Stage hazard: Difference between revisions

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(Information shuffling, a new "lava" hazard, and less use of the word hazard)
(Grammar fixes, more types - I think have most of the bases covered now.)
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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 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.
A '''stage hazard''' is any aspect of a [[stage]] (that is, a [[stage element]]) which could pose a threat to players. Most stage hazards deal [[damage]] and [[knockback]] while the remainder include a wide range of effects such as sudden movements of the stage or a panning camera that can carry less agile [[character]]s into the [[blast line]]. A stage hazard should not be mistaken for any element which might aid or save the opponent, such as the Support Ghost in [[Yoshi's Island (SSBB)|Yoshi's Island]], although the same element 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 [[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.
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|value]] 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.
Stage hazards often play a role in improvised [[combos]].


==Types of stage hazards==
==Types of stage hazards==
*'''Static''' hazards generally stay in place or follow a set path and produce damage and knockback upon collision. Examples of stationary static hazards include spikes and the [[bumper]]s on [[Peach's Castle]], and an example of a moving static hazard includes the minecart in [[PictoChat]]. Some static hazards have a [[fixed knockback]].
*'''Static''' hazards generally stay in place or follow a set path and produce damage and knockback upon collision. Examples of stationary static hazards include spikes and the [[bumper]]s on [[Peach's Castle]], and an example of a moving static hazard includes the minecart in [[PictoChat]]. Some static hazards have a [[fixed knockback]]. Static hazards that cause damage but not knockback or flinching include [[hoop damage]] and the rain in the Kitty Cover mini-game on [[WarioWare, Inc.]]
*'''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 brief period of time where the player has control over when it will fire.
*'''Blast''' hazards will appear and fire or explode over a period of time, entrapping players that come near their radius. The damage they inflict depends on how long the character remains trapped within the blast. Some blast hazards will seek a target before executing, such as the Combo Cannon on [[Halberd]], while some will appear randomly, such as [[Banzai Bill]] in [[Princess Peach's Castle]].
*'''Rogue platforms''' are [[platform]]s that travel or move suddenly move through a blast line. For example, if a character is [[stun]]ned 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.
*'''Launchers''' 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 while the victim suffers neither damage nor [[flinching]]. The [[Barrel Cannon]] in [[Congo Jungle]] is considered a launcher but not usually a hazard because there is a brief period of time where the player has control over when it will fire.
*'''Transformation''' hazards create a situation where the character can be caught under or off to the side of a stage because of a sudden shift in the stage. For example, the [[Frigate Orpheon]] stage can cause players to accidentally self-destruct when it flips upside down. Not to be confused with the trapdoor hazard, as transformation hazards specifically feature a (near) global change in the stage.
*'''Rogue platforms''' are [[platform]]s that travel or move suddenly move through a blast line. For example, if a character is [[stun|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]] and balancing platforms on [[Mushroom Kingdom]] may also be considered rogue platforms.
*'''Lava''' hazards, which do not specifically need to be lava, are a part of a stage that in abundance rises up or pours in while covering a blast line. Collision with the lava will result in damage and knockback. In high hitstun and low percentage environments, characters will sometimes bounce around in rising lava. The original stage to feature a lava hazard is [[Planet Zebes]] in the form of [[acid]].
*'''Trapdoors''' are sections of the stage that can give way and reappear over a character, which usually makes returning to the stage difficult or impossible. For example, [[King Bulblin]] on the [[Bridge of Eldin]] can destroy the bridge and players can be trapped below when the bridge is later reconstructed. Another example of a trapdoor hazard is the [[Drop Block]] in one of the default [[custom stage]]s in ''[[Brawl]]''.
*'''Predator''' 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]].
*'''Transformations''' create a situation where the character can be caught under or off to the side of a stage because of a sudden shift in the stage. For example, the [[Frigate Orpheon]] stage can cause players to accidentally self-destruct when it flips upside down. Not to be confused with the trapdoor hazard, as transformation hazards specifically feature a (near) global change in the stage.
*'''Trapdoor''' are a part of a stage that can give way and reappear over a character, which usually makes returning to the stage difficult or impossible. For example, [[King Bulblin]] on the [[Bridge of Eldin]] can destroy the bridge and players can be trapped below it when the bridge is later reconstructed. Another example of a trapdoor hazard is the [[Drop Block]] in one of the default [[custom stage]]s in ''[[Brawl]]''.
*'''Acid''' hazards, which do not specifically need to be acid, rise or pour in while covering a blast line. Collision with the acid will result in damage and knockback. In high hitstun and low percentage environments, characters will sometimes bounce around in rising acid. The first stage to feature an acid hazard is [[Planet Zebes]]. [[Norfair]] features lava in the place of acid.
*'''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 on [[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.
*'''Predators''' will pursue the players and attack them. Some examples include the lookout cannons on Pirate Ship and the Arwings and [[Wolfen]] which swoop in and fire lasers around characters on various [[Star Fox]] stages.
*'''Vehicles''' may occasionally speed through some stages, causing damage and knockback to characters that collide with them. A warning or environment cue that a vehicle is approaching is usually given, such as a flashing exclamation point on [[Onett]], or the vehicle can be seen from far away before arrival, such as the racers on [[Mario Circuit]]. Vehicles collisions may also trigger explosions on certain items.
*'''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]].
*'''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|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]].
*'''[[Slippery|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]].
*'''Switches''' need to be activated before any changes occur. Currently, the only switch that significantly threatens players is the [POW Block] in Mushroom Kingdom.
*'''Panning cameras''' force characters to follow the camera as blast lines will move with the camera. [[Icicle Mountain]] features a camera that pans up the stage at varying speeds, which can catch characters with the lower blast line if they have poor jumping ability.
*'''Panning cameras''' force characters to follow the camera as blast lines will move with the camera. [[Icicle Mountain]] features a camera that pans up the stage at varying speeds, which can catch characters with the lower blast line if they have poor jumping ability.
*'''Obstacles''' generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
*'''Obstacles''' generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
*'''[[Enemies]]''' generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, with the exception that most enemies can be defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain.
*'''Illusions''' are designed to affect the players themselves rather than the character, although they can sometimes lead to disorientation and self-destruction. [[Palkia]] on Spear Pillar can tilt the screen's orientation of the stage and invert player controls by mirroring the stage.
*'''Monsters''' are large species that cannot be defeated and can usually instantly KO a player when hit or grabbed by. Some monsters include the [[Ultimate Chimera]] on [[New Pork City]] and the fish on [[Summit]].
*'''[[Enemies]]''' generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, but most enemies can be defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain.
*'''Monsters''' are large enemy species that cannot be defeated and can KO a player when hit, grabbed, or swallowed by. Some monsters include the [[Ultimate Chimera]] on [[New Pork City]] and the fish on [[Summit]].


