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{{Incomplete|Images of the different types, gif of being KO'd; do the two types work differently at exactly 100%?}}
{{Cquote|The burning red Danger Zones are as dangerous as their name implies. Touch them with more than 100% damage, and you'll be [[Instant KO|instantly KO'd]].|cite=[[List of tips (SSB4-Wii U)|Tips]] on Danger Zones}}<br>
'''Danger Zones''' are stage hazards that appear in both versions of ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. Characters who touch them will either take damage or be [[instant KO|instantly KO'd]] without ever passing the [[blast line]]s.


'''Danger Zones''' are stage hazards that appear in [[Smash Run]] in {{for3ds}} and in some stages in {{forwiiu}}. Characters who hit them will either take damage or be [[One-hit KO|instantly KO'd]] without ever passing the [[blast line]]s. A character KO'd by a Danger Zone will instantly explode.
==In {{for3ds}}==
Danger Zones make their debut in {{for3ds}} in [[Smash Run]]. Some "Defeat Them All!" [[Smash Run#List of Challenges|challenge rooms]] feature floors which become Danger Zones every few seconds, instantly KOing the player regardless of accumulated damage. Dotted throughout the main map are Danger Zones in the form of lava-colored spiked balls, which also KO regardless of damage.


==In {{for3ds}}==
In the "Run!" and "Climb!" [[Smash Run#List of Final Battles|final battles]], Danger Zones are placed throughout the course. They appear as either pools of lava or as bunches of spiked balls. Their effect is the same as in the Smash Run itself: if a fighter hits one, they are instantly KO'd regardless of their current damage and are revived further back/down in the stage. Unlike in the Smash Run, however, Danger Zones disappear after being hit once, allowing all players to more easily traverse the stage.
Danger Zones appear in [[Smash Run]] in the "Run" and "Climb!" final battles, placed throughout the course. If a fighter hits one, they are instantly KO'd and are revived further back/down in the stage. They disappear after being hit once, allowing other players to more easily traverse the stage.
<gallery>
In this mode, Danger Zones that are not attached to a wall appear as orange bomb-shaped stars.
SSB4 Smash Run Run 2.jpg|Danger Zones in the "Run!" final battle.
SSB4 Smash Run Entry2-7.jpg|Danger Zones in the "Climb!" final battle.
Smash Run Survive hard.jpg|Danger Zones in a "Survive!" challenge room.
</gallery>


==In {{forwiiu}}==
==In {{forwiiu}}==
In [[The Great Cave Offensive]], Danger Zones are placed throughout the stage. If a fighter makes contact with one, they will take 25% [[damage]] and heavy [[knockback]], but if they had over 100% damage at the time, they will be instantly KO'd. If the [[KO]] [[KO#KO property|belongs]] to another fighter when this event occurs, that fighter gains credit for the KO. All Danger Zones in both the ''3DS'' version's Smash Run and The Great Cave Offensive appear as noticeable red-orange areas resembling lava.
Danger Zones make their next appearance in ''[[Super Smash Bros. for Wii U]]''. In [[The Great Cave Offensive]] Danger Zones are placed throughout the stage, and take the form of lava. If a fighter makes contact with one, they will take 25% [[flame]] [[damage]] and heavy [[knockback]], but if they had equal to<ref>https://www.youtube.com/watch?v=yaiTWFfjr0M&t=16m48s</ref> or over 100% damage before touching it, they will be instantly KO'd. If the KO [[KO#KO property|belongs]] to another fighter when this event occurs, that fighter gains credit for the KO. It is possible for a character to [[tech]] on a Danger Zone without taking damage or getting KO'd, but this is rather difficult.


Danger Zones are also found inside {{h2|Master Core|Master Fortress}} during the [[Master Core]] battle at the end of [[Classic Mode]], more prominently during the second wave than the first. Unlike the examples above, these Danger Zones take the form of either subtle yellow outlines on the walls or as more expansive pools of acid resembling those found on [[Brinstar]]. Like in The Great Cave Offensive, touching one with under 100% damage will inflict 25% damage and high knockback, but touching one with 100% damage or higher will instantly KO the player.
Danger Zones are also found inside {{h2|Master Core|Master Fortress}} during the [[Master Core]] battle at the end of {{SSB4-Wii U|Classic Mode}}, more prominently during the second wave than the first. Unlike the examples above, these Danger Zones take the form of either subtle yellow outlines on the walls, more expansive pools of acid resembling those found on [[Brinstar]], or, in one instance, a yellow spiky protrusion from a platform. These danger zones will also [[One-hit KO]] the enemies inside the fortress. Like in The Great Cave Offensive, touching one while under 100% damage will inflict 25% damage and high knockback, but touching one while at or over 100% damage will instantly KO the player, unless teched against.
 
<gallery>
GreatCaveOffensiveDangerZone.png|Danger Zones in The Great Cave Offensive.
Master_Fortress_5.png|Danger Zones in Master Fortress; four "outline" Danger Zones and one "pool" Danger Zone are visible.
DangerZoneKOWiiU.jpg|A character exploding.
GreatCaveDangerZoneDeath.gif|Two characters KO'd in a Danger Zone.
</gallery>
 
==In ''[[Super Smash Bros. Ultimate]]''==
The Great Cave Offensive returns in ''Ultimate'' and has the same Danger Zones as in ''for Wii U''. Aside from no longer dealing [[flame]] elemental damage, they are functionally the same. They can no longer be teched against under any circumstances.


