Editing Ambush

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[[File:YTEAM.png|thumb|200px|The [[Yoshi Team]] ambushes {{SSBM|Mario}} in ''Melee''.]]
[[File:Ambush.png|thumb|200px|An ambush in [[The Research Facility (Part I)|The Research Facility I]]. Note the typical "ambush design" of the place battled in, and the slight dark fade.]]
[[File:Canyon.jpg|200px|thumb|[[The Canyon]], a level consisting solely of an ambush. An enemy counter is visible at the top left, right of the [[Primid]]'s [[Damage_meter#Stamina|health bar]].]]
[[File:Runbush.jpeg|200px|thumb|An ambush in [[Smash Run]].]]
An '''ambush''' or '''locked battle''' is an occurrence where a side-scrolling level stops, locks in place, and spawns in multiple enemies, forcing the player to to defeat them before continuing. Only once all of the enemies are defeated can the player can resume advancing through the level. Ambushes prevent players from simply speeding through every level without engaging any enemies.


Ambushes first appeared in ''[[Melee]]''{{'}}s [[Adventure Mode]], being present in three stages: Mushroom Kingdom, where the player must defeat the {{SSBM|Yoshi}} Team halfway through; the Underground Maze, where the player must defeat {{SSBM|Link}} when passing through any room that contains the [[Master Sword]] instead of the stage-clearing [[Triforce]]; and Infinite Glacier, where the player must defeat a team of two {{SSBM|Ice Climbers}} after having survived traversing [[Icicle Mountain]] for a sufficient period of time.
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Ambushes became considerably more common in ''[[Brawl]]''{{'}}s [[Subspace Emissary]], with every side-scrolling level except [[Subspace (Part I)]] and [[The Great Maze]] containing at least one ambush. These can be somewhat identified ahead of time by the sudden appearance of an isolated large solid platform with smaller platforms above, similar to the layout of [[Battlefield]]. Upon occurring, the screen will flash purple with a distinctive sound, followed by a series of enemies appearing on the aforementioned specially-designed part of the level; a slightly darker border will also appear around the [[screen]]. When an ambush ends, the screen flashes white with another distinctive sound, and the player usually receives a reward of some sort, often in the forms of [[sticker]]s, though recovery items and trophies can also potentially be awarded. Certain levels including [[Midair Stadium]], [[The Battlefield Fortress]], [[Outside the Ancient Ruins]], [[The Canyon]], and [[The Subspace Bomb Factory (Part II)|The Subspace Bomb Factory II]] have situations similar to ambushes except that the battle takes up an entire part of the level, instead of being a blockade in the middle of a level. These ambushes generally have a higher enemy count, alongside an extra display on the screen showing exactly how many more enemies remain. The Canyon is made up entirely of an ambush, and is the only level to consist of such.
An '''ambush''' (or a '''locked battle''') is when a level of the [[Subspace Emissary]] stops advancing forwards and locks in place, forcing the player to take on a group of [[Subspace Army]] members. Ambushes can be identified by a purple screen flash and a distinctive sound, followed by a series of enemies appearing. Once all of the enemies are defeated, the screen flashses white and the player can resume advancing through the level.


Ambushes can also happen in certain areas of the [[Smash Run]] map in {{for3ds}}. When ambushes occur, the player is tasked with defeating a number of enemies within a period of time; if they defeat the enemies before the timer runs out, they will receive stat boosts, as well as other potential rewards, such as [[trophies]]. Failing to defeat all the enemies within the time limit will not grant any bonuses; the enemies will simply vanish, leaving the player to continue.
All levels of the Subspace Emissary contain at least one ambush. They likely exist in order to keep players from simply running through every level without engaing any enemies.


Ambushes also appear in a sole stage of [[Adventure Mode: World of Light]]. The first phase of the [[Final stage (World of Light)|final stage]] consists of a long upward auto-scrolling segment that locks at four locations throughout for ambushes against [[false character|Puppet Fighters]].
Certain levels - namely [[Midair Stadium]], [[Battlefield Fortress]], [[The Canyon]], [[Outside the Ancient Ruins]], and [[Subspace Bomb Factory]] - have situations similar to ambushes except for the fact that the battle takes up an entire piece of the level, instead of being a blockade in the middle of a level. These ambushes generally have a higher enemy count, alongside an extra bar on the screen showing how many more enemies remain. The Canyon is the only level to be nothing but an ambush.


==Trivia==
==Trivia==
*Unlike other ambushes, fights with Link in the [[Underground Maze]] are not initiated until the player is grounded. As a result, it is possible to carefully pass through the rooms avoiding touching any of the platforms, and thus complete the stage without ever having to take part in a fight with the character, though this precludes the player from receiving the [[List_of_bonuses#Super_Smash_Bros._Melee|Link Master]] special bonus.
*For most ambushes, parts of terrain that aren't connected to the main area and are just off-screen become disabled, preventing players from being rescued by a bounce off an unseen object.
*For most ambushes, parts of terrain that are not connected to the main area and are hidden just off-screen become intangible, preventing players from being rescued by a bounce off an unseen object.
*[[Glire]]s, [[Glice]]s, and [[Glunder]]s tend to take themselves out of ambushses, due to rolling along terrain that leaves the screen.
*[[Glire]]s, [[Glice]]s, and [[Glunder]]s tend to take themselves out of ambushes, due to rolling along terrain that leaves the screen.
*Humorously, there is a locked battle in Subspace that contains nothing but a [[Ticken]] - which appears above no platforms and promptly falls off the screen.
*Humorously, there is a locked battle in [[Subspace (Part II)]] that contains nothing but a single [[Ticken]] - which appears above no platforms and promptly falls off the screen.


{{SubspaceArmy}}
[[Category:Subspace Emissary]]
[[Category:Subspace Army]]
[[Category:Stage parts]]

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