Reviewed on Nov 07, 2016 , Marc Henney, Jean-Christophe Lamontagne

Skullcandy Crusher
HEADPHONES REVIEW

Usage Ratings
6.1Mixed Usage
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What it is This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
6.8Critical Listening
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What it is The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
5.6Commute/Travel
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What it is How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
6.0Sports/Fitness
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What it is How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
5.7Office
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What it is How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
6.3Studio Recording
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What it is How effective the headphones are in a studio recording environment. Therefore sound quality should be good, and leakage should be minimal, to not add noise to the recording. They should also be durable for continuous and repeated studio use.
    Table of Contents
  1. Intro
  2. Design
    1. Style
    2. Comfort
    3. Controls
    4. Stability
    5. Portability
    6. Case
    7. Build Quality
    8. Cable
    9. Front
    10. Angled
    11. Side
    12. Rear
    13. Top
  3. Sound
    1. Bass
    2. Mid
    3. Treble
    4. Soundstage
    5. Imaging
    6. Total Harmonic Distortion
  4. Isolation
    1. Noise Isolation
    2. Leakage
  5. Active Features
    1. Wireless
    2. Battery
    3. App Support
  6. In the box
  7. Conclusion
  8. Q&A
Type : Over-ear
Enclosure : Closed-Back
Wireless : No
Noise-Cancelling : No
Mic : Yes
Transducer : Dynamic

The Skullcandy Crusher are decent-sounding, comfortable headphones with a unique and adjustable bass slider. This lets them produce a palpable but overpowered amount of bass that won't be for everyone. They're a bit cheaply built and don't block a lot of noise. They also leak at higher volumes, which may be distracting.

Test Results
Design 6.5
Sound 6.8
Isolation 4.4
Active Features 4.1
Pros
  • Adjustable bass response.
  • Comfortable and lightweight design.
Cons
  • Poor noise isolation.
  • Cheap build quality.
  • Leaky at moderate-to-high volumes.

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6.5

Design

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Score components:
Skullcandy Crusher Design Picture

The Skullcandy Crushers have a relatively straightforward design. They're comfortable and come in a variety of bold and unusual color schemes. However, the lightweight build quality, although good for comfort, is entirely made out of plastic, doesn't feel durable. They're also not stable enough on the head to use while jogging or exercising and they're a bit cumbersome to carry without a case.

Style
Skullcandy Crusher Design Picture 2

The Skullcandy Crusher have a pretty bland design. The wide headband and large square-ish ear cups are entirely made out of plastic. That combined with the poor headband padding makes these headphones feel a little cheap. On the upside, they're available in a bunch of color schemes, to suit your taste, from a military-camo green to a bright red option that will definitely stand out in a crowd.

7.0 Comfort
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What it is: Adjustability and degrees of freedom, pressure, stiffness and weight.
When it matters: When the headphones are going to be used for long durations.
Score components: Subjectively assigned
Skullcandy Crusher Comfort Picture
Weight : 0.55 lbs
Clamping Force
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What it is: The force that the headphones exert on your head, once you have them on. This is purely a measurement of the force applied, which does not take into account the earpad's surface area and the resulting pressure you will feel, on or around your ears.
When it matters: The tighter the headphones, the more force they put on your head. This can get uncomfortable or cause pain and soreness during long listening sessions.
:
1.10 lbs

The Crushers are decently comfortable headphones. They're not too heavy for their size, and the ear cups are sufficiently well-padded and large enough to fit around most ears. However, the clamping effect, although slightly reduced by the decent ear cup padding, can get a little uncomfortable during long listening sessions.

6.0 Controls
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What it is: The control scheme of the headphones; the number of functions provided, button layout and ergonomics as well as the quality of tactile feedback.
When it matters: If you want to control volume, pause your music or make phone calls without directly interacting with, your audio device.
Score components: Subjectively assigned
Skullcandy Crusher Controls Picture
Call/Music Control : Yes
Volume Control : No
Additional Buttons : Bass Slider

These headphones have a mediocre control scheme with only one button to play, pause, and skip tracks. They have a mechanical slider that controls the level of bass but not volume. This is slightly disappointing considering that the one inline control button offered, also doesn't provide good tactile feedback.

