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[[ | 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 {{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|value]] aspects of a match that they have control over without overcentralizing the match. | |||
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]]. | Stage hazards often play a role in improvised [[combos]]. | ||
In ''[[Super Smash Bros. Ultimate]]'', stage hazards can be turned off. | |||
==Types of stage hazards== | ==Types of stage hazards== | ||
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*'''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. | *'''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 [[platform]]s that travel or move suddenly 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]], the balancing platforms on [[Mushroom Kingdom]], and any platform aside from the main one on [[Town and City]] may also be considered rogue platforms. | *'''Rogue platforms''' are [[platform]]s that travel or move suddenly 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]], the balancing platforms on [[Mushroom Kingdom]], and any platform aside from the main one on [[Town and City]] 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 stage]]s in ''[[Brawl]]''. Trapdoors differ in terms of how they are triggered; some automatically open and close at timed intervals, some open based on proximity (with a delay before opening) and then automatically close | *'''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]]''. Trapdoors differ in terms of how they are triggered; some automatically open and close at timed intervals, some open based on proximity (with a delay before opening) and then automatically close some time later; and still others have to be manually triggered (such as by taking damage) in order to open. | ||
*'''[[Stage transformation|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, and [[Orbital Gate Assault]] features many sudden transitions from one group of spaceship platforms to another. These should not be confused with trapdoor hazards; the difference is that trapdoors are located in specific portions of a stage, whereas transformation hazards specifically feature a (near) global change in the stage. | *'''[[Stage transformation|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, and [[Orbital Gate Assault]] features many sudden transitions from one group of spaceship platforms to another. These should not be confused with trapdoor hazards; the difference is that trapdoors are located in specific portions of a stage, whereas transformation hazards specifically feature a (near) global change in the stage. | ||
*'''Acid''' hazards, which do not specifically need to be | *'''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 {{uv|Star Fox}} stages. These sometimes overlap with blast hazards, such as the Combo Cannon on Halberd. | *'''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 {{uv|Star Fox}} stages. These sometimes overlap with blast hazards, such as the Combo Cannon on Halberd. | ||
*'''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 {{SSBB|Mario Circuit}}. Vehicle collisions may also trigger explosions on certain items. Vehicles are similar to mobile static hazards in that both pose a threat by slamming into fighters; the main difference is that vehicles briefly pass through the playable area at various intervals, while static hazards are either always onstage or remain onstage for extended periods of time, and vehicles also usually move quickly and warn players before their appearance, while static hazards can appear abruptly and usually move slowly (if they move at all). Vehicle hazards are not necessarily actual vehicles; anything that periodically rushes through the stage and damages fighters in its path, without lingering onstage for more than a few seconds, fits this hazard archetype. A good example is the Peckish Aristocrab in the [[Garden of Hope]] stage, which does not fit any conventional definition of the word "vehicle", yet has all the properties of a vehicle-type stage hazard (dashes through stage periodically and inflicts damage and knockback to all fighters it collides with, has a clear warning of its imminent arrival before threatening fighters, does not remain | *'''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 {{SSBB|Mario Circuit}}. Vehicle collisions may also trigger explosions on certain items. Vehicles are similar to mobile static hazards in that both pose a threat by slamming into fighters; the main difference is that vehicles briefly pass through the playable area at various intervals, while static hazards are either always onstage or remain onstage for extended periods of time, and vehicles also usually move quickly and warn players before their appearance, while static hazards can appear abruptly and usually move slowly (if they move at all). Vehicle hazards are not necessarily actual vehicles; anything that periodically rushes through the stage and damages fighters in its path, without lingering onstage for more than a few seconds, fits this hazard archetype. A good example is the Peckish Aristocrab in the [[Garden of Hope]] stage, which does not fit any conventional definition of the word "vehicle", yet has all the properties of a vehicle-type stage hazard (dashes through stage periodically and inflicts damage and knockback to all fighters it collides with, has a clear warning of its imminent arrival before threatening fighters, does not remain onstage for a prolonged period of time). | ||
*'''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]] platforms''' make it difficult to control the momentum of traversing characters. In ''Brawl'', slippery platforms may also increase the odds that a character will [[trip]]. This hazard does not affect the [[Ice Climbers]]. | *'''[[Slippery]] platforms''' make it difficult to control the momentum of traversing characters. In ''Brawl'', slippery platforms may also increase the odds that 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 {{SSB|Mushroom Kingdom}}. | *'''Switches''' need to be activated before any changes occur. Currently, the only switch that significantly threatens players is the [[POW Block]] in {{SSB|Mushroom Kingdom}}. | ||
