Blast line: Difference between revisions

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===''[[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]]''===