==Trivia==
==Trivia==
*In {{forwiiu}}'s [[Stage Builder]], areas of lava strongly resembling Danger Zones can be added, but they are not named Danger Zones and do not behave the same way, only inflicting 10% damage upon contact and lacking the instant-KO ability.
*Danger Zones may trace their design to the lava pools in the original version of [[The Great Cave Offensive]] from ''Kirby Super Star'' and ''Kirby Super Star Ultra''.
*In ''for Wii U''{{'}}s [[Stage Builder]], areas of lava strongly resembling Danger Zones can be added, but they are not named Danger Zones and do not behave the same way, only inflicting 10% damage upon contact and lacking the instant KO effect.
*In both versions of ''Smash 4'', the instant-KO effect resembles the effect seen during a regular [[blast KO]], but as if viewed head-on. Despite this, there is no way to view an actual blast KO head-on like this under any circumstances.
*The Prima Games Guide for ''Super Smash Bros. for Wii U'' mentions that Danger Zones will [[Instant KO|instantly KO]] their target if that target has their damage metre knocked to 125% or higher as a result of contact. Barring hacks that alter the Danger Zones's damage, this would be true if the damage were counted ''after'' the Danger Zone's damage is applied.
 
==References==
<references/>


[[Category:Stage hazards]]
[[Category:Stage hazards]]
[[Category:Stage parts]]

Latest revision as of 13:43, January 2, 2024

The burning red Danger Zones are as dangerous as their name implies. Touch them with more than 100% damage, and you'll be instantly KO'd.
Tips on Danger Zones


Danger Zones are stage hazards that appear in both versions of Super Smash Bros. 4 and Super Smash Bros. Ultimate. Characters who touch them will either take damage or be instantly KO'd without ever passing the blast lines.

In Super Smash Bros. for Nintendo 3DS[edit]

Danger Zones make their debut in Super Smash Bros. for Nintendo 3DS in Smash Run. Some "Defeat Them All!" challenge rooms feature floors which become Danger Zones every few seconds, instantly KOing the player regardless of accumulated damage. Dotted throughout the main map are Danger Zones in the form of lava-colored spiked balls, which also KO regardless of damage.

In the "Run!" and "Climb!" final battles, Danger Zones are placed throughout the course. They appear as either pools of lava or as bunches of spiked balls. Their effect is the same as in the Smash Run itself: if a fighter hits one, they are instantly KO'd regardless of their current damage and are revived further back/down in the stage. Unlike in the Smash Run, however, Danger Zones disappear after being hit once, allowing all players to more easily traverse the stage.

In Super Smash Bros. for Wii U[edit]

Danger Zones make their next appearance in Super Smash Bros. for Wii U. In The Great Cave Offensive Danger Zones are placed throughout the stage, and take the form of lava. If a fighter makes contact with one, they will take 25% flame damage and heavy knockback, but if they had equal to[1] or over 100% damage before touching it, they will be instantly KO'd. If the KO belongs to another fighter when this event occurs, that fighter gains credit for the KO. It is possible for a character to tech on a Danger Zone without taking damage or getting KO'd, but this is rather difficult.

Danger Zones are also found inside Master Fortress during the Master Core battle at the end of Classic Mode, more prominently during the second wave than the first. Unlike the examples above, these Danger Zones take the form of either subtle yellow outlines on the walls, more expansive pools of acid resembling those found on Brinstar, or, in one instance, a yellow spiky protrusion from a platform. These danger zones will also One-hit KO the enemies inside the fortress. Like in The Great Cave Offensive, touching one while under 100% damage will inflict 25% damage and high knockback, but touching one while at or over 100% damage will instantly KO the player, unless teched against.

In Super Smash Bros. Ultimate[edit]

The Great Cave Offensive returns in Ultimate and has the same Danger Zones as in for Wii U. Aside from no longer dealing flame elemental damage, they are functionally the same. They can no longer be teched against under any circumstances.

Trivia[edit]

  • Danger Zones may trace their design to the lava pools in the original version of The Great Cave Offensive from Kirby Super Star and Kirby Super Star Ultra.
  • In for Wii U's Stage Builder, areas of lava strongly resembling Danger Zones can be added, but they are not named Danger Zones and do not behave the same way, only inflicting 10% damage upon contact and lacking the instant KO effect.
  • In both versions of Smash 4, the instant-KO effect resembles the effect seen during a regular blast KO, but as if viewed head-on. Despite this, there is no way to view an actual blast KO head-on like this under any circumstances.
  • The Prima Games Guide for Super Smash Bros. for Wii U mentions that Danger Zones will instantly KO their target if that target has their damage metre knocked to 125% or higher as a result of contact. Barring hacks that alter the Danger Zones's damage, this would be true if the damage were counted after the Danger Zone's damage is applied.

References[edit]