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zakruti.com » Humor, fun and entertainment » Polygon
Smash Bros. and the evolution of the last hit - Game Mechanics Explained

Smash Bros. and the evolution of the last hit - Game Mechanics Explained

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Rating: 4.0; Vote: 1
Super Smash Bros. Ultimate has added some MEATY last hits to its frantic battles. It's new for the series, but the flashy last hit is a decades old tradition. Lets take a a look at its evolution
Date: 2023-12-10

Comments and reviews: 30


This is a much better system. Smash 4 actually had something like this. Moves that COULD kill had this red bolt of lighting that would flash on the frame the attack hits. This was a rough approximation of whether an attack would K. O or not, the only problem is that it wasn't perfect. It wasn't guaranteed, and some of the time, you could still live. In Smash Ultimate, this effect is still used, however, only for -powerful- attacks, not kill moves. This new freeze frame effect is for kill moves. And usually, it's pretty spot on. I've only had ONE time that I haven't died after one of these freeze frame attacks happened, and it was because I was playing on a stage with 2 opposing walls, so instead of being knocked off the stage, I just bounced in between the walls and still managed to live.
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I think what actually makes it more hype is how there is a slight chance that the player might survive, given smash ultimates calculating not being perfect, making even more surprising when a person actually survives a killing blow after DI-ing the hit, or being at just low enough percent to not reach the blast zone. I also love how, except for a few very strong special attacks, the killing blow only ever happens when it-s the last stock, with other stocks- death blows only having the added particle effects.
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You're forgetting that Smash 4 at least started experimenting with the idea of a special last hit. When a hit would be strong enough to KO, red lightning would extend off the character. It's not much, but it's something.
What is something is that Rivals of Aether did something similar after a fairly recent patch. What happens is that the background flashes purple and hitlag is extended a fair bit, which makes it the first platform fighter to include special last hit background changes.

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Shout outs to GG Rev2, which not only does the predictive slow-down like T7 (although the nature of the game is such that it's quite rare, but also has probably the best 'last hit' as of late. If it's a close hit, the camera does a quick 360 rotation around the characters, if it's from a distance (like a fireball or something) the camera gets closer to the winner, showing us that moment from basically 'over the shoulder' perspective.
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I feel like it happens way too often, though. It would be much more hype if there was only like a 5% chance of getting the slow motion animation. It should also be only for certain specials and smash attacks, because it would be so much more satisfying than hitting something like a pit arrow and getting its overdramatic zoom effect.
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I like the fact that they also added these animations for things like little mac powering through a hit with his super armour or captain falcon landing a falcon punch regardless of whether or not this is a finishing blow. It really goes to show that the developers know what the community considers exiting and impact.
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Soooo this is why my girlfriend gets really mad at me for winning (even while playing a fighter I barely use and going easy, then she gets even more mad when I ask how I can help her and offer to go easy and she yells NO DON'T GO EASY. then loses against me in every fight and stays mad for hours)
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Y-know what-s even more hype than the finale? After the zoom in, if you were getting spiked, DI toward the stage and tech, then come back to win the match with a knee.
I haven-t done this yet because I always buffer air dodge down after teching spikes but I-m working on it.

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I think my favorite thing about Ultimate's final hit system is it's not a garenteed kill, only a likely kill. I've had multiple times where I get the finisher zoom and live to win the match, and in the Ultimate invitational, it took 2 finales for Plup's Pit to kill Armada's Kirby
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I'm not a fighting game person but it was awesome to be guided through the history of last hits! I wasn't even playing yet I felt the coolness and the impact of it, almost like ah yeah I see exactly why fighting game players love this
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Honestly my favorite is Destructive finishes from DBFZ. Knowing that you obliterated them or sent them flying into a mountain makes me feel so good after an intense match. Dramatic Finishes are better but they-re harder to pull off.
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The freeze frame is wrong like 50% of the times, I can-t even count how many times I-ve thought I died but DI-ing does the trick, it-s come to the point that I don-t use freeze frames as a reference to losing a stock.
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Hey! Regarding Mortal Kombat, would you make a video deciphering which x-ray moves are survivable. Also, if you could further elaborate on their ICD-10 billing codes and charge master prices, that-ll be GREAT!
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What I really like about Smash-s final hits is that they aren-t always final-there have been multiple times where I recover from the so-called -final hit-, and when that happens, it feels amazing.
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Bruh just imagine being so good at smash that you know your opponent is dead the second you land that hit and yoy have the audacity to pause the game just to flex on them so hard like wow
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If you know how to air dodge/launch cancel you can still save yourself sometimes. Which makes it great for when your opponent lets their guard down thinking they've already won.
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i wish you would mention more often- what year ech one of these games were made, just for reference/ context. good video though. I really like learning about trends in animation
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There are some moves since Melee that does a similar sort of thing where it will freeze for a few milliseconds, such as Zelda's Lightning Heel and Captain Falcon's Knee of Justice.
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Even if the prediction fails, the final blow pause makes the recovery so much epic that the adversary would scream -NAAANNNIIIIII? - like an anime vilain that's about to lose.
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the victim trembling isn't special or exclusive, that's hitlag which exists for every single move that connects in the game and applies knockback, and is the window for SDI
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I'm surprised you didn't mention Rivals of Aether, another platform fighter that has this touch. It arguably also has a better algorithm to determine when to use it
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The game also occasionally does this for specific mechanics, like Little Mac-s smash attack super armor; if you hit him as he-s swinging, it-ll zoom in with blue
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The only bad thing about this is when the opponent DIs you and you lose because you didn-t expect them to survive. Why can-t the last hit be a guaranteed win?
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It's even better in stamina, when you finish off your opponent with a move that looks cool (and really painful) like a throw or even a final smash. Its amazing.
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I remember being enraged when people called it -slowdown- or -lagging- back in the day, not realizing it's a dramatic effect made on purpose
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Sometimes the slo-mo hit isn't a guarantee in Ultimate, but that just makes coming back from what SHOULD have been a kill shot even more hype.
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I disagree. I think edge-guarding is one of the most compelling aspects of Smash, and flashiness just from getting a hit diminishes it.
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I love this so much! Your explanation of fighting mechanics, in any way, never fails to educate and entertain me, thanks Pat!
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I liked this video, it really helps show why that new visual effect in Smash Ultimate makes the game that much more satisfying
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Imagine if you could buffer the entire Daigo comeback, just to have the combo after the parry automatically replayed in slowmo,
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