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[[File:SSBUWebsiteWiiFitTrainer3.jpg|thumb|250px|Sheik buried upright by Wii Fit Trainer in ''Ultimate'']]
'''Buried''' is a state in ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]'' that characters enter when hit by an attack that induces the [[bury]] status, including [[Headbutt]], Magnitude from [[Togepi]], [[Villager]]'s [[down smash]] or a [[Pitfall]]. In this state, controls are disabled until it wears off, this point being where the once buried character will get some invincibility frames. While buried, the character cannot be [[grab]]bed. Like other status effects, [[button mashing]] reduces its duration.
Being '''buried''' is a status condition that can be inflicted by attacks with a [[bury]] or [[plunge]] [[effect]]. It debuted in ''[[Super Smash Bros. Melee]]'', and has appeared in every subsequent game. A buried character is embedded in the ground, with the visible part of their body surrounded by churned dirt, and is then unable to take action until the status wears off. Burying generally lasts longer as the target's [[damage]] percentage increases, but can be escaped faster via [[button mashing]].


==General properties==
The amount of time a character remains buried is dependent on that character's damage percentage; the higher the number, the longer they will be stuck to the ground.
Any fighter on the ground hit by an attack with a bury effect will be buried. In '' Melee'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', a character that is [[Floor recovery|lying down]] cannot be buried, unless they are lying down due to [[Snake]]'s [[down throw]]; however, a character who has [[trip]]ped can be buried. In ''[[Super Smash Bros. Brawl]]'', characters lying down on the ground can be buried. If a fighter cannot be buried, they simply take [[knockback]] as usual from the bury attack. In all games, buried characters cannot be [[grab]]bed.


In ''Melee'', very few attacks can bury characters, with the only one belonging to a playable character being {{SSBM|Donkey Kong}}'s [[Headbutt]]. It has since become increasingly more common in later games, with examples of new attacks that can cause it being {{SSB4|Villager}}'s [[down smash]], {{SSB4|Zero Suit Samus}}' automatic [[Flip Jump]] stomp from ''Smash 4'' onward, {{SSBU|Mr. Game & Watch}}'s down smash in ''Ultimate'', and {{SSBU|King K. Rool}}'s [[down throw]]. The [[Pitfall]] item uses a plunge effect, which drops characters through [[soft platform]]s if they can be buried, but otherwise behaves identically to the bury effect.
Characters can only be buried if standing on the ground; otherwise, they will simply take knockback as usual. Many moves with the bury effect [[meteor smash]] airborne opponents.


In ''Ultimate'', the support [[spirit]] skill Bury Immunity prevents the equipped fighter from being buried.
In ''Melee'', buried characters cannot be "unburied" by getting hit; they will remain stuck in the ground until the effect wears off or the ground disappears. From ''Brawl'' onward, a character hit by a move that deals more than 100 units of knockback will be relieved of the bury effect, and be launched as usual. In ''Brawl'', the amount of knockback taken does not get reduced, allowing for reliable, early KO setups on buried characters. However, in ''Smash 4'', it is equal to 0.7x of the knockback that would have been inflicted otherwise, drastically weakening the effectiveness of such setups.  


===Appearance===
Notably, in ''Ultimate'', most characters have had their buried poses altered. Attacks performed without unburying the opponent retain their properties when the effect wears off, including [[neutral attack]]s and [[meteor smash]]es.
In ''Melee'' and ''Brawl'', a buried character simply remains stuck in one animation [[frame]], with no visual indication of how much time they have left to escape. In ''Smash 4'', however, they shake when [[button mashing]] to escape faster. ''Ultimate'', in addition to keeping this visual effect, adds others that better indicate how close a buried character is to escaping; when 30% of the initial bury duration has passed, small portions of dirt splash out of them, and when 60% of the duration has passed, the character flashes yellow with larger and louder portions of dirt splashing out of them. If buried by a throw, the small dirt splashes appear immediately, with the latter effect instead happening when 33.3% of the initial bury duration has passed.
 
In ''Ultimate'', characters have two buried poses: upright and upside down. Fighters are normally buried upright, but {{SSBU|King K. Rool}}, {{SSBU|R.O.B.}}, and {{SSBU|Banjo & Kazooie}}'s [[down throw]]s bury the thrown fighter upside down. The latter pose is also used during {{SSBU|Lucas}}'s down throw, although it does not cause the buried condition (in ''Smash 4'', it uses a character's grabbed animation rather than a specific buried pose). Being buried upright or upside down affects the [[hurtbox]] placement of the buried character, so a character that is buried upright might not get hit by an attack that would hit them buried upside down, and vice versa.
 
