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{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y}}
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[[File:SSBUWebsiteWiiFitTrainer3.jpg|thumb|250px|Sheik buried upright by Wii Fit Trainer in ''Ultimate'']]
[[File:SSBUWebsiteWiiFitTrainer3.jpg|thumb|250px|Sheik buried upright by Wii Fit Trainer in ''Ultimate'']]
'''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.
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 rendered immobile, 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]].


In ''[[Super Smash Bros. Ultimate]]'', characters now 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 will bury the thrown fighter upside-down.<!--possibly also some bosses--> The upside-down buried pose is also used during the animation of {{SSBU|Lucas}}'s down throw, although it does not cause the buried condition. (While Lucas's down throw does show a character buried upside-down in ''SSB4'', in that game it uses a character's grabbed animation rather than a specific buried pose). Being buried upright and upside-down affects the hurtbox placement of the buried character and therefore a character that is buried upright might not get hit by an attack that would hit a character buried upside down, and viceversa.
==General properties==
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.


In ''[[Super Smash Bros. Ultimate]]'', the Support [[Spirit]] skill Bury Immunity prevents the equipped fighter from being 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.


==Overview==
In ''Ultimate'', the support [[spirit]] skill Bury Immunity prevents the equipped fighter from being buried.
{{incomplete|Whether a character lying supine can be buried in ''Melee'' and ''Brawl'', technical information for all games.}}
Any fighter on the ground hit by an attack with a bury effect will be buried. In ''SSB4'' and ''Ultimate'', a character that is lying down cannot be buried, unless they are lying down due to [[Snake]]'s [[down throw]]; however, a character who has [[tripping|tripped]] can be buried. In ''Melee'', a character lying prone cannot be buried, but they can in ''Brawl''. If a fighter cannot be buried, they will simply take knockback as usual from the bury attack.


Examples of attacks with the bury effect are [[Donkey Kong]]'s [[Headbutt]], [[Villager]]'s [[down smash]], and the [[Poké Ball]] Pokémon [[Togepi]]'s Magnitude. Additionally, the [[Pitfall]] item will bury a fighter, but the Pitfall item uses the plunge effect rather than the bury effect.
===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.


A buried fighter is immobilized until the status wears off. While buried, they cannot be [[grab]]bed or be re-buried.  
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 amount of time a character remains buried is dependent on that character's damage percentage; the higher the number, the longer they will be stuck to the ground. This duration can be decreased by [[button mashing]]. If the ground below the character disappears, they are automatically unburied. When the buried condition fades, the released fighter gets some [[invincibility]] frames.  
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.


In ''Melee'', buried characters remain stuck in the ground until the effect wears off or the ground disappears. From ''Brawl'' onward, a character hit by a move that deals more than 100 units of knockback will be freed from being buried and 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 0.7x of the knockback that would have been inflicted otherwise, drastically weakening the effectiveness of such setups.  
==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.


In ''Ultimate'', attacks performed without unburying the opponent retain their properties when the effect wears off, including [[neutral attack]]s and [[meteor smash]]es and even another status condition such as freezing, allowing for a form of knockback storage that can potentially lead to combos. 80 units of [[knockback]] - the same necessary for [[tumble]] - are required to instantly remove a character from a bury. However, mashing greatly diminishes the potential of this.  
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).


The [[boss]] [[Rathalos]] (but not as an [[Assist Trophy]]) is affected by [[Pitfall]]s, having its own unique buried appearance with a very large amount of churned dirt surrounding it. It cannot be buried by attacks with the bury effect, however.
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.


===Technical information===
In ''Ultimate'', characters with burying [[down throw]]s use different formulas for them:
{{incomplete|Needs data from Melee, Brawl and Smash 4 as well as better structure.}}
*{{SSBU|Banjo & Kazooie}}'s: <code>35 + 0.5p</code>
====''Super Smash Bros. Ultimate''====
*{{SSBU|King K. Rool}}'s: <code>60 + 0.75p</code> (<code>90 + 0.51p</code> prior to update {{SSBU|2.0.0}})
In ''Ultimate'', the bury base time formula is <code>0.5p + 1.5k + r + u + 10</code>, where:
*{{SSBU|R.O.B.}}'s: <code>30 + 0.4p</code>
* p is the opponent's percentage after the damage is added.
* k is the knockback the move would have dealt.
* r is a modifier from -30 to +15 based on the user's rank in the match, meaning that players with a stock advantage will bury for less time, while players at disadvantage gain a bonus.
* u is a modifier from 0 to +30 if the user is losing and [[Underdog Boost]] is enabled, granting more benefit to players that are behind.
This formula outputs the base bury time in frames, which can be reduced by inputs. Base bury time will start at 10, going up with the opponent's [[percentage]]. Every directional input made while buried reduces the remaining time by 8 frames. Button inputs are 1.8× stronger for a reduction of 14.4 frames, but can only be made every other frame, making them worse by themselves. In addition, characters that are released by the bury sustain 12 frames of lag, adding effective frame advantage to any bury.  


