Super Smash Bros. Brawl

Floor glitch

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Revision as of 18:47, May 26, 2024 by CanvasK (talk | contribs) (Reformatting. Shouldn't be tagged as "incomplete" if it is unknown if it is incomplete. Made the explanation make more sense, still a guess and based on my quick attempts the edges of the soft platforms may be important for some of them. I tried for a while to get Flying Slam to work but Bowser Bomb worked within 30 seconds (and the edit that originally added Bowser said Bomb, not sure why they changed it))
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Marth using his Dolphin Slash on the blocks, which transports him to the top of them when timed precisely.
Meta Knight inside a block, attacking several Ice Climbers.

The floor glitch is a glitch in Super Smash Bros. Brawl that allows Bowser, Meta Knight, Marth, or Ike to become stuck inside or pass directly through blocks on a custom stage.

Execution[edit]

The player must use Bowser Bomb, Drill Rush, Shuttle Loop, Dolphin Slash, or Aether under a soft platform that is directly under a solid block—Bowser Bomb requires another surface directly below the soft platform as it doesn't ascend when used in the air. Some of the moves are more consistent than others, such as Drill Rush and Shuttle Loop are fairly consistent while Aether requires Ike to be at the edge of the setup as well as facing away from it. Bowser Bomb is the least consistent, resulting in Bowser performing the glitch, behaving normally, or being rapidly moved along the arrangement.[1]

If the character ends up inside the block, they can escape by jumping up, dropping through the soft platform, or walking off the edge of the soft platform. They can also be launched out of the block, though many attacks are unable to reach far enough down to hit through the blocks. Alternatively, attacks with large hitboxes (such as Bombs), sharking, or attacking from within by performing the glitch with another character can be used to knock a character out of the block.

Explanation[edit]

The special moves of the four characters either move the character quickly or have substantial offsets in the animations. This results in the character being placed far enough above the solid block's ceiling while close enough to the soft platform's floor for the soft platform to take precedence in physics calculations.

References[edit]