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Anti Frustration Features / Super Smash Bros.

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  • When fighting a character to unlock them for the first time, their A.I. is set to high levels and can be difficult to beat. To make up for this, whenever you fail a character unlock match, their A.I. will be set to a lower level each time you rematch them. Even more, you don't have to go through the method to unlock them to fight them again — just play a normal match, and they'll show up again when the battle ends. Ultimate adds the option to jump straight into the rematch from the main menu (and even switch your character beforehand, if you want).
  • If someone is sufficiently far behind in the match from Brawl onwards, there's a chance that they might spawn with a Final Smash ready to use.
  • Ultimate adds an option to use Final Smashes without Smash Balls via a super meter, with the trade-off that Final Smashes used with meter are less powerful than those accessed via Smash Balls.
  • The Scrappy Mechanics for Pokémon Trainer have been axed entirely for his reintroduction into Ultimate: his Pokémon are no longer susceptible to type damage, nor do they suffer a stamina debuff from extended use, so you can pick a Pokémon you prefer and stick with them. Additionally, switching Pokémon is done much more quickly.
  • Borrowing from Kid Icarus: Uprising, dodge-rolling has increased vulnerability and cooldown when used too often in Ultimate, thus mitigating stall tactics and maintaining the pace of battle.
  • Beating a Spirit Battle in Ultimate's Spirit Board will be followed by a minigame where the player needs to time a gun just right to get past a rotating shield. The stronger the Spirit, the faster the shield will be moving, and the thinner the line will be that can be fired through. Should the player fail, a portion of the shield hit will break, and will remain broken in subsequent Spirit Battles, decreasing the difficulty. The shield minigame is removed completely in the DLC board and in World of Light.
  • In World of Light, if you try to start an event with no Spirit or a Spirit that will make the battle harder, the game will point this out, then ask if you want to switch Spirits before starting the fight. By the same token, if you refuse this switch several fights in a row, the game will figure out that you must be doing this on purpose, and stop asking if you want to switch.
  • The odds that determine which spirits show up on the Spirit Board in Ultimate are heavily weighed in favor of giving Spirits the player doesn't already own, to keep players from spending hours or even days searching for that last lousy spirit among the over a thousand in the game.
  • In Brawl and for Wii U, you had to manually adjust the odds of what music would play on a stage with My Music. There was no option to pick a specific song, so you had to hope the RNG picked whatever song you wanted. Ultimate would add the ability to choose any song you like before starting a match.


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