Magnifying-Glass Damage: Difference between revisions
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'''Hoop damage''' is the [[damage]] that a [[character]] receives when they are out of the camera's boundaries but not at the [[blast line]]. The character is still shown, but only inside a small "hoop" at the edge of the camera boundary. The damage is applied at a rate of 1% per second to prevent players from simply hiding near the blast lines of a stage. Once a character reaches 150%, however, hoop damage stops, meaning that stalling is still possible in [[Sudden Death]]. Hoop damage is present in ''[[Melee]]'', ''[[Brawl]]'', and ''[[SSB4]]''. It was mentioned on the [[Smash Bros. DOJO!!]] on April 14, 2008. Hoop damage occurs in every [[mode]], except for [[Training Mode]]. | '''Hoop damage''' is the [[damage]] that a [[character]] receives when they are out of the camera's boundaries but not at the [[blast line]]. The character is still shown, but only inside a small "hoop" at the edge of the camera boundary. The damage is applied at a rate of 1% per second to prevent players from simply hiding near the blast lines of a stage. Once a character reaches 150%, however, hoop damage stops, meaning that stalling is still possible in [[Sudden Death]]. Hoop damage is present in ''[[Melee]]'', ''[[Brawl]]'', and ''[[SSB4]]''. It was mentioned on the [[Smash Bros. DOJO!!]] on April 14, 2008. Hoop damage occurs in every [[mode]], except for [[Training Mode]]. | ||
In ''Melee'' | In ''Melee'' and ''SSB4'', the "hoop" is called the Magnifying Glass, as evidenced by the ''Lost In Space'' [[Bonus points|bonus]] and ''Magnifying-Glass Damage'' [[tip]]. | ||
In ''Brawl'' and ''SSB4'', {{SSBB|Meta Knight}} and {{SSBB|Kirby}} have up throws that go beyond the upper blast line, but hoop damage is not taken. | In ''Brawl'' and ''SSB4'', {{SSBB|Meta Knight}} and {{SSBB|Kirby}} have up throws that go beyond the upper blast line, but hoop damage is not taken. | ||
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==Trivia== | ==Trivia== | ||
*In ''Melee'', characters in the Magnifying Glass have a blockier, lower-resolution model compared to ordinary gameplay | *In ''Melee'', characters in the Magnifying Glass have a blockier, lower-resolution model compared to ordinary gameplay. These models cannot properly emulate some animations, such as blinking, and the use of some moves or attacks can result in unusual visual behaviour, such as {{SSBM|Jigglypuff}} keeping its eyes open when using [[Rest]]. | ||
**These lower-res models are also used to render the water's reflection effects in [[Fountain of Dreams]]; as a result, the reflections in the water can have unusual visual abnormalities. | **These lower-res models are also used to render the water's reflection effects in [[Fountain of Dreams]]; as a result, the reflections in the water can have unusual visual abnormalities. | ||
[[Category:Damage]] | [[Category:Damage]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 09:04, October 12, 2014
Hoop damage is the damage that a character receives when they are out of the camera's boundaries but not at the blast line. The character is still shown, but only inside a small "hoop" at the edge of the camera boundary. The damage is applied at a rate of 1% per second to prevent players from simply hiding near the blast lines of a stage. Once a character reaches 150%, however, hoop damage stops, meaning that stalling is still possible in Sudden Death. Hoop damage is present in Melee, Brawl, and SSB4. It was mentioned on the Smash Bros. DOJO!! on April 14, 2008. Hoop damage occurs in every mode, except for Training Mode.
In Melee and SSB4, the "hoop" is called the Magnifying Glass, as evidenced by the Lost In Space bonus and Magnifying-Glass Damage tip.
In Brawl and SSB4, Meta Knight and Kirby have up throws that go beyond the upper blast line, but hoop damage is not taken.
In the Subspace Emissary, if Player 2 is in a situation that would usually trigger hoop damage, they will often instead Space Jump.
Trivia
- In Melee, characters in the Magnifying Glass have a blockier, lower-resolution model compared to ordinary gameplay. These models cannot properly emulate some animations, such as blinking, and the use of some moves or attacks can result in unusual visual behaviour, such as Jigglypuff keeping its eyes open when using Rest.
- These lower-res models are also used to render the water's reflection effects in Fountain of Dreams; as a result, the reflections in the water can have unusual visual abnormalities.