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Danger Zone: Difference between revisions

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==In {{for3ds}}==
==In {{for3ds}}==
{{Image|The floor Danger Zone on the main map, near the hidden chest room.}}
{{Image|The floor Danger Zone on the main map, near the hidden chest room.}}
Different kinds of Danger Zones appear in [[Smash Run]]. In the main map, one floor is lined with a Danger Zone that activates and deactivates every few seconds, instantly KOing fighters who touch it at or above 100% damage. Some "Defeat Them All!" [[Smash Run#List of Challenges|challenge rooms]] also feature this kind of floor.
Different kinds of Danger Zones appear in [[Smash Run]]. In the main map, one floor is lined with a Danger Zone that activates and deactivates every few seconds, instantly KOing fighters who touch it at or above 100% damage. Some "Defeat Them All!" [[Smash Run#List of Challenges|challenge rooms]] also feature this kind of floor. Dotted throughout the main map are Danger Zones in the form of lava-colored spiked balls, which instantly KO the player regardless of damage. The "Survive!" challenge rooms also feature this type of Danger Zone.


In the "Run!" and "Climb!" [[Smash Run#List of Final Battles|final battles]], Danger Zones are placed throughout the course. They appear as either pools of lava or as bunches of lava-colored spiked balls. If a fighter hits one, they are instantly KO'd regardless of their current damage and are revived further back/down in the stage. They disappear after being hit once, allowing all players to more easily traverse the stage. In some "Survive!" challenge rooms, the floor below the main platform is lined with the spiked ball Danger Zones.
In the "Run!" and "Climb!" [[Smash Run#List of Final Battles|final battles]], Danger Zones are placed throughout the course. They appear as either pools of lava or as bunches of spiked balls. If a fighter hits one, they are instantly KO'd regardless of their current damage and are revived further back/down in the stage. They disappear after being hit once, allowing all players to more easily traverse the stage.
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SSB4 Smash Run Run 2.jpg|Danger Zones in the "Run!" final battle.
SSB4 Smash Run Run 2.jpg|Danger Zones in the "Run!" final battle.

Revision as of 09:41, November 1, 2018

Danger Zones are stage hazards that appear in Smash Run in Super Smash Bros. for Nintendo 3DS and in some stages in Super Smash Bros. for Wii U and Super Smash Bros. Ultimate. Characters who hit them will either take damage or be instantly KO'd without ever passing the blast lines.

In Super Smash Bros. for Nintendo 3DS

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Different kinds of Danger Zones appear in Smash Run. In the main map, one floor is lined with a Danger Zone that activates and deactivates every few seconds, instantly KOing fighters who touch it at or above 100% damage. Some "Defeat Them All!" challenge rooms also feature this kind of floor. Dotted throughout the main map are Danger Zones in the form of lava-colored spiked balls, which instantly KO the player regardless of damage. The "Survive!" challenge rooms also feature this type of Danger Zone.

In the "Run!" and "Climb!" final battles, Danger Zones are placed throughout the course. They appear as either pools of lava or as bunches of spiked balls. If a fighter hits one, they are instantly KO'd regardless of their current damage and are revived further back/down in the stage. They disappear after being hit once, allowing all players to more easily traverse the stage.

In Super Smash Bros. for Wii U

In The Great Cave Offensive, Danger Zones are placed throughout the stage, and appear as noticeable red-orange areas resembling lava. If a fighter makes contact with one, they will take 25% damage and heavy knockback, but if they had equal to[1] or over 100% damage before touching it, they will be instantly KO'd. If the KO belongs to another fighter when this event occurs, that fighter gains credit for the KO. It is possible for a character to tech from a Danger Zone without taking damage and/or getting KO'd.

Danger Zones are also found inside Master Fortress during the Master Core battle at the end of Classic Mode, more prominently during the second wave than the first. Unlike the examples above, these Danger Zones take the form of either subtle yellow outlines on the walls or as more expansive pools of acid resembling those found on Brinstar. Like in The Great Cave Offensive, touching one while under 100% damage will inflict 25% damage and high knockback, but touching one while at or over 100% damage will instantly KO the player.

In Super Smash Bros. Ultimate

The Great Cave Offensive, a returning stage, has the same Danger Zones as in for Wii U.

Trivia

  • In Super Smash Bros. for Wii U's Stage Builder, areas of lava strongly resembling Danger Zones can be added, but they are not named Danger Zones and do not behave the same way, only inflicting 10% damage upon contact and lacking the instant-KO ability.
  • Some downloadable content in both versions of Super Smash Bros. 4 features behavior nearly identical to the Wii U version's Danger Zones:
    • When Midgar is flooded by Leviathan, the stage's right side acts like a Danger Zone, inflicting damage to players who contact it but instantly KO'ing anyone besides the summoner with over 100% damage.
    • Gomorrah's attack, from Bayonetta's Final Smash Infernal Climax, inflicts damage to players but instantly KO's anyone with over 100% damage at the end of the attack.
  • In both versions of Smash 4, the instant-KO effect resembles the effect seen during a regular blast KO, but as if viewed head-on. Despite this, there is no way to view an actual blast KO head-on like this under any circumstances.

References