controllable FS from brawl like the tanks are just straight up busted and unfair in a competitive setting and so they needed to be changed. Granted the changes ended up being all for naught as players still don't want to allow them in competitive play, but the attempt was made.
@@NinjablazerZero1 I kinda doubt that, because if so, Zelda's wouldn't have been made the way hers is. A 99% guaranteed stock kill if over 80% damage from a hitbox that covers most of the stage is a massive oversight, compared to all the other Final Smashes that need a melee confirm.
They could've at least made Zelda's final smash the Bow of Light + Light Arrows, kinda like Brawl (and, if I remember correctly, 3DS/Wii U,) which, if I recall correctly, has appeared in multiple Zelda games before Smash Ultimate's release, not just BotW. Zelda, Peach, & Daisy's final smashes are ludicrously OP, FIX YOUR DANG GAME, NINTENDO! ZELDA, PEACH, & DAISY'S FINAL SMASHES ARE THE VERY REASONS FS METER ISN'T ALLOWED IN COMPETITIVE! DID YOU EVEN PLAYTEST THOSE THREE FINAL SMASHES?! *sigh* At least I was able to get that off my chest.
I love that Nintendo got rid of a lot of the older super interesting final smashes and implemented the meter in hopes of adding them to competitive. And then added the three princesses
18:15 I'll NEVER understand why they changed this! If you watch Chrom's reveal trailer before the game was released, he said it normally, which sounded way better.
Actually, in the chrom bit, the reason that he spaces out Aether is because of a translation problem; the skill Aether is called Tenku in the Japanese version of the games, which can have the two syllables spaced out without sounding weird. A similar thing happens in a Brawl cutscene where Ike does Aether on a Rob but says Great Aether in the English version for the same reason.
i remember chrom's reveal trailer has him saying aether normally, too. really weird they never addressed this
This makes a ton of sense,
He still sounds stupid though
Dude, the nostalgia from that entrance! The sword behind the Ancient Minister, the music, the voice
As someone who's using duolingo to learn Japanese, i can tell you it definitely does sound weird to have the syllables in a single words spaces out like that, at least to me.
They could have just told the VA to do a longer "Aether!" shout or better yet a short phrase and it would have been easier to implement than separating a word in two syllables, there's even a mod that fixes that.
37:27 actually a fun touch with this is if you mash the attack button while Gomorrah chews them it fills the meter and does more damage, which is exactly how the Climax Gauge works in Bayonetta
Ken's burning Finalsmash also deals more damage if you mash the attack button, which apparently is a reference too.
how in the world Is it possible that I still find out new stuff about Ultimate so many years later?
@@valeriob36
Yep, Shinryuken's gimmick is button mashing for additional hits.
@@8kooty this game is huge with a lot of care put into it, there's gonna be a lot for us to still find XD
i resently played bayonetta 1, not sure about bayonetta 2, but the climax gauge doesnt increase damage, it increases score, even if you dont mash it will still kill whatever boss youre fighting. theres the torture attacks that also have a meter that you can increase by mashing, but im not sure if that one increases damage, but i would guess it does since those attacks dont always instantly kill. so smash didnt 100% recreate climax attacks for bayos final smash 0/10 game
11:01 we all just gonna ignore how sick that cpu play was?
The FGC character's final smash combos are fucking wack because they can cancel *anything* into their Final Smash
Level 9 CPUs constantly like to end their combos by throwing Items + using their Final Smash...
I had no idea you could cancel even non-cancellable moves into your Final Smash…
I thought that was like tournament footage or something.
But nah, that's just level 9 cpu shenanigans.
@10:50 Daisies are not only edible, they have been considered a medicinal herb. You can eat them directly or mix them into other food, make them into daisy tea, or create topical ointments from them. Daisies act as an anti-inflammatory, improve circulation, are a good source of vitamin C, and have various other benefits (some proven in tests and some not). Daisy tea can help with sore throats. Ointments made from daisies can both help with healing wounds and reduce resulting scarring. Mind, daisies also act as a natural laxative, so consuming human-sized flowers might have unexpected consequences.
Daisy Waft when
Brb, going outside to grab some daisies.
