While I know that all the DLC (minus plant) being Blue Falcon is disappointing, I do feel like Joker and Sephiroth deserve them. Joker because it fits his character, and Sephiroth because Supernova is his most powerful move in FF7 which plays a cutscene for it. Others though I don’t have enough opinions on.
Hero doesn't make a ton of sense but since it a turn-based RPG it makes sense for his attacks to stop the flow of battle while he takes a turn. Byleth & Banjo were done dirty. Minmin is the same premise of what her FS would have been anyway without needing to worry about how the animation would play out in 3D. Pythra aren't entirely cutscenes, they linger into the area much like Kazuya. I only know Pythra of those two but I feel they did well to represent their game's battle system to an extent. Steve wasn't the most fitting arguably but, like, what else would be a final smash. Only thing I could think of is Light Arrow ver5.0 Sephiroth being a cutscene makes the most sense both in general for FF7 and for his most iconic attack. Sora's is kind of lame but due to licensing I can't think of anything better. It at least seemed thematically appropriate for the end of Smash.
@@velvetbutterfly with a couple seconds of thought and being a fan of Minecraft since 10, I can confidently say debuffing splash potions and self-buffing potions. Or spawn eggs. Or even access to creative mode where the player gets diamond armor for a stock.
*Nintendo:* "Final smashes are straight to the point, so you can get right back to fighting" *Also nintendo:* Makes a bunch of final smashes into cutscenes which interrupt the fighting, instead of implementing the final smashes into the fighting like previous games
No they implemented them better here as they don't interrupt the fighting and go by quickly. Some old ones lasted too long and didn't make the main core gameplay better.
I feel like the point of a final smash is to interrupt the fighting, and essentially cause the other players to play around it, so ultimate just turning them into a single attack with a big hitbox kind of made them lose the appeal.
tbh i completely agree, final smashes really just feel like an extra mechanic thrown in just for spectacle, which is sad because in many other fighting games super moves are incredibly well designed, you've got simple high damage combo enders, but also huge projectiles or screen clearing moves, unique combo extenders, fully invincible moves for defensive use, installs that temporarily or permanently buff your character, really long lockdown moves that force your opponent to hold your offense, situational but extremely high damage punish moves, extremely difficult to land instant kills, and the list goes on. Some games even go above and beyond with the philosophy like street fighter 3, where each character has 3 different super moves to choose from that change how you handle your meter, or blazblue, where besides each character's unique super moves everyone has an Overdrive, a special state that temporarily buffs the characters through their unique mechanics, but all Smash does with final smashes is give you a cool and super powerful move, but that's it, there's no nuance whatsoever to the system.
What do you mean other fighting games have ultimate moves that are big projectiles? I guess Mario, Dr. Mario, Wii Fit Trainer, Mii Swordfighter, Samus, Dark Samus, and R.O.B just don't exist.
My point is that other fighting games have much more variety in their super moves and the examples I listed were among them, not that the ones I listed didn't exist in smash
Finally someone says it. Me and my friend only ever play casually, but over time we’ve just , turned final smashes off since they’re just always the same.
I think the main reason they changed the final smashes in Ultimate was to lower the disparity. Some FS could take a full 3 stocks easily, some could barely take 1, and it made casual play less fair (which I understand is a silly standard to use for casual play, but still). Also, the vast majority of them in Ultimate take less than 10 seconds, while the old ones could last anywhere from that long to a full minute, and some you could just be knocked out of before you finished using them. This keeps the game faster-paced and focuses more on the hand-to-hand combat rather than moveset swaps or laser aiming or whatever else your final smash might give you, while keeping the chaos of the smash ball chase and whatnot. Admittedly they're not as complex, but let's be real, the spectacle of a _Final Smash_ of all things doesn't come from its mechanical depth and complexity, it comes from blowing shit up.
they take less than 10 seconds sure, but anyone not caught in it cant move at all during it and if theyre in the air their move gets completely reset at the end of it, so its honestly really annoying in an 8 player match just having to watch 2 other people die while my control gets taken away and sometimes puts me in a position where i can just randomly die
It was the competitive scene. Fast pace is (slightly) more fair and prevents competitive whining. Because of competitive, rather than the mini game attack, when are left with super move cutscenes, which, though better for competitive, take out a lot of the fun of final smashes to begin with.
Yeah, I agree with the big disparity (the landmaster in particular I was glad to be rid of) but I didn't have a problem with it for the most part. Personally, the distinct final smashes between characters is mostly what made them so enjoyable for me before, but now it feels more like just another move with not much special flair. When the mechanics behind it are essentially the same for so many characters, it makes intrigue quickly wear off. A new dlc character would be released and I would see the cutscene for their final smash, it would be super cool and hyped up, then after that it would just be boring and kind of a drag to sit through.
Furthering your point here, I'm fairly certain most Pro play matches don't even allow the smash ball to appear, so it's not like they can pass this off as an appeal to pro players in an attempt to "equalize" each character.
The only tournament I know that had final smashes was the first Smash Ultimate tournament. They wanted them to be balanced for tournaments but they throw things off too much anyways
Thats why they introduced final smash meter, I think nintendo hoped that with all these changes they could be used in the competative scene, just like ultimates in other fighting games (which are most often also like blue falcon final smashes)
They tried, and they failed miserably. Smash Bros. as a competitive fighting game doesn't need any kind of gimmick, the neutral nuance and punish is more than enough.
agree with your point about final smashes not being what they once were, but your categorization of final smashes was all sorts of messed up, luigi's and dks final smash are just big hazards that people have to avoid like ice climbers and jiggly puff, you could've put all the controllable transformations in one category, etc, etc.
With Steve’s final smash, I agree, it’s very unfaithful to his game. I always thought some of his moves could be throwing or drinking potions to give him or his opponents status effects. Which, come on! We already have poison, instant damage, weakness, strength, instant health, regeneration, speed, jump boost, and so many more! A beacon for a final smash to give him effects would be SO cool!!!
I like how you said it's unfaithul. And people still recreate it in minecraft ruclips.net/video/7CEg_hS5p7o/видео.html The only thing I would say is unfaithful is Steve's arm windup, the lighting being off, the big piston and Steve being able to stand at a slight diagonal. The mob movements, the sfx, explosion vfx, appearance, even the erratic mouse movement seem pretty 1 to 1 with Minecraft.
i think that philosophy about final smashes needing to be quick and snappy can still work with more unique and varied final smashes. piranha plant's final smash is enough to prove that final smashes can be unique, mechanically interesting, and powerful while still keeping in line with that speedy philosophy.
it feels like they wanted to make them distract from the rest of the match less by making them take less time, but they impact the game MORE because nobody else can move at all while one is happening
Possibly for steve he gets a beacon that gives him Heath regen, jump boost, speed, rest., and strength. The bacon can be broken after enough damage/hits or after 30 seconds or something
they seriously should've made sora's final smash trinity limit (kh1). no disney required cuz it works with any 2 allies, and it's a huge explosion move. he could even shout "Give me strength!" because that fits his character way more than (a reskin of the kh1 ending)
I get the point, but (from what I remember at least) old final smashes like volt tackle and landmaster were not entertaining or fun to use even slightly. Volt tackle was never really intuitive to control. The landmaster final smash didn't even make sense for 2/3 characters that had it and was literally just try to run your opponent over or fly them to the top of the screen and sit there while everyone waits on the respawn platform for it to end. While the mechanical variety is gone I never lost any sleep over ridley shooting them over Samus's ship in a cutscene over whatever other alternative could've happened. It gives the same vibe as landing an instant kill/Astral finish in some other fighting game, especially since a lot of final smashes have gotten more difficult to land.
Landmaster is absolutely understandable, I always dreaded facing off against one of those. As for volt tackle, yeah it was kind of annoying to control, but if it were given some tweaks, it could've been a lot more enjoyable! Of course we want final smashes to be more varied - it's what made them so cool and interesting to begin with and contributed to a character's playstyle more - but that doesn't mean some can't be removed or changed.
Bayonetta having a "blue falcon style" final smash isn't really accurate imo It's not just "Press B and everything in front of you takes damage" Bayonetta slows everything down and she gains mobility (higher move speed and and fall speed and higher jump I think), she can hit every fighter she want and needs to fill up the magic gauge to summon Gommorah. She can trap multiple people, or one person She can also kill, with Gommorah, instantly at 100% like many other final smashes do. I think she deserves her own category. There is a 0 to death too startting with up throw so yeah it's pretty OP tbh
Bayonetta easily has the best cutscene Final Smash in the games, because it has a unique execution, and an interesting easter egg in the actual cutscene - spam the attack button!
Specifically for joker, all out attack is basically the final smash of the series, it makes the most sense for him. It is pretty much 1 for 1 to the original game
First off, your categories are all over the place. There are already defined categories for Final Smashes. Final Smash types are Directional (Mario Finale, Zero laser), Focused (Puff Up, Negative Zone) Trapping (Triforce Slash), Stage Wide (Pk Starstorm) and Transformation (Giga Bowser, Wario Man). Secondly, I somewhat agree that they've definitely decreased in quality. Sakurai stated that in Ultimate, he wanted Final Smashes to be quick and snappy to allow the flow of battle to be smoother. And while this has its upsides, I am disappointed that Final Smashes have been largely reduced to fancy cutscenes. Transformation final smashes have been completely dealt away with and most final smashes now fall into the "Trapping" category because you need to trap the character in your character's mcguffin to trigger the flashy cutscene-I mean Final Smash. But I wouldn't say they outright suck either since they are still plentiful on the fanservice and I still enjoy the vast majority of them. I just miss being able to actually control Wario Man and Giga Bowser.
The categories being all over the place helps to show how different final smashes are, and categories like “Focused” or “Trapping” are too broad to encompass anything and accurately explain what they do. While yes, some of them can be bunched together better, it would really take away from how different and unique they used to be.
The fast paced gameplay of ultimate and particularly items and free for alls benefit substantially from the standardized approach. They did a good job retaining the rare powerful feel them with characters like Zelda and Peach.
I feel so many cutscene FSs could have just been big beams, screen wipes or just a big attack, the cutscenes take away more form the fast paced nature than something like a brawl transformation cause it's cutting AWAY from the fight for one single attack, at least the the transformers allowed the other fighters to still play the game during them
0:37 "The caos that will unsue when the Ice Climbers suddenly summoned a giant iceberg in the middle of the arena" Jigglypuff: lol But seriously. Although i somewhat agree with the point that Ultimate's Final Smash tend to be repetitive, the thought process behind all of the video is kinda... off... The categorizations -like many people have said- aren't very well thought out. There's no criteria behind it; the only criteria is just "this feels kinda different to me" and it all results in it being a very shallow comparison. When classifying Final Smash, some questions would be: Should i create a category based on animations? Hitboxes? Status effects? Player Agency? If a Final Smash has many elements, which should i prioritize for the category? What's its purpose? How does it activate? How does it interact with the other player? With the stage? There's obviously gonna be some overlap, but that's why some sort of criteria should be taken into account. When half of your categories are filled by just one final smash, then what's the point on having a categorization? The problem isn't the categorization itself; the problem is that the whole argument is based on it, and when the base is kinda flimsy, then the whole argument falls apart. PS: I love your content. This is not a criticism on you as a person, i'm sure that you put effort in this video and some thought was put into it seeing that you made a chart. I just feel that this video in particular isnt up to par with the others on the channel in terms of its content / script and maybe could have been done better.
