Traps

Traps are obstacles placed by a characters's special move or can even be an item itself. Typically, traps either wait on the opponent to enter a radius before unleashing an effect or can be activated by the user with a button press. Traps were initially seldom used in Super Smash Bros; with items like the Motion Sensor Bomb and the Pitfall or Snake's Down Smash and Down Special being the only notable examples. Smash Bros Lawl would greatly expand on this concept before the main games would, with characters like Ib taking the concept even further. In most circumstances, characters summoned in movesets are not treated as traditional traps.
==Trap Terminology==
*Damaging
**Trap primarily deals damage to foes upon contact.
*Debuff
**Trap primarily applies a debuff to foes upon contact.
*Platform/Wall
**Trap can be stood on/blocks movement for foes.
*Mobile
**Trap is capable of moving.
*Slip
**Trap primarily makes foes trip.
*Assist
**Trap provides some benefit to the summoner.
*Physical
**Trap is a physical object, that can be physically manipulated.
*Non-Physical
**Trap is not physical (like energy or magic) and cannot be effected by certain anti-trap moves.
*Inanimate
**Trap is not a living/sentient being.
*Creature
**Trap is a living/sentient being and cannot be effected by certain anti-trap moves.
==List of Traps==
Trap Name 	Character/Move	Trap Type 	Properties 	Description
Fthoom-Bang 	
Strong Bad
Fthoom-Bang	Damaging 	Physcial, Inanimate 	When Strong Bad places down a Fthoom-Bang, it is treated as a trap. Depending on the version placed, there will be a "Fthoom" (upwards hitbox) or a "Bang" (explosive trap).
Prank Calls 	
Strong Bad
Prank Call	
Debuff/
Damaging	Physical, Inanimate 	Strong Bad's updated Prank Calls allows him to place Marzipan's Answering Maching on the ground and use it to send prank calls to, either resulting in an explosion or disabling an opponent's move.
Flare Flame 	
Markiplier, Darkiplier
POOF Pop	Damaging 	Non-Physical, Inanimate	
A small fire produced from the effects of a flare hitting the ground. The flame deals damage, and has a chance of dealing the "warfstache" effect on an opponent, slowing them down.
Dark's version does not apply a warfstache, but still slows opponents down.
Zombieva (Spitter) 	
Dr. Rosalene
Zombieva	Damaging 	Physical, Creature 	When holding down B, Rosalene can summon a Zombieva that only stands still and constantly shoots acid spit forward.
Spike Trap 	
Dr. Rosalene
Down Tilt	Damaging 	Physical, Inanimate 	A small spike trap Rosalene can place down, which shoots up damaging spikes that deal moderate knockback. 
Mountain Dew Puddle 	
Homestar
Mountain Dew	Slip 	Non-physical, Inanimate	A small puddle of Mountain Dew that makes opponents slip. Holding down B while pouring makes the grounded effect from the Dew longer.
Speaker Crab 	
Karkat Vantas
I'M PUTTING YOU ON SPEAKER CRAB.	
Damaging/
Mobile	Physical, Inanimate 	Karkat's Speaker Crab can be deployed as it marches around, pressing B to stun opponents with a projection of a member of the Meteor Crew, or it can explode automatically after a few seconds.
SAVE Point 	
Frisk, Chara
Determination (Act)
Determination (Fight)	
Assist, Debuff (ACT)/Damaging (FIGHT)	Non-Physical, Inanimate	Frisk's SAVE Point acts similarly yet differently depending on Frisk's chosen playstyle. ACT SAVE Point heals Frisk while slowing down opponents who touch it, while FIGHT SAVE Point increases Frisk's attack power while also damaging opponents.
Frog Friend 	
Viola, Ellen
Frog Friend	
Damaging/
Mobile	Physical, Creature 	Viola's Frog Friend can act as a mini-trap, which attacks opponents whenever they come close to it. Viola can also command it to move on her own by pressing Down B away from it. Being a creature trap, it cannot be affected by Anti-Trap moves.
Security Cameras 	
Psycho Dad
For Security	Assist 	Physical, Inanimate 	Psycho Dad can place up to two securitycameras on stage to act as a danger zone for opponents; when Psycho Dad is damaged in the camera’s radius, then the opponent receives counter damage equal to the damage they dealt to Psycho Dad.
Instant Sofa 	
Tord
Instant Furniture	Wall 	Phsyical, Inanimate 	When Tord' instant furniture turns into a sofa, the sofa acts as a wall that can be destroyed after a certain amount of damage.
Necronomicon 	
Tord
Necronomicon	Debuff 	Phsyical, Inanimate 	The Necronomicon sucks in any opponent near it, which removes any buffs or debuffs they may have.
Robotic Arms 	
Tord
Tech Buttons	Damaging/Wall 	Phsyical, inanimate 	Tord can press buttons on a hud to make robotic arms stick out of the ground and repeatedly punch at opponents. Tapping creates a damaging wall that pops up from the ground.
House Traps 	
Ellen
The Protection of the House
We're Friends, Right?	