Maybe not quite on the same level as peaches and their mythic association with immortality (particularly in Chinese mythology and to a lesser extent other East Asian mythologies) but it's certainly something.
So you sayin' that I should out Daisy?
The stuff you teach me Smash Bros!
Cloud's final smash is actually different when using different alts. The explosion at the end of the normal version launches away from the center of the hitbox while AC Cloud's explosion actually launches forwards relative to Cloud, meaning with normal Cloud, it launches away if you're behind Cloud, but with AC Cloud, if you're behind Cloud during the explosion at the end you actual get launched forward which is literally just a different hitbox property
Only kills 2% earlier though
@@SolidGizmo They literally have identical hitboxes and values. They kill at the same percent, it's just that being behind the explosion of AC Cloud launches you forward which is likely a bug
@@SolidGizmo "Oh jeez Daisy, that's very unprincesslike of you!"
"Shut up, you know what daisies do to my stomach! And get me some water, I can still taste them."
Joker's Final Smash actually has a second dash in the opposite direction if the first one doesn't catch anyone, making it one of the better "dash activation box" FSes, especially with the "KO at 100%" property.
To be specific, it does the second dash only when you press the button a second time, cutting the first dash short.
@@66Kusmu I'm pretty sure it's actually if you hold the opposite direction on the analog stick. If the first dash whiffs the second one will happen, no button press required.
Fun fact about Mii Swordfighter's final smash: since the balance of the move meant that each hit had to deal a small amount of knockback, getting hit by this attack doesn't unbury you if you're buried. Which means that if you use it point-blank on a buried opponent, it can do over 120%, which is the most damage of any final smash. But it won't kill lmao
Actually, I'm pretty sure that if you put the opponent in a small box in the stage builder and then use sonic's final smash it will deal about 300% of damage
@@FuryJack07 I tested this, but I couldn't get the damage nearly as high as that. It may have been more than Swordfighter's, but it wasn't 300%. I don't really think it counts, though, because you can do the trick with Mii Swordfighter's final smash on any stage, whereas you need a specially designed stage to make it work with Sonic
@@FuryJack07, actually you just need a ceiling for opponents unable to pass through on, so stages with platforms or ceilings that can’t be passed through would do the trick (because the ceiling/platform keeps the opponent in place instead of launching and pushing opponents away like normally seen and since Sonic is an active hitbox for every dash, opponents get hit with about every single one instead of just like 4-5 hits maximum when used normally)
120% is a lot, but it doesn't hold a candle to Rosalina's final smash in Smash 4 dealing 300% if you mange to get the opponent in the very center. It's a very stupid move that was broken in how it was the worst final smash if it missed and the best if it landed.
@@ShirmaAkayaku I mean, pre-patch G&W could do well over 500% with his final smash by dragging the opponent across the ground on big enough stages.
Finally, we get some REAL competitive content
Hell yea. cutter in the house!!
I mostly got what I came for but some were really shocking. It would be tricky to balance this.
The best rule set In smash is items off but meter on 😎😎
Oh hiya sleepy,when's your next character rework coming out?Are you ever gonna finish the series cos you do like two per year.