19:20 i'm sorry to tell you, but if there's a next Smash bros, most Final Smashes will look like Blue Falcon. The goal here was to make them suitable for the pro scene because of how broken some of them were compared, especially the transformation one where you could get multiple KOes in one Final Smash, meanwhile Mario sometimes couldn't kill at 60-80%. But in the end, it was still a fail. So I think they'll try to make Final Smashes less special actually so they can fit them in each character's moveset. But there's still hope they forget about competitive entirely and make them unique and broken.
If I’m being honest, I think they just chose to tone down how the final smashes worked to make them more equal. It might have taken some of the individuality, but from a gameplay standpoint it’s more fun than someone getting to say “screw you, I win because final smash”. You have to TRY to hit with them now. Just my 2 cents here.
Exactly. Brawl's final smashes were mind numbing. The 3 land masters, Super Sonic, Volt Tackle, Super Dragon, Octopus, Diddy's move, & Snake's brought the game to a screeching halt while all the other players got wrecked. Puff Up & Donkey Kong's move were pathetic & boring at the same time.
@@D_YellowMadness can you imagine if they kept the originals and STILL added final smash meter? That would be a nightmare. Like 7 zeldas would be in the game.
For Steve I will note the beacon gives YOU positive effects, so it would work better as a buff. Personally I think a hazard would be the way to go for Steve, something that you have to avoid while still dealing with Steve. EXAMPLE: Several tnt cannons appear on the edges of the screen launching tnt in arcs around the stage, could end with both malfunctioning and blowing themselves up. Or for something simpler: Steve summons the wither. Though in general I still think Steve was a bit boring.
@@demi-femme4821 The problem I have with Steve is this. While yes his moveset is overall pretty good, up smash, down smash, specials, down air. Alot of it is also just a swing with his tools, jab, forward smash, most aerials, dash attack. Now I recognize I tend to go overboard but I feel they could have been more creative. In Steve's moveset he uses: Sword, Axe, Pickaxe, Shovel, Hoe? (Can't remember) Fishing rod, Elytra, Lava, Magma block, Blocks, Fences, Piston, Flint and steel, Tnt, Minecart. Which is nice, severe lack of anything even slightly modern (except elytra) butt nice. But wouldn't it have been nice to have: Bow, Snowballs, Dispenser, Slime block, Potions, Water, Trident, Crossbow, Fireworks, Soul sand, Boat, Sand/gravel, Concrete powder, Ender pearls, Redstone, End crystals, Bone meal, Wither rose. Just throwing around some ideas here but: Up special: riptide, Steve pulls out a trident and charges, launches in selected direction when you let go. Down throw:channeling, Steve pokes grabbed opponent with trident, causing lightning to strike them (could even leave a fire hazard on ground for a little bit) Down special: crossbow, pulls up a shulk style menu, when you select an option Steve loads his crossbow, next time you press down special that shot will be fired. Shots are: Arrow, generic projectile, loads fastest. Multishot, three arrows that are shorter ranged and weaker. Firework, high damage but somewhat slow, explodes when it hits target or after a certain distance, loads slowest. If you don't hold it defaults to loading arrow. Neutral air?: Chorus fruit, teleports Steve a small distance in the rough direction of the nearest opponent, does damage to them if you appear too close, slow. (I'll admit this one's weird) Just some quickfire ones: Lingering potions that cause various effects (choice) on an area where they land, projectiles shot through them gain there effects (very short duration) Use the bow (why didn't they use the bow?) Dispenser, takes a bit to set up but once it is can be (semi) spammed whenever you walk past, can be destroyed. More blocks, ice gives ice physics, slime slows on ground but makes you jump higher and bounce, sand drops for weak damage. Steve grows a tree (basically villagers down special) Concrete powder, drops like sand but can be stopped midair by liquid based attack (I imagine Steve would gain one (possibly in the form of his potions)) I think you get what I mean, Steve's moveset is fine but it misses out on so many fun things.
The one for how Banjo Kazooie's final smash should be changed I agree with, but have you collect the Jinjos instead, and every Jinjo you grab has it automatically attack a player, and when all five are collected, they awaken the Jinjonator and has it finish off one of the players there
I wish that for Kirby’s final smash, it gave him the ultra sword temporarily and it even had the little bar to show how much time you have left to use it, just like in Return to Dreamland. Essentially you could use it multiple times and you might be able to try again to hit if you miss, but it wouldn’t insta kill always, so you would be on a rampage as the opponent runs in terror and can’t just move away and attack right after a single missed hit.
Banjo’s final smash is perfect for him. The scene it’s based on KILLED HIS VILLIAN!! But maybe the player could aim it and if you miss, Grunty, that villain that was killed, would get hit, and weather player or villain, they would be crushed by a boulder just like in the game.
Much of the characters with a "Blue Falcon" final smash dont work all the same. Joker and Wario are tecnically a "Critical Hit" + cutscene, Incineroar is "Critical Hit" + cutscene + explosion, Kazuya begins with a "Blue Falcon" but ends with a laser, Sephiroth has the random effect in the end, etc... Also most of them have different hitboxes, like Banjo and Terry make some kind of a "pillar" move. Just because they have a cutscene dont mean them all work the same. I think the final smashes changed because some of the more "unique" final smashes, while original, they were kinda weak and made some characters more useless than others
I really love ultimate final smashes the animations are awesome, and most are all pretty different in terms of activation, damage, usage, ect. I never knew someone could hate dislike them so much. besides specific ones, like Richter and byleths for killing WAY WAY EARLIER then other final smashes with similar hitxboxes, (fox's final smash for example almost never kills until later %) and I love the changes like triple finish using the alolan text box, donkey kong getting his finisher from jungle beat, cloud getting two for both costumes, puff up having an actual hitbox now, being able to be sued under the stage as well for an added complex note. The only final smash i really really miss is wario man because, I mean, it's wario man, it's the funnest thing ever made.
I also love how different cutscene final smashes can be despite being cutscenes, steve and terry can hit people and kill them with the activation, incenoroar has a burst at the end to clear out nearby fighters, pyra, mythra, and kazya all go out of the cutscene to hit nearby players, making just the one guy getting hit hurt punish the nearby players, some can only hit 3 people, some can only hit one, some have an insta kill at 100%, some are ridleys which is probably the worse in the game mechanically because if you don't kill with it, they just fly straight down. the star fox and shulk ones have multiple unique voice lines, and just. I really can't hate final smashes in their current form. if every single cutscene was the same then sure, but they're all mostly so different that i really love this
also additional shout out to bayonetta for having, in my opinion the BEST final smash, for basically having two in one, a free slowdown that you can use to stop an edge gaurd, or get in an easy kill near the edge, and the actual final smash itself for having the mashing aspect to it to increse the damage, as well as the kill at 100 effect, and launching the fighter from wherever bayonetta is, also allowing for other quick K.Os if you strategically carry them to the blast zone in the slow down
The year is 2030. Super Smash Bros. Ultimate 2 (Featuring Dante from Devil May Cry) is released. All final smashes are converted into the same move, a high damage bitch-slap, to allow for maximum getting-back-to-the-action-ness.
Although I do think there is a lack of creativity in the new final smashes the transformations and long lasting final smashes getting removed was a positive as some of them you could just die before doing anything and others could take 3 stocks easily and win you a game.
It's simple why. They told us, and you have not taken it into consideration. To increase the pace of the match, to make them less disruptive, to make them more exciting, and to be just more fun in general. The transformations were slow, and kinda boring. Charizard had only two attacks which is kinda lame. All of them lasted to long as well.
For Hero, a final smash that would work would be the classic Slime draws near bar pops up, then a giant metal slime drops from the top of the stage, damaging anyone in it's way and if you defeat it you get buffed.
I actually guessed that there were 30 Blue Falcon final smashes without knowing for sure. I too noticed that there is an overabundance of "cutscene" final smashes in Ultimate. Guess we shouldn't have begged for adventure mode to return because all we got are the cutscenes.
Its never really the final smash itself that was the chaotic moment, It was everything before that. Getting the smash, finally getting it (in either as quickly as possible or the dumbest way possible), then using it in a skillful way or dumb way. Me and my friend have the best memories of Smash Ultimate from Final Smashes alone no matter which one it was.
5:55 You can... cancel/early activate his smash... if you die by it, it's only your fault for not stopping. So many just don't know this for whatever reason. It also increases the overall effective range a tiny bit if timed to cancel at the very end.
At least, we don't have to run away from a god form of a character for 15 seconds... i still remember those game where i just die because of a yoshi final smash and just... wait at the respawn platform and watch the game. I mean, i still do that against a cloud or little mac with limit tho.
Those have been more or less replaced with assist trophies, which some are more powerful than final smashes from brawl. Trophies are generally more common, so ultimate casual matches are basically worse off than brawl casual.
Maybe they made them easier to use because the game is a kids, family and friends game first and foremost. I remember as a kid getting annoyed that I could barley use the transformation smashes because I found it hard to control the character and would miss my attacks. I mean Pac-Man was cool but imagine being a kid and then being able to land that attack you’ve been trying to get against your opponents.
There are still assist trophies, items, and stage hazards that push you to the blast zone. Some of these are also 100% inescapable regardless of input while the landmaster is occasionally escapable.
I disagree strongly. While I wish that final smashes had more variety in Ultimate, I think it was the right decision to change them. Many of the smashes can become very annoying, since some of them basically turn the game into just dodge for 30 seconds while the opponent keeps trying to hit you.
i wish that you could "choose" your smash, like there are so many interations of different smashes in the same character so by choosing it you would have more control of how you want it, want a fun long one, choose this or you want a quick and low effort one, choose that, and it could add more to characters that originally didnt had much more than the first interation of their smash like the critical hit line of characters
Here's my take, and this could sound a little weird at first so bear with me, we could have the best of both worlds and have the simple cinematic final smashes of Ultimate and have the more chaotic final smashes of Brawl at the same time. As for how this could work, what if getting a final smash through the smash meter always gave you the weaker more focused cinematic final smash. The bar fills up, you get a chance to get some big damage, but you could also miss and waste it, kinda like how supers in other fighting games tend to work (though I havent played many fighting games other than Smash so I dont really know how they work in other games). However, if you get a final smash through breaking the smash ball, then you'd get a much more destructive and longer lasting final smash that can easily take out everyone in a free for all. So for instance Mario's smash meter final smash could be a simple hammer barrage or something, while his smash ball final smash is the Mario Finale, DK's smash meter final smash is his multihit punch thing from Ultimate, his smash ball final smash is the kongo bongo from Brawl, Dedede's smash meter final smash is his Masked Dedede smash, his smash ball final smash is the Waddle Dee army from Brawl, etc. This way we can have the snappy "big attack then right back into the action" they were trying to go for in Ultimate for more competitive matches, while simultaneously having that chaos and fear Brawl final smashes brought for chaotic free for alls.
