Editing Beetle

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The Beetle is a throwable item. It is one of the two new items introduced in ''Smash 4'' (the second being the [[Boss Galaga]]) that can potentially KO opponents by sending them to the upper blast line. It can be picked up and thrown at an opponent: it will fly in a straight line in the direction it is thrown (including up or down). If an opponent gets hit by it, the Beetle then [[grab]]s its target and flies up quickly, attempting to carry them above the upper [[blast line]] for a [[KO]]. Like with Boss Galaga the Beetle can be escaped by [[button mashing]], however, unlike Boss Galaga, the victim will not be released automatically if enough time passes before reaching the upper blast line, and instead requires button mashing to escape. Furthermore, the required number of inputs increases with percent and thus becomes almost impossible to escape at high percents. The number of inputs required to escape is based on the formula <code>100 + 3.4p</code> (where '''p''' is the captured fighter's percent) and is reduced by 8 for every stick input and 14.4 for every button input, causing a release when the value reaches or passes zero.
The Beetle is a throwable item. It is one of the two new items introduced in ''Smash 4'' (the second being the [[Boss Galaga]]) that can potentially KO opponents by sending them to the upper blast line. It can be picked up and thrown at an opponent: it will fly in a straight line in the direction it is thrown (including up or down). If an opponent gets hit by it, the Beetle then [[grab]]s its target and flies up quickly, attempting to carry them above the upper [[blast line]] for a [[KO]]. Like with Boss Galaga the Beetle can be escaped by [[button mashing]], however, unlike Boss Galaga, the victim will not be released automatically if enough time passes before reaching the upper blast line, and instead requires button mashing to escape. Furthermore, the required number of inputs increases with percent and thus becomes almost impossible to escape at high percents. The number of inputs required to escape is based on the formula <code>100 + 3.4p</code> (where '''p''' is the captured fighter's percent) and is reduced by 8 for every stick input and 14.4 for every button input, causing a release when the value reaches or passes zero.


The Beetle's rising speed is affected by [[weight]], slowing doing with heavier fighters; the weight increase from sources such as the [[Metal Box]] also apply. The Beetle's upward acceleration is <code>5/w</code> [[unit]]s/[[frame]]² (where '''w''' is the captured fighter's weight) and will stop accelerating after 57 frames. If the Beetle is unable to reach the blast line within 8.<span style="text-decoration:overline">33</span> seconds (500 frames) of rising, it will release the fighter and fall to the ground, exploding on impact (the explosion is only visual and doesn't deal damage). The same will also happen if it gets stuck for more than 1.5 seconds while holding a fighter (e.g. on the ceiling of [[Temple]]'s underground area). Fighters under the effects of a [[Super Mushroom]], [[Poison Mushroom]], or [[Lightning]] will not be grabbed and the Beetle bounce off of them and become an item again.
The Beetle's rising speed is affected by weight, slowing doing with heavier fighters; the weight increase from sources such as the [[Metal Box]] also apply. If the Beetle is unable to reach the blast line within 8.<span style="text-decoration:overline">33</span> seconds (500 frames) of rising, it will release the fighter and fall to the ground, exploding on impact (the explosion is only visual and doesn't deal damage). The same will also happen if it gets stuck for more than 1.5 seconds while holding a fighter (e.g. on the ceiling of [[Temple]]'s underground area). Fighters under the effects of a [[Super Mushroom]], [[Poison Mushroom]], or [[Lightning]] will not be grabbed and the Beetle bounce off of them and become an item again.


Players launched into a moving Beetle will be caught by it as they fly sideways. Attacking a thrown Beetle causes it to reverse direction and potentially attack the original thrower instead, as if it was reflected.
Players launched into a moving Beetle will be caught by it as they fly sideways. Attacking a thrown Beetle causes it to reverse direction and potentially attack the original thrower instead, as if it was reflected.
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
The Beetle makes a return in this game and functions like it did in its predecessor. The acceleration formula, the formula for inputs, and the number of inputs are the same as in ''SSB4''. It will now force a [[Screen KO]] on players taken past the blast line if the stage allows for it, remaining latched onto the player as they drop off the screen. It starts rising sooner after grabbing a fighter (30 frames → 15).
The Beetle makes a return in this game and functions like it did in its predecessor. The number of inputs required to escape and the formula used is the same as in ''SSB4''. It will now force a [[Screen KO]] on players taken past the blast line if the stage allows for it, remaining latched onto the player as they drop off the screen. It starts rising sooner after grabbing a fighter (30 frames → 17).
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