@@ronaldinho7490
Thanks for watching! Don't worry, I hit a roadbump but rest assured I will finish it. I keep my promises
34:40 this is actually a direct reference to Street Fighter. In SF if you go for Shin Shoryuken and can’t get a full connect into the animation (due to juggle limits or range) it plays an animation and becomes a much weaker multi hit exactly like this
Was looking for this comment lol
Called the forbidden shoryuken
Gouken has his as an ultra because he is trying not to kill the opponent
00:53 Mario
01:30 Donkey Kong
02:38 Link
03:08 Samus
04:32 Yoshi
05:13 Kirby
05:58 Fox
06:25 Pikachu
06:52 Luigi (No hitbox visual)
08:28 Ness
09:03 Captain Falcon
09:28 Jigglypuff (No hitbox visual)
10:28 Peach and Daisy
11:07 Bowser
11:42 Ice Climbers
12:28 Sheik
12:44 Zelda
14:32 Doctor Mario, Dr. Mario
15:01 Pichu
15:24 Marth
15:44 Lucina (Marth's but more damage)
15:56 Young Link
16:28 Ganondorf
17:01 Mewtwo
17:20 Roy
17:54 Chrom
18:22 Game & Watch, Game and Watch
18:54 Meta Knight
19:19 Pit
19:31 Dark Pit, Pittoo
19:46 Zero Suit Samus
20:07 Wario
20:27 Snake
20:59 Ike
21:44 Pokémon Trainer, Pokemon Trainer
22:26 Diddy Kong
23:04 Lucas
23:21 Sonic
23:49 King Dedede
24:26 Olimar
25:40 Lucario
26:20 R.O.B, ROB
27:24 Toon Link
27:49 Wolf
28:08 Villager and Isabelle
28:37 Mega Man
28:59 Wii Fit Trainer
29:30 Rosalina
29:58 Little Mac
30:28 Greninja
30:53 Palutena
31:29 PacMan, Pac-Man
31:52 Robin
32:19 Shulk
32:35 Bowser Jr. Bowser Junior
33:23 Duck Hunt
33:45 Ryu
35:15 Ken
36:09 Cloud
36:48 Corrin
37:11 Bayonetta
37:39 Inkling
38:08 Ridley
38:38 Simon Belmont and Richter Belmont
38:57 King K. Rool, King K Rool
39:13 Incineroar
39:27 Piranha Plant
40:08 Joker
40:40 Hero
41:00 Banjo and Kazooie, Banjo-Kazooie
41:23 Terry
41:41 Byleth
42:01 Min Min
42:24 Steve
42:50 Sephiroth
43:14 Pyra and Mythra, Pyra & Mythra
44:02 Kazuya
44:37 Sora
45:02 Mii Fighter: Brawler
45:31 Mii Fighter: Gunner
45:46 Mii Fighter: Swordfighter
Give this man an award
thank you, you amazing person. if this were reddit you’d have a gold, but it’s not, so just have a subscriber instead.
You mean
Heisenberg
Sans
Jesus
Legend
😅😮i😅😅😅😅he was 😮😮😮😮😮😮😮
I believe the reason a lot of Brawl Final Smashes got changed is because a good portion of them were install supers and thus they had an innate advantage of duration over other supers. Landmaster being able to carry opponents up into the kill zone was kinda nuts.
That on top of the devs saying they wanted Final Smashes to be more standardized and less drawn out overall.
@@Ninetails2000 So they gave us a bunch of cinematics.
@@Nosretep The cinematics are all pretty short and to the point, so... Yeah?
Huge missed opportunity to have Bowser's reference the Giant Baby Bowser fight in Yoshi's island with rocks falling from the sky and fire breath at the stage instead of just a lame punch.
@@Robbie_HarunaI do wish that the final smashes still found a way to differentiate more from each other functionality wise (example: the Star Fox characters’ Arwings could work similarly to G&W’s revamped Final Smash)
12:07 Actually the reason why you can grab onto the condor is so that you can control the iceberg without worrying about running off the stage, so grabbing it is always ideal
35:23 fun fact: characters can escape this final smash by someone grabbing you (however the only way this can happen is no team attack doubles)
It'd be really cool to see more non core moveset attack hitboxes in future - maybe things like assist trophies and pokeball summons is possible, or just general stage hazards?
I'd love to see boss hitboxes, or just boss mechanics in general.
Also items like the swords
Fun fact about that first swing with ganon's final smash:
It spikes. Ganon's smash can kill at 0 if you're both offstage.
nair also combos into it meaning down throw - nair - final smash is a true zero to death LOL
It doesnt even need that Combo in most cases.
All you need is having your enemy near the ledge, then activate Final Smash to damage them with your swords and the Sprint does the rest.
This kills very early near the edge alone, making it one of the best final smashes, but it is mostly useless for early kills on huge stages.
Pyra/Mythra's final smashes are both named after their level 4 specials. It's surprisingly almost identical to how they work in the original game, since level 4 specials are all cutscene attacks in that game.
