The Unexplored Mechanics of KO Animations in Super Smash Bros.
Super Smash Bros. has always been known for its quirky mechanics and unpredictable gameplay. One aspect that has remained particularly mysterious and unexplored is the various KO animations that occur throughout the franchise. These animations, which showcase the final blow dealt to a character, have often been inaccurate and poorly understood.
A Bizarre Clip Sheds Light on the Inaccuracy of KO Animations
Recently, a player named tect0nic shared a perplexing video clip featuring their Young Link facing off against an opponent playing as Snake. In the clip, tect0nic’s Young Link was launched into the upper blast zone by Snake’s up-tilt attack. As a result, Young Link entered the screen KO animation, while Snake was hit by Young Link’s bomb and subsequently exploded into the blast zone, resulting in their own demise. However, due to the ongoing screen KO animation for Young Link, tect0nic was declared the winner of the game, despite technically “dying” first.
The Randomness and Impact of KO Animations in Competitive Play
This incident highlighted a crucial aspect of KO animations in Super Smash Bros. Ultimate. When a player is launched past the upper blast zone, one of three random animations can occur. The star KO animation sends the player soaring into the stars until they disappear from view after approximately two seconds. Alternatively, the screen KO animation shows the victim being thrown towards the front screen for about a second, as if they were being hurled at the camera filming the fight. Lastly, there is also the possibility of no animation playing at all, resulting in an instantaneous death.
These random animations have significant implications in the competitive Super Smash Bros. scene. The duration of each animation varies, except in the case of Smash 64 where star KOs and screen KOs have the same duration. Consequently, matches can be greatly influenced by this RNG factor.
Implications for Competitive Play and Potential Solutions
These unpredictable occurrences can lead to both hilarious and frustrating outcomes in competitive matches. For instance, Jigglypuff’s down-B move, Rest, is a powerful killing option that sends opponents flying at low percentages. However, it also puts the Jigglypuff player into a sleeping animation that lasts approximately four seconds. If the opponent enters the star KO animation, they won’t have enough time to punish Jigglypuff while they are asleep. However, if any other animation occurs, the opponent has ample time to respawn and retaliate, putting the Jigglypuff player at a disadvantage.
While these random interactions contribute to the janky nature of Super Smash Bros. as a competitive game, they also pose challenges for tournament play. It may be worthwhile to conduct further research on these animations and explore the possibility of toggling them off, similar to the UCF versions of Melee often used in tournaments.
As players continue to send their opponents flying off the top of the screen, it is important to recognize the significant impact these KO animations have had on countless games. Their influence is undoubtedly greater than one might initially assume.
Source: DOTESPORTS