SSBM Icon.png

PK Trap glitch

From SmashWiki, the Super Smash Bros. wiki
Revision as of 17:42, September 7, 2022 by PKFreeZZy (talk | contribs) (New article about a recently documented glitch)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

The PK Trap is a glitch in Super Smash Bros. Melee which involves setting a "trap" using Ness' PK Flash. By creating a PK Trap, it is possible to detonate PK Flash instantaneously, should he get hit out of the move.

How to perform

Ness must perform his neutral special move while airborne then become grounded, or while grounded then become airborne. Following this, when Ness enters a damage state while still charging the attack, PK Flash immediately detonates instead of flying off astray.

Explanation

Similarly to the Empty Chamber glitch, the PK Trap glitch happens because the game clears Ness' set of functions that runs when taking damage prematurely.

In order to work properly, Ness' code checks if the projectile still exists, and if he is its current owner, while PK Flash's code checks if Ness is still in the charging state before deciding whether to 'dissolve' or to detonate.

Normally, when he takes damage, PK Flash's reference to its current owner is zeroed out, and so is Ness' reference to PK Flash. This series of actions bypasses checks in the projectile's animation function which are vital to maintaining proper communication between the two. The way it works:

1. PK Flash checks on every frame whether Ness is the current and original owner and is also in the charging state of the move. Since it was not cleared upon getting hit, he still owns the projectile, but is no longer charging it, thus PK Flash enters its transition state between the charge and the explosion.

2. After another successful ownership check, the explosion is created. This can happen even before the minimum charging time of the attack is reached.

Uses

Although understandably very situational, PK Trap can work as an all-or-nothing bait against unaware opponents. By setting one up, it is possible to charge the projectile right beside Ness, asserting him as an easy target, considering how much ending lag he usually suffers. However, attacking him hastily while inside the hitbox of the PK Trap can turn the situation in his favor, especially against opponents at a high percentage.

One way to escape the PK Trap just before it detonates is by grabbing and throwing Ness, and using the invincibility frames gained from the action to tank the explosion.

Demonstrations

Gallery

Hitbox visualization of the PK Trap