Super Smash Bros. for Wii U

Special Orders

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Special Orders (オーダー,Orders) is a mode inSuper Smash Bros. for Wii U. It has two submodes:Master Orders (マスターサイド,Master Side) andCrazy Orders (クレイジーサイド,Crazy Side). In it, the player must undertake orders given to them by eitherMaster Hand orCrazy Hand. In order to play these orders, one must usegold earned by playing the game.

Master Orders[edit]

A Master Orders selection screen.

Master Orders involves players completing one of three random orders offered to get a prize. The conditions of the order are presented on the ticket, and a certain amount ofgold must be spent to accept the order. Master Orders range in difficulty, and the cost to attempt the order and the prize earned for completing the order is dependent on its difficulty level. In terms of ticket prices, Easy tickets cost 50G, Normal tickets cost 100G, Hard tickets cost 200G, Very Hard tickets cost 500G, and Intense tickets cost 1000G.

These orders are often battles with special rules, which can vary between a 1-minute timed battle, a 2-minute stock battle, a 1-minute coin battle, a stamina battle, and a horde battle. Additional effects, such as characters being able to reflect projectiles, or starting equipped with certain items, may also be present. Easier tickets may give effects that favor the player, while the harder tickets may give effects that either favor the opponents, hinder the player, or both. Likewise, the difficulty level of the ticket will affect the difficulty of the opponents. Tickets that have a hammer icon present signify that items will appear during the match.

Sometimes an order will be aStadium mode that requires the player to achieve a certain score, such as hittingSandbag a certain distance inHome-Run Contest, or scoring a certain amount of points inTarget Blast. No matter which Master Order the player chooses, and regardless of whether they win or lose, a new set of three options will be presented for the next challenge (there is no way to play the same order twice).

If the player completes the order, a prize is rewarded and three new orders are generated to start the process over. Rewards for clearing an order can vary from getting some gold, a custom part, a CD, or a Crazy Orders Pass. If the reward is a custom part, a series symbol will be displayed right next to the reward; this lets the player know that the reward, whether it isequipment or a custom special, is compatible with at least one fighter from that selected series. Sometimes the player will receive more than one custom part, but the extra custom parts are usually completely random, or are affiliated with the character that the player was using. Also, the extra custom parts will always be of the same category as the primary reward; if the primary reward is equipment, all extra custom parts will be equipment as well.

If the reward's series symbol is theSuper Smash Bros. symbol, then the player has a chance of receiving a custom outfit part, or a custom headgear part upon clearing the ticket.

Crazy Orders[edit]

A Crazy Orders selection screen.

Crazy Orders operate differently from Master Orders. Rather than having one single order, the player attempts a series of orders until they either lose or claim victory. Crazy Orders are notable in that they require 5000 gold or a special pass to initiate (neither are refundable after accepting), after which individual orders are free to attempt. The passes are obtainable as rewards forClassic Mode,Smash Tour, Master Orders, orEvent Mode. The player can then attempt as many orders as they can complete within a 10 minute time limit. These orders are battles similar to those found in Classic Mode, such as Free For All, Team, Giant, Horde, or Metal Battle. For each consecutive order, the orders become harder, and the player retains the same time limit from the previous order. The timer only counts down while an order is underway and pauses during the selection screen. At the end of every order, 30% of the player's current damage will be healed. If the player loses an order, about half of the rewards accumulated are forfeit and the player needs to spend more gold or another ticket to start from the beginning.

A Crazy Orders pass.

When the timer runs out or the player wants to end their streak, they will face off against Crazy Hand in a battle with no time limit. In this battle, both the player and Crazy Hand will have stamina, with the player's stamina being 150 HP plus the amount of damage they would otherwise currently have (thus they will have higher HP if they have accumulated more damage during the final order). Crazy Hand's HP will increase the more orders the player has completed, up to a maximum of 300 HP. If enough rounds were won before facing Crazy Hand, one or more extra opponents will be accompanying him (opponents start appearing at turn 6); one of these extra opponents can even end up being Master Hand if the player manages to reach turn 14.

Kirby with 150 HP, the bare minimum.

When damaging Crazy Hand or Master Hand, they will sometimes drop a chest to pick up, which contains a random reward such as a trophy or gold; the number of chests dropped increases with the number of rounds cleared. Said chests will despawn after a while. If the player manages to defeat Crazy Hand, they get to keep everything earned during the run, and may also earn bonus awards based on which enemy fighter they KO'd most often. If the player is defeated at any time during Crazy Orders or if time runs out, a portion of their rewards will be lost. Crazy Orders typically have better rewards than Master Orders due to their higher risk.

Rewards[edit]

Master Orders[edit]

  • Clearing a Master Orders ticket of Hard difficulty or higher will have the player challengeDr. Mario where beating him willunlock him.
  • Clearing a Master Orders ticket of any difficulty for the first time will reward a Crazy Orders Pass.
  • Clearing a Master Orders ticket while playing asRosalina & Luma will unlock theRosalina in the Observatory / Luma's Theme music.
  • Clearing a Master Orders ticket while playing asMega Man will unlock theTornado Hold custom move for him.
  • Clearing a Master Orders ticket of Very Hard difficulty or higher will unlock theTrade-Off Attacker Protection Badge equipment.
  • Clearing a Master Orders ticket of Hard difficulty or higher while playing asKing Dedede will unlock theKing Dedede's Theme music.
  • Clearing a Master Orders ticket of Intense difficulty will unlock theDesperate Specialist Agility Badge equipment.
    • This challenge is immune to the Golden Hammer.

Crazy Orders[edit]

  • Clearing Crazy Orders after 8 rounds will have the player challengeR.O.B. where beating him will unlock him.
  • Clearing Crazy Orders will unlock theCrazy Hand trophy.
  • Clearing Crazy Orders while playing asVillager will unlock theRover trophy.
  • Clearing Crazy Orders after 5 rounds will unlock theSpeed Crasher Agility Badge equipment.
  • Clearing Crazy Orders after 10 rounds while playing asGreninja will unlock theBattle! (Reshiram/Zekrom) music.
  • Clearing Crazy Orders after 12 rounds will unlock theSoda Popinski trophy.
  • Clearing Crazy Orders after 20 rounds while playing asMario will unlock theF.L.U.D.D. trophy.

Trivia[edit]

  • TheHome-Run Contest andTarget Blast tickets used to allow equipment. However, it started to disable equipment when Roy was released. Custom moves are unaffected.
  • If a team battle ends in Sudden Death, and the player is KO'd while the partner survives, it ends as a Failure anyway, removing any chance of the partner defeating the remaining foes.
  • In Master Orders, the cursor over the tickets is the right hand, while the cursor in Crazy Orders is the left hand to represent the host of each order type.
  • If a match ends in a tie and the player is not 1st place, Sudden Death will be skipped, resulting in 2 or more CPUs in 1st place.
  • In the Crazy Orders final battle, equipment that grants items will work as normal. It is the game's only boss fight with this property.


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