The [[boss]] [[Rathalos]] (but not as an [[Assist Trophy]]) is affected by Pitfalls, having its own unique buried appearance with a very large amount of churned dirt surrounding it. It cannot be buried by any other attacks, however.
 
==Technical information==
===Bury time===
In ''Melee'', the formula for bury [[frame]]s is <code>99 + 0.7p - 15h</code>, rounded down. '''p''' is the opponent's percent after the burying attack hits, while '''h''' is a handicap equal to the victim's current rank disadvantage over the grabber (for example, if the victim is placing 4th and the attacker is placing 1st, it is equal to 3). As a result, players that are currently losing will be buried for less time, and the minimum possible bury time without button mashing can be 99, 84, 69, or 54 frames depending on their rank disadvantage. [[Button mashing]] reduces bury time by 6 frames per input.
 
From ''Brawl'' onward, the formula is changed to <code>10 + 30h + 15(3 - r) + 0.5p + 1.5k</code>, rounded up, with the factors corresponding to the following:
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make bury time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) controls stock deficit, being equal to 0.25 if the user is one stock behind the opponent, and 0.375 with two or more stocks behind. On the other hand, '''r''' (rank) controls stock leads, being equal to 1.5 if the user is one stock ahead of the opponent, and 1.8 with two or more stocks ahead.
**If both characters' stocks (or points) are equal, both factors are equal to 0, simplifying the formula to <code>55 + 0.5p + 1.5k</code>.
**To summarize, characters bury opponents for 8 more frames with a -1 difference in stocks (or points), 12 more frames with a -2 difference or lower, 18 less frames with a +1 difference, and 22 less frames with a +2 difference or higher.
**In ''Brawl'' and ''Smash 4'', '''h''' is equal to 0.325 and 0.65, respectively, while '''r''' is equal to 1.7 and 2.35, respectively. This causes characters to be buried for 10 more frames with a -1 difference in stocks (or points), 20 more with a -2 difference or lower, 25 less with a +1 difference, and 35 less with a +2 difference or higher.
*'''p''' takes the [[1v1 multiplier]] into account in ''Ultimate''.
*'''k''' is the numerical [[knockback]] amount inflicted by the burying attack, using a [[weight]] of 100 for every character.
*Button mashing reduces bury time by 5 frames per input in ''Brawl'', and 8 frames per input in ''Smash 4'' and ''Ultimate'' (14.4 for buttons, but they cannot be inputted as quickly as stick inputs).
 
As a result, in addition to characters' rank in a battle being a more important factor for bury time, attacks also have their bury time influenced by their knockback, rather than simply the opponent's percent.
 
In ''Ultimate'', characters with burying [[down throw]]s use different formulas for them:
*{{SSBU|Banjo & Kazooie}}'s: <code>35 + 0.5p</code>
*{{SSBU|King K. Rool}}'s: <code>60 + 0.75p</code> (<code>90 + 0.51p</code> prior to update {{SSBU|2.0.0}})
*{{SSBU|R.O.B.}}'s: <code>30 + 0.4p</code>
 
For these formulas, '''p''' is the opponent's percent ''before'' the damage is dealt, instead of after. Due to knockback and rank not being factors whatsoever, the bury time of these throws is much less variable and thus easier to calculate.
 
In all games, a character's bury time ending causes them to automatically [[jump]] with some additional [[ending lag]], effectively adding some vulnerable time after the bury. This ending lag lasts 16 frames in ''Melee'', 11 frames in ''Brawl'' and ''Smash 4'', and 12 frames in ''Ultimate''. However, in ''Melee'', buried characters are given [[invincibility]] for 18 frames upon escaping, preventing guaranteed followups; this is not the case in later games, allowing burying moves to be combo starters and even set up various [[kill confirm]]s.
 
===Knocking characters out of burying===
In ''Melee'', buried characters remain stuck on the ground until the effect wears off or the ground disappears, and attacks do not affect its duration, even if they deal extremely high knockback. From ''Brawl'' onward, hitting the character with an attack that deals at least a certain amount of knockback (100 units in ''Brawl'' and ''Smash 4'', and 90 units in ''Ultimate'') causes them to escape the bury and be launched as usual. In ''Brawl'' and ''Ultimate'', the amount of knockback taken does not get reduced, allowing for reliable, early KO setups on buried characters; however, in ''Smash 4'', it is equal to 0.7× of the knockback that would have been inflicted otherwise, drastically weakening the effectiveness of such setups.
 