6.5 Stability
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What it is: How the headphones are designed to prevent them from slipping off your ears or falling off your head.
When it matters: If you plan on using the headphones while doing sports or other physical activities that requires a lot of movement.
Score components: Subjectively assigned
Skullcandy Crusher Stability Picture

The Crushers are moderately stable headphones due to their high clamping force. However, the bulky design and relatively large ear cups tend to sway if you use these headphones while running. They won't be ideal for sports or exercise but are stable enough for casual listening. Also, the detachable cable will disconnect if it gets hooked on something.

6.1 Portability
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What it is: The volume of space occupied by the headphones when folded into their most compact format.
When it matters: If you're often on the move and need to carry your headphones in a bag, purse , or pocket.
Score components:
Skullcandy Crusher Portability Picture
L : 5 "
W : 6.5 "
H : 2.88 "
Volume : 93.6 Cu. Inches

The Skullcandy Crushers are moderately portable headphones. They take a bit less space, thanks to the foldable build. However, they're still relatively large over-ear headphones that won't be the easiest to carry around on your person without a bag. The ear cups also don't lay flat.

5.0 Case
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What it is: The provided carrying options to protect your headphones when transporting them.
When it matters: To prevent damaging your headphones, if you often carry them in your bag or pocket.
Score components: Subjectively assigned
Skullcandy Crusher Case Picture
Type : Pouch

Comes with a thin pouch that offers minor protection against scratches. However, the thin fabric will not shield the headphones from water or physical damage.

6.5 Build Quality
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What it is: Durability; material quality; cheap/expensive feel.
When it matters: When the headphones are going to be used by multiple users (classes/studios), by children, in tough conditions, on a daily basis, or for exercise.
Score components: Subjectively assigned
Skullcandy Crusher Build Quality Picture

The build quality of these headphones is mediocre and looks a little cheap. They're entirely made out of plastic and although the headband is wide and the ear cups dense enough to withstand a few falls, they just don't seem very durable. They also have a strange feel to them due to the unique design to enhance bass. This makes them feel like they're full of springs, which creak a bit, with any strain applied to the headphones.

Cable
Skullcandy Crusher Cable Picture
Detachable : Yes
Length : 4.04 ft
Connection : 1/8" TRRS

Comes with a 1/8" TRS to 1/8" TRRS audio cable.

Front
Angled
Side
Rear
Top
6.8

Sound

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What it is: How accurately the audio is reproduced. The tests are performed with the headphones' most commonly used features enabled (noise-cancelling, wireless, etc.)
Score components:
Skullcandy Crusher Frequency Response

The Skullcandy Crushers have a unique sound quality that can be adjusted from a decently-balanced, mid-range-heavy sound, to an overwhelmingly bass-heavy reproduction. When on the minimal bass settings (shown here), instruments and vocals sounded forward, even overly pushed to the front of the mix, at times. However, at max bass settings, the vibrating springs in the ear cups rattle the headphones, and sounds too dark and uneven for most listeners, even for fans of bass.

8.2 Bass
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What it is: Frequency Response from 20Hz-250Hz
When it matters: When the material is heavy on bass frequencies, such as those of kick drums and bass guitar.
Score components:
Skullcandy Crusher Bass
Std. Err.
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What it is: The amount of deviation (weighted standard error) in bass frequency response (20Hz-250Hz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) bass performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
3.53 dB
Low-Frequency Extension
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What it is: The lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: Shows how extended the bass is.
Good value: <40Hz
Noticeable difference: 5Hz
:
39.14 Hz
Low-Bass
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What it is: The average amount of over/under-emphasis in frequency response from 20Hz-60Hz.
When it matters: Kick drums and low frequency effects get their 'thump' from this range. Mostly felt than heard.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-4.69 dB
Bass
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What it is: The average amount of over/under-emphasis in frequency response from 60Hz-120Hz.
When it matters: Melodic bass instruments have most of their fundamental frequencies in this range. This is where the 'body' and 'punch' of the bass sits.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
0.75 dB
High-Bass
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What it is: The average amount of over/under-emphasis in frequency response from 120Hz-250Hz.
When it matters: Most instruments get their warmth and full-ness from this range. When over-emphasized, mixes tend to get muddy and boomy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
2.19 dB

Good Bass Range performance. Low-bass, which is responsible for thump and low-end rumble, is lacking slightly. Bass and high-bass on the other hand are quite balanced and consistent. The overemphasis in high-bass could add a bit of boominess to the Bass, but at 2dB the effect will be quite subtle.

