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[[Image:Bury.jpg|right|thumb|Donkey Kong buried in the ground.]]
[[File:SSBUWebsiteWiiFitTrainer3.jpg|thumb|250px|Sheik buried upright by Wii Fit Trainer in ''Ultimate'']]
'''Buried''' is a state that characters enter under various circumstances, including being hit by [[Donkey Kong]]'s [[Headbutt]] move and being affected by a [[Pitfall]]. In this state, controls are disabled until it wears off. Characters can only be buried if already touching the ground.
Being '''buried''' is a status condition that can be inflicted by attacks with a [[bury]] or [[plunge]] [[effect]]. It debuted in ''[[Super Smash Bros. Melee]]'', and has appeared in every subsequent game. A buried character is embedded in the ground, with the visible part of their body surrounded by churned dirt, and is then unable to take action until the status wears off. Burying generally lasts longer as the target's [[damage]] percentage increases, but can be escaped faster via [[button mashing]].


==General properties==
==Causes of Burying==
Any fighter on the ground hit by an attack with a bury effect will be buried. In '' Melee'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', a character that is [[Floor recovery|lying down]] cannot be buried, unless they are lying down due to [[Snake]]'s [[down throw]]; however, a character who has [[trip]]ped can be buried. In ''[[Super Smash Bros. Brawl]]'', characters lying down on the ground can be buried. If a fighter cannot be buried, they simply take [[knockback]] as usual from the bury attack. In all games, buried characters cannot be [[grab]]bed.
* [[Donkey Kong|Donkey Kong's]] [[Headbutt]] - When Donkey Kong uses its [[Forward B]] attack on a grounded  opponent, they will be stuck in the ground for a brief moment.
* [[Giga Bowser Transformation|Giga Bowser]]'s dash attack - Hops and slams his body onto the ground. Can sometimes slam foes into the earth.
* [[Metagross]]' Earthquake - Stomps on the ground causing nearby characters to be buried.
* [[Pitfall]] - This item will cause characters to become buried if it is thrown.
* [[Togepi|Togepi's]] Earthquake - One of the moves that Togepi can use with its Metronome move is Earthquake. When Earthquake is used, all other characters in the radius of Earthquake will be buried.
* [[Waluigi]]'s stomping - When Waluigi appears on the field as an Assist Trophy, he will target one character and stomp them into the ground, resulting in a buried state. The player remains in this state as Waluigi continues to stomp, and is released when Waluigi delivers a finishing blow.
* [[Olimar (SSBB)|Olimar's]] [[End of Day]]: When Olimar enters his ship at the beginning of the attack, any grounded enemies
touching the ship will be buried.


In ''Melee'', very few attacks can bury characters, with the only one belonging to a playable character being {{SSBM|Donkey Kong}}'s [[Headbutt]]. It has since become increasingly more common in later games, with examples of new attacks that can cause it being {{SSB4|Villager}}'s [[down smash]], {{SSB4|Zero Suit Samus}}' automatic [[Flip Jump]] stomp from ''Smash 4'' onward, {{SSBU|Mr. Game & Watch}}'s down smash in ''Ultimate'', and {{SSBU|King K. Rool}}'s [[down throw]]. The [[Pitfall]] item uses a plunge effect, which drops characters through [[soft platform]]s if they can be buried, but otherwise behaves identically to the bury effect.
[[Category:Game Controls]]
 
[[Category:Special Conditions]]
In ''Ultimate'', the support [[spirit]] skill Bury Immunity prevents the equipped fighter from being buried.
 
===Appearance===
In ''Melee'' and ''Brawl'', a buried character simply remains stuck in one animation [[frame]], with no visual indication of how much time they have left to escape. In ''Smash 4'', however, they shake when [[button mashing]] to escape faster. ''Ultimate'', in addition to keeping this visual effect, adds others that better indicate how close a buried character is to escaping; when 30% of the initial bury duration has passed, small portions of dirt splash out of them, and when 60% of the duration has passed, the character flashes yellow with larger and louder portions of dirt splashing out of them. If buried by a throw, the small dirt splashes appear immediately, with the latter effect instead happening when 33.3% of the initial bury duration has passed.
 