In ''Ultimate'', attacks that hit buried opponents without unburying them have their knockback "stored" and applied when the effect wears off, including [[neutral attack]]s and [[meteor smash]]es, and even other status conditions such as [[freezing]], allowing even more followups out of a bury if the opponent cannot escape quickly enough.
 
===Bury tech situation storage===
[[File:BTSSExecution.gif|thumb|300px|{{SSBU|King K. Rool}} setting up BTSS on {{SSBU|Ganondorf}} using down tilt → jab, a virtually guaranteed setup. This gives ample access to [[lock]] combos.]]
Due to new mechanics relating to knockback's interactions with buries in ''Ultimate'', there are some instances where knockback storage will result in [[tech]] situations being stored. This is known as '''bury tech situation storage''', or '''BTSS'''. As of version 13.0.0, the glitch was patched out.<ref>https://youtu.be/UhhykyAvBMs</ref>
 
Attacks stored that result in a launch [[angle]] of 0° or 180° (including the [[Sakurai angle]] at lower percentages), while an opponent has their control stick positioned in the upper half of the stick radius, cause the glitch to occur. The reason why this happens is due to buries storing knockback, and [[ASDI]] being triggered on release when the stick is held upwards at the end of the bury. This causes opponents to be forced into the tech situation. Due to ASDI being required, bury throws are unaffected by BTSS. Any buried state, as long as it is not caused by a throw, will cause this to occur. Thus, anything from [[Pitfall]]s to [[Flip Jump]] buries can potentially cause this. Unusually, the interaction only occurs with buries, and no other state.
 
This technique can be used as a counter to mashing using directional inputs, although it can be avoided. Some examples include only using the lower half of the stick radius, or simply button mashing, although the latter is considered suboptimal. However, against players rotating the stick completely, it has a decently high chance of occurring. Almost every [[neutral attack]] in the game can cause this to occur due to their low knockback and Sakurai angles, giving easy access to the technique. However, there are many other options in the game that have the possibility of causing this, due to the abundance of the Sakurai angle. Since the Sakurai angle is locked to 0° prior to 60 KB, this makes an otherwise rare occurrence very easy to execute.
 
Opponents being able to miss techs right in front of a player gives them easy access to [[lock]] confirms, especially if they can also cover tech options. As a result, BTSS has very high reward should it occur in the right circumstances. Characters such as King K. Rool can also force it to occur with moves like K. Rool's [[King K. Rool (SSBU)/Down aerial|down aerial]] pre-tumble, allowing for exceedingly high damage output that also cover tech options with alternate, reactable combo routes. However, the [[randomness]]-based inconsistencies of the technique also make it difficult to plan and prepare for. Without having a specific combo route for whether it works or not, BTSS is more of an inconvenience than a benefit.


==Gallery==
==Gallery==
<gallery>
<gallery>
PichuBuried.png|Pichu buried in ''Melee''
PichuBuried.png|Pichu buried in ''Melee''.
Bury.jpg|Donkey Kong buried in ''Brawl''
Bury.jpg|Donkey Kong buried in ''Brawl''.
Luigi Buried SSB4.jpg|Luigi buried in {{forwiiu}}
Luigi Buried SSB4.jpg|Luigi buried in {{forwiiu}}.
SSBUWebsiteR.O.B.4.jpg|Wario buried upside down in ''Ultimate''
File:ShovelKnight1.jpg|Characters buried by [[Shovel Knight]] in ''Ultimate''.
ShovelKnight1.jpg|Characters buried by [[Shovel Knight]] in ''Ultimate''
File:SSBUWebsiteR.O.B.4.jpg|Wario buried in ''Ultimate''.
File:SSBUWebsiteWiiFitTrainer3.jpg|Sheik buried by Wii Fit Trainer in ''Ultimate''.
 
</gallery>
</gallery>
==Trivia==
*If buried during their extra platform drop frames, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}} will instantly unbury while sustaining [[hitlag]] in a similar manner to the [[Bounce glitch]].
==References==
{{reflist}}


[[Category:Special conditions]]
[[Category:Special conditions]]

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