6.0 Mid
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What it is: Frequency Response from 250Hz-2.5KHz
When it matters: When the material is heavy on mid-range frequencies. This is the case for the majority of audio content.
Score components:
Skullcandy Crusher Mid
Std. Err.
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What it is: The amount of deviation (weighted standard error) in mid frequency response (250Hz-2.5KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) mid performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
5.28 dB
Low-Mid
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What it is: The average amount of over/under-emphasis in frequency response from 250Hz-500Hz.
When it matters: Most instruments have their fundamentals or low harmonics in this range. Over-emphasis in this range sounds boxy. Under-emphasis, thins out the vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
3.92 dB
Mid
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What it is: The average amount of over/under-emphasis in frequency response from 500Hz-1KHz.
When it matters: This range is occupied mostly by upper harmonics. Over-emphasis sounds forward and honky. Under-emphasis pushes instruments to the back of the mix.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
7.23 dB
High-Mid
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What it is: The average amount of over/under-emphasis in frequency response from 1KHz-2.5KHz.
When it matters: Most instruments, especially vocals, get their intensity and clarity from this range. Over-emphasis sounds harsh, under-emphasis sounds weak and distant.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-0.26 dB

Average Mid Range performance. The big bump covering low-mid and mid will noticeably push the vocals/leads to the front of the mix and could even sound honky at times. High-mid on the other hand, is quite balanced and consistent.

6.6 Treble
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What it is: Frequency Response from 2.5KHz-20KHz
When it matters: When the material is heavy on high-range frequencies, such as voice, cymbals, and any other material where brightness, brilliance and airiness is desired.
Score components:
Skullcandy Crusher Treble
Std. Err.
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What it is: The amount of deviation (weighted standard error) in treble frequency response (2.5KHz-20KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) treble performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
5.16 dB
Low-Treble
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What it is: The average amount of over/under-emphasis in frequency response from 2.5KHz-5KHz.
When it matters: Almost all instruments rely on this range for their presence, detail, and articulation. Over-emphasis can sound harsh and painful. Under-emphasis hurts the comprehensibility of vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-0.09 dB
Treble
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What it is: The average amount of over/under emphasis in frequency response from 5KHz-10KHz.
When it matters: This is the sibilance range. Cymbals, vocals, and lead instruments rely on this range for brightness and presence. Over-emphasis sounds piercing and painful, under-emphasis sounds dull and lispy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-3.32 dB
High-Treble
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What it is: The average amount of over/under-emphasis in frequency response from 10KHz-20KHz.
When it matters: This range gives brilliance and airiness to the sound. Over-emphasis sounds hissy, under-emphasis sounds closed-up and lifeless.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-5.42 dB

Average Treble Range performance. Low-treble is produced evenly and consistently. In contrast, treble shows a 10dB dip surrounding 6KHz which will negatively affect the presence and detail of vocals/leads. The rest of the Treble Range is rather inconsistent, but relatively balanced.

