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{{ArticleIcons|ssbb=y|ssb4-u=y|ssbu=y}}
{{ArticleIcons|brawl=y|ssb4-u=y|ultimate=y}}
[[File:Mr. Game & Watch and R.O.B. Swimming in Super Smash Bros. Ultimate.jpg|thumb|{{SSBU|Mr. Game & Watch}} and {{SSBU|R.O.B.}} swimming in ''[[Super Smash Bros. Ultimate]]'']]
[[File:Mr. Game & Watch and R.O.B. Swimming in Super Smash Bros. Ultimate.jpg|thumb|{{SSBU|Mr. Game & Watch}} and {{SSBU|R.O.B.}} swimming in ''[[Super Smash Bros. Ultimate]]'']]
'''Swimming''' ({{ja|泳ぎ|Oyogi}}, ''Swimming'') is an action in ''[[Super Smash Bros. Brawl]]'', {{forwiiu}}, and ''[[Super Smash Bros. Ultimate]]'' that gives a player mobility in water. All fighters can swim, regardless of whether they could in their home series. Swimming generally has two animations: a normal floating animation (or '''Swim''' internally) and a more panicked "drowning" animation ('''SwimDrown'''). A player that enters water will float for a while, enter the drowning animation, and eventually sink ('''SwimDrownOut'''). Swim time is determined by damage; the character is irrelevant.  
'''Swimming''' ({{ja|泳ぎ|Oyogi}}, ''Swimming'') is an action in ''[[Super Smash Bros. Brawl]]'', {{forwiiu}}, and ''[[Super Smash Bros. Ultimate]]'' that gives a player mobility in water. Swimming generally has two animations: a normal floating animation and a more panicked "drowning" animation. A player that enters water will float for a while, enter the drowning animation, and eventually sink. Swim time is determined by damage; the character is irrelevant.  


In ''[[Super Smash Bros. Melee]]'' and {{for3ds}}, there is no swimming mechanic; instead, characters fall through water. In the original ''[[Super Smash Bros.]]'', there is no water in which to swim.
In ''[[Super Smash Bros. Melee]]'' and {{for3ds}}, there is no swimming mechanic; instead, characters simply fall through water. In the original ''[[Super Smash Bros.]]'', there is simply no water to facilitate a swimming mechanic.


In ''Super Smash Bros. Ultimate'', players with a "swimmer" effect spirit can swim indefinitely without drowning and swimming time is reduced in spirit battles with a "Buoyancy Reduced" rule often accompanied with a "You can't swim" or a "Nobody knows how to swim" condition.
In ''Super Smash Bros. Ultimate'', players with a "swimmer" effect spirit can swim indefinitely without drowning and swimming time is reduced in spirit battles with a "Buoyancy Reduced" rule often accompanied with a "You can't swim" or a "Nobody knows how to swim" condition.  


==Mechanics==
==Mechanics==
[[File:Swimming SSBB.jpg|thumb|{{SSBB|Donkey Kong}} and {{SSBB|Wario}} drowning in ''Brawl'']]
[[File:Swimming SSBB.jpg|thumb|Donkey Kong and Wario drowning in ''Brawl'']]
The time for which players can continue to swim is determined by how much damage has been received: the more damage accumulated, the less time the character can stay afloat before drowning. Drowning causes the character to sink through the water while immobile and be [[KO]]'d. It cannot be stopped once started. All characters have the same base swim time and can drown, regardless of swimming ability or underwater survivability in their own games. All characters also swim at the same speed.
The time for which players can continue to swim is determined by how much damage has been received: the more damage accumulated, the less time the character can stay afloat before drowning. Drowning causes the character to sink through the water while immobile and be [[KO]]'d. It cannot be stopped once started. All characters have the same base swim time and can drown, regardless of swimming ability or underwater survivability in their own games. However, characters like {{SSBB|Squirtle}} swim much faster than characters such as {{SSBB|Sonic}}.


Characters can swim for a maximum of four seconds, after which they can remain afloat floundering for an additional 2.5 seconds, when they will enter a "panicking" animation. The 4-second clock is shorter for higher-damaged characters, at a rate of 1 second for each 24% damage. As a result, characters at 96% damage or higher will enter the flailing state immediately upon surfacing. The swim time in the SSE can be increased by using [[sticker]]s. In ''Ultimate'', equipping any Spirit with the "Swimmer" ability sets swim time to infinite, allowing characters to stay in water for as long as they like.
Characters can swim for a maximum of four seconds, after which they can remain afloat floundering for an additional 2.5 seconds, when they will enter a "panicking" animation. The 4-second clock is shorter for higher-damaged characters, at a rate of 1 second for each 24% damage. As a result, characters at 96% damage or higher will enter the flailing state immediately upon surfacing. The swim time in the SSE can be increased by using [[sticker]]s. In ''Ultimate'', equipping any Spirit with the "Swimmer" ability sets swim time to infinite, allowing characters to stay in water for as long as they like.


