ParanoidDrone
Smash Master
This is where I usually put something approaching wittiness. I got nothing today.
Previously Covered
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
Smashville
Lylat Cruise
Castle Siege
Town & City
Duck Hunt
Delfino Plaza
Kalos Pokemon League
Mario Galaxy
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit
Layout
Wrecking Crew's layout is ever-changing, yet there are several consistent features. The base of the stage is solid and has walled sides, while four additional floors exist overhead. Each of these may take up the whole length of the stage, only part of the length, or even consist of two separate sections. In the background are various wall segments, which come into play later. Ladders may also appear, which function identically to those in The Subspace Emissary from Brawl.
Players 1 and 2 start on the bottom floor, three wall segments in from the ledge. Players 3 and 4 start 5 wall segments in. The Omega form has walled sides.
Wrecking Crew is a very dynamic stage and has both damaging and non damaging stage hazards.
Bombs
Scattered throughout each floor are a number of small pedestals. Bombs appear on these pedestals, but only on a total of two floors at a time. The bombs can be damaged with any attack and have 12 HP each. A player is immune to a bomb that they detonate. The explosions do 10% damage to players caught in the blast.
Barrels
Also scattered around the stage are metal barrels. These barrels are not nearly as numerous as bombs but are nonetheless common. They are not walls, and projectiles can pass through them without issue, yet players cannot freely stand within them. The effect is similar to the collision detection between players, which gently pushes them away from each other.
A player can land on top of a barrel, which acts as a standard platform.
Ladders
The ladders that connect some floors together act completely normally. People who have played The Subspace Emissary in Brawl should already be familiar with the mechanics.
A player in front of a ladder may press up or down to climb up or slide down the ladder as they please. This can be done even if the player is airborne at the time. If someone slides all the way down to the bottom of a ladder, they will continue falling below the platform it sits on provided the platform lets them do so in the first place.
Walls
A large number of wall segments exist on each floor, which come in three varieties: Windows, Light Brick, and Dark Brick. While they do not impact the fight directly, they do have different properties that come into play when the stage starts falling apart.
A good sample image of the Wrecking Crew stage. Bombs, barrels, ladders, and all three types of wall are present. Each of these elements occupies a single "slot" on its floor. (Empty slots are also possible.) Also note that the higher floors need not cover the length of the stage, and can even be split into two.
Demolition
Now that we are familiar with the different stage elements, it's time to learn how they work together.
When a bomb explodes, it causes a chain reaction in nearby walls and other bombs. Any wall segments adjacent to a bomb also explode, which makes a segment adjacent to it also explode, and so forth. All such explosions cause the same 10% damage as the original bomb, which the initiating player is again immune to. This is where the different types of wall segments come into play, as they have different levels of durability before they completely break:
If the chain reaction encounters a second bomb, it will also explode and start its own chain reaction. In effect, it causes it to ripple backwards if any light or dark brick is there to still get blown up, in addition to propagating the original chain reaction forward.
One would perhaps assume that a section of floor only falls when all of the wall sections supporting it have been destroyed. One would be wrong. Instead, a floor falls when two or fewer wall sections, including ladders, are left to support it.
In general, when a floor falls down it takes everything with it, including any floors above it, effectively sliding the whole stage down by one level. However, in the event of split floors or a floor that doesn't stretch all the way across, it is possible for the floor above to still be supported by another wall or ladder, in which case it will remain in place as the rest of the stage falls before checking if it is adequately supported. If not, then the supports break under the strain as usual and the rest of the stage falls as well. Ladders do not stretch when a floor falls down.
A falling floor stops at the first floor it encounters, whether it is the stage base or one of the additional floors above. As the floors fall down, additional floors fall from the top blast zone to keep the stage cycle going. If a floor falls on top of a bomb or a barrel, they are destroyed. The bomb causes a small explosion for 10% damage when destroyed in this manner.
For illustrative purposes, here is a series of images showing the step by step results of detonating a single bomb on the ground floor:
Step 1: R.O.B. uses its forward smash to detonate an adjacent bomb. Note how it takes no damage from the explosion.
Step 2: The bomb causes a chain reaction across the wall behind R.O.B., who is again immune to the damage. While difficult to see behind the smoke, the light brick segments are still intact, while the window segment is destroyed.
Step 3: The section of floor that was supported by the wall now only has the two light brick segments to hold it up, which shatter under the strain.
Step 4: The section of floor falls down.
Step 5: The third floor is now only supported by the two wall segments on the left side, which shatter under the strain.
Step 6: The third floor falls down and destroys the bomb and barrel it lands on.
Trapped in a Barrel
Although falling floors do not cause any damage themselves, a barrel on such a floor may trap players if it falls on top of them. If this happens, they must button mash to break free and are vulnerable to attack in the meantime.
A fighter trapped inside a barrel.
Summary
Previously Covered
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
Smashville
Lylat Cruise
Castle Siege
Town & City
Duck Hunt
Delfino Plaza
Kalos Pokemon League
Mario Galaxy
Coliseum
Gamer
Wii Fit Studio
Kongo Jungle 64
Windy Hill Zone
Luigi's Mansion
Norfair
Orbital Gate Assault
Woolly World
Skyloft
Garden of Hope
Mushroom Kingdom U
Wuhu Island
Mario Circuit
Layout
Wrecking Crew's layout is ever-changing, yet there are several consistent features. The base of the stage is solid and has walled sides, while four additional floors exist overhead. Each of these may take up the whole length of the stage, only part of the length, or even consist of two separate sections. In the background are various wall segments, which come into play later. Ladders may also appear, which function identically to those in The Subspace Emissary from Brawl.