5.6 Soundstage
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What it is: Soundstage qualities are not inherent to the audio content, the headphones have to 'create' them rather than 'reproduce' them. They determine whether the sound is perceived to be coming from inside or in front of the head, how open and spacious the soundstage is, how much the headphones acoustically interact with the environment, and how strong the phantom center is.
When it matters: When an accurately produced, large and spacious soundstage, similar to that of a stereo loudspeaker setup is desired.
PRTF Error
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What it is: The average amount of deviation in Pinna-Related Transfer Function of the headphones, compared to that of a loudspeaker. Whether the soundstage is perceived to be unnatural, located inside or in front of the head, is dependent on this quality. The more the headphones activate the HRTF resonances of the ear (similar to what loudspeakers do), the more the soundstage will be pulled out from inside the listener's head. This quality affects both stereo and mono content.
When it matters: When a natural, in-the-front soundstage is desired, similar to that of a loudspeaker.
Good value: <5
Noticeable difference: 0.5
:
7.01 dB
Openness
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What it is: How open the headphones are, and how open and spacious they sound. This quality affects both stereo and mono content. This test differentiates between acoustically and electronically produced crosstalk and only takes the acoustically generated crosstalk into account. This value is the inverse of the Noise Isolation test score.
When it matters: When an open, wide and roomy sound is desired. A value of 10 indicates a fully open headphone, and a value of 0 indicates a fully closed headphone.
Good value: >7.5
Noticeable difference: 0.5
:
6.3
Acoustic Space Excitation
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What it is: How loud the headphones are, and how much they excite their environment acoustically. If the headphones are loud and open enough, the sound leaking from the headphones takes some of the characteristic of its environment (reflections/reverb) before reflecting back into the open headphones and to the listener's ears. This quality affects both stereo and mono content. This value is the inverse of the Leakage test score.
When it matters: When an open, wide and roomy sound is desired.
Good value: >7.5
Noticeable difference: 0.5
:
4.0
Correlated Crosstalk
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What it is: How strong and solid the phantom center is. This is mostly a stereo quality and its effects on mono content are minimal. This test is sensitive to the phase of the crosstalk and whether it is produced acoustically or electronically.
When it matters: When a true reproduction of the stereo image is desired. A value of 0 indicates no crosstalk, or that the existing crosstalk is not correlated enough to affect the phantom center. A negative score means the crosstalk is out of phase with the original signal, resulting in a slightly wider stereo image at the expense of creating a 'hole' at the center of the stereo field. A positive score means the crosstalk is in phase and positively affecting the phantom center.
Good value: >1dB
Noticeable difference: 0.3dB
:
-0.27 dB

Poor Soundstage. The low PRTF score indicates that these headphones do not activate the resonances of the pinna the way loudspeakers do. This could result in a Soundstage that could be perceived to be located inside the listener's head. Also, due to the closed-back design, the Openness and Acoustic Space Excitation values are subpar.

6.1 Imaging
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What it is: Imaging qualities are inherent to the audio content, the headphones have to 'reproduce' them rather than 'create' them. They determine how accurately the objects are positioned in the stereo image, and how transparent the imaging is.
When it matters: When accurate positioning of the objects in the stereo image, and clear and transparent imaging is desired.
Skullcandy Crusher Phase Response
Phase Error
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What it is: The average amount of deviation in the phase, from the ideal flat response.
When it matters: When an accurate and transparent imaging is desired.
Good value: <60°
Noticeable difference: 10°
:
111.13 °
Driver Mismatch (Amplitude)
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What it is: The Left/Right balance of our test unit, that is, the amount of amplitude difference between the left and right drivers. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When a properly balanced stereo image and low manufacturing tolerance is desired. A poor score indicates a noticeable difference in level between the left and right drivers.
Good value: <0.3dB
Noticeable difference: 0.1dB
:
1.38 dB
Driver Mismatch (Frequency)
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What it is: The amount of difference (Std. Err.) between the frequency response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance, is desired. A poor score indicates there may be 'holes' in the stereo image at certain frequencies.
Good value: <2dB
Noticeable difference: 0.1dB
:
1.81 dB
Driver Mismatch (Phase)
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What it is: The amount of difference (Std. Err.) between the phase response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance, is desired. A poor score indicates there may be inaccuracies in the stereo image reproduction at certain frequencies.
Good value: <90°
Noticeable difference: 30°
:
44.58 °

Average Imaging. The amount of phase shift in the Bass and Treble ranges are high, especially above 5KHz where the phase matching also deteriorates. However, the amplitude and frequency matching is decent.

9.7 Total Harmonic Distortion
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What it is: The subtle, unwanted frequencies (harmonics) produced alongside the intended frequencies.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Score components:
Skullcandy Crusher Distortion
Weighted THD @ 90
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What it is: The overall amount of harmonic distortion measured at 90dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at moderate listening levels.
Good value: <0.100
Noticeable difference: 0.1
:
0.021
Weighted THD @ 100
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What it is: The overall amount of harmonic distortion measured at 100dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at loud listening levels.
Good value: <0.300
Noticeable difference: 0.1
:
0.101

Good Harmonic Distortion performance. The amount of harmonic distortion produced in the Bass Range is quite high, but humans are quite insensitive to low-frequency distortion. The peaks in harmonic distortion in the Treble Range on the other hand, will have a more noticeable effect on the sound, and could sound harsh.

4.4

Isolation

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Score components:

These headphones only isolate passively. They prevent a little bit of high-frequency noise from seeping into your audio with the decent seal they create around your ears. Unfortunately, it's not sufficient, for the noise level of a busy city commute or a lively office. They also leak quite a bit at higher volumes and may distract the people around you, especially, in quieter environments.

