Blast line: Difference between revisions

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#REDIRECT [[Blast Line]]
[[Image:Blast line.png|right|300px|thumb|When a character passes the blast line, a colorful "blast" (hence the name) occurs.]]A '''blast line''' is a boundary on a [[stage]] that a [[character]] cannot cross without getting [[KO]]'d.  Some stages have blast lines that are accessible by simply walking into them, such as the blast lines on either side of either [[Super Smash Bros.|SSB]] or [[Super Smash Bros. Melee|Melee]]'s [[MKI|Mushroom Kingdom]].  Most stages, however, contain blast lines on the side that are far away from the [[ledge]], as well as upper and lower blast lines.
 
The upper blast line is exceptional in that a character can only die by crossing it while on a platform or during [[knockback]], with the exception of Super Smash Bros. 64, a fully charged [[Wario Waft]] and [[Jigglypuff]]'s [[Shield Jump]].  A character can jump over the upper blast line without dying, as long as he isn't [[knockback|knocked back]] by an attack.  This is the principle behind the [[Luigi Ladder]], in which two Luigis rise higher and higher by trading [[Super Jump Punch]]es with no knockback.
 
Non-playable characters such as the [[Alloys]] die off the upper blast line as if it were any other blast line (with the exception of the [[Polygons]]) without [[Star KO]]s.
 
The only way to die is by passing a blast line (excluding [[Stamina|Stamina Mode]] in Melee and Brawl and getting crushed in [[The Subspace Emissary]]).
 
The game's camera refuses to pan or zoom enough during gameplay to actually "see" the blast lines (although the lines themselves are invisible, as can be evidenced when the camera is rotated while pausing). When a character is between a blast line and the camera's view (or above the upper blast line without dying), they will appear in a bubble and slowly take damage. This is known as [[hoop damage]].
 
In [[The Subspace Emissary]], the blast lines will not KO Player 2 if P2 is not hit by an enemy (similar to the upper blast line in normal gameplay). Player 2 will do an automatic Space Jump instead. Also, the upper blast line is stripped of its unique properties; characters don't need to be in knockback to be KO'd by it and don't fall into the background or foreground.
 
Items and projectiles that cross the blast lines are removed from play (except for, again, the upper blast line). A Smash Ball can freely cross blast lines until it chooses to leave.
==Trivia==
 
*In SSB and SSBM, on the Mushroom Kingdom stage, if you panned and zoomed the camera enough to the side, you could see a red forbidden sign and the word "Danger", meaning that is the blast line and that characters that pass it will get KO'd.
 
[[Category:Terms]]
[[Category:Unofficial lingo]]

Revision as of 15:07, April 4, 2009

When a character passes the blast line, a colorful "blast" (hence the name) occurs.

A blast line is a boundary on a stage that a character cannot cross without getting KO'd. Some stages have blast lines that are accessible by simply walking into them, such as the blast lines on either side of either SSB or Melee's Mushroom Kingdom. Most stages, however, contain blast lines on the side that are far away from the ledge, as well as upper and lower blast lines.

The upper blast line is exceptional in that a character can only die by crossing it while on a platform or during knockback, with the exception of Super Smash Bros. 64, a fully charged Wario Waft and Jigglypuff's Shield Jump. A character can jump over the upper blast line without dying, as long as he isn't knocked back by an attack. This is the principle behind the Luigi Ladder, in which two Luigis rise higher and higher by trading Super Jump Punches with no knockback.

Non-playable characters such as the Alloys die off the upper blast line as if it were any other blast line (with the exception of the Polygons) without Star KOs.

The only way to die is by passing a blast line (excluding Stamina Mode in Melee and Brawl and getting crushed in The Subspace Emissary).

The game's camera refuses to pan or zoom enough during gameplay to actually "see" the blast lines (although the lines themselves are invisible, as can be evidenced when the camera is rotated while pausing). When a character is between a blast line and the camera's view (or above the upper blast line without dying), they will appear in a bubble and slowly take damage. This is known as hoop damage.

In The Subspace Emissary, the blast lines will not KO Player 2 if P2 is not hit by an enemy (similar to the upper blast line in normal gameplay). Player 2 will do an automatic Space Jump instead. Also, the upper blast line is stripped of its unique properties; characters don't need to be in knockback to be KO'd by it and don't fall into the background or foreground.

Items and projectiles that cross the blast lines are removed from play (except for, again, the upper blast line). A Smash Ball can freely cross blast lines until it chooses to leave.

Trivia

  • In SSB and SSBM, on the Mushroom Kingdom stage, if you panned and zoomed the camera enough to the side, you could see a red forbidden sign and the word "Danger", meaning that is the blast line and that characters that pass it will get KO'd.