- Oct 10, 2008
Discussion, strategy, and help for getting the best score and rewards for Classic mode when the difficulty is at maximum, including the bonus game and credits.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Yep, I had that suspicion myself as well.. I don't think you can finish the mode on 9.9 if you have used a continue (including a ticket).
I have a feeling it was intentional, because the only time I was able to achieve 9.9 was with Young Link (because the Ganon fight isn't particularly difficult so I didn't need a ticket).I really hope that's a glitch and not intentional design.
I was at the final fight on 9.8, used a ticket, and it just framed it at 9.8 when i beat it so it will cap you if you're not at 9.9 entering the fightI have a feeling it was intentional, because the only time I was able to achieve 9.9 was with Young Link (because the Ganon fight isn't particularly difficult so I didn't need a ticket).
If anyone can get to the boss at 9.8 and beat it after using tickets, I'd like to see what happens after that.
King K. Rool's route is also pretty easy. He's the first (and so far only) one I've beaten 9.9 with. His projectiles (especially that ridiculously powerful crown) are pretty important to zone out the AI. Once you've racked up damage, fish for a shield grab to D throw -> D smash.I don't intend on doing 9.9 for everybody since I'm just not that good at Smash with everybody to do that. I do see that some characters are easier then others it seems. So if you just need to do it once so that Challenge is fulfilled on the board to get the Crown Mii hat and what not. I can at least make a recommendation:
I feel like Mega Man's one of the easier ones to get 9.9 with. Since he ends with a 1 v 1 match against Dr. Mario and then a Mewtwo right after in succession. You do fight a boss in Galleom before them. But Megaman's Projectiles for the most part took short work for me against him since his only long range attack is those missiles. I'm no Mega Man main, but things like his projectile forward Smash work wonders on even high level AI from keeping them away and KOing them.
Can confirm. Using a ticket to continue doesn't lower your intensity, but it does lower the background score. Tested via a 9.9 run: Score was 1.6m, which was around what I'd get if I used coins to continue. Next run, without using continues, was a 1.9m. Same character and same damage output overall.Has anyone experience with using continues in the finale regarding the total score? Today I used even two gold cards when doing classic mode with Cloud and I have the impression that his score so far got reduced a lot. This would render the gold card concept useless for highscore hunting, only 1-stock runs having full potential. Still not confirmed, but I will keep an eye on this.
I just did this with my brother as a team using Link and on the King K. Rool route just moments earlier actually. We got to the final boss, Galleom, and got pretty close to beating him when I died. We were at the 9.8 intensity, but after we defeated Galleom after using a ticket, it didn’t up our intensity. I came here looking for answers as to why, and I’m 99.9 percent sure it’s because we used a ticket. (2 times actually)I have a feeling it was intentional, because the only time I was able to achieve 9.9 was with Young Link (because the Ganon fight isn't particularly difficult so I didn't need a ticket).
If anyone can get to the boss at 9.8 and beat it after using tickets, I'd like to see what happens after that.
Correct, using a ticket will make you not reach 9.9. only exception is if you get 9.9 before the final level. However, your score will not be as high as someone who got 9.9 without using a ticket.I just did this with my brother as a team using Link and on the King K. Rool route just moments earlier actually. We got to the final boss, Galleom, and got pretty close to beating him when I died. We were at the 9.8 intensity, but after we defeated Galleom after using a ticket, it didn’t up our intensity. I came here looking for answers as to why, and I’m 99.9 percent sure it’s because we used a ticket. (2 times actually)
None that I know of. The reason I brought it up for my character breakdowns is because if you use a ticket before you reach 9.9, you are locked out of getting it; the max you can get then is 9.8. If you use a ticket when you're already at 9.9, you're still good.Does anyone know if there's any in game distinction between ending on, say, 9.5 and raising to 9.9 after the boss versus beating the boss at 9.9?
Was that perfect a gimp KO? I think I'm noticing the pattern, and I think it just has to do with how much damage you do to the opponent, seated by how much damage they do to you. In wet-n-wild fights that I've ended quickly but took a ton of damage, I've got middling scores. When I've slowed down and tried to minimize the damage I take, my scores have gone up even though the fights seems to have taken longer.So does anybody have any clue what determines how much the intensity increases with each stage you beat? I've seen it go up by as much as 1.0 before. But even beating a stage withing ten seconds and no damage getting a perfect has only been a 0.8 increase, and there have been "nice plays" with only a 0.6 increase. I haven't got a clue how this works.
No.If you want to clear 9.9, do Wolf's Classic. That route is hilariously easy.
I have literally no skill with Wolf or Smash in general and I did it the first time. Different views I guess.No.
Ganondorf, Little Mac, and Charizard have it easy because they can armor through everything the opponent does with stupidly powerful attacks that kill everything in 3 hits, max.
Mega Man and King Dedede are hilariously easy because of easily spammable lethal projectiles.
Wolf doesn't have anything anywhere near that good, so he requires actual play to get through. Wolf's is definitely average difficulty.
More skill than I've got. I managed to 9.9 Wolf's route a few days ago, but Snake is lethal and stopped me several times.I have literally no skill with Wolf or Smash in general and I did it the first time. Different views I guess.