3.7 Noise Isolation
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What it is: How much outside noise is blocked out by putting the headphones on.
When it matters: If the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
Score components:
Skullcandy Crusher Noise Isolation
Overall Attenuation
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What it is: The overall amount of environmental noise reduction in dB.
When it matters: In loud envinronments like planes, trains, offices, etc.
Good value: <-20dB
Noticeable difference: 1dB
:
-9.61 dB
Bass
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What it is: The overall amount of noise isolation in the bass range (20Hz-250Hz).
When it matters: When the outside noise is bass-heavy, like in airplanes.
Good value: <-15dB
Noticeable difference: 1dB
:
-0.3 dB
Mid
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What it is: The overall amount of noise isolation in the mid-range (250Hz-2.5KHz).
When it matters: When the environment's noise is mid-heavy, like in an office.
Good value: <-15dB
Noticeable difference: 1dB
:
-5.14 dB
Treble
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What it is: The overall amount of noise isolation in the treble range (2.5KHz-20KHz).
When it matters: When the environment's noise is treble-heavy. Although uncommon, areas with sharp sounds fall under this category.
Good value: <-30dB
Noticeable difference: 1dB
:
-25.65 dB
Self-Noise
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What it is: The amount of noise created by the active electronics of the headphones (if applicable), measured from 200Hz-20KHz. Applies mostly to wireless and noise-cancelling headphones.
When it matters: If too loud, it could become distracting when listening to quiet material like podcasts and audiobooks.
Good value: <18dB
Noticeable difference: 1dB
:
15.37 dB

Poor isolation. Since these headphones do not have active noise-cancelling, the lack of low-frequency isolation is expected. The passive isolation provided by the ear cups start to kick-in at around 1KHz, achieving an average of 25dB of isolation in the Treble range which is subpar.

6.0 Leakage
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What it is: The amount of sound bleeding out of the headphones.
When it matters: When the listener doesn't want people around them (in office, recording studio, etc.) to hear what is being listened to.
Score components:
Skullcandy Crusher Leakage
Overall Leakage @ 1ft
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What it is: The amount of sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal.
When it matters: When you don't want people hear what you are listening to.
Good value: <35dB
Noticeable difference: 1dB
:
42.45 dB

Poor leakage. The majority of the leakage is spread between 1KHz and 6Khz which is a little excessive. However, the overall level of the leakage is about average for closed-back over-ear headphones.

4.1

Active Features

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What it is: Headphones with active components that require a battery. This includes noise cancelling and wireless headphones that actively reduce noise or transmit audio via a wireless connection.
When it matters: How suitable the power and wireless specifications of an active headphone will be, depending on your listening habits. The range and/or discharge time of the active headphone you select will be important if you're often on the move or have long uninterrupted listening sessions.
Score components:

The Crushers have a unique active feature that enhances the bass range without the need of an app. However, their overall lack of features means you can only customize the bass as they are not noise-canceling or wireless. Their battery life also varies with the amount of bass you choose to set for your listening experience. They deliver an above average 38 hours of battery life but could be lower at higher bass settings.

0 Wireless
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What it is: Headphones that offer a cable-free listening experience over a wireless network, typically via Bluetooth or radio frequency.
When it matters: If you don't want to be limited by the length of an audio cable. This means having the freedom to move around in your home or office with a much greater range than an audio cable could provide, especially, if the Bluetooth source is heavy or difficult to carry.
Type
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What it is: The type and version of the wireless network, the headphones use to connect to the audio source. This could either be Bluetooth or radio frequency.
When it matters: The Bluetooth version will determine how compatible the headphones are with your Bluetooth enabled devices. Typically, newer Bluetooth versions are backward compatible with older ones but may lack the additional features that more recent Bluetooth protocols provide.
:
N/A
Obstructed Range
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What it is: The range that the wireless headphones can reach before dropping any audio when the Bluetooth source was placed in another room.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in an indoor environment. Although, the obstructed wireless range will slightly depend on your home or office layout.
Good value: >35ft
Noticeable difference: 5ft
:
N/A
Line of Sight Range
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What it is: The range that the wireless headphones can reach before dropping any audio when in direct line of sight of the Bluetooth device.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in a large and open environment.
Good value: 170ft or more
Noticeable difference: 10ft
:
N/A
NFC
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What it is: Near Field Communication technology that allows you to quickly, pair your headphones with your Bluetooth and NFC-enabled device.
When it matters: This makes pairing with an NFC-enabled device a lot easier than the typical and often tedious hold-to-pair procedure that most wireless headphones have.
:
No

