Stage hazard: Difference between revisions

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A '''stage hazard''' is any aspect of a [[stage]] which could pose a threat to players. Most stage hazards deal [[damage]] and [[knockback]], although a few involve sudden movements of the stage or a panning camera that can carry a [[character]] into the [[blast line]]. Less agile characters are especially vulnerable to camera panning.
A '''stage hazard''' is any aspect of a [[stage]] which could pose a threat to players. Most stage hazards deal [[damage]] and [[knockback]], although a few involve sudden movements of the stage or a panning camera that can carry a [[character]] into the [[blast line]]. Less agile characters are especially vulnerable to camera panning. A stage hazard is not to be mistaken for any aspect of a stage which might aid or save the opponent, such as the Support Ghost in [[Yoshi's Island (SSBB)|Yoshi's Island]], although it may play several roles.


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|prefer aspects]] of a match that they have control over. 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]].
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|prefer aspects]] of a match that they have control over.


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.
==Types of stage hazards==
*'''Launcher''' hazards will quickly move the character from one part of the stage to another and sometimes into the blast line. The most basic example of a launcher is the catapult on [[Pirate Ship]] which will only fling the victim to the far left of the pirate ship. The [[Barrel Cannon]] in [[Congo Jungle]] is considered a launcher but not usually a hazard because there is a period of time where the player has control over when it will fire.
*'''Rogue platforms''' are [[platforms]] that travel or move suddenly move through a blast line. For example, if a character is [[stunned]] while standing on an [[Arwing]] in [[Sector Z]], the Arwing may leave the scene and carry the character into the blast line. The track on [[Big Blue]] may also be considered a rogue platform.
*'''Predator''' hazards will pursue the players and attack them. Some examples include Arwings which fly and in and fire lasers around characters on various [[Star Fox]] stages and the Combo Cannon on [[Halberd]].
*'''Weather''' hazards affect physics. These hazards typically follow a change in scenery or a stage transformation; For example, the Flying transformation in [[Pokémon Stadium 2]] introduces a weather hazard that blows gusts of wind upwards. Characters caught in the gusts have a dramatically reduced [[falling speed]] and are easier to [[Star KO]] and approach. Other weather hazards may affect the progression of time, such as [[Dialga]] in [[Spear Pillar]].
*'''[[Slippery]] platforms''' make it difficult to control the momentum of traversing characters. Slippery platforms may also increase the odds a character will [[tripping|trip]]. This hazard does not affect the [[Ice Climbers].
*'''Vehicles''' may occasionally speed through some stages, causing damage and knockback to characters that collide with them. A warning that a vehicle is approaching is usually given, such as in Onett, or the vehicle can be seen from far away before arrival, such as the racers in [[Mario Circuit]]. Vehicles collisions may also trigger explosions on certain items.


[[Category:Stages]]
[[Category:Stages]]
[[Category:Stage hazards]]
[[Category:Stage hazards]]

Revision as of 05:51, September 1, 2013

A stage hazard is any aspect of a stage which could pose a threat to players. Most stage hazards deal damage and knockback, although a few involve sudden movements of the stage or a panning camera that can carry a character into the blast line. Less agile characters are especially vulnerable to camera panning. A stage hazard is not to be mistaken for any aspect of a stage which might aid or save the opponent, such as the Support Ghost in Yoshi's Island, although it 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 legality. Stages with many or overwhelming hazards are typically banned in tournaments as they tend to interfere with the outcomes of matches or because the competitors only prefer aspects of a match that they have control over.

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.

Types of stage hazards

  • Launcher hazards will quickly move the character from one part of the stage to another and sometimes into the blast line. The most basic example of a launcher is the catapult on Pirate Ship which will only fling the victim to the far left of the pirate ship. The Barrel Cannon in Congo Jungle is considered a launcher but not usually a hazard because there is a period of time where the player has control over when it will fire.
  • Rogue platforms are platforms that travel or move suddenly move through a blast line. For example, if a character is stunned while standing on an Arwing in Sector Z, the Arwing may leave the scene and carry the character into the blast line. The track on Big Blue may also be considered a rogue platform.
  • Predator hazards will pursue the players and attack them. Some examples include Arwings which fly and in and fire lasers around characters on various Star Fox stages and the Combo Cannon on Halberd.
  • Weather hazards affect physics. These hazards typically follow a change in scenery or a stage transformation; For example, the Flying transformation in Pokémon Stadium 2 introduces a weather hazard that blows gusts of wind upwards. Characters caught in the gusts have a dramatically reduced falling speed and are easier to Star KO and approach. Other weather hazards may affect the progression of time, such as Dialga in Spear Pillar.
  • Slippery platforms make it difficult to control the momentum of traversing characters. Slippery platforms may also increase the odds a character will trip. This hazard does not affect the [[Ice Climbers].
  • Vehicles may occasionally speed through some stages, causing damage and knockback to characters that collide with them. A warning that a vehicle is approaching is usually given, such as in Onett, or the vehicle can be seen from far away before arrival, such as the racers in Mario Circuit. Vehicles collisions may also trigger explosions on certain items.