Man I'd really have to find some 10+ year old interviews for this but I actually think I know a more in depth reason for the changes, and what the devs would like to see to fix it. So final smashes we're intended for Melee, smash ball and all (same for Snake) only reason they were delayed till Brawl was time constraints. Brawl we see what they were supposed to be, and the Wii U evolved on that. Now here is where the issue happens (from Nintendo's POV). During the Wii U era is when online streaming and smash becoming an eSport started to take off. The devs for smash seen what the comp fans were doing and really disliked it, many felt they were "missing the point" with the stage bans, character bans, and yes, smash ball bans. The devs really put effort into the final smashes only for the vocal minority (the false majority) to seem as though they hated Nintendo for adding them. So in Ultimate the team tried implementing the FS meter and making final smashes faster as a way to entice players into actually using the mechanic. In fact, many of the gutted or lacking elements of the game come from the disappointment of the devs seeing the comp scene either not use or actively attack them (like items or creative stages). Things like Omega and Battlefield stages were another concession made to at least make the stages not fully wasted. So going forward if smash 6 sucks in stages, characters, items, and final smashes, you can fully blame Nintendo reacting to the feedback of the competitive communities. The best thing for Nintendo to do IMO is to make FS meter a default option you can't remove and incorporate final smashes as a super mechanic similar to other fighters. That way instead of the fans wanting to remove everything unique about the games, they are forced to use the mechanics people spent hours of devtime on.
Final Smashes were intended for 64, they even reconfirmed this in MinMin's reveal when they talked about Captain Falcon recording new audio for the first time. Snake wasn't intended for Melee, Melee was like already out, it was basically being shipped with Kojima said it would be cool to have Snake in the game, Sakurai agreed so when he was forced to make Brawl he made it a point to include Snake
@@ivrydice0954 I mean yeah you can. Even something as simple as a mild incline or a single wall is enough for the community to ban a stage. But from the perspective of the devs, sure something like great cave offensive is obviously not going to be competitive, but something like hazards off boxing ring or colosseum because of walk offs is banned, despite being both literal fighting arenas. So I think part of the issue we will no doubt see in 6 just comes from the devs being tired of the community and trying so hard to appease them and give them what they think they want (super competitive gameplay, complex characters that just turn smash into a traditional fighter, etc.) so they end up dumbing down aspects of the game. No doubt that the next game is probably going to piss people off either by making them play with the unique elements the devs worked hard on, or be more gutted and bland than 64 and being a sport and not a game.
I never would have considered your perspective until now, because, in Brawl, I would always play as Pit or Sonic, and my friends, who played as characters with different Final Smashes, would complain that Pit can activate his anywhere on the stage, whereas some characters had to get up close and personal. In Ultimate, they leaned more into making Final Smashes more unified, which for newbies, I guess you could say is a good choice, especially for my friends that face me, but your video has given me some food for thought. Also, I voted for Banjo & Kazooie in the Smash Ballot, so back when I was still speculating about them coming, my idea for their Final Smash (this was back in the Brawl days when I was theorizing) was to make Kazooie open her wings and help Banjo fly, while pelting Grenade Eggs at the opponents with the targeting reticle. Granted, it may seem a bit too similar to Snake's, but it was also a literal move they could learn within their game, so it would be mechanically in-line with that game's design-philosophy. However, I can't go back to my old theories now that I've seen the bear and bird with the Mighty Jinjonator, as that was how they dealt the final blow to Gruntilda, so it fits in the atmosphere of Smash that you would be delivering your final blow (or Final Smash) to your opponent.
1:48 Yeah, I heard this and immediately knew you had no idea what you're talking about, I don't care if it was a joke, it's a bad joke and the Final Smashes in Ultimate are perfectly fine, there's nothing bad about them and they're much better than the ones in Brawl and Smash 4.
If Steve had a Final Smash where he could quickly build a flying machine with a TNT duper that would automatically follow the opponent around and drop TNT, or maybe create a nether portal and have Piglin brute and hoglins charge out, attack the opponent as they run by and fall off the stage, that would be awesome
Final smashes are trash now but Banjo and Kazooie actually have good reason to do a cutscene final smash - it's how they defeated Grunty in the first game and the giant Jinjonator Statue to initiate it is very memorable and unique. It even has like 4x the vertical range all the other cutscene smashes have because of how big the statue is.
My best Final Smash idea for Steve would probably be for him to charge up a Crossbow with a firework rocket as the ammo. After it's charged, Steve can move around like normal, and when he presses the B button again, he fires the rocket, which flies a small distance then releases a large explosion.
They even could still have the "characters appear and help" final smashes. Megamans for example, just have them on floating platforms (or something) shooting projectiles around the stage.
Megaman's could be so much cooler! Imagine it! X using a Nova Strike across the stage, Volnutt busting out the Shining Laser, Bass using the Treble Boost, Exe has so many options, and then finish with Megaman himself using the Double Gear to fire off the super charge shot while time is slowed down.
I was thinking of something like this but with Byleth instead. when used in the air you summon claude who attacks in the background for 10 seconds before ending with a gambit of arrows on the field, when used on the ground you summon Edleguard who acts like the black knight, but transforms into a beast after 10 seconds to deal huge damage around her and send people flying. when used on a semi-solid you summon Dimitri who uses his range to poke foes above or below platforms, then after 10 seconds he strings 3 elemental lance attacks for a combo finish, Electric lance to bring you in, Ice lance to freeze you in place, then fire lance for a final launcher. a final smash that incorperates the three house leaders while having a different kind of context sensitive activation from street fighter.
I understand what you're saying but to give the developers the "benefit of the doubt", Ultimate has more than 80 characters while Brawl had less than half of that (up to 8 of which can fight on literally every stage in the game). My guess is that they had to simplify final smashes for programming and storage reasons so as not to crash the switch (especially in handheld mode).
I hate ultimates final smashes because you can’t even become Giga Bowser anymore or Super Wario. 2:00 best example. It ruined mobility final smashes. Characters that move around. One reason why they could of removed was that in brawl you can become Giga Bowser or Super Wario forever by preforming a glitch. And they don’t want to make that mistake again. And they removed Donkey Kongs bongo bash and replaced it with a shitty Mii Brawler copy.
For Steve, I think a stupid redstone contraption could be neat. Maybe a flying machine that flies across the top of the screen, and you could drop TNT by pressing a button. Maybe enough damage could kill the contraption?
Sora's final smash absolutely should have been a form change move, where he dual wields Oathkeeper and Oblivion. Joker and Sephiroth's Final Smashes are honestly already the most fitting as cutscene moves though.
The reason that piggy piranha is the only final smash in the DLC that doesn’t activate a cut scene is because he was supposed to be a fighter for the main game before being strapped
26. Kazuya may HAVE a cutscene in his final smash, but it ends up more like triforce slash than blue falcon BECAUSE the damage and hit boxes happen outside a cutscene. Not to mention that I’m pretty sure that if kazuya hits, but doesn’t hit everyone with the activation hit box, it doesn’t show the curtscene. Had to reference the website real quick because I was having trouble remembering the full roster but hey, I didn’t get the answer from the video or google, purely from memory with some help on the roster side of things. Guess it’s time to see if I was right.
Smash 4 also known as: Let's milk and copy Omnislash to death! And yes, I know, Great Aether came first. But the idea where the move comes from, it's more than obvious and this point. Also Great Aether isn't canon, so... Omnislash WINS.
I agree that final smashes aren't what they used to be. However, I feel the reasoning that Ultimate's reasoning wasn't actually "flow of combat", but rather balance for competition's sake. Not official competitions, obviously, but casual competitions. While yes, you can't have a variety of very different characters be completely balanced, Final Smashes were a huge issue. Any good player could use a transformation final smash to take 1 stock from every opponent, even if they were all at 0%. If they were already in kill range, up that to 2. Especially in 4-player free for all matches, That is a massive lead that can essentially guarantee a victory for anyone capable of doing so. Compare that to "Triforce Slash" style Final Smashes, where 1 kill is all you can reliably get. Now, by making all Final Smashes "Blue Falcon" style, it allows for a more controlled style of play. Obviously, they didn't follow this strictly. Zelda has a 100% auto kill, but hers can only hurt one, while others, such as Ridley and Joker can hit multiple opponents and get that effect on all of them. Plus the cinematic does add more to the game for me, especially compared to things like "Light Arrow". I've never liked those ones because of how boring they were. While Smash is a party game, I strongly believe balance for a more competitive game was the goal. Because of this, and Sakurai's implications (in the Sephiroth(?) 'Sakurai Presents' he mentioned frame data, which he does call out isn't something to pay attention to, but he still made the conscious decision to include it for more competitive players). I don't expect this to get better with time either. Sakurai himself has, on several occasions, mentioned his distaste for continuing the series, and Ultimate felt like a final farewell to the series. Will Smash 6 come? Probably, but I doubt Sakurai will head it, and every smash fan (to my knowledge) agrees that his guidance is one of, if not the most important factor into what Super Smash Brothers has become.
I think his frustration is that these extra mechanics while completely unbalanced was one aspect that mad smash bros different from most other fighting game. The idea is that landing a final smash should feel distinct from landing an astral finish, a fatality, infinite worth, or some other type of super move. My stance on this is that since high level tournament play doesn't even allow final smashes or smash balls to begin with than making them completely balanced shouldn't be the goal. In a 1v1 I'd just not allow the move to take more than 1 stock and leave it alone in 3+ player free for all.
While the separations you made made sense, I personally would have grouped the brawl ones differently. The ones that spawned a hazard (Dedede, ice climbers, puff, etc.), the ones that did a non interactive attack (link, metaknight, Kirby, etc), the ones that did an interactive attack (DK, Samus, Lucario, sonic, etc), and the transformation moves that let you keep playing but with a modification (Wario, Bowser, game-and-watch). While less groups as what you did, I completely agree that Ultimate pretty much put them all in the non-interactive attack, with a few interactive attacks thrown in there. It was such a disappointment to see.
