Editing Blast through
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[[File:Blast_through_Corneria.jpg|thumb|{{SSBB|Donkey Kong}} using his [[forward smash]] on {{SSBB|Sonic}}, making the latter pass through the Great Fox's fin.]] | [[File:Blast_through_Corneria.jpg|thumb|right|{{SSBB|Donkey Kong}} using his [[forward smash]] on {{SSBB|Sonic}}, making the latter pass through the Great Fox's fin.]] | ||
'''Blast through''' is a [[glitch]] in ''[[Super Smash Bros.]]'' | '''Blast through''' is a [[glitch]] in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Brawl]]''. It involves hitting a character at such high speeds towards a solid part of the terrain that they go straight through. Despite the mechanics around the glitch being simple and with the potential to lead to several instances of the glitch happening, it is difficult to pull off accidentally. There is currently no known way to perform this in any subsequent game in the series. | ||
==Execution== | ==Execution== | ||
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#One character must deal up to 900% or higher damage to the other, using either set knockback attacks, hacks, or the [[Green Shell glitch]]. | #One character must deal up to 900% or higher damage to the other, using either set knockback attacks, hacks, or the [[Green Shell glitch]]. | ||
#The damaged character should be placed below the [[Bumper]] of the stage, and the other character must hit | #The damaged character should be placed below the [[Bumper]] of the stage, and the other character must hit him/her towards the Bumper. | ||
If done successfully, the character will pass through the Bumper and be Star KO'd. In [[Training Mode]], however, if the game is slowed down via the speed features, it can be seen that the character collides with the Bumper, rather than passing through it. | If done successfully, the character will pass through the Bumper and be Star KO'd. In [[Training Mode]], however, if the game is slowed down via the speed features, it can be seen that the character collides with the Bumper, rather than passing through it. | ||
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For the first scenario, if all went well, the opponent should fly through the tip of the [[Great Fox]]' fin. For the second case, the character should pass through the structure. | For the first scenario, if all went well, the opponent should fly through the tip of the [[Great Fox]]' fin. For the second case, the character should pass through the structure. | ||
==[[No KO]] stages== | ==[[No KO]] stages== | ||
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==Explanation== | ==Explanation== | ||
[[File:Blast_through_diagram.png|thumb|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]] | [[File:Blast_through_diagram.png|thumb|right|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]] | ||
One of the easiest and least performance-intensive ways to check for collisions is to analyze if a character's [[hitbox]]es would be inside the stage's hitboxes on the next frame of movement. If so, then the move doesn't happen, and the character bounces off. If not, that means that there is probably no terrain in the way for the next frame, so movement can happen. | One of the easiest and least performance-intensive ways to check for collisions is to analyze if a character's [[hitbox]]es would be inside the stage's hitboxes on the next frame of movement. If so, then the move doesn't happen, and the character bounces off. If not, that means that there is probably no terrain in the way for the next frame, so movement can happen. | ||
If the speed is too high, the character moves a large distance per frame. Suppose one frame, the character is very close to a piece of solid scenery, and the game calculates their position on the next frame. Due to their huge distance move per frame, the next position is beyond the terrain. As such, the game assumes there is nothing in-between. | If the speed is too high, the character moves a large distance per frame. Suppose one frame, the character is very close to a piece of solid scenery, and the game calculates their position on the next frame. Due to their huge distance move per frame, the next position is beyond the terrain. As such, the game assumes there is nothing in-between. | ||
This glitch isn't | This glitch isn't a problem because the ''Super Smash Bros.'' game engines check for collisions at least once per frame, which is enough to cover most scenarios. It can only happen if severe amounts of [[knockback]] are implemented, and only on terrain that's thin enough. A solution would be to implement a different collision detection method, like one that checks for hitboxes between the before and after positions. | ||
Interestingly, it can be noted in the Corneria case in ''Super Smash Bros. Brawl'' that the stage actually shifts the character's trajectory a bit, as if it were refracted. Whether or not this is influenced by the interference of knockback from a small detection of collision on the frame after the pass through, or if this "glitch" is actually accounted for in the engine is unknown. | Interestingly, it can be noted in the Corneria case in ''Super Smash Bros. Brawl'' that the stage actually shifts the character's trajectory a bit, as if it were refracted. Whether or not this is influenced by the interference of knockback from a small detection of collision on the frame after the pass through, or if this "glitch" is actually accounted for in the engine is unknown. | ||
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[[Category:Glitches (SSB)]] | [[Category:Glitches (SSB)]] | ||
[[Category:Glitches (SSBB)]] | [[Category:Glitches (SSBB)]] | ||