Wind
- This page is for wind as used by stages. For wind as used by other game elements, see Windbox. For other uses of the term "wind", see Wind (disambiguation).
Wind is an aesthetic and physical element that is used for stages in all five Super Smash Bros. games. As a physical element, wind can move both characters and items. Outside of this, some stages can have wind as a purely aesthetic element, with various elements of characters moving in response to the wind, such as Link's cap.
Wind is also present in some stages of the Subspace Emissary. Headwinds make it more difficult to progress through a stage, as characters will be pushed backwards, while tailwinds force the character to progress much faster, but requires faster reactions. It's also present in the subsequent game's Smash Run in a similar vein, however, the wind will constantly change directions in random directions for a set amount of time. Strong winds can also appear as a hazard in Spirit Battles, and some spirits will reduce or eliminate the wind's impact.
Unlike other effects like gravity changes, wind does not have a universal effect, and wind zones are defined for each source of wind, taking up a given area on a stage, similarly to a hitbox, although wind zones are typically rectangular rather than spherical.
Stages that include winds are:
Stage | Hazard | Description | Strength | Games |
---|---|---|---|---|
Dream Land | Whispy Woods | Whispy occasionally blows either to the left or right | 6 - 0.0006d 0.2 |
|
Green Greens | Whispy Woods | Whispy occasionally blows either to the left or right | 0.24 0.236354 0.48 |
|
Mushroom Kingdom U | Water geysers | Pushes fighters touching the geysers upward | 1.0 | |
Paper Mario | Fan Thing in Hither Thither Hill | Appears after a while and blows fairly strong wind to the right, covering the entire stage | 0.5 0.467252 |
|
PictoChat | Gusty Gus | Blows to the left, covering most of the stage | 0.48296 | |
PictoChat 2 | Gusty Gus 2 | Blows upward, generating wind above his mouth. Very strong, although varies in size and strength over time | bottom: 4.0 middle: 2.0/4.0 top: 2.0/3.2 |
|
Tap | Pushes fighters directly below the tap downward | 1.5 | ||
Pokémon Stadium 2 | Flying transformation | Pushes fighters directly above the stage upward somewhat, only reaching a certain height above the ground | 0.45 | |
Skyloft | Waterfall | Pushes fighters downward where the waterfall touches fighters, usually gimping them | 0.9 0.45 |
|
Wuhu Island | Fountain | Water pushes fighters upward, moderately strongly | bottom: 1.4 top: 1.2 |
|
The Subspace Emissary | Battleship Halberd Exterior: The exterior of the Halberd | Pushes fighters in the opposite direction the Halberd is moving, representing drag | ||
The Wilds (Part II): Certain areas | Pushes fighters to the side, indicated by sand carried by the wind | |||
The Lake: Above certain pits | Either push straight up or straight down | |||
The Research Facility (Part II): One of Ridley's attacks | Pushes fighters back, with strength varying with distance from Ridley | |||
The Subspace Bomb Factory (Part II): During Meta Ridley fight | Pushes fighters to the back of the Falcon Flyer, representing drag | |||
The Great Maze: Above areas repeated, and a new room to the left of the map | Wind in new section pushes to the side and slightly downward | |||
Custom stages | Wind | Strength, direction and area can be edited by the player | 0.0 to 2.0 |
Only one source of wind can affect a fighter at a time. If multiple wind zones overlap a fighter, only the wind of the zone with the higher priority will push the fighter. Stage wind always takes priority over strong winds from Spirit Battles, and thus can serve as temporary refuges from strong wind, such as in the Whispy Woods and Fox Luigi Spirit Battles.