Swim times are only reset by landing on dry land; simply jumping out of the water momentarily will not give the player any extra time (although it will stall the amount of time). However, it does reset it to the "panic" stage. The player can continue jumping out of and back into the water infinitely and never drown, provided they don't wait over the normal panic limit. Even characters at very high damage have 2.5 seconds before drowning to jump, making it difficult to forcibly drown an opponent.
Swim times are only reset by landing on dry land; simply jumping out of the water momentarily will not give the player any extra time (although it will stall the amount of time). However, it does reset it to the "panic" stage. The player can continue jumping out of and back into the water infinitely and never drown, provided they don't wait over the normal panic limit. Even characters with 999% damage have 2.5 seconds before drowning to jump, making it difficult to forcibly drown an opponent.


Apart from moving, characters can only jump when swimming, which mostly acts as their ground jump.
Apart from moving, characters can only jump when swimming, which mostly acts as their ground jump.
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Interestingly, swimming times are unaffected by transformations; a [[Metal Box|metal character]] can swim just as long as a normal character. That said, a metal character will sink further before surfacing. (This trick is used once in the [[Subspace Emissary]] in [[The Glacial Peak|a secret room]].)
Interestingly, swimming times are unaffected by transformations; a [[Metal Box|metal character]] can swim just as long as a normal character. That said, a metal character will sink further before surfacing. (This trick is used once in the [[Subspace Emissary]] in [[The Glacial Peak|a secret room]].)


Only {{SSBB|Olimar}}'s Blue {{b|Pikmin|species}} can swim, and the rest will drown after a few seconds (''Brawl'') or about a second (''Wii U'', ''Ultimate'') in deep water if not [[Pikmin Order|called back]]. Red Pikmin die immediately.
Only {{SSBB|Olimar}}'s Blue [[Pikmin (species)|Pikmin]] can swim, and the rest will drown after a few seconds (''Brawl'') or about a second (''Wii U'', ''Ultimate'') in deep water if not [[Pikmin Order|called back]]. Red Pikmin die immediately.


If a character is trapped in an [[Egg Lay|egg]], they can sink to the bottom and be KO'd if they don't break out in time.
If a character is trapped in an [[Egg Lay|egg]], they can sink to the bottom and be KO'd if they don't break out in time.
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In ''Ultimate'', certain characters with a weakness to water will take a small amount of damage (about 0.3% per 20 frames, stopping at 300%) while swimming. This includes {{SSBU|Charizard}}, {{SSBU|Sonic}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}.
In ''Ultimate'', certain characters with a weakness to water will take a small amount of damage (about 0.3% per 20 frames, stopping at 300%) while swimming. This includes {{SSBU|Charizard}}, {{SSBU|Sonic}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}.


Some stages, such as [[Delfino Plaza]], contain areas of shallow water. If a character is tall enough to stand in this water, they will move normally when they enter it. They cannot swim or drown, and they will not take damage from the water. If the character is too short to stand, they will swim.
Some stages, such as [[Delfino Plaza|Delfino Plaza]], contain areas of shallow water. If a character is tall enough to stand in this water, they will move normally when they enter it. They cannot swim or drown, and they will not take damage from the water. If the character is too short to stand, they will swim.