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

Revision as of 13:26, September 3, 2013

A stage hazard is any aspect of a stage (that is, a stage element) which could pose a threat to players. Most stage hazards deal damage and knockback while the remainder include a wide range of effects such as sudden movements of the stage or a panning camera that can carry less agile characters into the blast line. A stage hazard should not be mistaken for any element which might aid or save the opponent, such as the Support Ghost in Yoshi's Island, although the same element 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 value 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.

Stage hazards often play a role in improvised combos.

Types of stage hazards

  • Static hazards generally stay in place or follow a set path and produce damage and knockback upon collision. Examples of stationary static hazards include spikes and the bumpers on Peach's Castle, and an example of a moving static hazard includes the minecart in PictoChat. Some static hazards have a fixed knockback. Static hazards that cause damage but not knockback or flinching include hoop damage and the rain in the Kitty Cover mini-game on WarioWare, Inc.
  • Blast hazards will appear and fire or explode over a period of time, entrapping players that come near their radius. The damage they inflict depends on how long the character remains trapped within the blast. Some blast hazards will seek a target before executing, such as the Combo Cannon on Halberd, while some will appear randomly, such as Banzai Bill in Princess Peach's Castle.
  • Launchers 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 while the victim suffers neither damage nor flinching. The Barrel Cannon in Congo Jungle is considered a launcher but not usually a hazard because there is a brief 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 and balancing platforms on Mushroom Kingdom may also be considered rogue platforms.
  • Trapdoors are sections of the stage that can give way and reappear over a character, which usually makes returning to the stage difficult or impossible. For example, King Bulblin on the Bridge of Eldin can destroy the bridge and players can be trapped below when the bridge is later reconstructed. Another example of a trapdoor hazard is the Drop Block in one of the default custom stages in Brawl.
  • Transformations create a situation where the character can be caught under or off to the side of a stage because of a sudden shift in the stage. For example, the Frigate Orpheon stage can cause players to accidentally self-destruct when it flips upside down. Not to be confused with the trapdoor hazard, as transformation hazards specifically feature a (near) global change in the stage.
  • Acid hazards, which do not specifically need to be acid, rise or pour in while covering a blast line. Collision with the acid will result in damage and knockback. In high hitstun and low percentage environments, characters will sometimes bounce around in rising acid. The first stage to feature an acid hazard is Planet Zebes. Norfair features lava in the place of acid.
  • Predators will pursue the players and attack them. Some examples include the lookout cannons on Pirate Ship and the Arwings and Wolfen which swoop in and fire lasers around characters on various Star Fox stages.
  • Vehicles may occasionally speed through some stages, causing damage and knockback to characters that collide with them. A warning or environment cue that a vehicle is approaching is usually given, such as a flashing exclamation point on Onett, or the vehicle can be seen from far away before arrival, such as the racers on Mario Circuit. Vehicles collisions may also trigger explosions on certain items.
  • 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.
  • Switches need to be activated before any changes occur. Currently, the only switch that significantly threatens players is the [POW Block] in Mushroom Kingdom.
  • Panning cameras force characters to follow the camera as blast lines will move with the camera. Icicle Mountain features a camera that pans up the stage at varying speeds, which can catch characters with the lower blast line if they have poor jumping ability.
  • Obstacles generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
  • Illusions are designed to affect the players themselves rather than the character, although they can sometimes lead to disorientation and self-destruction. Palkia on Spear Pillar can tilt the screen's orientation of the stage and invert player controls by mirroring the stage.
  • Enemies generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, but most enemies can be defeated or can be grabbed and thrown. One example of an enemy hazard is the Polar Bear in Icicle Mountain.
  • Monsters are large enemy species that cannot be defeated and can KO a player when hit, grabbed, or swallowed by. Some monsters include the Ultimate Chimera on New Pork City and the fish on Summit.