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(i added to the upper blast line part + changed test controls being said to lack blast zones part.) |
(Undid edit by 135.26.83.222: Applies to more stages than custom ones. No "you"s. Also Smash 4 control test does have blast lines past the walls and is very likely true for Ultimate. Removing it outright unless we want to make a list of normally-inaccessible blast lines with Onett, Mario Bros., KOF Stadium, and maybe more) |
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Most stages have left and right blast lines which are far away from the edges of the stage's platforms, and so cannot readily be walked into. Some stages, however, have what are known as '''walk-offs''', where a stage's platform doesn't stop at a ledge and instead goes all the way to the left and/or right blast line, which allows players to "walk off" the stage's boundaries and be KO'd (both versions of [[Mushroom Kingdom]] and [[Onett]] are prominent examples). The exceptions are [[Balloon Fight]] and [[Mario Bros.]] (in ''Ultimate''), where walking off the side of the stage wraps the player around to the other side. However, fighters are KO'd as usual on either stage if they are [[knockback|launched]] into the blast line. There is additionally a lower blast line which is triggered by falling below the bottom of the screen, which is what KOs characters that fail to [[recover]] after being knocked off the stage. Some stages have full floors and walls that prevent access to certain blast lines, but they still exist, should a character be glitched through the stage. | Most stages have left and right blast lines which are far away from the edges of the stage's platforms, and so cannot readily be walked into. Some stages, however, have what are known as '''walk-offs''', where a stage's platform doesn't stop at a ledge and instead goes all the way to the left and/or right blast line, which allows players to "walk off" the stage's boundaries and be KO'd (both versions of [[Mushroom Kingdom]] and [[Onett]] are prominent examples). The exceptions are [[Balloon Fight]] and [[Mario Bros.]] (in ''Ultimate''), where walking off the side of the stage wraps the player around to the other side. However, fighters are KO'd as usual on either stage if they are [[knockback|launched]] into the blast line. There is additionally a lower blast line which is triggered by falling below the bottom of the screen, which is what KOs characters that fail to [[recover]] after being knocked off the stage. Some stages have full floors and walls that prevent access to certain blast lines, but they still exist, should a character be glitched through the stage. | ||
The upper blast line is different from the others in that characters can freely pass it without being KO'd in most situations; characters can freely jump and attack above the blast line (the cause of the [[Luigi ladder]]). Characters are only KO'd off the top if they are standing on platforms that leave the stage or they are being propelled upwards by [[knockback]] (including from [[windbox]]es), a broken [[shield]], a thrown {{b|Screw Attack|item}}, or the [[Wario Waft]]. These characteristics do not apply in the original ''[[Super Smash Bros.]]''; the top blast line in said game will KO characters regardless of how they pass it | The upper blast line is different from the others in that characters can freely pass it without being KO'd in most situations; characters can freely jump and attack above the blast line (the cause of the [[Luigi ladder]]). Characters are only KO'd off the top if they are standing on platforms that leave the stage or they are being propelled upwards by [[knockback]] (including from [[windbox]]es), a broken [[shield]], a thrown {{b|Screw Attack|item}}, or the [[Wario Waft]]. These characteristics do not apply in the original ''[[Super Smash Bros.]]''; the top blast line in said game will KO characters regardless of how they pass it. | ||
Characters KO'd via the upper blast line are either [[star KO]]'d or [[screen KO]]'d. There are a few exceptions to this, however. In most battles in [[1P Mode]] where the player fights a large team of opponents, the opponents are KO'd off the upper blast line as if it were any other blast line, instead of being star or screen KO'd. In ''Brawl'', there's a glitch that causes characters who are KO'd over the upper blast line during the usage of a [[tether recovery]] to be KO'd with a glitched colored blast. Additionally in ''Brawl'', if a character is KO'd at the upper blast line while near the left or right blast line, they are KO'd as normal instead of star/screen KO'd. | Characters KO'd via the upper blast line are either [[star KO]]'d or [[screen KO]]'d. There are a few exceptions to this, however. In most battles in [[1P Mode]] where the player fights a large team of opponents, the opponents are KO'd off the upper blast line as if it were any other blast line, instead of being star or screen KO'd. In ''Brawl'', there's a glitch that causes characters who are KO'd over the upper blast line during the usage of a [[tether recovery]] to be KO'd with a glitched colored blast. Additionally in ''Brawl'', if a character is KO'd at the upper blast line while near the left or right blast line, they are KO'd as normal instead of star/screen KO'd. | ||
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Items and projectiles that cross the blast lines are removed from play (except for, again, the upper blast line). The [[Soccer Ball]] in ''SSB4'' and beyond is an exception, warping back onto the stage if it crosses a blast line. Also a [[Smash Ball]] can freely cross blast lines until it leaves gameplay either by disappearing or being used. | Items and projectiles that cross the blast lines are removed from play (except for, again, the upper blast line). The [[Soccer Ball]] in ''SSB4'' and beyond is an exception, warping back onto the stage if it crosses a blast line. Also a [[Smash Ball]] can freely cross blast lines until it leaves gameplay either by disappearing or being used. | ||
==In the games== | ==In the games== |
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