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'''Effect''' is the term used to refer to what kind of elemental properties an [[attack]] applies to what it hits. For example, attacks with the [[freezing]] effect can freeze opponents, while those with the [[flame]] effect produce fiery visuals and trigger fire-based interactions. Most attacks use the [[normal]] or [[slash]] effects, which have only cosmetic results.
'''Effect''' ({{ja|属性|Zokusei}}, ''attribute'')<ref>[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/M_AttackSystem.html 攻撃とふっとびの仕様]</ref> is the term used to refer to what kind of elemental properties an [[attack]] applies to what it hits. For example, attacks with the [[freezing]] effect can freeze opponents, while those with the [[flame]] effect produce fiery visuals and trigger fire-based interactions. Most attacks use the [[normal]] or [[slash]] effects, which have only cosmetic results.
 
The origin of the term "effect" is unclear. It is believed to come from how it determines whether an attack can apply status effects to opponents, such as freezing, [[bury]]ing, or using the {{b|Screw Attack|item}}. It could also relate to a basic visual system in most video games known as [[wikipedia:Particle system|particle effects]], which would pertain to the aesthetic flair of attacks in ''Super Smash Bros.''


The origin of the term "effect" is unclear. It is believed to come from how it determines whether an attack can apply status effects to opponents, such as freezing, [[bury]]ing, or using the [[Screw Attack (item)|Screw Attack]]. It could also relate to a basic visual system in most video games known as [https://en.wikipedia.org/wiki/Particle_system particle effects], which would pretain the aesthetic flair of attacks in ''Smash Bros.''
==List of effects==
==List of effects==
<!--These lists are in alphabetical order (followed by notes), except for Normal.-->
<!--These lists are in alphabetical order (followed by notes), except for Normal.-->
===Introduced in ''[[Super Smash Bros.]]''===
===Introduced in ''[[Super Smash Bros.]]''===
*[[Normal]], the default effect for all attacks
*[[Normal]]: the default effect for all attacks
*Coin, which is purely cosmetic and appears only in the [[Super Jump Punch]] and its variants
*{{b|Coin|effect}}: creates a coin visual effect; only used by [[Super Jump Punch]] and its variants
*[[Electric]], which increases [[freeze frame]]s
*[[Electric]]: increases [[freeze frame]]s
*[[Flame]], used for all fire-based attacks
*[[Flame]]: detonates explosives
*[[Slash]], primarily used by swords and other sharp attacks
*[[Slash]]: creates a cutting visual effect
*[[Sleep]], which puts opponents to sleep
*[[Sleep]]: puts opponents to [[asleep|sleep]]


===Introduced in ''[[Super Smash Bros. Melee]]''===
===Introduced in ''[[Super Smash Bros. Melee]]''===
*[[Bury]], which embeds opponents in the ground
*[[Bury]]: inflicts the [[buried]] status, which immobilizes the opponent
*[[Darkness]], which applies shadowy flames to targets
*[[Darkness]]: creates shadowy flames as a visual effect
*[[Flower]], which gives the opponent a flower that damages over time
*[[Flower]]: inflicts the flower status, which damages over time
*[[Freezing]], which encases opponents in a block of ice
*[[Freezing]]: inflicts the [[frozen]] status, which immobilizes the opponent
*[[Grab]], which is used to turn hitboxes into grabs; this is unique to ''Melee'' and differs from how grabs function in other games
*[[Grab]]: used to turn hitboxes into [[grab]]s (unique to ''Melee'' and differs from how grabs function in other games)
*[[Inert]], which is only used for detection rather than damage
*[[Inert]]: used only for detection rather than damage
*[[Reverse]], which turns opponents around
*[[Reverse]]: turns opponents around
*Screw, unique to the [[Screw Attack (item)|Screw Attack item]], which causes victims to do a [[Screw Attack]]
*[[Screw]]: used to force a fighter hit by a thrown {{b|Screw Attack|item}} item to perform a Screw Attack (only used in ''Melee'')
*[[Stun]], which stuns the opponent
*[[Stun#General properties|Stun]]: inflicts the stun status