Alongside Kazuya, they’re weirdly the only characters whose final smashes start out as cutscenes, but transition into the regular stage
They wanted to make Final Smashes interrupt the gameplay less, and yet they made SO MANY of them into cutscenes that just completely prevent gameplay for like 5 seconds
I think every DLC fighter has a cutscene Final Smash. It's genuinely infuriating. Doesn't help that compared to other cutscene supers from other fighting games I think these are lacking
@@crinsombone5380 yes, all of them are at least partially a cutscene
Excluding Plant
please undersatn what "interrupting gameplay" is
something liek wario man or landmaster is WAY more disruptive than a short cutscene that gets you right back into the action
@@xolotltolox7626
Youre saying a final smash that continues the gameplay is more disruptive than a final smash that stops the game for 5 seconds.
That makes sense.
@@luginess0 Yes
Shit like warioman, mega charizard or Yoshi's Sm4sh FS are way more disruptive, because it turns thr game into "run away from this guy" for way longer and is way more disrupting to fight flow than a short cutscene that gets right back to the action
11:01 That KO was so dope
Another thing to mention about the fgc characters minus kazuya, just as you can cancel your normals into specials, you can cancel your specials into your final smash, making them ESPECIALLY lethal because any hit means death (for example, Terry gets down throw, nair, side b, then final smash, most of the time killing at zero, and I know that’s not too special for final smashes but still)
The Terry touch of death combo is already so satisfying, imagine finishing with FS
This is actually demonstrated in the video around 11:01, and it honestly looks really cool
@@AchiBellarosa464 yeah the Ryu did it
Jab>Jab>Power Geyser>BIGGER POWER GEYSER
Terry's Buster Wolf hit grab into final smash is perfection.
I'm surprised you didn't mention how Marth and Lucina's final smashes are instant kills at 0% on any remotely normal stage just because of how high the knockback is.
a very fitting detail given the fact that decent crits are an almost guaranteed death in Fire Emblem thanks to them tripling the damage in games where you almost never break double digit health
@@Triforce_of_Doom Yeah sure, but what doesn't make sense is how they shafted Roy. He has awful range and his doesn't even kill at 0%!
I'm not, this dude really skimps out on details.
Anyway, yeah it kills at 0% even at half knockback.
@@NintendoFan7141 You see, Roy was shafted in his own game, while Marth is the best character in his game.
Even more original game representation in Smash
@@rosheafan Yeah, I've played through it, but if they wanted to be that accurate, they could have just made Roy deal 2% max with sweetspot smash attacks and die at lower % than Puff.
Although really, smash Roy is practically a separate character from FE6 Roy considering how they act and at this point how they look.
Shout out to this Ryu cpu 11:00
Tbf, the ship Olimar crash lands in his FS isn’t his beloved S.S. Dolphin from the first game, but the Hocotate Ship from 2, and Olimar HATES that ship, even in 3 he was okay leaving it behind, and was very upset that he had to go back to PNF-404 for the 4th time just to retrieve the ship
So the FS may be like a fever dream of what Olimar wishes to do to that annoying ship at this point xd
Shulk's final smash is influenced by his monado arts, with smash art killing at around 0% assuming it's active during the final hit, and buster giving it extra damage, killing at close to 0% assuming it runs out before the final hit. The monado dial can be activated while he has his final smash by buffering it out of shield.
The reason you can fly around with the condor with ice climbers is to prevent you from getting pushed off by your own iceberg. Also you can safely control the movement while flying around without dropping off
Bro that Ryu CPU at 11:00 bodied you
11:00
Ok, that was potentially the coolest disrespect ive ever seen an AI do
Ryu's Shin Shoryuken miss actually makes sense. Since in Street Fighter 3 (all versions), this is the behavior of Shin Shoryuken when the opponent's too far away, or jumps into the move when Ryu's going up.
Idk if it's even possible but I'd like to see the hit boxes for the assist trophies or the Pokemon from the pokeballs
Lucas' PK Starstorm also has an extra function that Ness' doesn't, holding up or down will change the focus point. Basically using it and not moving the stick up or down will leave a point of general focus fire directly on top of Lucas, but holding down will move that point toward the bottom blast zone and make them intersect paths later, while holding up does the exact opposite. It's a weird niche thing he has, but he still has it anyway I guess.
I guess it's actually meant to help compensate for an issue with it, if Lucas happens to be at or above where the meteors spawn, they will fire up or in on themselves entirely because they start out focusing Lucas due to his Starstorm initiating in relation to where he is on the map rather than Ness' always starting at center stage, that extra angle option is probably to fix that if it were to happen.
