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(→Overview: Weird glitch in Brawl. Tested by modifying the upper blast zone height.) |
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[[File:Blast line.png||300px|thumb|When a character passes the blast line, a colorful "blast" (hence the name) occurs.]] | [[File:Blast line.png||300px|thumb|When a character passes the blast line, a colorful "blast" (hence the name) occurs.]] | ||
A '''blast line''' is an invisible boundary on a [[stage]] that a [[character]] cannot cross without getting [[KO]]'d, and causing an opponent to go beyond them are the standard means of KOing opponents | A '''blast line''', also called a '''blast zone''', is an invisible boundary on a [[stage]] that a [[character]] cannot cross without getting [[KO]]'d, and causing an opponent to go beyond them are the standard means of KOing opponents in standard [[Versus Mode]] battles. Blast lines are usually placed beyond the borders of the screen in which the stage is shown. | ||
There are four blast lines, usually referred to as "bottom"/"lower", "left", "right", and "upper"/"ceiling" (alternatively, "north"/"south"/"east"/"west"). From ''[[Super Smash Bros. Brawl]]'' onward, a diagonal-pointing explosion is displayed if a character is KO'd in a corner, but this is only to improve the explosion's visibility. | There are four blast lines, usually referred to as "bottom"/"lower", "left", "right", and "upper"/"ceiling" (alternatively, "north"/"south"/"east"/"west"). From ''[[Super Smash Bros. Brawl]]'' onward, a diagonal-pointing explosion is displayed if a character is KO'd in a corner, but this is only to improve the explosion's visibility. | ||
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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]] of sufficient vertical launch speed (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. Additionally, in ''Brawl'' the minimum launch speed requirement is ignored if the player is already above the upper blast line when they are hit, unless they are hit with an [[Electric]] attack, then the minimum launch speed still applies. | ||
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== | ||
===''[[Super Smash Bros.]]''=== | ===''[[Super Smash Bros.]]''=== | ||
In the first game, blast zones are fairly big, which makes characters with good recoveries, like {{SSB|Pikachu}}, live longer on most stages. Despite this, the absence of air dodging and wall teching, and the high hitstun, coupled with the fact there are few characters that boast long, safe recoveries, make [[edgeguarding]] an easy task compared to other ''Smash'' titles. | In the first game, blast zones are fairly big, which makes characters with good recoveries, like {{SSB|Pikachu}}, live longer on most stages. Despite this, the absence of air dodging and wall teching, and the high hitstun, coupled with the fact there are few characters that boast long, safe recoveries, make [[edgeguarding]] an easy task compared to other ''Smash'' titles. | ||
Exclusive to this game, if a fighter falls towards the lower blast line, once they are within a certain distance from it, a special "falling" sound effect will play, indicating they are about to die to the lower blast line. However, the distance from the blast line at which it will occur is noticeably inconsistent between stages. Most notably, it is so close to the lower blast line in [[Dream Land]] that it will play mere milliseconds before the player actually reaches the blast line. The effect is purely auditory, as after triggering the sound effect, the player may still recover back to the stage, should their remaining jumps and recovery moves allow, and can even be saved by the lava on [[Planet Zebes]]. | |||
===''[[Super Smash Bros. Melee]]''=== | ===''[[Super Smash Bros. Melee]]''=== | ||
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BlastLineStar.jpg|The top end of the trail of clouds shows the top blast line for the underground section of [[Mushroomy Kingdom]]. | BlastLineStar.jpg|The top end of the trail of clouds shows the top blast line for the underground section of [[Mushroomy Kingdom]]. | ||
SSB3DSGame!.jpg|The upper blast line in {{for3ds}} at [[Rainbow Road]]. | SSB3DSGame!.jpg|The upper blast line in {{for3ds}} at [[Rainbow Road]]. | ||
SmashWiiUGame!.jpg|The lower blast line in {{forwiiu}} at [[Kalos Pokémon League]]. | |||
SmashUltimateAnnouncerGAME!.jpg|The left blast line in ''[[Super Smash Bros. Ultimate]]'' at [[Moray Towers]].</gallery> | SmashUltimateAnnouncerGAME!.jpg|The left blast line in ''[[Super Smash Bros. Ultimate]]'' at [[Moray Towers]].</gallery> | ||
==Trivia== | ==Trivia== | ||
[[File:MushroomKingdomBlastLine.png|thumb | [[File:MushroomKingdomBlastLine.png|thumb|The blast lines on the ''Melee'' version of Mushroom Kingdom.]] | ||
*On the {{SSB|Mushroom Kingdom}} stage of ''[[Super Smash Bros.]]'' and the {{SSBM|Mushroom Kingdom}} stage of ''[[Super Smash Bros. Melee]]'', the camera can be panned far enough to see black signs with a red circle and the word "Danger" off to the side. The sign itself is behind the blast line. | *On the {{SSB|Mushroom Kingdom}} stage of ''[[Super Smash Bros.]]'' (as well as its ''[[Super Smash Bros. Ultimate]]'' remake) and the {{SSBM|Mushroom Kingdom}} stage of ''[[Super Smash Bros. Melee]]'', the camera can be panned far enough to see black signs with a red circle and the word "Danger" off to the side. The sign itself is behind the blast line. | ||
*[[Sandbag]], {{SSBM|Master Hand}}, and {{SSBM|Crazy Hand}} are the only characters that can cross blast lines in ''Melee''. If they cover a great enough distance in either direction, the game will even freeze, as it is too far off the center of the stage for the game to handle. | *[[Sandbag]], {{SSBM|Master Hand}}, and {{SSBM|Crazy Hand}} are the only characters that can cross blast lines in ''Melee''. If they cover a great enough distance in either direction, the game will even freeze, as it is too far off the center of the stage for the game to handle. | ||
*In the original ''Super Smash Bros.'', KOing a character through the upper blast line will always result in a [[Star KO]] or [[Screen KO]], including characters in horde battles. | *In the original ''Super Smash Bros.'', KOing a character through the upper blast line will always result in a [[Star KO]] or [[Screen KO]], including characters in horde battles. |