Super Smash Bros. series

Stage hazard

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Sonic nearly colliding with aShy Guy onFigure-8 Circuit, an example of a stage hazard

Astage hazard is any aspect of astage (that is, astage element) which could pose a threat to players. Most stage hazards dealdamage andknockback, while the remainder includes a wide range of effects, such as sudden movements of the stage or a panning camera that can carry less agilecharacters into theblast line. A stage hazard should not be mistaken for any element which might aid or save the opponent, such as the Support Ghost inYoshi's Island, although the same element may play several roles.

How predictable a stage hazard is and how much influence it has over the match are factors usually considered when deciding stagelegality. Stages with many or overwhelming hazards are typically banned intournaments, as they tend to interfere with the outcomes of matches or because the competitors only value aspects of a match that they have to control without overcentralizing the match.

Some stage hazards may be extremely minute or subtle or only apply to certain characters. For example, the balloon inSmashville may unexpectedly collide withNess'sPK Thunder, making him temporarily vulnerable or leaving him in thehelpless state if he is in the air.

Stage hazards often play a role in improvisedcombos.

InSuper Smash Bros. for Wii U, certain stage hazards, such as all of the magma-based obstacles inNorfair, are disabled in8-Player Smash. InSuper Smash Bros. Ultimate, stage hazards can be toggled on or off regardless of the number of players.

All stage hazards are paused during aFinal Smash; however, their hitboxesremain active while a non-cutscene Final Smash is in effect, making them exploitable to gain additional damage.

Types of stage hazards[edit]