I disagree with the way you categorized al the Final Smash's, where you begin and end a Final Smash should not require a whole new category, on that note these are the categories as i see them: Trappers: things like triforce slash and great aether Big Beams: things like zero laser and aura storm Super Attacks: in both projectile (Mario) and melee (Roy) flavours Line attacks: like Marth's critical strike and BotW Link's Ancient arrow Aimables: like giga bowser's punch or snake's grenade launcher (brawl) Screen clears: like super sonic or pac-man's... pac-man (ultimate) Hazards: like negative zone and polter-gust... wait.. uhh, also like iceberg and DK's Bongos Killers: like triforce seal and all out attack Transformations: thankfully these have died out, but for examples there's giga bowser and pac-man's... pac-man... again... but this time it lasts WAY too long and of course Cutscenes: like... ok there are so goddamn manny but the only two i can forgive are blue falcon and all out attack cause... what else could you do for these, they are just perfect for Captain Falcon and Joker respectfully
also, my suggestions on de cutscene-ify some final smashs would be: Min-min: have still do the big punch she does to start the FS, but instead of becoming a cutscene it turns into a big beam King De De De: have him put on the mask and get his super hammer, he then launches some homing missiles before doing a big line-attack across the stage Banjo and Kazooie: instead of summoning the Jinjonator for a cutscene, he'd be a screen clear like super sonic, but banjo could still walk around and harass the other fighters Megaman: there's really no reason this couldn't have just been a big beam type FS
Sephiroth, Pyra, Mythra and Kazuya kind of don't fall in the cutscene category. Pyra, Mythra and Kazuya have an extra attack after the cutscene that also affects players that weren't in the cutscene. For Sephiroth a special effect happens at random.
People commented on other videos based on the demo, it doesn't quite seem possible but it is the tutorial so maybe after that section it becomes much more free
I just had a few thoughts to change some final smashes so we have less Cutscene and Grand Aether final smashes. Imagine how Giga Mac could have played out if it was more like playing punch out and having to time your attacks to get the finishing blow, or Byleth commanding their students or battalion to attack certain areas, calling Falcon knights or Wyvern lords in the sky, Great knights and Mortal Savants attack opponents on the ground, and Bow knights and Dark knights attack from a distance, while Holy knights and Bishops heal Byleth, and the Opponents can attack the students or battalion to make them retreat, or Rosalina calls for the Lumas to come to make Launch stars appear to trap, damage and potentially ko an opponent if they get trapped in a loop of them, or Link if instead he got to use the champion abilities to damage the opponent (use up B to make a big blast of lightning, hold a counter/reflector when holding shield, make his jump push him high as he pulls out his paraglider to hit opponents in the air, and heal himself of a good amount of damage if in a certain range) and then go to bullet time to use an ancient arrow to ko the opponent. I know these ideas might be a bit broken, but that’s what final smashes are meant to be, a broken move that should either close the gap between players or push your lead even further. If you still think that’s unfair, just look at Zelda, Marth and Sephiroth’s final smash.
Final smashes in the old games were too stupid and unfair. These new ones make it slightly more balanced than these final smashes taking up to 3 stocks
Also for banjo's they should definitely still include the jinjonator. Make it a mashup of the one in game and your idea though where you have to collect jinjos first
I thought I was the only person who hated how Ultimate handled Final Smashes. If they have to make them more balanced I wish they were unique attacks more like Piranha Plant's or even Giga Bowser's punch, and I miss Giga Bowser being playable.
Jojo Heritage for the Future is a great example of how to do supers right. Edit: For Steve, I say have him build a Wither that flies around attacking the opponents before exploding. Sora should bring in Riku, who helps him perform a double key seal like was used to finish off Xemnas in KH II.
The ironic thing about what they did is that instead of making the characters have final smashes that are either a power boost or a souped-up version of their main attack they decided that freaking *CUTSCENES* were the way to go. The exact opposite of "quick" and "fast". Now, I could understand why Sephiroth, Joker and the Aegis Sisters all got cutscene final smashes. The former two got iconic moments from their respective games, Sephiroth's being Supernova, an attack that originally took *TWO MINUTES TO FINISH IN THE INTERNATIONAL VERSION!* Although oddly enough it was actually *changed* in the international version as the original Japanese release was just a mere explosion that did a fixed amount of damage compared to the international version which does roughly 94% of damage to each character's HP while also trying to add random status effects on top of the damage dealt. Joker's "All Out Attack" had a few changes to the dialog and the effect that plays after the Final Smash "finishes" and Joker adjusts on his gloves was changed from blood to sparkles. In Persona 5 the way an All Out Attack activated was after all foes were knocked down. If all the enemies were at low health and the attack was capable finishing the enemies a special victory animation would play like it does in Smash during stamina matches. The Aegis Sisters' final smash is their Level 4 which was always a glorified cutscene where either Pyra or Mythra look at their Driver Rex and then the animations seen in their Final Smashes would play as normal. The major difference between Smash Ultimate and Xenoblade 2 is during the attack there button prompts that can slightly boost the strength of the attack by a fixed percentage. In the menu (added in Version 1.5.0) there is an option to toggle automatic the Special Button prompts during Blade Combos which will allow you to see the animations better but at the cost of what would normally be a QTE to always have a "Good" rating instead of "Excellent" which would normally increase the damage of the special being used. Honestly, I'd rather have controllable transformation Final Smashes and the occasional souped-up main attack Final Smashes compared to a cutscene. Pretty sure the reason for Hero's and Min-Min's was to have the other main characters who did make the cut to appear (even though spirits and Mii Costumes exist). Not to mention they're all pre-rendered videos and while yes, it does save on processing power for the switch, it takes up *a lot* of memory just having the video files there.
If they wanted to switch up Sora's final smash, they could have given him "Grand Magic" from KH3 and have it change depending on which spell he has queued up. Firaza would be a Mario Finale, Thundraza would be a PK Starstorm, and Blizzaza could be a Puff Up or Black Hole.
i was literaly thinking about this recently. they could do so much better with final smashes and make them actually unique. one of the things i was thinking about was maybe having the final smash power up one of the characters special moves of ur choice, kinda like how ryu and ken can do different ones. also another thing is that ultimate really didn't try to make people accurate to their games where they really should have, for example, literaly all of sonics moves are him spinning in a ball but there is waaaay more in the games that they could've worked with, and imagine mario with cappy or link with some other shieka slate powers/champion abilites, steve with a bow, and so on. seriously tho imagine you place cappy and jump on it, or links shield is like daruks protection and a perfect shield parries attacks, and revalis gale and he glides, and urbosa's fury spin attack. that would be so cool
If you ask me they should make all the dlc characters other than plants are • joker: instant arsene with double the time & slightly faster attacks. • Hero: instant ko,a sword slash that had the same range as metal slash but will instantly ko anyone if it hits them. • Banjo & kazooie: he will shoot out the same statue as before but it will only be a high knock back move that launches the enemy upwards. Hitting it will also reload his wonderwing count & make his up go higher until he losses a stock or the game ends. • terry: same as before but its played more of the style of ryus close range 3 hit attack final smash • byleth: she puts the enemy on her reveal trailer, & the deals an 1000th of the damage based on dislikes for the trailer on yt. • Min min: just reuse the spring man assist trophy final smash • Steve: summons 1 of 4 mobs in mc. The ender dragon which will act similar to rathalos. The wither which will be a flying mob that shoots 2 types of projectiles black wither heads & blue wither heads black ones being fast yet weaker while blue wither heads are slower & stronger but can be deflected similar to mii gunners down b. Iron golem works similar to Fletchling but when it hits someone its high knockback upwards & deals alot of damage. Zombie pigman will come in groups of 4-6 they are neutral until someone hits them & they will hunt for the person that hit them even the person who summoned them. • Sephiroth: he does a giant sword slash thats a hocus pocus. • mythra: her next 2 attacks are instant & she gains super armor. • pyra: she losses a stock for every time she spammed side b. • Kazuya: rage bar until he loses a stock or the game ends. • sora: uses some of his other spells such as aero shield, curaga or blizzard.
To patch up the patch for Sora he could be like used a Final Smash where the player presses the action command button (Playstation is Triangle so idk what would be for the Switch) for an intense combo or also he could get all of the light of his friends to do either Ars Ascruem, Strike Raid, Superior Sonic Blade, or Infinity of his choice in 10 seconds with literal different types of damages, styles, and how it hits opponents. It shouldn't be a cutscene and should affect the gameplay by letting the final smash move go during the battle and it mechanically makes sense for Soras movement since that's his move set during KH2FM with THAT exact outifit
While I know that all the DLC (minus plant) being Blue Falcon is disappointing, I do feel like Joker and Sephiroth deserve them. Joker because it fits his character, and Sephiroth because Supernova is his most powerful move in FF7 which plays a cutscene for it. Others though I don’t have enough opinions on.
Yea, though alternatively, they could've made Sepiroth a timed transformation similar to the pirana plant
Yeah, all out attack makes the most sense for Joker, it’s literally the big flashy battle-ending move from the game
Hero doesn't make a ton of sense but since it a turn-based RPG it makes sense for his attacks to stop the flow of battle while he takes a turn.
Byleth & Banjo were done dirty.
Minmin is the same premise of what her FS would have been anyway without needing to worry about how the animation would play out in 3D.
Pythra aren't entirely cutscenes, they linger into the area much like Kazuya. I only know Pythra of those two but I feel they did well to represent their game's battle system to an extent.
Steve wasn't the most fitting arguably but, like, what else would be a final smash.
Only thing I could think of is Light Arrow ver5.0
Sephiroth being a cutscene makes the most sense both in general for FF7 and for his most iconic attack.
Sora's is kind of lame but due to licensing I can't think of anything better. It at least seemed thematically appropriate for the end of Smash.
@@velvetbutterfly with a couple seconds of thought and being a fan of Minecraft since 10, I can confidently say debuffing splash potions and self-buffing potions. Or spawn eggs. Or even access to creative mode where the player gets diamond armor for a stock.
@@velvetbutterfly also for Sora, a trinity attack with Riku and Kiri would've been infinitely better.
*Nintendo:* "Final smashes are straight to the point, so you can get right back to fighting"
*Also nintendo:* Makes a bunch of final smashes into cutscenes which interrupt the fighting, instead of implementing the final smashes into the fighting like previous games
Emphasis on "Get BACK to"
@@atroll9996 but they interrupted the main gameplay before and they lasted too long.
No they implemented them better here as they don't interrupt the fighting and go by quickly. Some old ones lasted too long and didn't make the main core gameplay better.
@@atroll9996 Yeah fair enough.
I feel like the point of a final smash is to interrupt the fighting, and essentially cause the other players to play around it, so ultimate just turning them into a single attack with a big hitbox kind of made them lose the appeal.
tbh i completely agree, final smashes really just feel like an extra mechanic thrown in just for spectacle, which is sad because in many other fighting games super moves are incredibly well designed, you've got simple high damage combo enders, but also huge projectiles or screen clearing moves, unique combo extenders, fully invincible moves for defensive use, installs that temporarily or permanently buff your character, really long lockdown moves that force your opponent to hold your offense, situational but extremely high damage punish moves, extremely difficult to land instant kills, and the list goes on. Some games even go above and beyond with the philosophy like street fighter 3, where each character has 3 different super moves to choose from that change how you handle your meter, or blazblue, where besides each character's unique super moves everyone has an Overdrive, a special state that temporarily buffs the characters through their unique mechanics, but all Smash does with final smashes is give you a cool and super powerful move, but that's it, there's no nuance whatsoever to the system.
