The design of the stage is similar to previous versions, having a single flat floating platform and featuring no stage hazards. The walkway is split into a blue crystal half and an orange molten half, though this has no effect on gameplay.
Similarly to Brawl's Final Destination, the stage's background changes to reflect real-life settings, though it differs between versions:
3DS: The initial scene is space with a stream of stars moving past in the background. This fades into a wormhole, which the stage travels through until it reaches a comet. The comet fades into a sun, which causes a flash of white light in which meteors can be seen flying past, before arriving at an ocean. The sun sets on the horizon, turning to night. The stage then enters another wormhole, travelling through it before finally arriving at the initial scene, looping the cycle after two minutes.
Wii U: The initial scene is space with a comet in the distance. It slowly comes closer, before zooming past as the stage turns to face a planet (reminiscent of Earth) and a sun. The stage moves towards them while occasionally rotating upside-down, with meteors flying past the stage. Eventually, the movement speeds up and there is a flash of white light, before the background transitions into a cloudy sky. The stage rotates upside-down occasionally in this scene. Finally, the background fades to black and the initial scene appears again, looping the cycle after two minutes.
The primary Final Destination with the sky background.
Final Destination(Wii U) compared to its predecessors
Now in the For Glory online game mode, almost all stages have the option to become flat, in which all stage hazards are removed, and the stage terrain is flat, just like in Final Destination.
The primary version of the Final Destination stage could be a reference to Namco's Soul Calibur series. The blue crystals on one side and the red tendrils on the other side are possibly the references of the legendary weapons Soul Calibur and Soul Edge. That reference is highly possible, as Namco helped with the development of SSB4.
It may also represent the game's logo.
When Final Destination is selected as an Ω Form stage, the stage doesn't change its layout, but in Super Smash Bros. for Wii U the bright flash that transitions from the planets' background to the sky background no longer makes the fighters silhouettes.
Masahiro Sakurai stated that the first two games in the series had strong fiery imagery to convey a burning, passionate motif. Brawl had sky imagery to convey a more free motif. Since SSB4 was designed to feel right in between Melee and Brawl, the blazing sun and sky blue earth in the background of this stage may be representing this dichotomy of gameplay styles.