  • Static hazards generally stay in place or follow a set path and produce damage and knockback upon collision. Examples of stationary static hazards include spikes and lava; an example of a moving static hazard is the minecart inPictoChat. Some static hazards have afixed knockback. Static hazards that cause damage but not knockback or flinching includehoop damage and the rain in the Kitty Cover mini-game onWarioWare, Inc.
  • Blast hazards will appear and fire or explode over a period of time, entrapping players that come near their radius. The damage they inflict depends on how long the character remains trapped within the blast. Some blast hazards will seek a target before executing, such as the Combo Cannon onHalberd, while some will appear randomly, such asBanzai Bill inPeach's Castle.
  • Launchers will quickly move the character from one part of the stage to another and sometimes into the blast line. The most basic example of a launcher is the catapult onPirate Ship, which will only fling the victim to the far left of the pirate ship, while the victim suffers neither damage norflinching. TheBarrel Cannon inCongo Jungle is considered a launcher but not usually a hazard, because there is a brief period of time where the player has control over when it will fire.
  • Rogue platforms areplatforms that travel or move suddenly through a blast line. For example, if a character isstunned while standing on anArwing inSector Z, the Arwing may leave the scene and carry the character into the blast line. The track onBig Blue, the balancing platforms onMushroom Kingdom, and any platform aside from the main one onTown and City may also be considered rogue platforms.
  • Trapdoors are sections of the stage that can give way and reappear over a character, which usually makes returning to the stage difficult or impossible. For example,King Bulblin on theBridge of Eldin can destroy the bridge, and players can be trapped below when the bridge is later reconstructed. Another example of a trapdoor hazard is theDrop Block in one of the defaultcustom stages inBrawl. Trapdoors differ in terms of how they are triggered; some automatically open and close at timed intervals, some open based on proximity (with a delay before opening) and then automatically close sometime later; and still others have to be manually triggered (such as by taking damage) in order to open.
  • Transformations create a situation where the character can be caught under or off to the side of a stage because of a sudden shift in the stage. For example, theFrigate Orpheon stage can cause players to accidentally self-destruct when it flips upside down, andOrbital Gate Assault features many sudden transitions from one group of spaceship platforms to another. These should not be confused with trapdoor hazards; the difference is that trapdoors are located in specific portions of a stage, whereas transformation hazards specifically feature a (near) global change in the stage.
  • Acid hazards, which do not specifically need to be depicted as acid, rise or pour in while covering a blast line. Collision with the acid will result in damage and knockback. In high hitstun and low percentage environments, characters will sometimes bounce around in rising acid. The first stage to feature an acid hazard isPlanet Zebes.Norfair features lava in the place of acid.
  • Predators will pursue the players and attack them. Some examples include the lookout cannons on Pirate Ship and the Arwings andWolfen which swoop in and fire lasers around characters on variousStar Fox stages. These sometimes overlap with blast hazards, such as the Combo Cannon on Halberd.
  • Vehicles may occasionally speed through some stages, causing damage and knockback to characters that collide with them. A warning or environment cue that a vehicle is approaching is usually given, such as a flashing exclamation point onOnett, or the vehicle can be seen from far away before arrival, such as the racers onMario Circuit. Vehicle collisions may also trigger explosions on certain items. Vehicles are similar to mobile static hazards in that both pose a threat by slamming into fighters; the main difference is that vehicles briefly pass through the playable area at various intervals, while static hazards are either always onstage or remain onstage for extended periods of time, and vehicles also usually move quickly and warn players before their appearance, while static hazards can appear abruptly and usually move slowly (if they move at all). Vehicle hazards are not necessarily actual vehicles; anything that periodically rushes through the stage and damages fighters in its path, without lingering onstage for more than a few seconds, fits this hazard archetype. A good example is the Peckish Aristocrab in theGarden of Hope stage, which does not fit any conventional definition of the word "vehicle", yet has all the properties of a vehicle-type stage hazard (dashes through stage periodically and inflicts damage and knockback to all fighters it collides with, has a clear warning of its imminent arrival before threatening fighters, does not remain on stage for a prolonged period of time).
  • Weather hazards affect physics. These hazards typically follow a change in scenery or a stage transformation; for example, the Flying transformation inPokémon Stadium 2 introduces a weather hazard that blows gusts of wind upwards. Characters caught in the gusts have a dramatically reducedfalling speed and are easier toStar KO and approach. Other weather hazards may affect the progression of time, such asDialga inSpear Pillar.
  • Slippery platforms make it difficult to control the momentum of traversing characters. InBrawl, slippery platforms may also increase the odds that a character willtrip. This hazard does not affect theIce Climbers.
  • Switches need to be activated before any changes occur. Currently, the only switch that significantly threatens players is thePOW Block inMushroom Kingdom.
  • Panning cameras force characters to follow the camera, asblast lines will move with the camera.Icicle Mountain features a camera that pans up the stage at varying speeds, which can catch characters with the lower blast line if they have a poor jumping ability.
  • Obstacles generally obstruct character movement or present a challenging gap to cross. While not dangerous by themselves, obstacles are often used in conjunction with panning cameras.
  • Illusions are designed to affect the players themselves rather than the character, although they can sometimes lead to disorientation and self-destruction.Palkia on Spear Pillar can tilt the screen's orientation of the stage and invert player controls by mirroring the stage.
  • Enemies generally appear as a species and can obstruct the player or cause knockback and damage. Enemies are similar to static hazards, but most enemies can be damaged and defeated or can be grabbed and thrown. One example of an enemy hazard is thePolar Bear in Icicle Mountain.
  • Stage bosses are large enemies introduced inSuper Smash Bros. 4. They are much larger than regular enemies and can take a lot of damage before being defeated. They may also have other significant effects besides disrupting the battle, such as destroying portions of the stage or awarding a KO to the player who defeated them.
  • Monsters are large enemy species that cannot be defeated and can KO a player when hit, grabbed or swallowed by. Some monsters include theUltimate Chimera onNew Pork City and thefish onSummit. While thePeckish Aristocrab onGarden of Hope exhibits characteristics of a vehicle hazard, as previously mentioned, it is also considered a monster by virtue of being a large, hostile living being that is immune to all attacks from the fighters.

Stage hazard switch[edit]

InSuper Smash Bros. Ultimate, stage hazards can be turned on or off. Its description in-game says that it turns off hazards "like environmental changes and enemies"; however, the way it is implemented from stage to stage can vary—for example, some stages (such asSaffron City) have moving platforms kept still, while others (such as the rightmost platform inFrigate Orpheon) may still move. The list of changes follows:

