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Sugar Crush is an element in Candy Crush Saga which is triggered when a player completes the objectives of the level, for example when all the jelly is cleared in jelly levels and all the cascades have stopped.

When the level is complete, the voice will announce, "Sugar Crush!" and the same words appear on the screen. The sugar crush is a reward and a way to get extra points for every move you have remaining when the level is complete.

Web description[]

You need to collect a number of specified candies by removing them from the board (switching them out). If you run out of moves before collecting all of the required candies, you will fail the level.


When Sugar Crush is announced, the player will not be able to use any more moves. Remaining moves will be used to add additional score at a base score of 6000 points per remaining move, not counting additional points accurred through created and activated special candies and their effects.

If the player has zero stars upon completion, her/his score will be bumped to the one-star target, before Sugar Crush is called.

Normally what happens is that after the Sugar Crush is announced, all the special candies at the top left on the screen automatically activate. Some of the special candies will be converted during the process. They then work their way to the right and down. The special candies go off in this order: Coconut wheel, UFO, wrapped candies, striped candies, colour bombs, then other booster candies (jelly fish, lucky candy). All these are done in reading order (i.e. from left to right and top row to bottom row). Any new special candies formed during cascade will change the sequence. (i.e. There are only striped candies, but if a wrapped candy is made from the cascade, that wrapped candy will go off first after the same cascade.)

Candies match immediately (much like the first matching mechanics), favoring simple matches during Sugar Crush, as opposed to matching after all candies have settled. The absent candy colours may also enter the board during Sugar Crush.

Version Differences[]

Sugar Crush has received subtle changes throughout both Flash and HTML5 versions. Namely, the way cascades and matching works after candies settle, differed such that versions with favorable mechanics have the potential of attaining multimillion Sugar Crushes due to cascade counters not resetting after the next special candy automatically activates, and candies matching or not matching before all settling down.

On the Flash version, coconut wheels and UFOs will stay after all other processes. On HTML5 however, they're immediately processed before the next object activates.


Sugar Crush did not originally imply the completion of a non-classic level. Level 181, once part of the Hell's Cluster, was notorious for being almost entirely reliant on a high-scoring Sugar Crush. Playthroughs that complete all objectives but do not reach the one-star target after Sugar Crush were still failures though the player can continue to use their Extra Moves. Since Swirly Steppes, a nerf to the scoring mechanic caused all zero-star completions to be bumped to the one-star target, obviating the target score as a requirement for non-classic levels.

Sugar Crush were formerly absent if the player completes the objectives on their last move, and there were no special candies that can be activated. If you had no moves remaining, but still some special candies on the board, Sugar Crush will still activate, only detonating the remaining special candies. This was the only way to see Sugar Crush in moves levels outside of a brief period in 2014 for the five tutorial levels, and during the last years of this type's presence on HTML5 where this level type soon became endangered.

Since 1 July 2018, completing the level on your last move results in a Super Sugar Crush. This occurs regardless if there are remaining special candies on the board.

Recent HTML5 versions provide you with the option of skipping the Sugar Crush animation. The Sugar Crush will actually fast forward, and you will usually see a higher final score.

Starting in March 2022, Sugar Crush may gradually add the remaining colours, regardless of how many colours the level normally has, a mechanic which was first introduced in Candy Crush Soda Saga. This is likely to prevent excessively long cascades from occurring especially on wide-open low-colour levels, which tend to result in large high score variations. Specifically, when you complete the order in a level, Sugar Crush will start immediately even if cascades haven't finished yet, then all six colours will spawn on the board. This can potentially be avoided even by skipping the animation immediately after Sugar Crush starts. In some moments, all six colours will spawn immediately once the requirement is completed in a level without finishing cascades before Sugar Crush starts.

Types of Sugar Crush[]

There are four different types of Sugar Crush. The type of Sugar Crush depends on the level type.

Level Type Sugar Crush Type
Jelly Jelly new
For every move remaining, three Jelly Fish swim onto the board and eat candy at random. A player gets 2000 points for every fish that swims onto the screen (excluding the 40 points from the eaten candy), again contributing a total of 6000 points per remaining move. This does not apply for mixed jelly levels.
Ingredients Ingredient drop new
Candy Order Objective new
Mixed Mode Mixed new
The remaining moves will be converted into striped candies, which gives 6000 points each before they are activated one by one.
Moves Target score new Sugar Crush only activated in Moves levels when there are still special candies remaining on the board upon using all the moves until first playthroughs in v1.153 for HTML5.