A character’s ability to stand in shallow water is determined when they enter the water. It is also affected by size changes, such as those triggered by certain powerups. If a character changes size while swimming or standing in shallow water, they will continue to swim or stand respectively until they leave and re-enter the water.
A character’s ability to stand in shallow water is determined when they enter the water. It is also affected by size changes, such as those triggered by certain powerups. If a character changes size while swimming or standing in shallow water, they will continue to swim or stand respectively until they leave and re-enter the water.
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*A character hit downwards towards water by a [[meteor smash]] may be KO'd outright if their downwards speed is too fast for them to swim to the surface. A character may only move from side to side while underwater, allowing for easily chained meteor smashes against a character who has fallen in.
*A character hit downwards towards water by a [[meteor smash]] may be KO'd outright if their downwards speed is too fast for them to swim to the surface. A character may only move from side to side while underwater, allowing for easily chained meteor smashes against a character who has fallen in.
*If Wario is riding [[Wario Bike|his bike]], he will fall right through the water. Letting go of the bike will cause him to swim and his bike to sink.
*If Wario is riding [[Wario Bike|his bike]], he will fall right through the water. Letting go of the bike will cause him to swim and his bike to sink.
*Characters using [[Final Smash]]es (including some transformations such as {{b|Giga Bowser|Final Smash}}) will fall through water and be KO'd. The exception is {{SSBB|Mr. Game & Watch}}'s Final Smash, [[Octopus]], which allows him to float permanently on top of the water and be unaffected by currents during the entirety of [[Octopus]], including those on [[Jungle Japes]].
*Characters using [[Final Smash]]es (including some transformations such as [[Giga Bowser]]) will fall through water and be KO'd. The exception is {{SSBB|Mr. Game & Watch}}'s Final Smash, [[Octopus]], which allows him to float permanently on top of the water and be unaffected by currents during the entirety of [[Octopus]], including those on [[Jungle Japes]].
*In ''Brawl'' and ''Smash 4'', if a character is using a longer [[tether recovery]], they will pass through the water as if it's not there until the character stops grabbing the edge. In ''Ultimate'', the tether will break and the character will begin swimming when they touch the water.
*In ''Brawl'' and ''Smash 4'', if a character is using a longer [[tether recovery]], they will pass through the water as if it's not there until the character stops grabbing the edge. In ''Ultimate'', the tether will break and the character will begin swimming when they touch the water.
*In the Subspace Emissary, if Player 2 sinks directly through the water after they panic, this will trigger an automatic [[Space Jump]].
*In the Subspace Emissary, if Player 2 sinks directly through the water after they panic, this will trigger an automatic [[Space Jump]].
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==Stages that support swimming==
==Stages that support swimming==
===''Super Smash Bros. Brawl''===
===''Super Smash Bros. Brawl''===
*[[Delfino Plaza]] (at certain stops, only for shorter characters at some stops)
*[[Delfino Plaza]] (at certain stops, only for shorter characters)
*[[Summit]] (going in the water will trigger the [[fish]] to attack near immediately, making it highly dangerous to touch the water)
*[[Summit]] (going in the water will trigger the [[fish]] to attack near immediately, making it highly dangerous to touch the water)
*[[Pirate Ship]] (while mostly safe, the screen slowly scrolls to the left at all times except when the ship is being lifted by the tornado (which temporarily removes the water from the stage), causing characters in the water to slowly drift towards the right blast zone; furthermore, touching the front of the boat will inflict the player with an [[OHKO]]ing [[meteor smash]])
*[[Pirate Ship]] (while mostly safe, touching the front of the boat will inflict the player with an [[OHKO]]ing [[meteor smash]])
*[[Jungle Japes]] (a swift current will rapidly take submerged players off-screen to the left, giving players very little time to be in the water)
*[[Jungle Japes]] (a swift current will rapidly take submerged players off-screen to the left, giving players very little time to be in the water)
*In some stages in the [[Subspace Emissary]] (such as [[The Ruined Zoo]]), characters can swim longer than usual. Enemies, as they cannot swim, simply fall through the water and die. Oddly, floating and flying enemies die immediately on contact with swimmable water, a behavior shared with the ''Kirby'' series.
*In some stages in the [[Subspace Emissary]] (such as [[The Ruined Zoo]]), characters can swim longer than usual. Enemies, as they cannot swim, simply fall through the water and die. Oddly, floating and flying enemies die immediately on contact with swimmable water, a behavior shared with the ''Kirby'' series.
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==Trivia==
==Trivia==
[[File:Drowning squirtle.jpg|thumb|Squirtle drowning in the [[Pirate Ship]]'s water]]
*Drowning characters cannot be stopped during their final descent, and will even sink through solid objects. For example, it is possible for a player to drown and pass through the platforms that pick up the fighters when Wuhu Island is transitioning.