In ''Ultimate'', characters have two buried poses: upright and upside down. Fighters are normally buried upright, but {{SSBU|King K. Rool}}, {{SSBU|R.O.B.}}, and {{SSBU|Banjo & Kazooie}}'s [[down throw]]s bury the thrown fighter upside down. The latter pose is also used during {{SSBU|Lucas}}'s down throw, although it does not cause the buried condition (in ''Smash 4'', it uses a character's grabbed animation rather than a specific buried pose). Being buried upright or upside down affects the [[hurtbox]] placement of the buried character, so a character that is buried upright might not get hit by an attack that would hit them buried upside down, and vice versa.
 
The [[boss]] [[Rathalos]] (but not as an [[Assist Trophy]]) is affected by Pitfalls, having its own unique buried appearance with a very large amount of churned dirt surrounding it. It cannot be buried by any other attacks, however.
 
==Technical information==
===Bury time===
In ''Melee'', the formula for bury [[frame]]s is <code>99 + 0.7p - 15h</code>, rounded down. '''p''' is the opponent's percent after the burying attack hits, while '''h''' is a handicap equal to the victim's current rank disadvantage over the grabber (for example, if the victim is placing 4th and the attacker is placing 1st, it is equal to 3). As a result, players that are currently losing will be buried for less time, and the minimum possible bury time without button mashing can be 99, 84, 69, or 54 frames depending on their rank disadvantage. [[Button mashing]] reduces bury time by 6 frames per input.
 
From ''Brawl'' onward, the formula is changed to <code>10 + 30h + 15(3 - r) + 0.5p + 1.5k</code>, rounded up, with the factors corresponding to the following:
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make bury time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) controls stock deficit, being equal to 0.25 if the user is one stock behind the opponent, and 0.375 with two or more stocks behind. On the other hand, '''r''' (rank) controls stock leads, being equal to 1.5 if the user is one stock ahead of the opponent, and 1.8 with two or more stocks ahead.
**If both characters' stocks (or points) are equal, both factors are equal to 0, simplifying the formula to <code>55 + 0.5p + 1.5k</code>.
**To summarize, characters bury opponents for 8 more frames with a -1 difference in stocks (or points), 12 more frames with a -2 difference or lower, 18 less frames with a +1 difference, and 22 less frames with a +2 difference or higher.
**In ''Brawl'' and ''Smash 4'', '''h''' is equal to 0.325 and 0.65, respectively, while '''r''' is equal to 1.7 and 2.35, respectively. This causes characters to be buried for 10 more frames with a -1 difference in stocks (or points), 20 more with a -2 difference or lower, 25 less with a +1 difference, and 35 less with a +2 difference or higher.
*'''p''' takes the [[1v1 multiplier]] into account in ''Ultimate''.
*'''k''' is the numerical [[knockback]] amount inflicted by the burying attack, using a [[weight]] of 100 for every character.
*Button mashing reduces bury time by 5 frames per input in ''Brawl'', and 8 frames per input in ''Smash 4'' and ''Ultimate'' (14.4 for buttons, but they cannot be inputted as quickly as stick inputs).
 
As a result, in addition to characters' rank in a battle being a more important factor for bury time, attacks also have their bury time influenced by their knockback, rather than simply the opponent's percent.
 
In ''Ultimate'', characters with burying [[down throw]]s use different formulas for them:
*{{SSBU|Banjo & Kazooie}}'s: <code>35 + 0.5p</code>
*{{SSBU|King K. Rool}}'s: <code>60 + 0.75p</code> (<code>90 + 0.51p</code> prior to update {{SSBU|2.0.0}})
*{{SSBU|R.O.B.}}'s: <code>30 + 0.4p</code>
 
For these formulas, '''p''' is the opponent's percent ''before'' the damage is dealt, instead of after. Due to knockback and rank not being factors whatsoever, the bury time of these throws is much less variable and thus easier to calculate.
 
In all games, a character's bury time ending causes them to automatically [[jump]] with some additional [[ending lag]], effectively adding some vulnerable time after the bury. This ending lag lasts 16 frames in ''Melee'', 11 frames in ''Brawl'' and ''Smash 4'', and 12 frames in ''Ultimate''. However, in ''Melee'', buried characters are given [[invincibility]] for 18 frames upon escaping, preventing guaranteed followups; this is not the case in later games, allowing burying moves to be combo starters and even set up various [[kill confirm]]s.
 