StageDifferences with hazards off
3D LandThe ? Blocks are already empty, and brick blocks cannot be broken. Donut Blocks don't fall. Flipping platforms are already laid out. The rocks don't appear in the second phase. The skewers don't appear in the final phase.
75mThe fire enemies do not appear. Donkey Kong does not move forward, or release the springs on the stage. The elevators are stationary.
Arena FeroxThe stage does not transform and is locked to a random variation. The statues of the first variation cannot be destroyed. The hanging platforms of the fourth variation never move when hit.
Balloon FightFish, flippers and lightning bolts do not appear. The rocks under certain platforms cannot be broken.
Battlefield (including Battlefield forms)No changes.
Small andBig BattlefieldNo changes.
Big BlueThe other F-Zero racers do not spawn, leaving theFalcon Flyer as the only platform. The Falcon Flyer does not fly offscreen and despawn.
Boxing RingThe stage lights do not fall, and cannot be attacked, although they will still shake when landing on them.
Bridge of EldinKing Bulblin does not appear, and the bridge is never blown up.
BrinstarThe acid does not rise, and the fleshy parts of the stage cannot be destroyed.
Brinstar DepthsKraid does not appear, and the stage does not rotate.
Castle SiegeThe stage does not transform and is set to the castle's roof.
Cloud Sea of AlrestAzurda will keep his head static throughout the match, keeping it elevated slightly above the clouds.
ColiseumNo platforms rise from the ground.
CorneriaArwings do not appear, and the Great Fox's cannon does not fire lasers and cannot be attacked.
Delfino PlazaNo changes.
Distant PlanetThe leaves and vine do not sink when stood on. It does not rain on the stage, thus the river of water never appears. TheRed Bulborb does not appear. Pellets and Onions don't spawn.
Dracula's CastleCandles do not appear. The moving platforms do not move.
Dream LandWhispy Woods does not blow wind.
Dream Land GBNo changes.
Duck HuntThe dog and ducks do not appear. The bush never appears.
Flat Zone XThe stage does not transition past the first form, the randomly moving Manhole platforms, the treasure diver and the firemen do not appear.
Figure-8 CircuitNo karts are on the track, and the race map is not displayed on the jumbotron, and instead the animated background covers its entirety.
Final Destination (including Omega forms)No changes.
Find MiiDark Emperor does not appear. The cage stays stationary at all times. The platforms never collapse.
Fountain of DreamsThe left and right platforms do not move.
FoursideThe UFO does not appear, and the platform and crane do not move.
Frigate OrpheonThe stage does not flip, remaining only in the first area. Blackouts do not occur, and the platforms that move in from the left and right blast zones are gone. The platform on the right still moves up and down.
Gamer5-Volt does not appear and the fake-outs do not occur. If present, 9-Volt's gamepad will remain off and the sketchbook will only show Mona.
Garden of HopeThe bridge, pots, sticks, Pikmin,Bulborb, andPeckish Aristocrab do not appear. The lifts do not fall.
Garreg Mach MonasteryBattle begins only in Cathedral. Notably, the moving platforms can still carry fighters offscreen.
Gaur PlainThe springs do not appear and Metal Face never appears.
Gerudo ValleyThe bridge cannot be damaged or destroyed.Koume and Kotake do not appear.
Golden PlainsCoins do not appear, and the stage does not scroll. The moving platforms don't move.
Great BayTingle does not appear. The turtle never moves, though it still bobs in the water.
Great Plateau TowerThe top of the tower does not take damage and cannot be destroyed.
Green GreensWhispy Woods does not blow wind or drop apples, and there are no falling blocks or bombs.
Green Hill ZoneCheckpoints do not appear, the stage no longer crumbles.
HalberdNone of the weapons on the Halberd ever attack.
HanenbowThe leaves do not tilt and change color when attacked, and the Hanenbow creatures do not appear.
Hollow BastionThe stage does not transition to Dive to the Heart.
Hyrule CastleThere are no tornadoes.
Jungle JapesKlaptraps do not appear.
Kalos Pokémon LeagueThe stage does not transform.
King of Fighters StadiumNo changes.
Kongo FallsKlaptrap, the launch barrel, and the log platforms and crates that flow in the waterfall do not appear. The main raft platform is no longer moved when fighters stand on it.
Kongo JungleThere is noBarrel Cannon, and the rotating platforms do not move.
Living RoomBlocks and other miscellaneous items only spawn once and never disappear. They still damage players when they land, however.
Luigi's MansionThe support pillars cannot be broken. The moving platforms don't appear.
Lylat CruiseThe stage does not tilt and only uses the Starry Space background without the space warp. As such,Smash Taunts cannot be activated.
MagicantThe Flying Men, trees, Mobile Sprouts, Sky Runners, tomatoes, octopus statues, and Dungeon Man do not appear.
Mario Bros.TheShellcreepers,Sidesteppers,Flames, andPOW Block do not appear. The blue platforms do not bump up slightly when hit from below.
Mario CircuitNo karts are on the track.
Mario GalaxyNo changes.
MementosThe top right platform, ceiling, walls, and trains do not appear.
MidgarSummon Materia never appear.
Minecraft WorldDestructible blocks do not appear.
Mishima DojoNo changes.
Moray TowersNo changes.
Mute City SNESThe Blue Falcon is always the only vehicle onscreen. The moving platforms never move, and the Blue Falcon never goes over the ramp or into the pits. The track still damages players, however.
Mushroom KingdomThe balancing platforms in the middle are not there, and Piranha Plants do not spawn. It is impossible to use the Warp Pipes. POW Blocks don't appear.
Mushroom Kingdom IIBirdo and the Pidgits do not appear.
