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'''Effect''' | '''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. | ||
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]] | *[[Normal]], the default effect for all attacks | ||
* | *Coin, which is purely cosmetic and appears only in the [[Super Jump Punch]] and its variants | ||
*[[Electric]] | *[[Electric]], which increases [[freeze frame]]s | ||
*[[Flame]] | *[[Flame]], used for all fire-based attacks | ||
*[[Slash]] | *[[Slash]], primarily used by swords and other sharp attacks | ||
*[[Sleep]] | *[[Sleep]], which puts opponents to sleep | ||
===Introduced in ''[[Super Smash Bros. Melee]]''=== | ===Introduced in ''[[Super Smash Bros. Melee]]''=== | ||
*[[Bury]] | *[[Bury]], which embeds opponents in the ground | ||
*[[Darkness]] | *[[Darkness]], which applies shadowy flames to targets | ||
*[[Flower]] | *[[Flower]], which gives the opponent a flower that damages over time | ||
*[[Freezing]] | *[[Freezing]], which encases opponents in a block of ice | ||
*[[Grab]] | *[[Grab]], which is used to turn hitboxes into grabs, this is unique to ''Melee'' and differs from how grabs function in other games | ||
* | *Inert, which is only used for detection rather than damage | ||
*[[Reverse]] | *[[Reverse]], which turns opponents around | ||
*[[Screw | *Screw, unique to the [[Screw Attack (item)|Screw Attack item]], which causes victims to do a Screw Attack | ||
*[[ | *[[Stun]], which stuns the opponent | ||
===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 | ||
* | *Down, which leaves the opponent lying down | ||
* | *Flinchless, which doesn't cause flinching or knockback, only damage | ||
*[[Grass]], which is used in [[type effectiveness]] | |||
*[[Paralyze]] | *[[Paralyze]], which locks the opponent in place for several seconds before applying knockback | ||
* | *Plunge, which acts like Bury except that it shoves opponents all the way through soft platforms | ||
*[[Slip]] | *[[Slip]], which automatically makes the opponent [[trip]] | ||
* | *[[Water]], which is 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 eliminate players in one hit | ||
* | *[[Magic]], which was previously in ''Brawl'' as a type<!--PK attacks use it too, may need renaming to "glitter" or "sparkle" or something--> | ||
*Stab, which appears to be a purely cosmetic Slash variant | |||
*Solar, which is used for the lens flare visuals of [[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 30 is used | *Effect 30 is used for Light Arrow's main attack, a currently-nonspecific non-damaging part of Duck Hunt's can, and 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 | ||
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[[Category:Effects| ]] | [[Category:Effects| ]] |