Stage hazard: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[File:SSBUWebsiteSonic4.jpg|thumb|upright=1.4|[[Sonic (SSBU)]] nearly colliding with a [[Shy Guy]] on [[Figure-8 Circuit]], an example of a stage  
[[File:SSBUWebsiteSonic4.jpg|thumb|upright=1.4|{{SSBU|Sonic}} nearly colliding with a [[Shy Guy]] on [[Figure-8 Circuit]], an example of a stage hazard]]
hazard]]


A '''stage hazard''' is any aspect of a [[stage]] (that is, a [[stage element]]) which could pose a threat to players. Most stage hazards deal [[damage]] and [[knockback]], while the remainder includes a wide range of effects, such as sudden movements of the stage or a panning camera that can carry less agile [[character]]s into the [[blast line]]. A stage hazard should not be mistaken for any element which might aid or save the opponent, such as the Support Ghost in {{SSBB|Yoshi's Island}}, although the same element may play several roles.
A '''stage hazard''' is any aspect of a [[stage]] (that is, a [[stage element]]) which could pose a threat to players. Most stage hazards deal [[damage]] and [[knockback]], while the remainder includes a wide range of effects, such as sudden movements of the stage or a panning camera that can carry less agile [[character]]s into the [[blast line]]. A stage hazard should not be mistaken for any element which might aid or save the opponent, such as the Support Ghost in {{SSBB|Yoshi's Island}}, although the same element may play several roles.


How predictable a stage hazard is and how much influence it has over the match are factors usually considered when deciding stage [[tournament legal|legality]]. Stages with many or overwhelming hazards are typically banned in [[tournament]]s, as they tend to interfere with the outcomes of matches or because the competitors only [[competitive philosophy|value]] aspects of a match that they have to control without overcentralizing the match.
How predictable a stage hazard is and how much influence it has over the match are factors usually considered when deciding stage [[tournament legal|legality]]. Stages with many or overwhelming hazards are typically banned in [[tournament]]s, as they tend to interfere with the outcomes of matches or because the competitors only value aspects of a match that they have to control without overcentralizing the match.


Some stage hazards may be extremely minute or subtle or only apply to certain characters. For example, the balloon in [[Smashville]] may unexpectedly collide with [[Ness]]'s [[PK Thunder]], making him temporarily vulnerable or leaving him in the [[helpless]] state if he is in the air.
Some stage hazards may be extremely minute or subtle or only apply to certain characters. For example, the balloon in [[Smashville]] may unexpectedly collide with [[Ness]]'s [[PK Thunder]], making him temporarily vulnerable or leaving him in the [[helpless]] state if he is in the air.
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Stage hazards often play a role in improvised [[combos]].
Stage hazards often play a role in improvised [[combos]].


In ''[[Super Smash Bros. Ultimate]]'', stage hazards can be turned off.
In ''[[Super Smash Bros. for Wii U]]'', certain stage hazards, such as all of the magma-based obstacles in [[Norfair]], are disabled in [[8-Player Smash]]. In ''[[Super Smash Bros. Ultimate]]'', stage hazards can be toggled on or off regardless of the number of players.
 
All stage hazards are paused during a [[Final Smash]]; however, their hitboxes [https://www.youtube.com/watch?v=MRJOu-_qAH8 remain active while a non-cutscene Final Smash is in effect], making them exploitable to gain additional damage.