===Introduced in ''[[Super Smash Bros. Brawl]]''===
===Introduced in ''[[Super Smash Bros. Brawl]]''===
*[[Aura]], which allows [[Lucario]]'s attacks to gain or lose strength based on its current damage
*{{b|Aura|effect}}: modifies the power of attacks based on the user's damage; unique to [[Lucario]] (from ''SSB4'' onward, Lucario's aura is a separate mechanic and the effect is purely cosmetic)
*[[Down]], which leaves the opponent lying down
*[[Down]]: leaves the opponent lying down; unique to [[Snake]]'s down throw
*Flinchless, which doesn't cause flinching or knockback, only damage
*[[Flinchless]]: deals damage with no [[flinch]]ing or [[knockback]]
*[[Grass]], which is used in [[type effectiveness]]
*{{b|Grass|effect}}: used in [[type effectiveness]]
*[[Paralyze]], which locks the opponent in place for several seconds before applying knockback
*[[Paralyze]]: inflicts the paralyzed status, immobilizing the opponent before applying knockback
*Plunge, which acts like Bury except that it shoves opponents all the way through soft platforms
*[[Plunge]]: identical to bury, except that it shoves opponents all the way through [[soft platform]]s
*[[Slip]], which automatically makes the opponent [[trip]]
*[[Slip]]: makes the opponent [[trip]]
*[[Water]], which is used in type effectiveness
*{{b|Water|effect}}: used in type effectiveness


===Introduced in ''[[Super Smash Bros. 4]]''===
===Introduced in ''[[Super Smash Bros. 4]]''===
{{technical data}}
{{technical data}}
*[[Obliviate]], used by [[Orne]]s to [[instant KO|instantly KO]] players
*[[Blaster (Fox)#Throws|Blaster]]: two effects created for [[Fox]]'s back, up, and down throws.<!--Blaster was created for blaster_throw_down and blaster_throw_up, both share this effect on the wiki-->
*[[Magic]], which was previously in ''Brawl'' as a [[type]]<!--PK attacks use it too, may need renaming to "glitter" or "sparkle" or something-->
*{{b|Magic|effect}}: creates a sparkling visual effect
*Stab, which appears to be a purely cosmetic Slash variant
*[[Obliviate]]: [[instant KO|instantly KO]] players; exclusive to [[Orne]]s (a [[Smash Run]] enemy)
*Solar, which is used for the lens flare visuals of [[Sun Salutation]]<!--at this point, unlikely that "light" would be a better name-->
*[[Stab]]: creates a stabbing visual effect
*[[Solar]]: creates a lens flare visual effect; exclusive to [[Sun Salutation]]<!--at this point, unlikely that "light" would be a better name-->
<!--reminder to tech guys:
<!--reminder to tech guys:
*Effects 27 and 28 are used for some of the throw hitboxes of Fox's Blaster
*Effect 37 is literally nothing. It's named collision_attr_none in Ultimate. Used for Light Arrow, Trick Shot (idle) and Dark Pit Staff.
*Effect 30 is used for Light Arrow's main attack, a currently-nonspecific non-damaging part of Duck Hunt's can, and Focus Attack
*Effect 30 is used by Ryu's Focus Attack.
*need to check what the deal is with "danger zone" mechanic of stages and Infernal Climax; i.e. whether it uses the obliterate effect or not
*need to check what the deal is with "danger zone" mechanic of stages and Infernal Climax; i.e. whether it uses the obliterate effect or not
-->
-->


