Editing Crush

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{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
{{ArticleIcons|ssbb=y|ssb4=y}}
{{for|the Massachusetts smasher|Smasher:Crush}}
{{video|GIF of getting crushed on the Pirate Ship in ''Brawl''}}
[[File:Crush.gif|thumb|{{SSBB|Samus}} is crushed in [[The Research Facility (Part II)]].]]
[[File:Crush.gif|thumb|{{SSBB|Samus}} is crushed in [[The Research Facility (Part II)]].]]
[[File:Midgar Crush.gif|thumb|{{SSB4|Donkey Kong}} getting crushed on [[Midgar]] in ''Smash 4''.]]
[[File:Midgar Crush.gif|thumb|{{SSB4|Donkey Kong}} getting crushed on [[Midgar]].]]
A '''crush''' is a very uncommon method of being [[KO]]ed, which involves the player's character being stuck between two solid platforms that move into each other; if the player is unable to move out of the way from the common collision point of the two platforms, then they will be crushed when the two platforms meet. This results in an [[instant KO]] regardless of the player's accumulated [[damage]].
'''Crushing''' is an uncommon method of being [[KO]]ed, which involves the player's character being stuck between two solid platforms that move into each other; if players are unable to move out of the way from the common collision point of the two platforms, then they will be crushed when the two platforms meet. This results in an [[one-hit KO|instant KO]], without passing the [[blast line]] and without regards to the player's accumulated [[damage]].


In ''Brawl'', crushing is a specific property of the code for moving objects, meaning it does not have a hitbox and cannot be prevented through invincibility (such as the [[Super Star]] item). It is also coded to only occur in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]]; regular stages cannot crush by any means. In ''Smash 4'' onwards, the effect of crushing on stages is caused by a special hitbox generated by the stage, and as such can be prevented through invincibility. No object in [[Stage Builder]] is coded to have a crushing hitbox.
==Stages with crushing==
{{incomplete|List of SSE stages that have crushes.}}
Thus far, only two versus stages in the series feature crushes: ''[[Super Smash Bros. Brawl]]'s'' [[Pirate Ship]] and ''[[Super Smash Bros. 4]]'''s [[Midgar]].  


==Stages that can crush==
On Pirate Ship, players can be crushed when the ship crashes onto the rocky island. If players jump off the ship onto the rightmost edge of the island just before the ship can actually crash into it, then they will be crushed by the collision between the island and the ship. This crush, however, is difficult to perform, as touching the hull of the ship before the collision will result in getting  [[meteor smash]]ed instead. While the stage returned in the Wii U version of ''Smash 4'' as a [[DLC]] stage, the crush was removed; instead, players are spiked by the ship and ricochet off the island, resulting in a KO across the upper [[blast line]].
On [[Midgar]], summoning [[Odin]] via Summon Materia on the stage will cause him to slice the stage in half. After some time, the two halves of the stage will come back together; players caught in between these two halves will be crushed.


In ''Ultimate'', on [[Distant Planet]], when the [[Red Bulborb]] swallows a fighter, they will be crushed when its mouth closes. This did not occur in ''Brawl'' and ''for 3DS'', where instead the fighter would be trapped inside and carried offscreen for a guaranteed KO.
In Midgar, summoning [[Odin]] via Summon Materia on the stage will cause him to slice the stage in half. After some time, the two halves of the stage will come back together; players stuck in between these two halves will be crushed.


==In The Subspace Emissary==
Outside of the above, ''Brawl's'' [[Subspace Emissary]] features several levels with crushes in them; owing to the mode's focus on platforming, the player is tasked with correctly timing their movements as to avoid these crushes.
The Subspace Emissary features several stages with crushes in them; owing to the mode's focus on platforming, the player is tasked with correctly timing their movements as to avoid these crushes. The following stages have crushes:


*[[The Plain]]: By the moving walls when they rise up from the ground.
Despite not actually being crushing, the [[Danger Zone]]s in [[The Great Cave Offensive]] uses the same effect when KO'ing fighters.
*[[The Cave]]: By numerous rising and dropping rock pillars, and the section of gapped moving rock walls.
*[[Battleship Halberd Exterior]]: By the pillar door opened by the button when it closes again, and by the metal walls that enclose on the door to the outside of the Halberd.
*[[The Wilds (Part II)]]: By the elevator, the spike platforms as they rise up to the ceiling, and by enclosing rock walls towards the end of the level.
*[[The Path to the Ruins]]: By the two elevators as they go back down.
*[[The Ruins]]: By any of the elevators, the rising and falling platforms and walls, the falling spiked platforms as they go back up, and by the opening and closing metal pillar doors.
*[[The Research Facility (Part I)]]: By the elevator at the start of the level.
*[[The Research Facility (Part II)]]: As seen in the above GIF, and by the similarly designed rising and falling box platforms.
*[[The Subspace Bomb Factory (Part I)]]: By the elevator.
*[[The Subspace Bomb Factory (Part II)]]: By the falling spiked pillar activated by the red switch, the enclosing walls just before the section that triggers the R.O.B reveal cutscene, and the rising platforms just before the [[Meta Ridley]] fight.
*[[The Glacial Peak]]: By the spike stone pillar in the trap room, and the moving ice pillars.
*[[The Great Maze]]: In all the respective locations listed above that appear in the maze.
 
==Trivia==
*Due to crushing being caused by a special hitbox from ''Smash 4'' onwards, it is theoretically possible for a fighter to get crushed even if they are not necessarily in between the two crushing objects, as long as the fighter's hurtbox somehow overlaps with the hitbox. For example, a [[Giant]] Donkey Kong [[crouch]]ing on Midgar can touch its crushing hitbox even while grounded on the stage. Similarly, the Distant Planet Bulborb's crushing hitbox is created about 11 frames before the mouth actually closes.
*Using rails to bring two boxes closer in a [[custom stage]] does not crush players.


[[Category:Gameplay]]
[[Category:Gameplay]]

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