==Types of stage hazards==
==Types of stage hazards==
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*'''Obstacles''' generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
*'''Obstacles''' generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
*'''Illusions''' are designed to affect the players themselves rather than the character, although they can sometimes lead to disorientation and self-destruction. [[Palkia]] on Spear Pillar can tilt the screen's orientation of the stage and invert player controls by mirroring the stage.
*'''Illusions''' are designed to affect the players themselves rather than the character, although they can sometimes lead to disorientation and self-destruction. [[Palkia]] on Spear Pillar can tilt the screen's orientation of the stage and invert player controls by mirroring the stage.
*'''[[Enemies]]''' generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, but most enemies can be damaged and defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain.
*'''Enemies''' generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, but most enemies can be damaged and defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain.
*'''[[Boss#Stage_bosses|Stage bosses]]''' are large enemies exclusive to ''[[Super Smash Bros. 4]]'' and ''Ultimate''. They are much larger than regular enemies and can take a lot of damage before being defeated. They may also have other significant effects besides disrupting the battle, such as destroying portions of the stage or awarding a KO to the player who defeated them.
*Stage bosses are large enemies introduced in ''[[Super Smash Bros. 4]]''. They are much larger than regular enemies and can take a lot of damage before being defeated. They may also have other significant effects besides disrupting the battle, such as destroying portions of the stage or awarding a KO to the player who defeated them.
*'''Monsters''' are large enemy species that cannot be defeated and can KO a player when hit, grabbed or swallowed by. Some monsters include the [[Ultimate Chimera]] on [[New Pork City]] and the [[fish]] on [[Summit]]. While the [[Peckish Aristocrab]] on [[Garden of Hope]] exhibits characteristics of a vehicle hazard, as previously mentioned, it is also considered a monster by virtue of being a large, hostile living being that is immune to all attacks from the fighters.
*'''Monsters''' are large enemy species that cannot be defeated and can KO a player when hit, grabbed or swallowed by. Some monsters include the [[Ultimate Chimera]] on [[New Pork City]] and the [[fish]] on [[Summit]]. While the [[Peckish Aristocrab]] on [[Garden of Hope]] exhibits characteristics of a vehicle hazard, as previously mentioned, it is also considered a monster by virtue of being a large, hostile living being that is immune to all attacks from the fighters.


