This article is about Final Destination in Super Smash Bros. Brawl. For other uses, see Final Destination (disambiguation).
Super Smash Bros. Brawl
Final Destination
Universe Super Smash Bros.
Appears in Brawl
Home stage to Master Hand
Crazy Hand
Ganondorf (unlocking)
Availability Starter
Crate Type Futuristic
Tracks available *Final Destination
*Credits (Super Smash Bros.)
*Opening (Super Smash Bros. Melee)
*Final Destination (Melee)
*Giga Bowser (Melee)
Bolded tracks must be unlocked
Tournament legal (SSBB)
Singles Starter/Counter
Doubles Starter/Counter

Final Destination (終点 Shūten?) is a stage in Super Smash Bros. Brawl. It has the feel of its Super Smash Bros. Melee counterpart (also called Final Destination), except Brawl's Final Destination is smaller, most notably it has a lower ceiling. It is a perfectly flat stage with no environmental hazards or background dangers. It functions exactly like the Melee version, but has updated graphics and a boxier bottom side. Also, rather than a wide platform, its layout looks more like a walkway. In Brawl, Final Destination flies through exquisitely detailed backgrounds such as a galaxy, a wormhole, a starry sky, and finally, a "lovely ocean view", among many in-between scenarios, similar to the one at the end of Subspace Emissary. Players often employ the stage's thick lips to stage spike opponents, as stage spiking them here will often send opponents straight down.

Fighting on Final Destination is often quite straightforward, as there are no platforms or hazards on the stage. Projectile combat is often employed because it is always a straight shot at the opponent. Characters without projectiles are often forced to go on the offensive against those with projectiles to negate the range advantage that said projectiles give.

Given that the stage is, from a fighting perspective, the same as the one in Melee, the controversy that surrounded the old Final Destination still applies to this one. Like its Melee counterpart, its neutrality is disputed.

Final Destination is a starter stage in Brawl, unlike in Melee.

Master Hand (and, under certain conditions, Crazy Hand) will fight the player here when playing Classic Mode. Additionally, both Hands are fought here during Boss Battles Mode in separate battles.

The length of Final Destination is often used as a unit of measurement when describing attacks and/or techniques. For example, when comparing Link and Toon Link's Final Smashes, it is stated that Link's Final Smash covers the whole length of Final Destination while Toon Link's only covers half.


Wall cling

Lucario wall-clinging on the wall section underneath the right ledge of the stage.

  • No hazards or unusual features effecting the stage.
  • Large, but not too large, fighting area.
  • A flat area with no obstructions.
  • Sections under each ledge has the properties of a wall, thus allowing players to wall jump and wall cling.
  • Boxier bottom under edges do not always allow players that are beneath to hug the stage to ledge grab, which complicates recovery and frequently cause recoveries to fail.
  • A changing background.

In competitive play

Final Destination, due to its simple design and lack of disruptive features, has always been considered to be one of the fairest stages, and is usually a starter stage.

Final Destination's flat layout favors characters with projectiles such as Falco and Pit, since the opponent doesn't have any platforms they can use to jump on. The stage's large size makes KOing more difficult than on smaller stages such as Smashville, especially vertically. The large size also allows King Dedede to chain throw opponents more than he can on smaller stages. The stage lips are notorious for causing some characters' recoveries to be "caught" in them, which can cause them to miss the ledge sweetspot. The stage lips also allow stage spikes, such as Donkey Kong's froward throw, that send the opponent vertically downward if they don't tech.


  • The stage seems to take the characters through several important areas in the Subspace Emissary, such as Subspace and the cliff where Isle of the Ancients used to be. The ocean is the same one as the one shown in the intro, and possibly is the same one as the one at the end of Subspace Emissary.
  • The Final Destination music is timed so that its style changes with the background animations.
  • In the bottom of the stage, there is a clearly-seen jewel.This may be the source of the stage's changing sections.
  • The first background of the stage looks similar to the final battle background.
  • Final Destination is one of the two stages that debuted as an unlockable stage to be made a starter stage in a later game, the other stage being Battlefield.
  • When playing as Sonic, you can stall by using his Homing Attack underneath the stage repeatedly. This is also great for recovery, because you can use the move an infinite amount of times.

External links

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