What do you mean other fighting games have ultimate moves that are big projectiles? I guess Mario, Dr. Mario, Wii Fit Trainer, Mii Swordfighter, Samus, Dark Samus, and R.O.B just don't exist.
My point is that other fighting games have much more variety in their super moves and the examples I listed were among them, not that the ones I listed didn't exist in smash
I actually like the final smashes in ultimate
Finally someone says it. Me and my friend only ever play casually, but over time we’ve just , turned final smashes off since they’re just always the same.
TBH I just turned them off cause I found them lame.
Yep
I don't understand why anyone likes them. They're just jingling keys that kill you instantly.
Finally? We've been doing that since January of 2008... when Brawl came out.
@@freshguy4837 ..... I feel called out
I think the main reason they changed the final smashes in Ultimate was to lower the disparity. Some FS could take a full 3 stocks easily, some could barely take 1, and it made casual play less fair (which I understand is a silly standard to use for casual play, but still). Also, the vast majority of them in Ultimate take less than 10 seconds, while the old ones could last anywhere from that long to a full minute, and some you could just be knocked out of before you finished using them.
This keeps the game faster-paced and focuses more on the hand-to-hand combat rather than moveset swaps or laser aiming or whatever else your final smash might give you, while keeping the chaos of the smash ball chase and whatnot.
Admittedly they're not as complex, but let's be real, the spectacle of a _Final Smash_ of all things doesn't come from its mechanical depth and complexity, it comes from blowing shit up.
they take less than 10 seconds sure, but anyone not caught in it cant move at all during it and if theyre in the air their move gets completely reset at the end of it, so its honestly really annoying in an 8 player match just having to watch 2 other people die while my control gets taken away and sometimes puts me in a position where i can just randomly die
It was the competitive scene. Fast pace is (slightly) more fair and prevents competitive whining. Because of competitive, rather than the mini game attack, when are left with super move cutscenes, which, though better for competitive, take out a lot of the fun of final smashes to begin with.
I just wish that there were less cutscene Final Smashes. I'm pretty sure every DLC fighter except Piranha has it.
Yeah, I agree with the big disparity (the landmaster in particular I was glad to be rid of) but I didn't have a problem with it for the most part. Personally, the distinct final smashes between characters is mostly what made them so enjoyable for me before, but now it feels more like just another move with not much special flair. When the mechanics behind it are essentially the same for so many characters, it makes intrigue quickly wear off. A new dlc character would be released and I would see the cutscene for their final smash, it would be super cool and hyped up, then after that it would just be boring and kind of a drag to sit through.
Well said
Furthering your point here, I'm fairly certain most Pro play matches don't even allow the smash ball to appear, so it's not like they can pass this off as an appeal to pro players in an attempt to "equalize" each character.
The only tournament I know that had final smashes was the first Smash Ultimate tournament. They wanted them to be balanced for tournaments but they throw things off too much anyways
Thats why they introduced final smash meter, I think nintendo hoped that with all these changes they could be used in the competative scene, just like ultimates in other fighting games (which are most often also like blue falcon final smashes)
I don't think the idea was equalizing them anyway since so many of them have other additional effects or kill at 20% like belmonts
Right they didn’t, Nintendo was clearly trying to change that with this change and the addition of the meter
They tried, and they failed miserably. Smash Bros. as a competitive fighting game doesn't need any kind of gimmick, the neutral nuance and punish is more than enough.
agree with your point about final smashes not being what they once were, but your categorization of final smashes was all sorts of messed up, luigi's and dks final smash are just big hazards that people have to avoid like ice climbers and jiggly puff, you could've put all the controllable transformations in one category, etc, etc.
I seriously thought Meta Knight's would be in the same cat as Link and Toon Link, myself.
Your trying trying to say negative zone is similar to a fat jigglypuff
Negative zone is not similar to a large object blocking parts of the stage
@@hunterdaring1233 it's a big obstacle lmao
@@talullah1065 It’s not an abject that you can’t get past, it’s a zone that changes how you move. Not even close to the same category
With Steve’s final smash, I agree, it’s very unfaithful to his game. I always thought some of his moves could be throwing or drinking potions to give him or his opponents status effects. Which, come on! We already have poison, instant damage, weakness, strength, instant health, regeneration, speed, jump boost, and so many more! A beacon for a final smash to give him effects would be SO cool!!!
He should get creative mode for a final smash
I like how you said it's unfaithul.
And people still recreate it in minecraft ruclips.net/video/7CEg_hS5p7o/видео.html
The only thing I would say is unfaithful is Steve's arm windup, the lighting being off, the big piston and Steve being able to stand at a slight diagonal.
The mob movements, the sfx, explosion vfx, appearance, even the erratic mouse movement seem pretty 1 to 1 with Minecraft.
The best part is that you can edit the video to something different with mods. I'm serious.
@@ivrydice0954
the final smash is literally just minecraft footage
i think that philosophy about final smashes needing to be quick and snappy can still work with more unique and varied final smashes. piranha plant's final smash is enough to prove that final smashes can be unique, mechanically interesting, and powerful while still keeping in line with that speedy philosophy.
it feels like they wanted to make them distract from the rest of the match less by making them take less time, but they impact the game MORE because nobody else can move at all while one is happening
The sentence "Villager has a Triforce slash" is terrifying in any context except for this video
Possibly for steve he gets a beacon that gives him Heath regen, jump boost, speed, rest., and strength. The bacon can be broken after enough damage/hits or after 30 seconds or something
they seriously should've made sora's final smash trinity limit (kh1). no disney required cuz it works with any 2 allies, and it's a huge explosion move. he could even shout "Give me strength!" because that fits his character way more than (a reskin of the kh1 ending)
I get the point, but (from what I remember at least) old final smashes like volt tackle and landmaster were not entertaining or fun to use even slightly.
Volt tackle was never really intuitive to control. The landmaster final smash didn't even make sense for 2/3 characters that had it and was literally just try to run your opponent over or fly them to the top of the screen and sit there while everyone waits on the respawn platform for it to end.
While the mechanical variety is gone I never lost any sleep over ridley shooting them over Samus's ship in a cutscene over whatever other alternative could've happened. It gives the same vibe as landing an instant kill/Astral finish in some other fighting game, especially since a lot of final smashes have gotten more difficult to land.
Landmaster is absolutely understandable, I always dreaded facing off against one of those. As for volt tackle, yeah it was kind of annoying to control, but if it were given some tweaks, it could've been a lot more enjoyable! Of course we want final smashes to be more varied - it's what made them so cool and interesting to begin with and contributed to a character's playstyle more - but that doesn't mean some can't be removed or changed.
damn daniel!!!
Bayonetta having a "blue falcon style" final smash isn't really accurate imo
It's not just "Press B and everything in front of you takes damage"
Bayonetta slows everything down and she gains mobility (higher move speed and and fall speed and higher jump I think), she can hit every fighter she want and needs to fill up the magic gauge to summon Gommorah. She can trap multiple people, or one person
She can also kill, with Gommorah, instantly at 100% like many other final smashes do.
I think she deserves her own category. There is a 0 to death too startting with up throw so yeah it's pretty OP tbh
I get your point, but when he says Blue Falcon Final Smash he means any of them with a cinematic.
Bayonetta easily has the best cutscene Final Smash in the games, because it has a unique execution, and an interesting easter egg in the actual cutscene - spam the attack button!
@@miimiiandco that's not an easter egg, it's part of the attack, you need to fill up the meter to get the full damage
I think he’s just mad that weed Luigi is gone.
Specifically for joker, all out attack is basically the final smash of the series, it makes the most sense for him. It is pretty much 1 for 1 to the original game
In my opinion the number of Blue Falcon final smashes is dumb, they clearly should have made every final smash a cutscene instead 🙃
First off, your categories are all over the place. There are already defined categories for Final Smashes. Final Smash types are Directional (Mario Finale, Zero laser), Focused (Puff Up, Negative Zone) Trapping (Triforce Slash), Stage Wide (Pk Starstorm) and Transformation (Giga Bowser, Wario Man).
Secondly, I somewhat agree that they've definitely decreased in quality. Sakurai stated that in Ultimate, he wanted Final Smashes to be quick and snappy to allow the flow of battle to be smoother. And while this has its upsides, I am disappointed that Final Smashes have been largely reduced to fancy cutscenes. Transformation final smashes have been completely dealt away with and most final smashes now fall into the "Trapping" category because you need to trap the character in your character's mcguffin to trigger the flashy cutscene-I mean Final Smash. But I wouldn't say they outright suck either since they are still plentiful on the fanservice and I still enjoy the vast majority of them. I just miss being able to actually control Wario Man and Giga Bowser.
The categories being all over the place helps to show how different final smashes are, and categories like “Focused” or “Trapping” are too broad to encompass anything and accurately explain what they do. While yes, some of them can be bunched together better, it would really take away from how different and unique they used to be.
@@SunshineRey Okay but that's not how they are officially defined by the Smash community. My source is from the official Smash wiki
The fast paced gameplay of ultimate and particularly items and free for alls benefit substantially from the standardized approach. They did a good job retaining the rare powerful feel them with characters like Zelda and Peach.
I feel so many cutscene FSs could have just been big beams, screen wipes or just a big attack, the cutscenes take away more form the fast paced nature than something like a brawl transformation cause it's cutting AWAY from the fight for one single attack, at least the the transformers allowed the other fighters to still play the game during them
0:37 "The caos that will unsue when the Ice Climbers suddenly summoned a giant iceberg in the middle of the arena"
Jigglypuff: lol
But seriously. Although i somewhat agree with the point that Ultimate's Final Smash tend to be repetitive, the thought process behind all of the video is kinda... off...
The categorizations -like many people have said- aren't very well thought out. There's no criteria behind it; the only criteria is just "this feels kinda different to me" and it all results in it being a very shallow comparison. When classifying Final Smash, some questions would be: Should i create a category based on animations? Hitboxes? Status effects? Player Agency? If a Final Smash has many elements, which should i prioritize for the category? What's its purpose? How does it activate? How does it interact with the other player? With the stage? There's obviously gonna be some overlap, but that's why some sort of criteria should be taken into account.
When half of your categories are filled by just one final smash, then what's the point on having a categorization?
The problem isn't the categorization itself; the problem is that the whole argument is based on it, and when the base is kinda flimsy, then the whole argument falls apart.
PS: I love your content. This is not a criticism on you as a person, i'm sure that you put effort in this video and some thought was put into it seeing that you made a chart. I just feel that this video in particular isnt up to par with the others on the channel in terms of its content / script and maybe could have been done better.
"Get back to the action."
...shouldn't the Final Smashes *BE* action!?!?
Literally, especially in free for alls or doubles where youre trying to recover or punch someone then an FS just starts a 6-8 cutscene on you
I can't feel confident saying the final smashes ever were the action.
It's just player presses B or gets final smash
Everyone else runs away.
Not really? It depends, a lot of people see Final Smashes as a (mostly) free KO.
You call players waiting during invincible respawn "action"?
