PropertyValue
rdfs:label
  • Blast line
  • Blast Line
  • Blast line
rdfs:comment
  • Een blast line is een denkbeeldige lijn aan de zijkanten van het veld die je niet kunt passeren zonder KO te gaan. Als dat toch zou gebeuren, zie je een gekleurde 'blast' (waar ook de naam vandaan komt). Blast lines zijn niet te zien, hoewel je in SSB en SSBM in The Mushroomy Kingdom bij de blast lines een rood bord met het opschrift 'Danger' kunt zien, wat aangeeft dat je niet voorbij de borden kunt omdat je anders KO bent.
  • There are four blast lines, usually referred to as "bottom"/"lower", "left", "right", and "upper"/"higher" (alternatively, "north"/"south"/"east"/"west"). The bottom blast line can also be referred as the "pit" and the upper blast line can also be referred as the "ceiling." Brawl displays diagonal-pointing explosions if a character is KO'd in a corner (which sometimes stops them from being Star/Screen KO'd instead), but this is only to improve the explosions' visibility.
  • A blast line is a boundary on a stage that a character cannot cross without getting KO'd. Some stages have blast lines that are accessible by simply walking into them such as Mushroom Kingdom II in SSF, or Skull Fortress in SSF2. Other stages have large blast lines due to their large area such as Temple.
dcterms:subject
dbkwik:mcleodgaming/property/wikiPageUsesTemplate
dbkwik:supersmashbros/property/wikiPageUsesTemplate
abstract
  • Een blast line is een denkbeeldige lijn aan de zijkanten van het veld die je niet kunt passeren zonder KO te gaan. Als dat toch zou gebeuren, zie je een gekleurde 'blast' (waar ook de naam vandaan komt). Blast lines zijn niet te zien, hoewel je in SSB en SSBM in The Mushroomy Kingdom bij de blast lines een rood bord met het opschrift 'Danger' kunt zien, wat aangeeft dat je niet voorbij de borden kunt omdat je anders KO bent.
  • A blast line is a boundary on a stage that a character cannot cross without getting KO'd. Some stages have blast lines that are accessible by simply walking into them such as Mushroom Kingdom II in SSF, or Skull Fortress in SSF2. Other stages have large blast lines due to their large area such as Temple. There are four blast lines, usually referred to as "bottom"/"lower", "left", "right", and "upper"/"higher" (alternatively, "north"/"south"/"east"/"west"). The bottom blast line can also be referred as the "pit" and the upper blast line can also be referred as the "ceiling." Characters KO'd via the upper blast line are either Star KO'd or Screen KO'd.
  • There are four blast lines, usually referred to as "bottom"/"lower", "left", "right", and "upper"/"higher" (alternatively, "north"/"south"/"east"/"west"). The bottom blast line can also be referred as the "pit" and the upper blast line can also be referred as the "ceiling." Brawl displays diagonal-pointing explosions if a character is KO'd in a corner (which sometimes stops them from being Star/Screen KO'd instead), but this is only to improve the explosions' visibility. The upper blast line is different from the others in that a character can only die by crossing it while on a platform or during knockback (with the exception of the original Super Smash Bros.), or by being propelled upwards by Wario Waft or Jigglypuff's Shield Jump. A character can jump over the upper blast line without dying, as long as he isn't knocked back by an attack. This is the principle behind the Luigi Ladder, in which two Luigis rise higher and higher by trading Super Jump Punches with no knockback. Characters KO'd via the upper blast line are either Star KO'd or Screen KO'd. Non-playable characters such as the Alloys die off the upper blast line as if it were any other blast line (with the exception of the Polygons) without Star KOs. Additionally, characters who are KO'd over the upper blast line during the usage of a Grab Air (Tether Recovery) are also KO'd with a simple colored blast. This also applies to characters being KO'd through the upper blast line in The Subspace Emissary. The game's camera refuses to pan or zoom enough during gameplay to actually "see" the blast lines (although the lines themselves are invisible, as can be evidenced when the camera is rotated while pausing). When a character is between a blast line and the camera's view (or above the upper blast line without dying), they will appear in a bubble and slowly take damage. This is known as hoop damage. In The Subspace Emissary, the blast lines will not KO Player 2 if P2 is not hit by an enemy (similar to the upper blast line in normal gameplay). Player 2 will do an automatic Space Jump instead. Also, the upper blast line is stripped of its unique properties; characters don't need to be in knockback to be KO'd by it and don't fall into the background or foreground. Items and projectiles that cross the blast lines are removed from play (except for, again, the upper blast line). A Smash Ball can freely cross blast lines until it chooses to leave.