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|-
|-
| [[3D Land]]
| [[3D Land]]
| The ? Blocks are already empty, and brick blocks cannot be broken. Falling blocks don't fall. Flipping platforms are already laid out. The rocks don't appear in the second phase. The skewers don't appear in the final phase.
| The ? Blocks are already empty, and brick blocks cannot be broken. Donut Blocks don't fall. Flipping platforms are already laid out. The rocks don't appear in the second phase. The skewers don't appear in the final phase.
|-
|-
| [[75m]]
| [[75m]]
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| Fish, flippers and lightning bolts do not appear. The rocks under certain platforms cannot be broken.
| Fish, flippers and lightning bolts do not appear. The rocks under certain platforms cannot be broken.
|-
|-
| [[Battlefield (SSBU)|Battlefield]]
| [[Battlefield (SSBU)|Battlefield]] (including Battlefield forms)
| No changes.
| No changes.
|-
|-
| [[Big Battlefield (SSBU)|Big Battlefield]]
| [[Big Battlefield (SSBU)|Small]] and [[Big Battlefield (SSBU)|Big Battlefield]]
| No changes.
| No changes.
|-
|-
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| [[Castle Siege]]
| [[Castle Siege]]
| The stage does not transform and is set to the castle's roof.
| The stage does not transform and is set to the castle's roof.
|-
| [[Cloud Sea of Alrest]]
| Azurda will keep his head static throughout the match, keeping it elevated slightly above the clouds.
|-
|-
| [[Coliseum]]
| [[Coliseum]]
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|-
|-
| [[Flat Zone X]]
| [[Flat Zone X]]
| The stage does not transition past the first form, the randomly moving Manhole platforms, the treasure diver, and the firemen do not appear.
| The stage does not transition past the first form, the randomly moving Manhole platforms, the treasure diver and the firemen do not appear.
|-
|-
| [[Figure-8 Circuit]]
| [[Figure-8 Circuit]]
| No karts are on the track, and the race map is not displayed on the jumbotron, and instead the animated background covers its entirety.
| No karts are on the track, and the race map is not displayed on the jumbotron, and instead the animated background covers its entirety.
|-
|-
| [[Final Destination (SSBU)|Final Destination]]
| [[Final Destination (SSBU)|Final Destination]] (including Omega forms)
| No changes.
| No changes.
|-
|-
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|-
|-
| [[Frigate Orpheon]]
| [[Frigate Orpheon]]
| The stage does not flip, remaining only in the first area. Blackouts do not occur, and the platforms that move in from the left and right blast zones are gone.
| The stage does not flip, remaining only in the first area. Blackouts do not occur, and the platforms that move in from the left and right blast zones are gone. The platform on the right still moves up and down.
|-
|-
| [[Gamer]]
| [[Gamer]]
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|-
|-
| [[Garden of Hope]]
| [[Garden of Hope]]
| The bridge, pots, sticks, Pikmin, and [[Peckish Aristocrab]] do not appear. The lifts do not fall.
| The bridge, pots, sticks, Pikmin, [[Bulborb]], and [[Peckish Aristocrab]] do not appear. The lifts do not fall.
|-
|-
| [[Garreg Mach Monastery]]
| [[Garreg Mach Monastery]]
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| [[Hanenbow]]
| [[Hanenbow]]
| The leaves do not tilt and change color when attacked, and the Hanenbow creatures do not appear.
| The leaves do not tilt and change color when attacked, and the Hanenbow creatures do not appear.
|-
| [[Hollow Bastion]]
| The stage does not transition to Dive to the Heart.
|-
|-
| [[Hyrule Castle]]
| [[Hyrule Castle]]
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| [[Midgar]]
| [[Midgar]]
| Summon Materia never appear.
| Summon Materia never appear.
|-
| [[Minecraft World]]
| Destructible blocks do not appear.
|-
| [[Mishima Dojo]]
| No changes.
|-
|-
| [[Moray Towers]]
| [[Moray Towers]]
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|-
|-
| [[Mute City SNES]]
| [[Mute City SNES]]
| The Blue Falcon is always the only vehicle onscreen. The moving platforms never move. The track still damages players, however.
| The Blue Falcon is always the only vehicle onscreen. The moving platforms never move, and the Blue Falcon never goes over the ramp or into the pits. The track still damages players, however.
|-
|-
| [[Mushroom Kingdom (SSB)|Mushroom Kingdom]]
| [[Mushroom Kingdom (SSB)|Mushroom Kingdom]]
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|-
|-
| [[New Donk City Hall]]
| [[New Donk City Hall]]
| The moving platforms on some stops do not move. Pauline and The Super Mario Players never appear.
| The moving platforms on some stops do not move. Pauline and the musicians never appear.
|-
|-
| [[New Pork City]]
| [[New Pork City]]
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| [[Norfair]]
| [[Norfair]]
| None of the lava obstacles appear.
| None of the lava obstacles appear.
|-
| [[Northern Cave]]
| No changes.
|-
|-
| [[Onett]]
| [[Onett]]
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|-
|-
| [[Pilotwings]]
| [[Pilotwings]]
| The stage does not change from the red biplane, and it does not tilt. The terrain in the background still damages players, however.
| The stage does not change from the red biplane, and it does not tilt. The terrain doesn't damage players.
|-
|-
| [[Pirate Ship]]
| [[Pirate Ship]]
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|-
|-
| [[Skyworld]]
| [[Skyworld]]
| The solid part of the stages are not destructible. The lower moving platform does not appear.
| The solid part of the stages are not destructible. The lower moving platform does not appear. The platform on the right doesn't move, or react to players landing on it.
|-
|-
| [[Smashville]]
| [[Smashville]]
| The soft platform does not move once it reaches centre stage, which it does much more quickly. Balloons do not spawn.
| The soft platform does not move once it reaches center stage, which it does much more quickly. Balloons do not spawn.
|-
|-
| [[Spear Pillar]]
| [[Spear Pillar]]
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| [[Spirit Train]]
| [[Spirit Train]]
| The final car never changes from its initial basic form, and the blast zones no longer move about as a result. No Dark or Armored Trains spawn. The train still damages players, and moving platforms still appear, however.
| The final car never changes from its initial basic form, and the blast zones no longer move about as a result. No Dark or Armored Trains spawn. The train still damages players, and moving platforms still appear, however.
|-
| [[Spring Stadium]]
| The trampolines on the stage stay inactive, and the smaller floating ones on either side never appear. ARMS Drones also do not spawn.
|-
|-
| [[Summit]]
| [[Summit]]
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| The pieces of rubble serving as temporary platforms do not appear, leaving the clock tower itself as the only platform.
| The pieces of rubble serving as temporary platforms do not appear, leaving the clock tower itself as the only platform.
|-
|-
| [[Unova Pokemon League]]
| [[Unova Pokémon League]]
| Zekrom and Reshiram do not appear.
| Zekrom and Reshiram do not appear.
|-
|-
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|-
|-
| [[Yoshi's Story]]
| [[Yoshi's Story]]
| Randall and Shy Guys do not appear.
| [[Randall]] the cloud and Shy Guys do not appear.
|}
|}