With the tenth part of the guide, the list of arenas and scenarios that precede Super Smash Bros. Ultimate ends: we are almost at the final rush
We are really running out the scenarios and arenas of this ours guida a Super Smash Bros. Ultimate. In a couple of episodes we will have gone through every single level of the game, and today we will close the accounts with the fourth chapter of this amazing series. In the next two episodes, in fact, we will examine all the innovations introduced on the Nintendo Switch. In the appendix, we will talk about an advanced technique that can prove to be a real watershed between intermediate and professional players. Today, we will talk about the Perfect shield and windows of opportunity (and counterattack) that it can open to you!
Here’s what to expect from the Super Smash Bros. Ultimate arena and scenario guide. In each of these twelve events, we will talk about each scenario, its origins, who are the fighters who play at home and, in the case of the DLC, also the availability. No scenario, except for the aforementioned downloadable content, needs to be unlocked: everything is available right from the start of the game. Ironically, you may need to unlock historically associated characters at certain levels, but there is a guide for that too. Furthermore, as for the wrestlers, here too the images precede their respective section. Are you ready?
Unfortunately, thanks to an asymmetrical element of gameplay that cannot be proposed on a fixed console, that masterpiece that is PAC-MAZE will not be part of this guide as it is exclusive to Super Smash Bros. for Nintendo 3DS arenas and scenarios. In its place, from the Wii U version, we have PAC-LAND. This is a two-dimensional side scrolling arena (with walk-off: yes, the tournament bingo is complete) in which we will face the comings and goings of the original game avoiding fire hydrants, ravines and free-falling logs.
The third and final (or rather, not quite, as you will see shortly) “huge arena” of the game is the Temple of Palutena. Unlike its pre-Kid counterpart Icarus Uprising, Pit’s homeland reinterprets the gameplay of the “on foot” sections of the original game with a side-scrolling version of the level design seen in the Nintendo 3DS adventure. Bridges, floating islands, moving platforms and even underground labyrinths: this is most likely the biggest scenario in the game, and the presence of trampolines and dangerous pitons only confirms its ban on tournaments.
Paying homage to two different generations of one of the Big N’s lesser-known franchises, Pilotwings it is a less “annoying” traveling scenario than others in competitive terms. The first main platform is a biplane, accompanied by the lower wings of the aircraft as additional platforms. When the flight moves from the first game’s two-dimensional map to Wii Sports’ Wuhu Island, the biplane will shake us off and then drop us onto another plane. As this is a different aircraft, there will be no lower platforms. The two phases alternate continuously. Planes never stay in the same horizontal position, so be careful when they hang!
Let’s move from one itinerant scenario to another with Oltrenuvola. The arena passes through various locations of the celestial city (about 10), maintaining an otherwise competitively acceptable layout consisting of solid and traversable platforms.
We haven’t technically lied to you. We’ve already gone through the three biggest arenas in the game… the outer ones, of course. Unlike the Temple, in New Pork City and (a few lines ago) the Palutena Temple, here we have a colossal but… internal scenario. The Great Speleological Offensive it is a triumph of tunnels and mine carts, where to move quickly you will have to rely on cannons and shortcuts. Lava surfaces are used to have points where to inflict a KO, as they prove fatal from 100.0% damage onwards.
The basic idea behind Countryside and City doesn’t change much from Smash Village. The difference is made by the transitions between the rural layout (a main platform and two that can be crossed just outside, plus one in the center) and the city one (a central platform and two that can be crossed above the arena, on the right and left). Like Smash Village, also in this case the background depends on the internal time of the console. KK Slider Concerts Included! Everything is almost always usable in tournaments.
The Wii Fit Gym it’s easy to summarize. It is mostly a flat floor that connects the two walk-offs on the sides of the scenario. Usually, the wall in the background is a mirror, but sometimes it leaves room for a white wall on which various yoga positions appear. The Wii Balance Boards act as traversable and moving platforms, which move upwards without inflicting a KO on the wrestlers. Switching to the white background removes the platforms.
Day Zone Windy Hill enjoys the same “arc” gravity as Mario Galaxy. However, it is mostly a single curved platform with a slope. Above the scenery are three slender platforms, with two springboards in mid-air on either side and a windmill with attached rotating platforms on the right.
The layout of Wrecking Crew it is random for each fight, but usually the elements of the scenario are always the same. You will have a main platform at the bottom and, depending on the case, one or more platforms that can be crossed above it. The latter represent the various upper floors of the building to be demolished by hitting the various bombs. Be warned: if a barrel collapses on your head, you’ll have to elbow a lot to get out. To move up and down …
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