*Drowning characters cannot be stopped during their final descent, and will even sink through solid objects. For example, it is possible for a player to drown and pass through the platforms that pick up the fighters when Wuhu Island is transitioning.
**In fact, there is a short window just before a fighter transitions from their drowning animation to their drowning descent where they can be knocked out of the water by a windbox without interrupting the drown, and will fall through any solid objects above water as well. Since fighters are intangible during this state as well, as soon as the fighter starts sinking, it is impossible to save them.
**In fact, there is a short window just before a fighter transitions from their drowning animation to their drowning descent where they can be knocked out of the water by a windbox without interrupting the drown, and will fall through any solid objects above water as well. Since fighters are intangible during this state as well, as soon as the fighter starts sinking, it is impossible to save them.
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*Humorously, in {{forwiiu}}, {{SSB4|Pac-Man}} does not change to his "surprised" expression when drowning, and instead remains in his default smile. This was changed for ''Ultimate''.
*Humorously, in {{forwiiu}}, {{SSB4|Pac-Man}} does not change to his "surprised" expression when drowning, and instead remains in his default smile. This was changed for ''Ultimate''.
*Several characters who are unable to swim in their home series can swim in the ''Super Smash Bros.'' series. Up until ''Super Smash Bros. Ultimate'', Charizard and Sonic had no penalties for touching water or swimming; however, all the listed characters now take constant damage when swimming in said game. All those listed also have a panicking animation once swimming, though once they start to drown they'll be panicking even more.
*Several characters who are unable to swim in their home series can swim in the ''Super Smash Bros.'' series. Up until ''Super Smash Bros. Ultimate'', Charizard and Sonic had no penalties for touching water or swimming; however, all the listed characters now take constant damage when swimming in said game. All those listed also have a panicking animation once swimming, though once they start to drown they'll be panicking even more.
**[[Charizard]] and [[Incineroar]] are Fire-type Pokémon and are thus weak to Water-type moves. However, on multiple occasions in ''Pokémon'' media, Charizard have been shown to be capable of swimming and keeping their tail lit even when underwater.
**[[Charizard]] is a Fire-type Pokémon and is thus weak to Water-type moves. However, on multiple occasions in ''Pokémon'' media, Charizard have been shown to be capable of swimming and keeping their tail lit even when underwater, despite several of Charizard's Pokédex entries stating that it will die if the flame on Charizard's tail is extinguished.
**[[Sonic]] cannot swim in his own series (except in ''{{s|wikipedia|Sonic Colors}}'', in which he can double jump infinitely in water, and in the ''Mario & Sonic in the Olympic Games'' series, he wears waterwings to compete in aquatic events), but he can in his ''Smash Bros.'' appearances. However, he is notably more frantic than other characters when he enters his drowning animation, and in ''Ultimate'', his swimming animation is similar to his drowning animation, albeit slowed down and a differing expression.
**[[Sonic]] cannot swim in his own series (except in ''{{s|wikipedia|Sonic Colors}}'', in which he can double jump infinitely in water), but he can in his ''Smash Bros.'' appearances. However, he is notably more frantic than other characters when he enters his drowning animation, and in ''Ultimate'', his swimming animation is similar to his drowning animation, albeit slowed down and a differing expression.
**[[Inkling]]s cannot swim in their own series due to having bodies consisting mostly of ink, which would cause them to dissolve and die upon contact with water. This phenomenon does not happen in ''Ultimate'', instead taking gradual damage. A similar situation occurs in the Inklings' playable appearance in ''Mario Kart 8 Deluxe'', where they were able to drive underwater without any negative effect, which goes unexplained in universe.
**[[Inkling]]s cannot swim in their own series due to having bodies consisting mostly of ink, which would cause them to dissolve and die upon contact with water. This phenomenon does not happen in ''Ultimate'', instead taking gradual damage. A similar situation occurs in the Inklings' playable appearance in ''Mario Kart 8 Deluxe'', where they were able to drive underwater without any negative effect, which goes unexplained in universe logic.
*In {{uv|Minecraft}}, an [[Enderman]] cannot swim and takes damage when in contact with water, and a submerged [[Zombie]] turns into a [https://minecraft.wiki/w/Drowned Drowned] starting with a 2018 update. Neither of these behaviors occur in ''Ultimate'' due to both characters being alternate costumes for [[Steve]], who swims normally.
**[[Incineroar]], being a Fire-type Pokémon like Charizard, shares a weakness to Water-type moves, and as such takes damage while swimming like the above-mentioned characters.
*Ironically, even though Squirtle and Greninja are both Water-type Pokemon, they are still capable of drowning when in the water long enough.
*In {{uv|Minecraft}}, an [[Enderman]] cannot swim and takes damage when in contact in water, and a submerged [[Zombie]] turns into a [https://minecraft.gamepedia.com/Drowned Drowned] starting with the Java Edition 1.13 update. Neither of these behaviors occur in ''Ultimate'' due to both characters being alternate costumes for [[Steve]], who swims normally.


[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]

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