Yeah, jigglypuff could get huge in Eldin Bridge too if you used it while the middle of the bridge repairs. Then you could further increase jigglypuff’s size by using yoshi’s egg lay on jigglypuff. They’d eventually get too big and they go off screen and die. Was quite a spectacle.
How the heck did you find this out!?
Rewatching this video, I noticed that Chrom in Robin's Final Smash is using a lot of moves from Ike. Especially that Shared Kicking animation that Snake 'borrowed' from Ike. He's doing the kicks towards the foreground though.
Chrom even has Ike's old Fair before those kicks occur.
This would explain why Palutena's Guidance jokingly mentions Chrom being an 'Ike Clone' in Smash 4.
19:04 I would've kept it as Galaxia Darkness. It eventually became official in the series in Planet Robobot in 2017 in the Meta Knightmare sub-game. It definitely is a lot cooler than a copy of Great Aether.
37:52 It should be noted that it isn't ink, it's sound waves. It's why it's the killer *wail,* it is them yelling loud as hell into a megaphone to damage people by destroying their ears. (The attack also doesn't cover them in any ink.) Pearl has her own version in Splat 2's Octo Expansion's finale, where she screams "Booyah!" into it.
The fact you can combo into Terry's Final Smash like any other special is awesome, and allows you to pull of a true KoF style combo.
12:25 Poor Dedede, look where the tip of the iceberg hit
11:02
That CPU Ryu clip was so raw
one thing you missed:
almost every cutscene final smash has a hitbox at the end of it that launches anyone near the person who got hit
example: incineroar can only grab one person but the explosion after the cutscene can hit anyone nearby
8:21 If Waluigi got in he should've brought it back.
12:40 Launching backward is pretty useful.
37:26 If you mash i think the b button you get extra damage.
With Megamans final smash you can set the black hole off any time you like by pressing b a second time it's not just when it hits something or reaches it max range
The same applies to Marth's and Lucina's Final Smash so that you don't self destruct yourself
same with pit and bowser but you probably knew that
I know that Brawler has a pretty standard Final Smash, but it just hits different to me. It isn't just Brawler beating an enemy up, he's beating the absolute crap out of them, throwing everything they have at them. Plus you get a yell in whatever voice they use, in which case I highly recommend 3 Low if you have a cool voice.
It's the crunchy as hell punch sounds. They just sound like they HURT
I think part of it is that to an extent there's much less frills to it compared to others. He's not using a sword or special ninja slashes or light speed attacks he's literally just beating the absolute shit out of his foe and then mollywopping them into the blast zone.
for me its the random hits too, its not consistent like some sword ones, like normal cloud, it has some hits that come out faster than the rest, plus the ending DO, DO, BAM
Interesting fact about Ken's closer final smash, if you hit somebody with it in the blast zone and it k.o.s, you get a different sound and splash screen color. Pretty cool
Same thing happens with Ryu's Shin Shoryuken
11:01 That combo tho
12:46 for Zelda's final smash in case yall wanted to find it. 😁
38:29 the ship did not survive that's actually the ship crashing in the background you can tell by the fire on the spot where it got shot and the fact that it's going down
Infact he said not *totally* destroyed since there should be nothing left of the ship when ridley blasted a giant hole in it
@@hope7237 ohhh
Something to point out!
Most of the DLC Final Smashes are actually a video being played in the background. (Joker, Hero, Steve & Sephiroth)
Another thing that is sorta worth mentioning, if you make Giga Bowser playable via mods, he sort of get his Classic Brawl & Sm4sh Final Smash. However, he replicates the same glitch seen in both games where the its just the effect particles of the transformation.
30:53 Should've mentioned that Palutena's Final Smash was actually the only nerfed Final Smash in the game. Opponents are slowed down for much less time and the black hole's windbox was made smaller (from 50u to 45u), as if it wasn't unreliable already due to how you can just stand above a platform to avoid the entire move (as seen at 25:00).
