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| - Mario Finale
- Mario Finale
- Mario Finale
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| - Mario's Final Smash in SSBB. Mario vuurt horizontaal een soort vuurtornado af vanuit zijn handen. Omdat het vuur zowel onder als boven Mario komt, is het een goed idee om dit op een zwevend platform te doen. Categorie:Final Smash
- Mario Finale known in Japan as Mario Final (マリオファイナル, Mario Fainaru), is Mario's Final Smash in Super Smash Flash 2. Once released, Mario will launch a pair of spinning flames that grow larger and larger as it goes off screen dragging any opponent on its path. It can be a One-hit KO if performed at the correct time and direction.
- The changes seem predominantly aesthetic, changing the dragons for an explosive flame effect. It deals more damage and traps opponents better. It has lower initial vertical range, but the flames grow faster and larger, resulting in a higher vertical range by the end of Mario's Finale.
- Mario Finale is Mario's Final Smash in the games Super Smash Bros. Brawl and Super Smash Bros. 3DS/Wii U.
- Mario Finale is the name of Mario's Final Smash in the game Super Smash Bros. Adventure. Although it was debuted in the game Super Smash Bros. Brawl, Mario will use it in Super Smash Bros. Adventure. Mario must first collect enough Mushroom Token's to fill up the Smash Gauge. Once done, he will prepare to use his attack. He charges up, and then lets loose the attack, sending Fire blasting across the area. This will destroy all enemies it hits, but will only damage Bosses. Luigi has a similar move called Luigi Finale. Not much else in known at this point.
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Name
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Type
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Speaker
| - Mario, when performing the move
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Universe
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User
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Quote
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Effect
| - Two massive fireballs drag opponents sideways.
- A massive stream of flame drags characters sideways, 2%-3% per hit
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abstract
| - Mario's Final Smash in SSBB. Mario vuurt horizontaal een soort vuurtornado af vanuit zijn handen. Omdat het vuur zowel onder als boven Mario komt, is het een goed idee om dit op een zwevend platform te doen. Categorie:Final Smash
- Mario Finale known in Japan as Mario Final (マリオファイナル, Mario Fainaru), is Mario's Final Smash in Super Smash Flash 2. Once released, Mario will launch a pair of spinning flames that grow larger and larger as it goes off screen dragging any opponent on its path. It can be a One-hit KO if performed at the correct time and direction.
- The changes seem predominantly aesthetic, changing the dragons for an explosive flame effect. It deals more damage and traps opponents better. It has lower initial vertical range, but the flames grow faster and larger, resulting in a higher vertical range by the end of Mario's Finale.
- Mario Finale is Mario's Final Smash in the games Super Smash Bros. Brawl and Super Smash Bros. 3DS/Wii U.
- The move consists of Mario launching a powerful two-streamed blast of fire, which hits many times. It expands vertically as it moves away from Mario. As the blast moves away from him, opponents that come in contact with the vortex are knocked slightly to the side, and are thus forced to travel with it. Opponents that are in the center of the vortex are more easily trapped by it. The Dojo!! suggests to move to one side of the level and use it while in mid-air. Mario recoils slightly when he does the attack, but he is unaffected by gravity until the move ends, so it is mostly insignificant. Each time a fireball hits an opponent, it does 3% or 2% damage, depending on whether it was the larger fireball or the smaller one. The move is capable of hitting about 7.5 times a second, although this is unlikely due to the speed the fireballs spin at and the knockback delivered. Despite being a powerful Final Smash, it has one major flaw: if the opponents are far away from Mario, they can avoid the attack by jumping over it (especially high jumpers such as Fox or Yoshi). However, it makes up for it by inflicting damage on a wide range of multiple enemies and pushing them back quite some distance without allowing recovery, possibly even dragging opponents off the side. The maximum distance of the Mario Finale reaches approximately from the edge of Final Destination to the a spot right before the blast line. Since opponents are dragged along the length of the attack, it is best to not initiate from the end of a stage.
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