Starting from v1.153, if the score had reached the "target value" (one-star value for new levels, two-star or three-star values for old levels without three stars, or highest score for old levels with three stars), Sugar Crush occurred immediately. After triggering all special candies, if there were remaining moves caused by the above conditions, they would be converted to striped candies.

Timed Timed new
Jelly Time Mixed new
All extra time candies left on the board were converted into wrapped candies and would set off, giving 540 points each. During mixed levels with a time limit, this happened simultaneously to the time being converted into special candies for every 5 seconds remaining.

Super Sugar Crush[]

Level 3762 super sugar crush

For all level types except moves levels and timed levels, if the player completes the objective on her/his last move, a Super Sugar Crush is triggered. This overrides the normal Sugar Crush even if there are special candies remaining on the board.

Super Sugar Crush blows out all candies with an effect equivalent to the Cake Bomb. Ironically, the points contributed by a Super Sugar Crush can be significantly less than that of an ordinary Sugar Crush.

The blast yields points for special candies left on the board. 250 for each jelly fish and lucky candy, 500 for each striped candy, 1000 for each wrapped candy, 3000 for each coconut wheel, 5000 for each colour bomb and UFO. One layer of blocker is stripped away giving 40 points for any blocker affected. All cake bomb layers will be removed and activated the effect of cake bombs. However no points are obtained for blasted regular candies.


  • The converting rate of remaining moves into striped candies is not 1:1. Specifically, you get roughly 4 striped candies for every 5 moves unused.
  • Striped candies converted from remaining moves can only be generated from common candies (including locked ones). Inboards full of candy bombs (mobile level 1132 for example), it is advised to use up the moves because there are only a few common candies to be converted.
  • While making a striped candy during gameplay makes some sound, the same sound also comes out during Sugar Crush of the web version, but not on mobile.
  • About the sequence of handling striped candies during sugar crush:
    • On the web version, it is resolved in stack order (who spawns last goes off first).
    • On the mobile version, it is resolved in reading order (from left to right, from top to bottom).
  • While special candies under marmalade remain untouched unless released, in the mobile version, a locked special candy will shake off the lock and detonate. One example is level 733, where, if you use boosters and keep the cornered colour bombs untouched, they will go off on their own.
    • This also applies to striped candies transformed from remaining moves during Sugar Crush, if it's generated from a locked candy.
  • On the web version, the calculation of fish points was once nerfed until the release of Fungi Forest where only some of the fish could award 1,020 points. While on a mobile device, the scoring is always the same (before v1.60).
  • On the web version, there was a bug with the timed level sugar crush. The score of the wrapped candies and any other points obtained through combinations is not recorded in your points, but your score still does go up, for example, if you had 10,000 when sugar crush was announced, after the conversion and combinations you could have gained 5,000 more points, but your score will still read 10,000. However, if the score for 1 star was 15,000 you will still win the level, despite the fact the score still reads only 10,000.
    • After the removal of timed levels, it no longer happens.
  • Some levels, such as 183, depend entirely on getting a high-scoring sugar crush, therefore beating the level in as few moves as possible.
  • On the web version, there was a glitch in Ingredients/Candy Order levels. If you have only one move left, in Sugar Crush you would get a striped candy but it would not be activated. This happened many times in the past, but it's rare now.
  • Previously, the mobile version had a different cascade mechanic where candies were matched immediately upon the settle, rather than waiting for the whole board to settle first. This mechanic is now applied to the sugar crush of both versions, while the standard gameplay uses the mechanic of the old web version.
  • The voice "Super Sugar Crush" actually says "Super Sugar Crash" according to player's confusion.
  • This is a rare case: If a timed level gets no possible moves (in 159 for example), sugar crush will occur despite having remaining time. This results in an unwinnable condition due to mistakenly registering as having no more possible moves after any shuffling, in which the player cannot continue.
  • For a short time on the mobile version, when the Sugar Crush message displayed, it was shown with two exclamation points, one after each word, like this: "Sugar! Crush!". This was fixed shortly after.


(Voice played when player is completed a level)
(Voice played when player achieved the Super Sugar Crush)