Mushroom Kingdom UKamek never appears, so the stage never transitions past the first form. Nabbit, the beanstalk, the icicles, the geysers, the Big Urchins, the Stretch blocks, and other hazards do not appear.
Mushroomy KingdomThe ? Blocks are already empty. The Brick Blocks cannot be attacked or broken.
New Donk City HallThe moving platforms on some stops do not move. Pauline and the musicians never appear.
New Pork CityTheUltimate Chimera does not appear, the ship pendulum does not swing, and the platform at the bottom cannot be destroyed. The limousine does not appear.
NorfairNone of the lava obstacles appear.
Northern CaveNo changes.
OnettThe cars do not appear. The Drug Store sign and the awnings below it will not fall.
Pac-LandThe fire hydrants don't shoot out water, and pushing them does not award the player with the giant status. The water geysers don't appear, the logs don't fall or rotate, the cloud platforms never move, and the springboard doesn't work. The Wing Shoes cannot be collected, and the balloons and Special Pac don't spawn.
Paper MarioThe stage never transitions past the first form. The fan never appears.
Palutena's TempleThe spikes do not appear. The bridge cannot be destroyed, but can still be attacked. The moving platforms do not move. The top left mini-stage does not move, nor does the rising platform on the right. The springs do not appear. The spikes on the bottom of the stage no longer have a hitbox. Oddly, The disappearing ledge to the left of the stage still behaves normally.
Peach's CastleThere is noBumper, and the bottom platform and triangles do not move.
PictoChat 2Drawings do not appear.
PilotwingsThe stage does not change from the red biplane, and it does not tilt. The terrain doesn't damage players.
Pirate ShipThe ship's catapult is never used. Enemy lookouts that fire bombs, theKing of Red Lions, the storm cyclone, and the small rocky island do not appear. The hull of the ship still KOs players, however.
Pokémon StadiumThe stage does not transform.
Pokémon Stadium 2The stage does not transform.
Port Town Aero DiveNo cars appear on the track.
Princess Peach's CastleBanzai Bills and switches never appear. Blocks never spawn. The platforms that would normally rise when stood on are now stationary.
Prism TowerNo changes.
Rainbow CruiseThe stage never transitions past the flying ship.
Reset Bomb ForestThe stage never transitions to the second form.
Saffron CityThe door of the Silph Co. building never opens to spawn Pokémon. The hovering platforms on the left do not move.
Shadow Moses IslandThe watchtowers cannot be broken.
SkyloftThe main platform doesn't move, and thus does not transition to any other forms.
SkyworldThe solid part of the stages are not destructible. The lower moving platform does not appear. The platform on the right doesn't move, or react to players landing on it.
SmashvilleThe soft platform does not move once it reaches center stage, which it does much more quickly. Balloons do not spawn.
Spear PillarDialga,Palkia, andCresselia do not affect the stage when they appear. The floating platforms never move.
Spiral MountainThe stage doesn't rotate. However, the floating platforms still appear.
Spirit TrainThe final car never changes from its initial basic form, and the blast zones no longer move about as a result. No Dark or Armored Trains spawn. The train still damages players, and moving platforms still appear, however.
Spring StadiumThe trampolines on the stage stay inactive, and the smaller floating ones on either side never appear. ARMS Drones also do not spawn.
SummitThe fish does not appear. The ice platform cannot be destroyed. The icicles don't fall. The left platform never falls from standing on it. The ice block and cloud platforms never appear. The polar bear won't sink the platform further into the water. The slight reduction in stage gravity while the iceberg slides down the mountain does not occur. Notably, the entire stage cycle still occurs, and touching the side of the iceberg as it slides down the mountain still deals damage.
Super Mario MakerThe stage is still randomized, but moving platforms, brick blocks, rotating blocks, ice blocks, lava, and other disruptive elements are never part of the layout.
Super Happy TreeThe clouds do not disappear.
Suzaku CastleNo changes.
TempleNo changes.
The Great Cave OffensiveThe mine carts and treasure chests do not appear. The danger zones, spikes and cannons are still present, however.
Tomodachi LifeThe walls covering all the different rooms are always invisible.
Tortimer IslandNo fruits appear on the trees. The boat and the shark do not appear.
Town and CityThe stage still transitions between the town and city, but the platforms within each form do not move outside of the transition. Balloons do not spawn.
Umbra Clock TowerThe pieces of rubble serving as temporary platforms do not appear, leaving the clock tower itself as the only platform.
Unova Pokémon LeagueZekrom and Reshiram do not appear.
VenomArwings and Wolfens do not appear. The stage still tilts.
WarioWare, Inc.Microgames do not occur.
Wii Fit StudioThe platform layout never changes.
Wily CastleThe Yellow Devil and moving platforms do not appear.
Windy Hill ZoneThe windmill does not move, and the spring does not appear.
Wrecking CrewThe walls do not break. Bombs and barrels do not appear.
Wuhu IslandThe stage remains in its initial floating platform configuration, never stopping to land at any point. The platform moves slowly backwards around the island, rather than moving quickly forwards. It also never gets close enough to the water to deal damage to fighters.
Yggdrasil's AltarThe smaller hard platforms that rise up and appear on the side of the stage do not appear. Treasure chests andMimics also do not appear.
Yoshi's Island (Melee)The Rotating Blocks cannot be damaged or broken.
Yoshi's IslandSoft platform does not tilt. Blarggwich and Fly Guys do not appear.
Yoshi's StoryRandall the cloud and Shy Guys do not appear.

