Editing TNT

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If the player possesses redstone, they can create a trail ending with a pressure plate that can be placed by moving while holding the special move button after placing the TNT, which will form in block-wide lengths in front of Steve. Steve can safely walk through the TNT to place the trail on the other side. After placing a trail, releasing the special move button will convert the redstone in front of Steve into a pressure plate. Any case of the TNT exploding via the pressure plate will increase the damage it does. Each unit of redstone can place a trail of up to 9 blocks long. While the player can hold a maximum of 15 redstone at a time, a redstone trail is limited to a length of 10.
If the player possesses redstone, they can create a trail ending with a pressure plate that can be placed by moving while holding the special move button after placing the TNT, which will form in block-wide lengths in front of Steve. Steve can safely walk through the TNT to place the trail on the other side. After placing a trail, releasing the special move button will convert the redstone in front of Steve into a pressure plate. Any case of the TNT exploding via the pressure plate will increase the damage it does. Each unit of redstone can place a trail of up to 9 blocks long. While the player can hold a maximum of 15 redstone at a time, a redstone trail is limited to a length of 10.


A TNT dropped from the air will have no redstone trail but can be applied with one if Steve stands next to the TNT, performs a down special and holds the special move button. The same can be done next to a pressure plate to place or extend a redstone trail. If a TNT block is struck with an attack, it will be knocked away a bit and reduce its detonation timer. If the TNT is knocked over one block length away from its redstone/pressure plate, the latter will disappear and be wasted and the TNT loses its trigger, but can be reapplied with one if the TNT's remaining time allows it.
A TNT dropped from the air will have no redstone trail but can be applied with one if Steve stands next to the TNT, performs a down special and holds the special move button. The same can be done next to a pressure plate to place or extend a redstone trail. If a TNT block is struck with an attack, it will be knocked away a bit and reduce its detonation timer. If the TNT is knocked over one block length away from its redstone/pressure plate, the latter will disappear and be wasted and the TNT loses its trigger, but can be reapplied with one if the TNT's remaining time allows it.  
 
Notably, using TNT while airborne will stall Steve in the air momentarily, allowing for advanced [[recovery]] techniques such as supplying the extra hang time needed to use the minecart twice in midair.


The TNT also detonates when hit enough times, being especially unstable to [[flame]] moves. The TNT explosion triggers a [[Special Zoom]] if it hits anyone who didn't trip the pressure plate. If two Steve players place their TNT blocks next to each other, an activated pressure plate will detonate both of them at once. Players that activated the pressure plate but are within range of the explosion will take half the explosion's damage and knockback, and no Special Zoom. Notably, the main explosion's hitbox is special in that it will not harm the player who triggered the pressure plate but within that hitbox is another hitbox that damages every player regardless of the detonator. This central hitbox has considerably smaller vertical range than the main explosion hitbox, which allows players a safe option to detonate the TNT while within range and still damage opponents without getting hit themselves.  
The TNT also detonates when hit enough times, being especially unstable to [[flame]] moves. The TNT explosion triggers a [[Special Zoom]] if it hits anyone who didn't trip the pressure plate. If two Steve players place their TNT blocks next to each other, an activated pressure plate will detonate both of them at once. Players that activated the pressure plate but are within range of the explosion will take half the explosion's damage and knockback, and no Special Zoom. Notably, the main explosion's hitbox is special in that it will not harm the player who triggered the pressure plate but within that hitbox is another hitbox that damages every player regardless of the detonator. This central hitbox has considerably smaller vertical range than the main explosion hitbox, which allows players a safe option to detonate the TNT while within range and still damage opponents without getting hit themselves.  

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