===Introduced in ''[[Super Smash Bros. Ultimate]]''===
===Introduced in ''[[Super Smash Bros. Ultimate]]''===
{{incomplete|Needs missing article for {{SSBU|Sora}}'s Keyblade effect}}
{{technical data}}
{{technical data}}
*[[Ink]], which is used for most of the Inklings' attacks.
*{{b|Chain|effect}}: creates a shock-wave visual effect; exclusive to [[Simon]] and [[Richter]]'s whip attacks
*[[Poison]], which [[Piranha Plant]] is capable of inflicting with a special move. Rathalos can also inflict it with his claws. In [[World of Light]] there is a perk that allows all smash attacks to have this effect.
*[[Curse]]: inflicts the curse status; exclusive to [[Joker]]'s side special, [[Eiha/Eigaon]]
*{{b|Dedede|effect}}: creates visual effects identical to {{b|Normal|effect}}; exclusive to [[King Dedede]]'s hammer attacks
*{{b|Grapple|effect}}: makes characters flash bluish purple with electric spark similar to the electric effect; exclusive to [[Samus]] and [[Dark Samus]]'s throws.
*{{b|Ink|effect}}: creates ink-like visual effects; not related to the [[Inkling]]'s [[ink (status)|ink status effect]] or [[Ink Tank]].
*{{b|Mushroom|effect}}: inflicts the mushroomized status, reversing the victim's controls temporarily; exclusive to the item [[Ramblin' Evil Mushroom]]
*[[Poison]]: inflicts the poison status, dealing damage over time and a shocked expression; exclusive to the [[boss]]es [[Rathalos]] and [[Dracula]], [[Assist Trophy]] [[Yuri Kozukata]], [[Skill Tree|Adventure Skill]] "Poisoned Smash" and [[Hero]]'s [[Hocus Pocus]].
*{{b|Rapid|effect}}: creates vibrant particles like the normal effect. Used by multiple multihit moves.
*{{b|Sparks|effect}}: Used for most of [[Kazuya]]'s attacks, alongside a reskinned normal effect.


{{Template:Effects}}
==References==
{{reflist}}


{{Effects}}
[[Category:Effects| ]]
[[Category:Effects| ]]

Latest revision as of 17:01, June 17, 2023

Effect (属性, attribute)[1] is the term used to refer to what kind of elemental properties an attack applies to what it hits. For example, attacks with the freezing effect can freeze opponents, while those with the flame effect produce fiery visuals and trigger fire-based interactions. Most attacks use the normal or slash effects, which have only cosmetic results.

The origin of the term "effect" is unclear. It is believed to come from how it determines whether an attack can apply status effects to opponents, such as freezing, burying, or using the Screw Attack. It could also relate to a basic visual system in most video games known as particle effects, which would pertain to the aesthetic flair of attacks in Super Smash Bros.

List of effects[edit]

Introduced in Super Smash Bros.[edit]

Introduced in Super Smash Bros. Melee[edit]

  • Bury: inflicts the buried status, which immobilizes the opponent
  • Darkness: creates shadowy flames as a visual effect
  • Flower: inflicts the flower status, which damages over time
  • Freezing: inflicts the frozen status, which immobilizes the opponent
  • Grab: used to turn hitboxes into grabs (unique to Melee and differs from how grabs function in other games)
  • Inert: used only for detection rather than damage
  • Reverse: turns opponents around
  • Screw: used to force a fighter hit by a thrown Screw Attack item to perform a Screw Attack (only used in Melee)
  • Stun: inflicts the stun status

Introduced in Super Smash Bros. Brawl[edit]

  • Aura: modifies the power of attacks based on the user's damage; unique to Lucario (from SSB4 onward, Lucario's aura is a separate mechanic and the effect is purely cosmetic)
  • Down: leaves the opponent lying down; unique to Snake's down throw
  • Flinchless: deals damage with no flinching or knockback
  • Grass: used in type effectiveness
  • Paralyze: inflicts the paralyzed status, immobilizing the opponent before applying knockback
  • Plunge: identical to bury, except that it shoves opponents all the way through soft platforms
  • Slip: makes the opponent trip
  • Water: used in type effectiveness

Introduced in Super Smash Bros. 4[edit]

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Introduced in Super Smash Bros. Ultimate[edit]

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References[edit]