19:20 i'm sorry to tell you, but if there's a next Smash bros, most Final Smashes will look like Blue Falcon. The goal here was to make them suitable for the pro scene because of how broken some of them were compared, especially the transformation one where you could get multiple KOes in one Final Smash, meanwhile Mario sometimes couldn't kill at 60-80%.
But in the end, it was still a fail. So I think they'll try to make Final Smashes less special actually so they can fit them in each character's moveset.
But there's still hope they forget about competitive entirely and make them unique and broken.
I hope so, because trying to lean to competetive play, which ignores some of the games features like iteams, doesn't seem like that good of an idea.
17:41 Oooh! Nice Idea! An Optional Final Smash In One.
19:00 Same
11:44 ?? That's not similar to Blue Falcon at all, it's more like Tri-Force Slash
Way too many categories for the final smashes, i would have done it like: transformations, projectiles, cutscenes and hazards
Steve idea: creative mode
If I’m being honest, I think they just chose to tone down how the final smashes worked to make them more equal. It might have taken some of the individuality, but from a gameplay standpoint it’s more fun than someone getting to say “screw you, I win because final smash”. You have to TRY to hit with them now. Just my 2 cents here.
Exactly. Brawl's final smashes were mind numbing. The 3 land masters, Super Sonic, Volt Tackle, Super Dragon, Octopus, Diddy's move, & Snake's brought the game to a screeching halt while all the other players got wrecked.
Puff Up & Donkey Kong's move were pathetic & boring at the same time.
@@D_YellowMadness can you imagine if they kept the originals and STILL added final smash meter? That would be a nightmare. Like 7 zeldas would be in the game.
Unfortunately the “Screw you I win because final smash.” thing still exists with Zelda and any character with a fat stanky laser on a flat stage
@@reformedorthodoxmunmanquara yeah, but it used to be more than half the roster.
@@reformedorthodoxmunmanquara and the laser is pretty easy to survive. And some characters dodge it easily.
For Steve I will note the beacon gives YOU positive effects, so it would work better as a buff.
Personally I think a hazard would be the way to go for Steve, something that you have to avoid while still dealing with Steve.
EXAMPLE:
Several tnt cannons appear on the edges of the screen launching tnt in arcs around the stage, could end with both malfunctioning and blowing themselves up.
Or for something simpler:
Steve summons the wither.
Though in general I still think Steve was a bit boring.
I think Steve is about as good as you could make him, and I will personally banish you to the Nether.
@@demi-femme4821
The problem I have with Steve is this.
While yes his moveset is overall pretty good, up smash, down smash, specials, down air.
Alot of it is also just a swing with his tools, jab, forward smash, most aerials, dash attack.
Now I recognize I tend to go overboard but I feel they could have been more creative.
In Steve's moveset he uses:
Sword,
Axe,
Pickaxe,
Shovel,
Hoe? (Can't remember)
Fishing rod,
Elytra,
Lava,
Magma block,
Blocks,
Fences,
Piston,
Flint and steel,
Tnt,
Minecart.
Which is nice, severe lack of anything even slightly modern (except elytra) butt nice.
But wouldn't it have been nice to have:
Bow,
Snowballs,
Dispenser,
Slime block,
Potions,
Water,
Trident,
Crossbow,
Fireworks,
Soul sand,
Boat,
Sand/gravel,
Concrete powder,
Ender pearls,
Redstone,
End crystals,
Bone meal,
Wither rose.
Just throwing around some ideas here but:
Up special: riptide, Steve pulls out a trident and charges, launches in selected direction when you let go.
Down throw:channeling, Steve pokes grabbed opponent with trident, causing lightning to strike them (could even leave a fire hazard on ground for a little bit)
Down special: crossbow, pulls up a shulk style menu, when you select an option Steve loads his crossbow, next time you press down special that shot will be fired. Shots are: Arrow, generic projectile, loads fastest. Multishot, three arrows that are shorter ranged and weaker. Firework, high damage but somewhat slow, explodes when it hits target or after a certain distance, loads slowest. If you don't hold it defaults to loading arrow.
Neutral air?: Chorus fruit, teleports Steve a small distance in the rough direction of the nearest opponent, does damage to them if you appear too close, slow. (I'll admit this one's weird)
Just some quickfire ones:
Lingering potions that cause various effects (choice) on an area where they land, projectiles shot through them gain there effects (very short duration)
Use the bow (why didn't they use the bow?)
Dispenser, takes a bit to set up but once it is can be (semi) spammed whenever you walk past, can be destroyed.
More blocks, ice gives ice physics, slime slows on ground but makes you jump higher and bounce, sand drops for weak damage.
Steve grows a tree (basically villagers down special)
Concrete powder, drops like sand but can be stopped midair by liquid based attack (I imagine Steve would gain one (possibly in the form of his potions))
I think you get what I mean, Steve's moveset is fine but it misses out on so many fun things.
The one for how Banjo Kazooie's final smash should be changed I agree with, but have you collect the Jinjos instead, and every Jinjo you grab has it automatically attack a player, and when all five are collected, they awaken the Jinjonator and has it finish off one of the players there
I wish that for Kirby’s final smash, it gave him the ultra sword temporarily and it even had the little bar to show how much time you have left to use it, just like in Return to Dreamland. Essentially you could use it multiple times and you might be able to try again to hit if you miss, but it wouldn’t insta kill always, so you would be on a rampage as the opponent runs in terror and can’t just move away and attack right after a single missed hit.
Banjo’s final smash is perfect for him. The scene it’s based on KILLED HIS VILLIAN!! But maybe the player could aim it and if you miss, Grunty, that villain that was killed, would get hit, and weather player or villain, they would be crushed by a boulder just like in the game.
Much of the characters with a "Blue Falcon" final smash dont work all the same. Joker and Wario are tecnically a "Critical Hit" + cutscene, Incineroar is "Critical Hit" + cutscene + explosion, Kazuya begins with a "Blue Falcon" but ends with a laser, Sephiroth has the random effect in the end, etc... Also most of them have different hitboxes, like Banjo and Terry make some kind of a "pillar" move. Just because they have a cutscene dont mean them all work the same. I think the final smashes changed because some of the more "unique" final smashes, while original, they were kinda weak and made some characters more useless than others
I fully agree a lot of the “ unique” final were just glorified gimmicks that in my opinion weren’t good or fun to play with
Good video, I don't use final smashes since I play competitively, but I agree that they all became cutscenes.
I really love ultimate final smashes the animations are awesome, and most are all pretty different in terms of activation, damage, usage, ect.
I never knew someone could hate dislike them so much. besides specific ones, like Richter and byleths for killing WAY WAY EARLIER then other final smashes with similar hitxboxes, (fox's final smash for example almost never kills until later %) and I love the changes like triple finish using the alolan text box, donkey kong getting his finisher from jungle beat, cloud getting two for both costumes, puff up having an actual hitbox now, being able to be sued under the stage as well for an added complex note. The only final smash i really really miss is wario man because, I mean, it's wario man, it's the funnest thing ever made.
I also love how different cutscene final smashes can be despite being cutscenes, steve and terry can hit people and kill them with the activation, incenoroar has a burst at the end to clear out nearby fighters, pyra, mythra, and kazya all go out of the cutscene to hit nearby players, making just the one guy getting hit hurt punish the nearby players, some can only hit 3 people, some can only hit one, some have an insta kill at 100%, some are ridleys which is probably the worse in the game mechanically because if you don't kill with it, they just fly straight down.
the star fox and shulk ones have multiple unique voice lines, and just.
I really can't hate final smashes in their current form. if every single cutscene was the same then sure, but they're all mostly so different that i really love this
also shout out to sepiroth for recreating the debuff effect of his supernova in ff7, where it gave you like, every debuff at once
also additional shout out to bayonetta for having, in my opinion the BEST final smash, for basically having two in one, a free slowdown that you can use to stop an edge gaurd, or get in an easy kill near the edge, and the actual final smash itself for having the mashing aspect to it to increse the damage, as well as the kill at 100 effect, and launching the fighter from wherever bayonetta is, also allowing for other quick K.Os if you strategically carry them to the blast zone in the slow down
9:53 man I love foreshadowing
HOLY CRAP I GUESSED 30
The ultimate pac man final smash is based off some newer pac man games like championship edition
The year is 2030. Super Smash Bros. Ultimate 2 (Featuring Dante from Devil May Cry) is released. All final smashes are converted into the same move, a high damage bitch-slap, to allow for maximum getting-back-to-the-action-ness.
Although I do think there is a lack of creativity in the new final smashes the transformations and long lasting final smashes getting removed was a positive as some of them you could just die before doing anything and others could take 3 stocks easily and win you a game.
It's simple why. They told us, and you have not taken it into consideration. To increase the pace of the match, to make them less disruptive, to make them more exciting, and to be just more fun in general. The transformations were slow, and kinda boring. Charizard had only two attacks which is kinda lame. All of them lasted to long as well.
They literally just shoot a giant Lazer that's no different lmao
For Hero, a final smash that would work would be the classic Slime draws near bar pops up, then a giant metal slime drops from the top of the stage, damaging anyone in it's way and if you defeat it you get buffed.
I actually guessed that there were 30 Blue Falcon final smashes without knowing for sure. I too noticed that there is an overabundance of "cutscene" final smashes in Ultimate. Guess we shouldn't have begged for adventure mode to return because all we got are the cutscenes.
Its never really the final smash itself that was the chaotic moment, It was everything before that. Getting the smash, finally getting it (in either as quickly as possible or the dumbest way possible), then using it in a skillful way or dumb way. Me and my friend have the best memories of Smash Ultimate from Final Smashes alone no matter which one it was.
This video sums up my thoughts on final smashes in ultimate perfectly.
14:36 I'd guess like... 23?
14:51 HUH????? OK I probably should've seen that coming but. It's still shocking to see that high a number.
Oh game and watch? He. just. takes.
Never played Ultimate. Sorry to hear it screwed up the big finishers.
5:55
You can... cancel/early activate his smash...
if you die by it, it's only your fault for not stopping.
So many just don't know this for whatever reason.
It also increases the overall effective range a tiny bit if timed to cancel at the very end.
People don't know because they don't tell us
my main sour thought about how SSBU's final smashes don't target as many players as they used to
Brawl was the better game.
At least, we don't have to run away from a god form of a character for 15 seconds... i still remember those game where i just die because of a yoshi final smash and just... wait at the respawn platform and watch the game. I mean, i still do that against a cloud or little mac with limit tho.
Those have been more or less replaced with assist trophies, which some are more powerful than final smashes from brawl. Trophies are generally more common, so ultimate casual matches are basically worse off than brawl casual.
Maybe they made them easier to use because the game is a kids, family and friends game first and foremost. I remember as a kid getting annoyed that I could barley use the transformation smashes because I found it hard to control the character and would miss my attacks. I mean Pac-Man was cool but imagine being a kid and then being able to land that attack you’ve been trying to get against your opponents.