*Let it sink in. This Final Smash got nerfed in the same fucking game where Zelda's fucking Final Smash is a fucking thing. FUCK.*
One small thing you missed is that the end of Fox and Falco’s Final Smash launches in different directions. Falco’s, for example, sends the opponent more vertical than Fox’s. (And in case you’re wondering, I have no idea what the launch angle is for Wolf 😅)
Edit: Thanks to El Nathaniel Grande for letting me know that Wolf’s goes completely horizontal to complete the trifecta of Space Animals.
Wolf’s is almost entirely horizontal, to complete the set.
@@elnathanielgrande16 Good to know
This has probably been already said, but the reason Samus has the back hit box and not dark Samus is that normal Samus uses her back thrusters to stabilize herself, with it jetting out small flames. Dark Samus does not do this thus no need for the hitbox.
11:01 BRO U JUST GOT DISRESPECTED IN A UNIVERSAL LEVEL BY A CPU
This is something I'm curious about for the sake of "is it possible to balance these like super moves *at all*"
honestly if you just cut out a few of the more egregious ones like Zelda (and to a degree Daisy/Peach) I think you could get away with them with some numbers tweaking
Only Zelda’s is really broken due to auto taking a stock if it hits you at over 80%, the rest is just tweaking size and damage.
@@Appletank8 60%* :(
@@codyruchian
Ok wow that's hilariously low. Get like 5 hits in and you can fire off a FS in any direction to guarantee a kill.
@edfreak9001 where's your pfp from?
11:02 are we gonna talk about how SAUCY that ryu was?
Glad to finally see the monster of a final smash Zelda's is. It's not uncommon for people to use it under a stage to get cheesy stage spike KO's at 0%. It just works...
Or right in front of a blast zones.
45:21 There is something to say actually, the visuals and sound effects together make this final smash probably one of the rawest/most brutal final smashes, the Mii just breaks every bone in your body.
At 17:05 u said for mewtwos final smash "definitely one of the cooler new final smashes in added in ultimate" but mewtwos final smash is the same in smash 4. I dun really care but I just wanted to let u know. Keep up the good content.
43:01 Since no one seems to have mentioned it yet, I would like to point out that they ARE being faithful to FF7, specifically the Japanese version. There was a glitch or oversight in the international release that made Sephiroth's Supernova so infamously long.
Airdodges: "I'm about to ruin this man's whole career"
28:00 That's the one big thing I feel like Smash is missing compared to all the other cross over and fan fighting games. Unique Character interactions. Even the few we have are strictly same series only, no fun cross universe Victory lines or taunts.
Actually Simon has an exclusive victory line against typically “dark” characters where he says “To darkness!” (Not entirely sure who it triggers for though)
There are also the codec calls/Palutena’s guidance
@@gebis8515 I did forget about the Codec/guidance. Though even those are still very limited compare to other cross over games. At least there's a couple of guidances that have non Kid Icarus characters talking.
It doesn’t exactly help that most Smash characters come from games with much simpler stories, and sometimes almost nonexistent spoken dialogue
Unless it has been changed since, I believe that the Omnislashes have a slight difference: on one of them, if someone who wasn't hit by the initial hit is hit by the finisher, they get sent away from cloud, but in the other, they get sent in the direction that cloud is facing (so if they were behind cloud they would go in a different direction depending on the skin)
4:23 this actually isnt anything specific to pits down b. In brawl, you could shield the laser with any character, although it'll definitely break it.
11:00 I’m sorry, but that Ryu Combo was crazy!
11:01
Ryu just casually pulling off a saucy confirm into his FS.
I am amazed that you can really learn a plethora of things by watching incredible videos like this.
The school system has failed us about stuff like movement and physics. Video Games are extremely good for teaching things
@@mightymoosegaming4887 Agreed.
(28:00) But they're not doing anything with the crossover, though. The Starfox characters have unique dialogue with eachother only, making it not a crossover. It would be a crossover if Fox could say "This is the end for you, Ganondorf" for example, having the line for all villains.
A game that actually did a crossover: Mario & Sonic at the Sochi Olympics, where in team sports, they had unique animations when you had Peach and Amy on the same team. That is a proper crossover.
45:07 This is the moment Walter White became Heisenberg, killing Palu like she's Jane or somethin
Or maybe the Goddess of Light reminded him a little too much of SKY-ler for his liking.