Certain moves use their own bury formulas instead of the general one, namely throws:
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.
*{{SSBU|Banjo & Kazooie}}'s down throw: <code>0.5p + 35</code>
*{{SSBU|Donkey Kong}}'s [[Headbutt]]: <code>p + 0.5d + 130</code> if DK uses the move on the ground, and <code>p + 0.5d + 115</code> if he is in the air, with d being the damage dealt by the move. As such, it is affected by [[stale-move negation]].
*{{SSBU|King K. Rool}}'s down throw: <code>0.75p + 60</code>
*{{SSBU|R.O.B.}}'s down throw: <code>0.4p + 30</code>
For these formulas, p is the opponent's percentage before the damage is dealt, instead of after. Due to these throws removing knockback and rank from the formula, these are also unaffected by those mechanics, allowing calculation of bury base time to be far more liner.


==Bury Tech Situation Storage==
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.
[[File:BTSSExecution.gif|thumb|300px|{{SSBU|King K. Rool}} setting up BTSS on {{SSBU|Ganondorf}} using DTilt → Jab, a virtually guaranteed setup. This gives ample access to [[lock]] combos.]]
Due to new mechanics relating to knockback's interactions with buries in ''Ultimate'', there are some instances where knockback storage will result in [[tech]] situations being stored. This is known as '''Bury Tech Situation Storage''', or '''BTSS'''<ref>https://twitter.com/PlagueVonKarma/status/1224697652392157185</ref>.  


Attacks stored that result in a launch [[angle]] of or 180° (including the [[Sakurai angle]] at lower percentages), while an opponent has their control stick positioned in the upper half of the stick radius, cause the glitch to occur. The reason why this happens 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 causes opponents to be forced into the tech situation. Due to ASDI being required, bury throws are unaffected by BTSS. Any buried state, as long as it isn't caused by a throw, will cause this to occur. Thus, anything from [[Pitfall]]s to [[Flip Jump]] buries can potentially cause this. Unusually, the interaction only occurs with buries, and no other state.  
===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.


This technique can be used as a counter to mashing using directional inputs, although it can be avoided. Some examples include only using the lower half of the stick radius, or simply button mashing, although the latter is considered suboptimal. However, against players rotating the stick completely, it has a decently high chance of occurring. Almost every [[neutral attack]] in the game can cause this to occur due to their low knockback and Sakurai angles, giving easy access to the technique. However, there are many other options in the game that have the possibility of causing this, due to the abundance of the Sakurai angle. Since the Sakurai angle is locked to 0° prior to 60 KB, this makes an otherwise rare occurrence very easy to execute.  
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.


Opponents being able to miss techs right in front of a player gives them easy access to [[lock]] confirms, especially if they can also cover tech options. As a result, BTSS has very high reward should it occur in the right circumstances. Characters such as King K. Rool can also force it to occur with moves like [[King K. Rool (SSBU)/Down aerial|down aerial]] pre-tumble, allowing for exceedingly high damage output that also cover tech options with alternate, reactable combo routes. However, the RNG-based inconsistencies of the technique also make it difficult to plan and prepare for. Without having a specific combo route for whether it works or doesn't, BTSS is more of an inconvenience than a benefit.
===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]].  


==Trivia==
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.
* 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]].
 
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==
Line 58: Line 61:
Bury.jpg|Donkey Kong buried in ''Brawl''
Bury.jpg|Donkey Kong buried in ''Brawl''
Luigi Buried SSB4.jpg|Luigi buried in {{forwiiu}}
Luigi Buried SSB4.jpg|Luigi buried in {{forwiiu}}
SSBUWebsiteR.O.B.4.jpg|Wario buried upside-down in ''Ultimate''
SSBUWebsiteR.O.B.4.jpg|Wario buried upside down in ''Ultimate''
File:ShovelKnight1.jpg|Characters buried by [[Shovel Knight]] in ''Ultimate''
ShovelKnight1.jpg|Characters buried by [[Shovel Knight]] in ''Ultimate''
</gallery>
</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]]
[[Category:Special conditions]]

Latest revision as of 03:17, October 5, 2024

Sheik buried upright by Wii Fit Trainer in Ultimate

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 rendered immobile, 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[edit]

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 lying down cannot be buried, unless they are lying down due to Snake's down throw; however, a character who has tripped 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 grabbed.

In Melee, very few attacks can bury characters, with the only one belonging to a playable character being Donkey Kong's Headbutt. It has since become increasingly more common in later games, with examples of new attacks that can cause it being Villager's down smash, Zero Suit Samus' automatic Flip Jump stomp from Smash 4 onward, Mr. Game & Watch's down smash in Ultimate, and King K. Rool's down throw. The Pitfall item uses a plunge effect, which drops characters through soft platforms if they can be buried, but otherwise behaves identically to the bury effect.

In Ultimate, the support spirit skill Bury Immunity prevents the equipped fighter from being buried.

Appearance[edit]

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 King K. Rool, R.O.B., and Banjo & Kazooie's down throws bury the thrown fighter upside down. The latter pose is also used during 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[edit]

Bury time[edit]

In Melee, the formula for bury frames is 99 + 0.7p - 15h, 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 10 + 30h + 15(3 - r) + 0.5p + 1.5k, 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 55 + 0.5p + 1.5k.
    • 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 throws use different formulas for them:

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 confirms.

Knocking characters out of burying[edit]

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 attacks and meteor smashes, 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[edit]

King K. Rool setting up BTSS on 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 patched out.[1] It was caused by interactions between mashing, 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 throws, were unaffected by BTSS; in other words, any bury-causing attack, from Pitfalls 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 angles, 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 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[edit]

Trivia[edit]

  • If buried during their extra platform drop frames, Ryu, Ken, and Terry will instantly unbury while sustaining hitlag in a similar manner to the Bounce glitch.

References[edit]