May I ask how? The cpus towards the end completely wreck my face. They certainly don't ko me, but I take so much damage that I get point increases of around 0.6.Little Mac's Neutral B (HAAAahhhh..POo-yah!) is good cheese. Another fairly easy 9.9 before the final boss. Good thing too because the Hands are hell with Little Mac's completely ****ty recovery
I just tried again and got 9.9 on my 4th attempt.May I ask how? The cpus towards the end completely wreck my face. They certainly don't ko me, but I take so much damage that I get point increases of around 0.6.
DK was hell, I was at 120 %.
I did that Classic Route and when he became Metal Mario immediately after he just fell off the stage and SD'd when coming down to fight me. It was very anti-climatic.Is it me or is Metal Mario (Bowser Classic Mode Final Boss) actually kind of hard to knock out this time around?
Whoa, hold up. You seem to be confusing score with Intensity.I've made a lot of progress since my last update. Here is my overview.
There are two things that appear to affect the score you get at the end of a round: how long the battle lasted and how much damage you received. If you finish the battle quickly and don't take much damage, you get a good score. If you take a long time and receive a lot of damage, you get a very bad score. If you take long time and receive little damage, you get a moderate score. So on and so forth. I'm not sure where the exact cutoffs are, but you usually don't have to feel too rushed for time.
The maximum score you can get from a round appears to be related to how high your score it already. For the first round starting at 5.0, I have never seen a score higher than +0.9. On later rounds with an overall score over 8.0, I have gotten rounds that scored as high as +1.3. With such an abundant amount of potential points, it is very possible to get 9.9 in the first 6 fights, possibly even the first 5.
If you die and have to buy a continue, it is impossible to increase your score to 9.9 no matter how close you are to it. If you are 9.8 and have to continue, you will be stuck at 9.8. Using coins will remove a portion of your score (0.7 at the higher scores, which is all we care about here). Using a more expensive Classic Mode Ticket will let you continue with no decrease in score. Most importantly if you are already at 9.9 when you die, using a ticket will let you keep the 9.9 score; it won't be taken away from you. I've used this method to clear a large amount of the routes here. Tickets can be bought in the Vault Store for 5,000 gold coins, or gotten as a reward for completing Classic Mode or some Challenges.
Reducing the amount of damage you take in these fights is the easiest way to improve your score. Characters with long reach and powerful projectiles have an advantage in these fights, but every character is able to benefit from more conservative, defensive play. The most important this is to not just charge in with constant aggression. It's often safer to let them come to you and get punished than to run in and let them punish you. The enemy will approach you. Even a projectile fighter like Samus isn't going to infinitely camp you out.
Know every character's good Out of Shield options. Grabs and Up Specials are usually pretty good. Just know all the good options your character has. It's easy to forget if you're switching between them all of them time.
Route-specific strategies (by group)
Ganondorf (Neutral Special)
Pokemon Trainer (Charizard's Side Special)
Little Mac (Neutral Special)
Piranha Plant (Down Special)
These characters each have a powerful attack with super armor. The CPU does not respect super armor, so it is trivially easy to catch them with a kill attack. Of the three, Ganondorf's route is probably the easiest because of his overall raw power. Almost every attack he has hits like a truck, and his Warlock Punch is the most powerful CPU-killing tool that I've found in the entire cast so far. The CPU will happily jab you through the entire armored windup, just to get sent blasting off like Team Rocket. The basic strategy is the same for all four; rack up a modest amount of damage through normal means, then go for the kill with your armored attack.
King K. Rool
Piranha Plant (Side and Neutral Specials)
Because the damage you take is such a big factor in the scoring, characters with powerful projectiles they can easily throw out can keep the opponent at a safe distance while racking up damage, then go in for a kill. Play lame.
This group has it the hardest out of any that I've cleared Classic Mode with because they basically have to get up close and personal with the opponent in order to do anything.
Bowser's route is just horrible. I think 0.4 is the best I ever got on Rathalos, so it's damn near impossible to get 9.9 before the boss fight. Hopes of cheesing the Marios with Bowsercide were dashed.
The "Get Good" group
Rosalina & Luma
I didn't notice these guys having anything super busted or super safe. Their projectiles aren't as powerful or spammable, so you'll probably have to alternate between zoning and close quarters. Basically just fight normally.
Bayo might be better than I think she is, I'm **** at using her and don't really know the mechanics of her specials very well. I had a hard time beating it with her, but someone more used to her quirks will probably find it easier.
Current close calls (9.0 or higher)
Robin - 9.8
Dr. Mario - 9.8
Young Link - 9.8
Palutena - 9.7
Wii Fit Trainer - 9.7
Pit - 9.7
Yoshi - 9.7
Dark Pit - 9.6
Marth - 9.6
Ness - 9.6
Mario - 9.6
Snake - 9.5
Captain Falcon - 9.5
Samus - 9.5
Jigglypuff - 9.3
Dark Samus - 9.3
Villager - 9.2
Corrin - 9.1
There's nothing worse than getting a deathless 9.8. It just pisses me off so much.
Jigglypuff's play style is so weird, I keep being too aggressive and losing trades. I need to channel my inner Hungry Box and play more lame. Also, Sing -> Rest is a great finisher. I just need to get better landing my Rests.
Marth's route is pretty normal, but the team of ****ing Mii Gunners on Castle Seige is ****ing hell.
I don't know why Young Link's route seems so much harder than Link's. I cleared Link's a long time ago, but YL is still not coming together.