*'''Panning cameras''' force characters to follow the camera, as [[blast line]]s 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 | *'''Panning cameras''' force characters to follow the camera, as [[blast line]]s 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. | ||
*'''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. | *'''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 damaged and defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain. | *'''[[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 damaged and defeated or can be grabbed and thrown. One example of an enemy hazard is the [[Polar Bear]] in Icicle Mountain. | ||
*'''Stage bosses''' are large enemies | *'''[[Boss#Stage_bosses|Stage bosses]]''' are large enemies exclusive to ''[[Super Smash Bros. 4]]'' and ''Ultimate''. They are much larger than regular enemies, and can take a lot of damage before being defeated. They may also have other significant effects besides disrupting the battle, such as destroying portions of the stage, or awarding a KO to the player who defeated them. | ||
*'''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]]. While the [[Peckish Aristocrab]] on [[Garden of Hope]] exhibits characteristics of a vehicle hazard, as previously mentioned, it is also considered a monster by virtue of being a large, hostile living being that is immune to all attacks from the fighters. | *'''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]]. While the [[Peckish Aristocrab]] on [[Garden of Hope]] exhibits characteristics of a vehicle hazard, as previously mentioned, it is also considered a monster by virtue of being a large, hostile living being that is immune to all attacks from the fighters. | ||
==Stage | ==Stage Hazard Switch== | ||
In | In [[Super Smash Bros. Ultimate]], stage hazards can be turned on or off. Its description in-game says that it turns off hazards "like environmental changes and enemies", however the way it is implemented from stage to stage can vary - for example some stages (such as [[Saffron City]]) have moving platforms kept still, while others (such as the rightmost platform in [[Frigate Orpheon]] may still move. The list of stages currently known to have changes follows: | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Stage | ! Stage | ||
! Differences with hazards off | ! Differences with hazards off | ||
|- | |- | ||
| [[Boxing Ring]] | | [[Boxing Ring]] | ||
| The stage lights do not fall | | The stage lights do not fall. | ||
|- | |- | ||
| [[Coliseum]] | | [[Coliseum]] | ||
| No platforms rise from the ground. | | No platforms rise from the ground. | ||
|- | |- | ||
| [[Frigate Orpheon]] | | [[Frigate Orpheon]] | ||
| | | Stage doesn't flip, remaining only in the first area. Blackouts do not occur, and the platforms that move in from the left and right blast zones are gone. | ||
|- | |- | ||
| [[Great Plateau Tower]] | | [[Great Plateau Tower]] | ||
| The top of the tower | | The top of the tower doesn't take damage and as a result can never be destroyed and is never replaced by the soft platform. | ||
|- | |- | ||
| [[Green Hill Zone]] | | [[Green Hill Zone]] | ||
| Checkpoints do not appear | | Checkpoints do not appear and the stage no longer crumbles. | ||
|- | |- | ||
| [[Kongo Falls]] | | [[Kongo Falls]] | ||
| Klaptrap, the launch barrel, and the log platforms | | Klaptrap, the launch barrel, and the log platforms that flow in the waterfall don't appear. The main raft platform is no longer moved when fighters stand on it. | ||
|- | |- | ||
| [[Lylat Cruise]] | | [[Lylat Cruise]] | ||
| The stage does not tilt | | The stage does not tilt. | ||
|- | |- | ||
| [[Princess Peach's Castle]] | | [[Princess Peach's Castle]] | ||
| Banzai Bills and switches never appear | | Banzai Bills and switches never appear. The platforms that would normally raise when stood on are now stationary. | ||
|- | |- | ||
| [[Saffron City]] | | [[Saffron City]] | ||
| The door of the Silph Co. building never opens to spawn Pokémon. The hovering platforms on the left do not move. | | The door of the Silph Co. building never opens to spawn Pokémon. The hovering platforms on the left do not move. | ||
|- | |- | ||
| [[Skyworld]] | | [[Skyworld]] | ||
| The solid part of the stages are not destructible. The lower moving platform does not | | The solid part of the stages are not destructible. The lower moving platform does not appear. | ||
|- | |- | ||
| [[Spirit Train]] | | [[Spirit Train]] | ||
| The final car never changes from its initial basic form, and the blast zones no longer move about as a result. No Dark or Armored Trains spawn | | The final car never changes from its initial basic form, and the blast zones no longer move about as a result. No Dark or Armored Trains spawn. | ||
|- | |- | ||
| [[Town and City]] | | [[Town and City]] | ||
| The stage still transitions between the town and city, but the platforms within each form do not move outside of the transition. Balloons do not spawn. | | The stage still transitions between the town and city, but the platforms within each form do not move outside of the transition. Balloons do not spawn. | ||
|- | |- | ||
| [[ | | [[Tortimer Island]] | ||
| | | No fruits appear on the trees. Neither the boat nor shark appear. | ||
|- | |- | ||
| [[Wily Castle]] | | [[Wily Castle]] | ||
| The Yellow Devil and moving platforms | | The Yellow Devil and moving platforms don't appear. | ||
|} | |} | ||
[[Category:Stages]] | [[Category:Stages]] | ||
[[Category:Stage hazards]] | [[Category:Stage hazards| ]] |