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[[File:Blast_through_Corneria.jpg|thumb|right|[[Donkey Kong (SSBB)|Donkey Kong]] using his [[forward smash]] on [[Sonic (SSBB)|Sonic]], making the latter pass through the Great Fox' fin.]] | |||
'''Blast Through''' is a [[glitch]] in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Brawl]]''. It involves hitting a character at such high speeds towards a solid part of the terrain that they go straight through. Despite the mechanics around the glitch being simple and with the potential to lead to several instances of the glitch happening, the truth is that it's hard to pull off accidentally. In ''Super Smash Bros.'', it can only be done with [[hack]]s. There is currently no known way to perform this in ''[[Super Smash Bros. Melee]]''. | |||
== | ==Execution== | ||
===''Super Smash Bros.''=== | |||
The glitch is only currently known to work on the [[Race to the Finish (SSB)|Race to the Finish]] stage, and with two players. A character with sufficiently high damage can go through the surrounding walls of this enclosed [[stage]]. | |||
#Pick a character with a strong attack like [[Donkey Kong (SSB)|Donkey Kong]] or [[Captain Falcon (SSB)|Captain Falcon]] for one player, and a light character for the other player. | |||
#Enter the Race to the Finish stage in a VS match using <abbr title="Use the code '800A4AD0 0004' for the debug menu, or '800A4D09 000F' for the stage modifier.">cheat codes</abbr>. | |||
#Have the stronger character pummel the weaker character until their [[damage]] is around 900% or above. | |||
#Attack the weaker character with a very strong attack, like [[Giant Punch]]. | |||
If done successfully, the character should escape from the inside of the stage and be [[KO]]'d. | |||
===''Super Smash Bros. Brawl''=== | |||
In ''Brawl'', this glitch allows a character to pass through thin terrain in a stage. It can be done in at least two places: | |||
#In [[Corneria]]: | |||
##Enter the [[training mode]], pick [[Donkey Kong (SSBB)|Donkey Kong]] for the first player, and a medium-weight character like [[Mario (SSBB)|Mario]] as the opponent. | |||
##Pick [[Corneria]] as the stage. | |||
##Place Donkey Kong on the right edge of the ship, facing left, and the other character on top of the most elevated part of the dark gray exhaust at the back, near Donkey Kong. | |||
##Set the opponent's damage to 999%. | |||
##[[Forward smash]] the opponent to the left. | |||
#On a [[Stage Builder|custom stage]]: | |||
##Create a custom stage on the industrial setting. | |||
##Place the I-shaped structure on the stage, the one with pass-through ceiling and floor [[platform]]s, and a solid wall in the middle. | |||
##Play on this stage in training mode, with a strong character as the first player and a light character as the opponent. | |||
##Set the opponent's damage to 999%. | |||
##Use a strong attack on the opponent to make them fly towards the wall on the I-shaped structure. | |||
For the first scenario, if all went well, the opponent should fly through the tip of the [[Great Fox]]' fin. For the second case, the character should pass through the structure. | |||
==Analysis== | |||
[[File:Blast_through_diagram.png|thumb|right|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]] | |||
One of the easiest and least performance-intensive ways to check for collisions is to analyze if a character's [[hitbox]]es would be inside the stage's hitboxes on the next frame of movement. If so, then the move doesn't happen, and the character bounces off. If not, that means that there is probably no terrain in the way for the next frame, so movement can happen. | |||
If the speed is too high, the character moves a large distance per frame. Suppose one frame, the character is very close to a piece of solid scenery, and the game calculates their position on the next frame. Due to their huge distance move per frame, the next position is beyond the terrain. As such, the game assumes there is nothing in-between. | |||
This glitch isn't a problem because the ''Super Smash Bros.'' game engines check for collisions at least once per frame, which is enough to cover most scenarios. It can only happen if severe amounts of [[knockback]] are implemented, and only on terrain that's thin enough. A solution would be to implement a different collision detection method, like one that checks for hitboxes between the before and after positions. | |||
Interestingly, it can be noted in the Corneria case in ''Super Smash Bros. Brawl'' that the stage actually shifts the character's trajectory a bit, as if it were refracted. If this is a case of the knockback being interfered by a small detection of collision on the frame after the pass through, or if this "glitch" is actually accounted for in the engine is unknown. | |||
==[[No KO]] stages== | |||
There are reports that this glitch can be done on enclosed [[custom stage]]s. This seldom happens successfully, if at all, however, given the stage builder blocks' high thickness. The hardly-coherent instructions that are most used are roughly as follows: | |||
#Create a No KO stage, with a fully enclosed solid box and spikes on the top so that characters don't spawn there. | |||
#In training mode, pick either [[Ganondorf (SSBB)|Ganondorf]] or [[Marth (SSBB)|Marth]] and the aforementioned stage. | |||
#Get the opponent to be KO'd once (maybe make them get out with a [[Final Smash]] like [[Aura Storm]]), and when they respawn, they should be in the middle of the bottom structure. | |||
#Set the opponent's damage to 999% and set the speed to 1.5x. | |||
#Hit the right of the opponent to make them go left: | |||
##As Marth, use a [[Critical Hit]]. | |||
##As Ganondorf, preform a Reverse [[Warlock Punch]]. | |||
The results may vary, but hopefully, the glitch will work. | |||
==Video== | |||
<youtube>lHO2jJn36sQ</youtube> | |||
[[Category:Glitches (SSB)]] | [[Category:Glitches (SSB)]] | ||
[[Category:Glitches (SSBB)]] | [[Category:Glitches (SSBB)]] |
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