14:47 my guess is 47
I agree but I see why for some as for a example fox's final smash was soooo busted in brawl you can fly up and carry someone to the blast zone
There are still assist trophies, items, and stage hazards that push you to the blast zone. Some of these are also 100% inescapable regardless of input while the landmaster is occasionally escapable.
I disagree strongly. While I wish that final smashes had more variety in Ultimate, I think it was the right decision to change them. Many of the smashes can become very annoying, since some of them basically turn the game into just dodge for 30 seconds while the opponent keeps trying to hit you.
Try no jumping in kirby and the forgotten land
i wish that you could "choose" your smash, like there are so many interations of different smashes in the same character so by choosing it you would have more control of how you want it, want a fun long one, choose this or you want a quick and low effort one, choose that, and it could add more to characters that originally didnt had much more than the first interation of their smash like the critical hit line of characters
Here's my take, and this could sound a little weird at first so bear with me, we could have the best of both worlds and have the simple cinematic final smashes of Ultimate and have the more chaotic final smashes of Brawl at the same time. As for how this could work, what if getting a final smash through the smash meter always gave you the weaker more focused cinematic final smash. The bar fills up, you get a chance to get some big damage, but you could also miss and waste it, kinda like how supers in other fighting games tend to work (though I havent played many fighting games other than Smash so I dont really know how they work in other games). However, if you get a final smash through breaking the smash ball, then you'd get a much more destructive and longer lasting final smash that can easily take out everyone in a free for all. So for instance Mario's smash meter final smash could be a simple hammer barrage or something, while his smash ball final smash is the Mario Finale, DK's smash meter final smash is his multihit punch thing from Ultimate, his smash ball final smash is the kongo bongo from Brawl, Dedede's smash meter final smash is his Masked Dedede smash, his smash ball final smash is the Waddle Dee army from Brawl, etc. This way we can have the snappy "big attack then right back into the action" they were trying to go for in Ultimate for more competitive matches, while simultaneously having that chaos and fear Brawl final smashes brought for chaotic free for alls.
Man I'd really have to find some 10+ year old interviews for this but I actually think I know a more in depth reason for the changes, and what the devs would like to see to fix it.
So final smashes we're intended for Melee, smash ball and all (same for Snake) only reason they were delayed till Brawl was time constraints. Brawl we see what they were supposed to be, and the Wii U evolved on that.
Now here is where the issue happens (from Nintendo's POV). During the Wii U era is when online streaming and smash becoming an eSport started to take off. The devs for smash seen what the comp fans were doing and really disliked it, many felt they were "missing the point" with the stage bans, character bans, and yes, smash ball bans. The devs really put effort into the final smashes only for the vocal minority (the false majority) to seem as though they hated Nintendo for adding them.
So in Ultimate the team tried implementing the FS meter and making final smashes faster as a way to entice players into actually using the mechanic. In fact, many of the gutted or lacking elements of the game come from the disappointment of the devs seeing the comp scene either not use or actively attack them (like items or creative stages). Things like Omega and Battlefield stages were another concession made to at least make the stages not fully wasted.
So going forward if smash 6 sucks in stages, characters, items, and final smashes, you can fully blame Nintendo reacting to the feedback of the competitive communities. The best thing for Nintendo to do IMO is to make FS meter a default option you can't remove and incorporate final smashes as a super mechanic similar to other fighters. That way instead of the fans wanting to remove everything unique about the games, they are forced to use the mechanics people spent hours of devtime on.
Final Smashes were intended for 64, they even reconfirmed this in MinMin's reveal when they talked about Captain Falcon recording new audio for the first time.
Snake wasn't intended for Melee, Melee was like already out, it was basically being shipped with Kojima said it would be cool to have Snake in the game, Sakurai agreed so when he was forced to make Brawl he made it a point to include Snake
I wouldn't use the word creative to describe the banned stages.
Can you can get a stage banned for something like an asymmetric layout lmao
@@ivrydice0954 I mean yeah you can. Even something as simple as a mild incline or a single wall is enough for the community to ban a stage. But from the perspective of the devs, sure something like great cave offensive is obviously not going to be competitive, but something like hazards off boxing ring or colosseum because of walk offs is banned, despite being both literal fighting arenas. So I think part of the issue we will no doubt see in 6 just comes from the devs being tired of the community and trying so hard to appease them and give them what they think they want (super competitive gameplay, complex characters that just turn smash into a traditional fighter, etc.) so they end up dumbing down aspects of the game. No doubt that the next game is probably going to piss people off either by making them play with the unique elements the devs worked hard on, or be more gutted and bland than 64 and being a sport and not a game.
I never would have considered your perspective until now, because, in Brawl, I would always play as Pit or Sonic, and my friends, who played as characters with different Final Smashes, would complain that Pit can activate his anywhere on the stage, whereas some characters had to get up close and personal. In Ultimate, they leaned more into making Final Smashes more unified, which for newbies, I guess you could say is a good choice, especially for my friends that face me, but your video has given me some food for thought.
Also, I voted for Banjo & Kazooie in the Smash Ballot, so back when I was still speculating about them coming, my idea for their Final Smash (this was back in the Brawl days when I was theorizing) was to make Kazooie open her wings and help Banjo fly, while pelting Grenade Eggs at the opponents with the targeting reticle. Granted, it may seem a bit too similar to Snake's, but it was also a literal move they could learn within their game, so it would be mechanically in-line with that game's design-philosophy.
However, I can't go back to my old theories now that I've seen the bear and bird with the Mighty Jinjonator, as that was how they dealt the final blow to Gruntilda, so it fits in the atmosphere of Smash that you would be delivering your final blow (or Final Smash) to your opponent.
6:57
1:48 Yeah, I heard this and immediately knew you had no idea what you're talking about, I don't care if it was a joke, it's a bad joke and the Final Smashes in Ultimate are perfectly fine, there's nothing bad about them and they're much better than the ones in Brawl and Smash 4.
Now I'm not gonna say you have a wrong opinion but the final smash in ultimate are nowhere near perfect
@@spiritpyros I said "perfectly fine", not perfect, but nothing is, they're still better than the ones in Brawl and Smash 4.
If Steve had a Final Smash where he could quickly build a flying machine with a TNT duper that would automatically follow the opponent around and drop TNT, or maybe create a nether portal and have Piglin brute and hoglins charge out, attack the opponent as they run by and fall off the stage, that would be awesome
I can see that quite a lot of character share features but their are some unique ones
I agree with you.
Final smashes are trash now but Banjo and Kazooie actually have good reason to do a cutscene final smash - it's how they defeated Grunty in the first game and the giant Jinjonator Statue to initiate it is very memorable and unique. It even has like 4x the vertical range all the other cutscene smashes have because of how big the statue is.
Agreed. Neat analysis video! Thanks for uploading!
My best Final Smash idea for Steve would probably be for him to charge up a Crossbow with a firework rocket as the ammo. After it's charged, Steve can move around like normal, and when he presses the B button again, he fires the rocket, which flies a small distance then releases a large explosion.
Bro got so emotional during the realization of Super Pac-Man’s extinction
They even could still have the "characters appear and help" final smashes.
Megamans for example, just have them on floating platforms (or something) shooting projectiles around the stage.
Megaman's could be so much cooler!
Imagine it! X using a Nova Strike across the stage, Volnutt busting out the Shining Laser, Bass using the Treble Boost, Exe has so many options, and then finish with Megaman himself using the Double Gear to fire off the super charge shot while time is slowed down.
@@demi-femme4821
Exactly!
I was thinking of something like this but with Byleth instead. when used in the air you summon claude who attacks in the background for 10 seconds before ending with a gambit of arrows on the field,
when used on the ground you summon Edleguard who acts like the black knight, but transforms into a beast after 10 seconds to deal huge damage around her and send people flying.
when used on a semi-solid you summon Dimitri who uses his range to poke foes above or below platforms, then after 10 seconds he strings 3 elemental lance attacks for a combo finish, Electric lance to bring you in, Ice lance to freeze you in place, then fire lance for a final launcher.
a final smash that incorperates the three house leaders while having a different kind of context sensitive activation from street fighter.
@@MrMariosonicman
Don't know much about fire emblem but that certainly does sound interesting.
I understand what you're saying but to give the developers the "benefit of the doubt", Ultimate has more than 80 characters while Brawl had less than half of that (up to 8 of which can fight on literally every stage in the game). My guess is that they had to simplify final smashes for programming and storage reasons so as not to crash the switch (especially in handheld mode).
I hate ultimates final smashes because you can’t even become Giga Bowser anymore or
Super Wario. 2:00 best example.
It ruined mobility final smashes.
Characters that move around.
One reason why they could of removed was that in brawl you can become Giga Bowser or Super Wario forever by preforming a glitch.
And they don’t want to make that mistake again.
And they removed Donkey Kongs bongo bash and replaced it with a shitty Mii Brawler copy.
For Steve, I think a stupid redstone contraption could be neat. Maybe a flying machine that flies across the top of the screen, and you could drop TNT by pressing a button. Maybe enough damage could kill the contraption?
Sora's final smash absolutely should have been a form change move, where he dual wields Oathkeeper and Oblivion.
Joker and Sephiroth's Final Smashes are honestly already the most fitting as cutscene moves though.
The reason that piggy piranha is the only final smash in the DLC that doesn’t activate a cut scene is because he was supposed to be a fighter for the main game before being strapped
26. Kazuya may HAVE a cutscene in his final smash, but it ends up more like triforce slash than blue falcon BECAUSE the damage and hit boxes happen outside a cutscene. Not to mention that I’m pretty sure that if kazuya hits, but doesn’t hit everyone with the activation hit box, it doesn’t show the curtscene. Had to reference the website real quick because I was having trouble remembering the full roster but hey, I didn’t get the answer from the video or google, purely from memory with some help on the roster side of things. Guess it’s time to see if I was right.
27, I forgot to count mythra in there. Guess I somehow missed 3, one of which BEING kazuya’s, not one I agree with but go on sir.
Smash 4 also known as: Let's milk and copy Omnislash to death! And yes, I know, Great Aether came first. But the idea where the move comes from, it's more than obvious and this point. Also Great Aether isn't canon, so... Omnislash WINS.
I agree that final smashes aren't what they used to be. However, I feel the reasoning that Ultimate's reasoning wasn't actually "flow of combat", but rather balance for competition's sake. Not official competitions, obviously, but casual competitions. While yes, you can't have a variety of very different characters be completely balanced, Final Smashes were a huge issue. Any good player could use a transformation final smash to take 1 stock from every opponent, even if they were all at 0%. If they were already in kill range, up that to 2. Especially in 4-player free for all matches, That is a massive lead that can essentially guarantee a victory for anyone capable of doing so. Compare that to "Triforce Slash" style Final Smashes, where 1 kill is all you can reliably get.
Now, by making all Final Smashes "Blue Falcon" style, it allows for a more controlled style of play. Obviously, they didn't follow this strictly. Zelda has a 100% auto kill, but hers can only hurt one, while others, such as Ridley and Joker can hit multiple opponents and get that effect on all of them. Plus the cinematic does add more to the game for me, especially compared to things like "Light Arrow". I've never liked those ones because of how boring they were.