Slip (Blood, Pit)
Damaging (Statue)	Physical, Inanimate 	With Neutral B, Ellen can spend Souls to create traps that protect her from incoming danger. Blood puddles that trip opponents, pits that push them back, and statues that damage opponents by falling on them. Her final smash also uses the same blood puddles.
Dark Jumpscare 	
Darkiplier
Dark Vision	Debuff/Damaging 	Non-Physical, Inanimate	Darkiplier places down a face that fades in the background. Anyone who stands in range of the face will take gradual damage until they take 10% from it, at which point it stuns them and adds 5% to them, darkening their damage. This lets Darkiplier deal more damage on his next hit, and deal the maximum amount of damage from LET ME IN.
Eduardo's Art 	
Eduardo
Second Place Art	Damaging 	Physical, Inatimate 	Eduardo places down his old childhood painting, which he can attack in order to send out as a moving hitbox. The painting can be destroyed by normal attacks. If Eduardo places down a second painting, it's power is weaker than the first.
Smileyman 	PeanutButterGamer
Smiley Man	Debuff, Damaging 	Physical, Creature 	Smiley Man, when placed on the ground, will turn any projectiles that come near it into copies of My Sims, and will hit anyone who walks close with a copy of My Sims.
Mr. Friend (Stationary)	Stu Pickles
The Mysterious Mr. Friend	Damaging 	Physical, Creature 	Mr. Friend can be placed down to make him stationary, which makes him charge toward and attack an opponent who gets close to him.
Lullaby Ball 	Stu Pickles
Sleep Ball	Debuff 	Physical, Inanimate 	Pressing Side B again with the Sleep Ball will have Stu roll the ball across the floor, inflicting sleep to anyone in its path or whoever gets near it.
Automatic Doorstopper 	Stu Pickles
Automatic Doorstopper	Damaging 	Physical, Inanimate 	A pure trap placed on the floor which launces anyone who steps on top of it (including Stu, who does not get damaged, and Mr. Friend who is given a small jump).
Dang-CAR-esque 	Dangeresque
Car Chase Scene	Damaging, Platform	Physical, Inanimate 	When Dangeresque places his cool cool car down, anyone can stand on it like a platform. When Dangeresque presses Side B again on top, it will drive forward dealing damage.
Pipis (Stationary) 	Spamton
Pipis Shot	Damaging 	Physical, Pipis 	When initially using Down B without any kromer or charge, the Pipis Spamton shoots out will be a stationary trap on the ground until someone touches or attacks it. While it has trap properties, Spamton can shoot his own Pipis to make it explode. The explosion does not happen with most Anti-Trap moves.
Mrs. Hopewell 	Mrs. Mavilda
Hopewell's Growth	Wall 	Physical, Inanimate 	When used on stage, Mrs. Hopewell will grow on the stage and act as a wall for everyone (including Mavilda). Unlike most other Anti-Trap moves, this one can be knocked down by anybody.
==Anti-Trap Moves==
Anti-Trap Moves refers to moves that can combat the above trap moves by tampering with them or removing them altogether. Creature traps are not effected by these moves unless specified otherwise.
Move Name 	Character 	Description
The Cheat 	Strong Bad 	When pressing Side B with The Cheat out, he can order him to vandelize a nearby trap, which deactivates it for a few seconds.
John's Sylladex
Encryption 	
John Egbert
Karkat Vantas	
John and Karkat can use their Sylladex to captalogue a physcial trap into a captalogue card. John can use the trap by taking it out with Stack, or can shoot it out with Fetch. Karkat turns it into a safe card, which, if he or anyone with high IQ hack into, can be used by them.
Property Damage 	Stephen Quire	Stephen takes an opponent's physical trap, grabs it, and uses it as a projectile. The damage and side effects of the throw depend on the trap itself, and they can break depending on how much it was thrown.
How The Stephen Stole Christmas	Stephen Quire	Stephen's Final Smash has him round up any traps on the stage to multiply the damage dealt from opponents hitting the center fire he creates on the stage.
Mountain Dew 	Homestar 	Homestar's Mountain Dew can also be used, when poured onto a trap, can temporarily disable it.
Frog Friend 	Viola 	This move can also be used as an anti-trap move that can guard over or hold traps and items when commanded to move towards one.
Backhoe Destruction 	Psycho Dad 	Psycho Dad’s primary vehicle can also be used to bury traps for 7 seconds when driving over them, making them unusable for that time.
TRUE ERASE 	Chara 	Chara's version of Erase removes any traps, assist chacters or Assist Trophies from the stage and weakens their power for the next few seconds.
Let's Roll 	Mrs. Mavilda 	When Mavilda presses B near a trap, she is able to store it as leverage for her Neutral B, adding to her count of stored attacks.
==Trivia==
*A painting from Ib was used as a placeholder trap for moves that interacted with them in times where there were none to use. This mainly references how Ib was considered the most broken Lawl character due to a combination of stats and her mastery over Traps that can completely control the stage.
Category:Terms
Category:Smash physics
Category:Game physics