11:01 That Ryu needs to chill!
12:10 you can control the iceberg by moving around normally, so grabbing the condor (which makes you unable to move) lets you control the iceberg without putting yourself in jeopardy.
I never noticed how cute Kirby moves during their FS!
11:39 the punch here is just SOOOO fun to watch
27:32 in the old Smash Dojo! website, there was a post stating that Toon Link doesn't use kicks like the other Link (in Brawl) because his legs are too short for kicking, and this is why they decided to make him use swordslashes in his back and neutral aerial attacks as well.
23:48 so thats why i thought for the longest time that the chaos emeralds have hitboxes... nice
Also joker's final smash if you miss it, you can instantly send joker in the other direction and the move will make you explode (thwack effect ) much earlier than 100 % , like around 50 %
And if the opponent(s) are at least over 65% of damage when the attack connects, it will instant ko them
@@byleth9565 ah ok i didn't remember the exact percentage
12:06 since the iceberg is based on your movement, grabbing onto the condor makes it easier to control
As much as I dislike Zelda's Final Smash, I like that the hitbox was a triangle
34:18 Basically how it worked in SF4. There's a video called Bad Balance: Ryu's Metsu Shoryuken by Bafael which goes into more detail but from what I can remember from it Ultra 2 had very few setups into the full animation, and most of the setups you had were into that weaker version which was so bad you'd rather pick his other Ultra, Metsu Hadoken.
13:50 weirdly, donkey Kong can escape Zelda's final smash if he's not hit point blank with it.
just because his up-b completely ignores wind boxes
Finally! I'm so ready to see these!
40:09 I'm very disappointed that he didn't mention the fact that you can turn around with Joker's Final Smash if it misses on the way out.
12:05 I believe grabbing the condor is so that you can freely control the Iceberg without running off the stage yourself
A few things about some of them. Kirby's final smash is ripped straight from the end of Return to Dreamland, just without the shifting swords. The luigi glitch showcase more than makes up for not being able to see his hitbox. Screw Zelda's, but it being an actual triangle is really cool. Ganon's initial sword hitbox spikes, and if you are in the right position, you can get the satisfying spike without hitting the main attack. G&W, you can force your opponent into the ground if you think you can't get them to the blast zone for better damage. Ultimate came out before Star Allies, but the are similar, though ultimate does stabs, and star allies does slashes. A big thing about Diffusion beam in brawl is also the fact that Rob is completely invincible during it, which makes sense comparing other final smashes, but less sense because he doesn't really transform like Wario. Mega mans can be prematurely detonated by the user. This can help catch people trying to dodge through it. I'm surprised you didn't mention that Greninja turned to Ash Greninja. Shin Shoryuken works like it does in SFIV, there is a hitbox that goes into a cutscene and if you miss it you just do a much weaker variant. You can mash the ending of Bayonetta's Final smash and fill that meter. I think it just does more damage. I don't know what happens exactly, but if Petey falls off the stage, anyone trapped will be popped out (the probably didn't want some dying at zero so easily). Just don't jump too early, you will ruin your momentum and some might not be able to recover.
Not just sf4, also sf3 and sfv
Are you with the '"Ultra Sword being ripped from the end'' thing simply refering to the final smash resembling the finisher on Grand Doomer and Magalor or is it actually ripped straight from Return to Dreamland? (Im refering to the models used for the Ultra Sword, its hat and the star that Kirby stands on at the beginning).
@@TheTrueMasterOfTomfoolery Not the models, the finishing flurry followed by the excessively bigger sword.
@@camtheman7654 Ok
@@camtheman7654 But it makes me wonder, are the models custom made for Smash or were they ripped straight from Return to Dreamland?.
30:40 i love how its ash greninja very nice touch wish to see him soon in the next show
piranha plant's final smash can be guided depending on how they move before petey jumps
also you can make petey jump off the stage with opponents in the cages
Which is definitely not a good option if your opponent has a better recovery than Little Mac. Wish he could suicide but it gives your opponent so much upwards movement that they almost always live
I still remember when I first tried it out but I was offstage. "Hi Petey bye Petey"
As a big Pokemon fan I just simply love the fact they combined brawl and smash 4 final smashes for Lucario
that was just such a treat to see because I did not want them to get rid of mega Lucario but we hadn't seen or storm in so long I didn't think it was going to come back and now it's super amazing!