While Smash is a party game, I strongly believe balance for a more competitive game was the goal. Because of this, and Sakurai's implications (in the Sephiroth(?) 'Sakurai Presents' he mentioned frame data, which he does call out isn't something to pay attention to, but he still made the conscious decision to include it for more competitive players). I don't expect this to get better with time either. Sakurai himself has, on several occasions, mentioned his distaste for continuing the series, and Ultimate felt like a final farewell to the series. Will Smash 6 come? Probably, but I doubt Sakurai will head it, and every smash fan (to my knowledge) agrees that his guidance is one of, if not the most important factor into what Super Smash Brothers has become.
I think his frustration is that these extra mechanics while completely unbalanced was one aspect that mad smash bros different from most other fighting game.
The idea is that landing a final smash should feel distinct from landing an astral finish, a fatality, infinite worth, or some other type of super move.
My stance on this is that since high level tournament play doesn't even allow final smashes or smash balls to begin with than making them completely balanced shouldn't be the goal.
In a 1v1 I'd just not allow the move to take more than 1 stock and leave it alone in 3+ player free for all.
While the separations you made made sense, I personally would have grouped the brawl ones differently. The ones that spawned a hazard (Dedede, ice climbers, puff, etc.), the ones that did a non interactive attack (link, metaknight, Kirby, etc), the ones that did an interactive attack (DK, Samus, Lucario, sonic, etc), and the transformation moves that let you keep playing but with a modification (Wario, Bowser, game-and-watch). While less groups as what you did, I completely agree that Ultimate pretty much put them all in the non-interactive attack, with a few interactive attacks thrown in there. It was such a disappointment to see.
I disagree with the way you categorized al the Final Smash's, where you begin and end a Final Smash should not require a whole new category, on that note these are the categories as i see them:
Trappers: things like triforce slash and great aether
Big Beams: things like zero laser and aura storm
Super Attacks: in both projectile (Mario) and melee (Roy) flavours
Line attacks: like Marth's critical strike and BotW Link's Ancient arrow
Aimables: like giga bowser's punch or snake's grenade launcher (brawl)
Screen clears: like super sonic or pac-man's... pac-man (ultimate)
Hazards: like negative zone and polter-gust... wait.. uhh, also like iceberg and DK's Bongos
Killers: like triforce seal and all out attack
Transformations: thankfully these have died out, but for examples there's giga bowser and pac-man's... pac-man... again... but this time it lasts WAY too long
and of course
Cutscenes: like... ok there are so goddamn manny but the only two i can forgive are blue falcon and all out attack cause... what else could you do for these, they are just perfect for Captain Falcon and Joker respectfully
also, my suggestions on de cutscene-ify some final smashs would be:
Min-min: have still do the big punch she does to start the FS, but instead of becoming a cutscene it turns into a big beam
King De De De: have him put on the mask and get his super hammer, he then launches some homing missiles before doing a big line-attack across the stage
Banjo and Kazooie: instead of summoning the Jinjonator for a cutscene, he'd be a screen clear like super sonic, but banjo could still walk around and harass the other fighters
Megaman: there's really no reason this couldn't have just been a big beam type FS
Sephiroth, Pyra, Mythra and Kazuya kind of don't fall in the cutscene category. Pyra, Mythra and Kazuya have an extra attack after the cutscene that also affects players that weren't in the cutscene. For Sephiroth a special effect happens at random.
When kirby and the lost lands comes out, do you think it'll be possible to do a no jump chalenge?
People commented on other videos based on the demo, it doesn't quite seem possible but it is the tutorial so maybe after that section it becomes much more free
I just had a few thoughts to change some final smashes so we have less Cutscene and Grand Aether final smashes. Imagine how Giga Mac could have played out if it was more like playing punch out and having to time your attacks to get the finishing blow, or Byleth commanding their students or battalion to attack certain areas, calling Falcon knights or Wyvern lords in the sky, Great knights and Mortal Savants attack opponents on the ground, and Bow knights and Dark knights attack from a distance, while Holy knights and Bishops heal Byleth, and the Opponents can attack the students or battalion to make them retreat, or Rosalina calls for the Lumas to come to make Launch stars appear to trap, damage and potentially ko an opponent if they get trapped in a loop of them, or Link if instead he got to use the champion abilities to damage the opponent (use up B to make a big blast of lightning, hold a counter/reflector when holding shield, make his jump push him high as he pulls out his paraglider to hit opponents in the air, and heal himself of a good amount of damage if in a certain range) and then go to bullet time to use an ancient arrow to ko the opponent. I know these ideas might be a bit broken, but that’s what final smashes are meant to be, a broken move that should either close the gap between players or push your lead even further. If you still think that’s unfair, just look at Zelda, Marth and Sephiroth’s final smash.
Final smashes in the old games were too stupid and unfair. These new ones make it slightly more balanced than these final smashes taking up to 3 stocks
14:41 About 30 is my guess
Also for banjo's they should definitely still include the jinjonator. Make it a mashup of the one in game and your idea though where you have to collect jinjos first
I thought I was the only person who hated how Ultimate handled Final Smashes. If they have to make them more balanced I wish they were unique attacks more like Piranha Plant's or even Giga Bowser's punch, and I miss Giga Bowser being playable.
Jojo Heritage for the Future is a great example of how to do supers right.
Edit: For Steve, I say have him build a Wither that flies around attacking the opponents before exploding.
Sora should bring in Riku, who helps him perform a double key seal like was used to finish off Xemnas in KH II.
The ironic thing about what they did is that instead of making the characters have final smashes that are either a power boost or a souped-up version of their main attack they decided that freaking *CUTSCENES* were the way to go. The exact opposite of "quick" and "fast".
Now, I could understand why Sephiroth, Joker and the Aegis Sisters all got cutscene final smashes. The former two got iconic moments from their respective games, Sephiroth's being Supernova, an attack that originally took *TWO MINUTES TO FINISH IN THE INTERNATIONAL VERSION!* Although oddly enough it was actually *changed* in the international version as the original Japanese release was just a mere explosion that did a fixed amount of damage compared to the international version which does roughly 94% of damage to each character's HP while also trying to add random status effects on top of the damage dealt.
Joker's "All Out Attack" had a few changes to the dialog and the effect that plays after the Final Smash "finishes" and Joker adjusts on his gloves was changed from blood to sparkles. In Persona 5 the way an All Out Attack activated was after all foes were knocked down. If all the enemies were at low health and the attack was capable finishing the enemies a special victory animation would play like it does in Smash during stamina matches.
The Aegis Sisters' final smash is their Level 4 which was always a glorified cutscene where either Pyra or Mythra look at their Driver Rex and then the animations seen in their Final Smashes would play as normal. The major difference between Smash Ultimate and Xenoblade 2 is during the attack there button prompts that can slightly boost the strength of the attack by a fixed percentage. In the menu (added in Version 1.5.0) there is an option to toggle automatic the Special Button prompts during Blade Combos which will allow you to see the animations better but at the cost of what would normally be a QTE to always have a "Good" rating instead of "Excellent" which would normally increase the damage of the special being used.
Honestly, I'd rather have controllable transformation Final Smashes and the occasional souped-up main attack Final Smashes compared to a cutscene. Pretty sure the reason for Hero's and Min-Min's was to have the other main characters who did make the cut to appear (even though spirits and Mii Costumes exist). Not to mention they're all pre-rendered videos and while yes, it does save on processing power for the switch, it takes up *a lot* of memory just having the video files there.
If they wanted to switch up Sora's final smash, they could have given him "Grand Magic" from KH3 and have it change depending on which spell he has queued up. Firaza would be a Mario Finale, Thundraza would be a PK Starstorm, and Blizzaza could be a Puff Up or Black Hole.
As far as I'm concerned, the video ends at 13:03
i was literaly thinking about this recently. they could do so much better with final smashes and make them actually unique. one of the things i was thinking about was maybe having the final smash power up one of the characters special moves of ur choice, kinda like how ryu and ken can do different ones. also another thing is that ultimate really didn't try to make people accurate to their games where they really should have, for example, literaly all of sonics moves are him spinning in a ball but there is waaaay more in the games that they could've worked with, and imagine mario with cappy or link with some other shieka slate powers/champion abilites, steve with a bow, and so on. seriously tho imagine you place cappy and jump on it, or links shield is like daruks protection and a perfect shield parries attacks, and revalis gale and he glides, and urbosa's fury spin attack. that would be so cool
If Blue Falcon has 30 FINAL SMASHES, just call it cutscenes! Doesn't make it any better!
I guessed exactly 30 without looking it up. I honestly thought that was an overestimate, but nope, exact.
Can you imagine how cool it would be if Steve summoned a Wither?
Something I've always believed, it's refreshing to finally see someone who actually agrees
I didn't know C Falcon has a animation of him getting into his the blue falcon, I guess my eyes was always focus on the car itself 6:40
If you ask me they should make all the dlc characters other than plants are
• joker: instant arsene with double the time & slightly faster attacks.
• Hero: instant ko,a sword slash that had the same range as metal slash but will instantly ko anyone if it hits them.
• Banjo & kazooie: he will shoot out the same statue as before but it will only be a high knock back move that launches the enemy upwards. Hitting it will also reload his wonderwing count & make his up go higher until he losses a stock or the game ends.
• terry: same as before but its played more of the style of ryus close range 3 hit attack final smash
• byleth: she puts the enemy on her reveal trailer, & the deals an 1000th of the damage based on dislikes for the trailer on yt.
• Min min: just reuse the spring man assist trophy final smash
• Steve: summons 1 of 4 mobs in mc. The ender dragon which will act similar to rathalos.
The wither which will be a flying mob that shoots 2 types of projectiles black wither heads & blue wither heads black ones being fast yet weaker while blue wither heads are slower & stronger but can be deflected similar to mii gunners down b.
Iron golem works similar to Fletchling but when it hits someone its high knockback upwards & deals alot of damage.
Zombie pigman will come in groups of 4-6 they are neutral until someone hits them & they will hunt for the person that hit them even the person who summoned them.
• Sephiroth: he does a giant sword slash thats a hocus pocus.
• mythra: her next 2 attacks are instant & she gains super armor.
• pyra: she losses a stock for every time she spammed side b.
• Kazuya: rage bar until he loses a stock or the game ends.
• sora: uses some of his other spells such as aero shield, curaga or blizzard.
To patch up the patch for Sora he could be like used a Final Smash where the player presses the action command button (Playstation is Triangle so idk what would be for the Switch) for an intense combo or also he could get all of the light of his friends to do either Ars Ascruem, Strike Raid, Superior Sonic Blade, or Infinity of his choice in 10 seconds with literal different types of damages, styles, and how it hits opponents. It shouldn't be a cutscene and should affect the gameplay by letting the final smash move go during the battle and it mechanically makes sense for Soras movement since that's his move set during KH2FM with THAT exact outifit