===Knocking characters out of burying===
In ''Melee'', buried characters remain stuck on the ground until the effect wears off or the ground disappears, and attacks do not affect its duration, even if they deal extremely high knockback. From ''Brawl'' onward, hitting the character with an attack that deals at least a certain amount of knockback (100 units in ''Brawl'' and ''Smash 4'', and 90 units in ''Ultimate'') causes them to escape the bury and be launched as usual. In ''Brawl'' and ''Ultimate'', the amount of knockback taken does not get reduced, allowing for reliable, early KO setups on buried characters; however, in ''Smash 4'', it is equal to 0.7× of the knockback that would have been inflicted otherwise, drastically weakening the effectiveness of such setups.
 
In ''Ultimate'', attacks that hit buried opponents without unburying them have their knockback "stored" and applied when the effect wears off, including [[neutral attack]]s and [[meteor smash]]es, and even other status conditions such as [[freezing]], allowing even more followups out of a bury if the opponent cannot escape quickly enough.
 
===Bury tech situation storage===
[[File:BTSSExecution.gif|thumb|300px|{{SSBU|King K. Rool}} setting up BTSS on {{SSBU|Ganondorf}} using down tilt → jab, a virtually guaranteed setup. This gives ample access to [[lock]] combos.]]
'''Bury tech situation storage''', or '''BTSS''' was a [[glitch]] and [[advanced technique]] that existed in ''[[Super Smash Bros. Ultimate]]'' until version 13.0.0, where it was [[patch]]ed out.<ref>https://youtu.be/UhhykyAvBMs</ref> It was caused by interactions between [[mash]]ing, [[ASDI]], and the buried [[effect]].
 
To trigger the glitch, after burying an opponent, said opponent needed to be hit by an attack that resulted in a launch [[angle]] of 0° or 180° (including the [[Sakurai angle]] at lower percentages), while the mashing opponent had their control stick positioned in the upper half of the stick radius. The reason why this happened is due to buries storing knockback and [[ASDI]] being triggered on release when the stick is held upwards at the end of the bury. This caused opponents to be forced into a tech situation. Due to ASDI being required, bury throws, still being treated as [[throw]]s, were unaffected by BTSS; in other words, any bury-causing attack, from [[Pitfall]]s to [[Flip Jump]], could cause BTSS to occur.
 
In terms of attacks that caused the glitch, almost every [[neutral attack]] in the game caused it due to their low [[knockback]] and Sakurai [[angle]]s, making it very easy to set up. Since the Sakurai angle is locked to 0° prior to 60 KB, and was (and is) abundant in ''Ultimate'', this made an otherwise rare occurrence very easy to execute. Given the technique required an opponent to use stick mashing, however, the technique was limited in scope; technically, mashing in the lower circumference of the control stick, or simply using the otherwise suboptimal button mashing, could avoid the situation entirely. Therefore, exploitation of the technique was largely restricted to reacting to when the situation occurred. The situations in which this was the case were fruitful, though: It had around a 50% chance of occurring if a player simply mashed wrong.
 
Opponents being able to miss techs right in front of a player gave them easy access to [[lock]] confirms, especially if they could also cover tech options. As a result, BTSS had very high reward should it occur in the right circumstances, and thus players aware of the technique would use it as a knowledge check. Characters such as King K. Rool could also trigger the glitch with moves like K. Rool's [[King K. Rool (SSBU)/Down aerial|down aerial]] pre-tumble, allowing for exceedingly high damage output that also covered tech options with alternate, reactable combo routes. However, the [[randomness]]-based inconsistencies of the technique also made it difficult to implement, on account of requiring quick reaction time. In fact, without having a specific combo route for whether it works or not, BTSS was arguably more of an inconvenience than a benefit.
 
==Gallery==
<gallery>
PichuBuried.png|Pichu buried in ''Melee''
Bury.jpg|Donkey Kong buried in ''Brawl''
Luigi Buried SSB4.jpg|Luigi buried in {{forwiiu}}
SSBUWebsiteR.O.B.4.jpg|Wario buried upside down in ''Ultimate''
ShovelKnight1.jpg|Characters buried by [[Shovel Knight]] in ''Ultimate''
</gallery>
 
==Trivia==
*If buried during their extra platform drop frames, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}} will instantly unbury while sustaining [[hitlag]] in a similar manner to the [[Bounce glitch]].
 
==References==
{{reflist}}
 
[[Category:Special conditions]]

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