Additionally, several transforming stages stay locked in a certain stop in certain spirit battles.

See also[edit]


v • d • e
Stage hazards
Super Smash Bros.Arwing ·Chansey ·Charmander ·Electrode ·Piranha Plant ·Porygon ·Venusaur ·Whispy Woods
MeleeArwing ·Banzai Bill ·Birdo ·F-Zero Racers ·Klaptrap ·Kraid ·Pidgit ·Tingle ·Whispy Woods ·Wolfen
BrawlArwing ·Blarggwich ·Bulblin ·Cresselia ·Dialga ·Donkey Kong ·F-Zero Racers ·Fish ·Fly Guy ·King Bulblin & Lord Bullbo ·Klaptrap ·Palkia ·Piranha Plant ·Red Bulborb ·Shellcreeper ·Shy Guy ·Sidestepper ·Ultimate Chimera ·Whispy Woods ·Wolfen
for 3DSArwing ·Bahamut ZERO ·Blarggwich ·Bulborb ·Dark Emperor ·F-Zero Racers ·Fish ·Flipper ·Fly Guy ·Flying Man ·Ghosts ·Ifrit ·Kapp'n ·Klaptrap ·Koume & Kotake ·Leviathan ·Lurchthorn ·Odin ·Ramuh ·Reshiram ·Shy Guy ·Whispy Woods ·Wolfen ·Yellow Devil ·Zekrom
for Wii U5-Volt ·Arwing ·Bahamut ZERO ·Bulblin ·Donkey Kong ·F-Zero Racers ·FG II-Graham ·Ho-Oh ·Ifrit ·Joulion ·Kamek ·King Bulblin & Lord Bullbo ·Leviathan ·Manaphy ·Metal Face ·Nabbit ·Odin ·Peckish Aristocrab ·Ramuh ·Rayquaza ·Registeel ·Ridley ·Shellcreeper ·Shy Guy ·Sidestepper ·Whispy Woods ·Yellow Devil ·Zero
Ultimate5-Volt ·Arwing ·Bahamut ZERO ·Banzai Bill ·Birdo ·Blarggwich ·Bulblin ·Bulborb ·Chansey ·Charmander ·Cresselia ·Dark Emperor ·Dialga ·Donkey Kong ·Electrode ·F-Zero Racers ·Fish ·Flipper ·Fly Guy ·Flying Man ·Ho-Oh ·Ifrit ·Kamek ·Kapp'n ·King Bulblin & Lord Bullbo ·Klaptrap ·Koume & Kotake ·Kraid ·Leviathan ·Lurchthorn ·Manaphy ·Metal Face ·Mimic ·Nabbit ·Odin ·Palkia ·Peckish Aristocrab ·Pidgit ·Piranha Plant ·Porygon ·Ramuh ·Rayquaza ·Registeel ·Reshiram ·Shellcreeper ·Shy Guy ·Sidestepper ·Tingle ·Ultimate Chimera ·Venusaur ·Whispy Woods ·Wolfen ·Yellow Devil ·Zekrom