Players 1 and 2 start on the bottom floor, three wall segments in from the ledge. Players 3 and 4 start 5 wall segments in. The Omega form has walled sides.
Wrecking Crew is a very dynamic stage and has both damaging and non damaging stage hazards.
Bombs
Scattered throughout each floor are a number of small pedestals. Bombs appear on these pedestals, but only on a total of two floors at a time. The bombs can be damaged with any attack and have 12 HP each. A player is immune to a bomb that they detonate. The explosions do 10% damage to players caught in the blast.
Barrels
Also scattered around the stage are metal barrels. These barrels are not nearly as numerous as bombs but are nonetheless common. They are not walls, and projectiles can pass through them without issue, yet players cannot freely stand within them. The effect is similar to the collision detection between players, which gently pushes them away from each other.
A player can land on top of a barrel, which acts as a standard platform.
Ladders
The ladders that connect some floors together act completely normally. People who have played The Subspace Emissary in Brawl should already be familiar with the mechanics.
A player in front of a ladder may press up or down to climb up or slide down the ladder as they please. This can be done even if the player is airborne at the time. If someone slides all the way down to the bottom of a ladder, they will continue falling below the platform it sits on provided the platform lets them do so in the first place.
Walls
A large number of wall segments exist on each floor, which come in three varieties: Windows, Light Brick, and Dark Brick. While they do not impact the fight directly, they do have different properties that come into play when the stage starts falling apart.
A good sample image of the Wrecking Crew stage. Bombs, barrels, ladders, and all three types of wall are present. Each of these elements occupies a single "slot" on its floor. (Empty slots are also possible.) Also note that the higher floors need not cover the length of the stage, and can even be split into two.
Demolition
Now that we are familiar with the different stage elements, it's time to learn how they work together.
When a bomb explodes, it causes a chain reaction in nearby walls and other bombs. Any wall segments adjacent to a bomb also explode, which makes a segment adjacent to it also explode, and so forth. All such explosions cause the same 10% damage as the original bomb, which the initiating player is again immune to. This is where the different types of wall segments come into play, as they have different levels of durability before they completely break:
- Ladder: 1
- Window: 1
- Light Brick: 2
- Dark Brick: 3
If the chain reaction encounters a second bomb, it will also explode and start its own chain reaction. In effect, it causes it to ripple backwards if any light or dark brick is there to still get blown up, in addition to propagating the original chain reaction forward.
One would perhaps assume that a section of floor only falls when all of the wall sections supporting it have been destroyed. One would be wrong. Instead, a floor falls when two or fewer wall sections, including ladders, are left to support it.
In general, when a floor falls down it takes everything with it, including any floors above it, effectively sliding the whole stage down by one level. However, in the event of split floors or a floor that doesn't stretch all the way across, it is possible for the floor above to still be supported by another wall or ladder, in which case it will remain in place as the rest of the stage falls before checking if it is adequately supported. If not, then the supports break under the strain as usual and the rest of the stage falls as well. Ladders do not stretch when a floor falls down.
A falling floor stops at the first floor it encounters, whether it is the stage base or one of the additional floors above. As the floors fall down, additional floors fall from the top blast zone to keep the stage cycle going. If a floor falls on top of a bomb or a barrel, they are destroyed. The bomb causes a small explosion for 10% damage when destroyed in this manner.
For illustrative purposes, here is a series of images showing the step by step results of detonating a single bomb on the ground floor:
Step 1: R.O.B. uses its forward smash to detonate an adjacent bomb. Note how it takes no damage from the explosion.
Step 2: The bomb causes a chain reaction across the wall behind R.O.B., who is again immune to the damage. While difficult to see behind the smoke, the light brick segments are still intact, while the window segment is destroyed.
Step 3: The section of floor that was supported by the wall now only has the two light brick segments to hold it up, which shatter under the strain.
Step 4: The section of floor falls down.
Step 5: The third floor is now only supported by the two wall segments on the left side, which shatter under the strain.
Step 6: The third floor falls down and destroys the bomb and barrel it lands on.
Trapped in a Barrel
Although falling floors do not cause any damage themselves, a barrel on such a floor may trap players if it falls on top of them. If this happens, they must button mash to break free and are vulnerable to attack in the meantime.
A fighter trapped inside a barrel.
Summary
- Total of 5 floors: the base plus 4 additional floors.
- Bombs have 12 HP, explode for 10% damage, player who causes it is immune.
- Barrels are standard platforms if landed on from above, otherwise gently push players out akin to fighter collision.
- Ladders function as expected from The Subspace Emissary.
- Bombs cause chain reactions in ladders, walls, and other bombs, player who causes it is immune.
- Ladders and window segments are destroyed after 1 explosion, light brick after 2, and dark brick after 3.
- Floors and floor sections fall when 2 or fewer segments exist to support it. This includes ladders.
- Falling floors destroy bombs and barrels they land on, bombs explode for 10%.
- Barrels that fall on players trap them, button mashing required to escape, vulnerable in the meantime.
- Stage replenishes itself with additional floors that fall from the sky.
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