37:24 Gomorrah is actually a T. Rex Dragon that makes Elephant noises. Even funnier than a dog.
41:44 That's such an intense name for a final smash that is literally a jpeg.
4:23 As someone who has played brawl in the past, (Which I still do) I NEVER knew that! I will make sure I always play pit against a Samus!
34:24 this is a reference to how SF4 Ultras have different properties if the first hit connects and/or wasn’t juggled into. The non-cutscene version is weaker, so same deal applies here
He forgot to mention for Lucario that the final smash is also influenced my aura and can deal up to 80% and kill anyone at 0%, or be quite pathetic instead, not doing much of anything up to like 70ish. Also, at the top that extra hitbox pulls enemies in to the origin of the laser and cannot be escaped by sdi like the rest of the laser if the final smash user drops his controller and doesn’t follow his target.
I have never thought to look up hit boxes for ultimates until now! Thank you for keeping up the awesome content 💙
10:11 you can also do this on the bridge in the twilight princess stage.
Become big puff while the bridge is rebuilding.
damn some of these hitboxes are big enough to be on a DLC character's normals.
12:06 the purpose for the condor is so you can move the ice berg without Killing the climbers. If both you and your opponent is on the same side of the ice berg, trying to push it towards them would kill you.
Don’t know if this is brought up
In brawl, if you use Yoshi’s tongue, neutral b against a Jigglypuff
glitched sized it will become its max size
You can also activated on bridge of elden as soon as the bridge is repaired
Fun fact, the reason why charizard only fires off five fire blasts is because the base pp for the move fire bladt is five
36:00 fun fact that I didn't know about until PKbeats mentioned it: if you mash buttons on shinryuken it does extra damage similar to how supers work in some marvel versus Capcom games
That's how the move has worked ever since it debuted in SF alpha
43:28 Burning sword is the name of pyra's level 4 blade special in xenoblade 2
3:52 if you look, samus has little flames on her back that dark samus doesn't have. the flames are to help samus keep in place whereas dark samus can just... float? So it makes sense in the sense of the final smashes being only different in that sense.
the biggest thing i miss is the fox, falco and wolf tank finals
those were so cool to continue playing with a giant immortal beast
seems to have been a trend in ultimate to remove the skill of controllable finals
Would’ve been nice for someone to summon a tank instead of the fighters to shoot people.
The most likely reason for the changes to final smashes was most likely to make them more balanced for competitive play, not to remove the skill. A lot of the controllable FS from brawl like the tanks are just straight up busted and unfair in a competitive setting and so they needed to be changed.
Granted the changes ended up being all for naught as players still don't want to allow them in competitive play, but the attempt was made.
@@NinjablazerZero1
I kinda doubt that, because if so, Zelda's wouldn't have been made the way hers is. A 99% guaranteed stock kill if over 80% damage from a hitbox that covers most of the stage is a massive oversight, compared to all the other Final Smashes that need a melee confirm.
They could've at least made Zelda's final smash the Bow of Light + Light Arrows, kinda like Brawl (and, if I remember correctly, 3DS/Wii U,) which, if I recall correctly, has appeared in multiple Zelda games before Smash Ultimate's release, not just BotW. Zelda, Peach, & Daisy's final smashes are ludicrously OP, FIX YOUR DANG GAME, NINTENDO! ZELDA, PEACH, & DAISY'S FINAL SMASHES ARE THE VERY REASONS FS METER ISN'T ALLOWED IN COMPETITIVE! DID YOU EVEN PLAYTEST THOSE THREE FINAL SMASHES?! *sigh* At least I was able to get that off my chest.
Negative zone is a reference to the fact that Luigi is overshadowed by Mario.
I love that Nintendo got rid of a lot of the older super interesting final smashes and implemented the meter in hopes of adding them to competitive. And then added the three princesses
27:20 I remember avoiding this entire final smash by using Kirby's down b.
Lol
18:15 I'll NEVER understand why they changed this! If you watch Chrom's reveal trailer before the game was released, he said it normally, which sounded way better.