7.9 Battery
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What it is: The power source of your headphones. All headphones with active features have a battery that will deplete over time.
When it matters: To continue using the active features of your headphones. Some models lose features or switch off completely when the battery is drained, which limits what you can do with them until the next charge.
Score components:
Battery Type
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What it is: The type of battery that the headphones use. Usually AAA or embedded, Li-ion rechargeable batteries.
When it matters: When your headphones run out of power. Rechargeable batteries usually charge via the headphones Micro-USB port whereas AAA batteries have to be replaced or charged with an external device.
:
AA
Battery Life
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What it is: The amount of time it takes for a headphones' battery to be completely drained. Battery life will vary depending on the active features used and volume level.
When it matters: For active headphones that connect wirelessly, have noise cancellation or other audio-enhancing features, that cease to work once the battery is dead.
Good value: >10hrs
Noticeable difference: 0.5hrs
:
38 hrs
Charge Time
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What it is: The amount of time your active headphones have to be connected to a power source to charge from 0 to a 100%. However, charging time will vary depending on your power source.
When it matters: To be able to use the active features of your headphones. Especially, wireless ones that completely switch off and need to be recharged when the battery is dead.
Good value: 2h or less
Noticeable difference: 0.25h
:
N/A
Auto-off
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What it is: A feature that turns off the headphones, after a set time, when they're not in use.
When it matters: To prolong battery life when the headphones are not being used, or if you forget to manually turn off your headphones.
:
No
Audio while charging
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What it is: Some active headphones remain usable while charging. They continue to stream audio and do not disable other active features.
When it matters: This makes sure that your headphones's battery are not being drained when your relatively close to a power source. However, this means wireless headphones will need a wired connection to the power source during the charging process.
:
N/A

The Crusher have a long lasting AA cell that delivers up to 38 hours (average of 3 measurements) of continuous playback when the slider was set between 50 and 70 %. This means the battery life will be shorter if you set the slider to max bass setting and a lot longer if set to 0. However, sound quality does not deteriorate much once the battery runs out. Although you do lose all the enhanced bass effects the rest of the frequency response is not altered.

0 App Support
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What it is: The additional app provided to enhance your listening experience. They typically deliver a set of practical features that give you more control over the sound, noise cancelling and effects that the headphones produce.
When it matters: An app with a lot of features allows you to customize your listening experience to suit your taste and preferences. For example, additions like an equalizer can give you more bass or treble and room effects can simulate a bigger Soundstage in closed back headphones.
Score components: Subjectively assigned

No compatible app.

In the box

Skullcandy Crusher In the box Picture

  • Skullcandy Crusher headphones
  • Audio cable
  • Carrying pouch
  • Manual

Conclusion Amazon.co.uk CHECK PRICE Right

6.1Mixed Usage
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What it is This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
The Skullcandy Crusher are not the most versatile headphones. They have a decent sound, an adjustable bass level, and a comfortable, lightweight design. Unfortunately, they poorly isolate listeners in loud environments and also leak quite a bit at loud volumes. This makes them less practical in some situations.
6.8Critical Listening
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What it is The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
Average for critical listening. These headphones are not intended to deliver the most neutral sound. Their unusually springy design and bass slider makes them geared towards a powerful low-end that if turned all the way up, sounds overly bass-heavy. This may be exactly what some fans of bass are looking for. However, in most situations, they will sound too uneven and poorly balanced for critical listeners, except when the bass slider is at 0.
5.6Commute/Travel
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What it is How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Not ideal for noisy commutes. They poorly isolate listeners in loud environments and will let a lot of ambient noise seep into your audio, especially, on a lively bus or train ride.
6.0Sports/Fitness
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What it is How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Not suitable for sports. These headphones are too bulky and unstable for high-intensity exercises, like running. They also have a poor control scheme.
5.7Office
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What it is How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Subpar for office use. Although they're decently comfortable headphones, the poor isolation will not block a lot of office chatter. They also leak a quite a bit at higher volumes and may distract your colleagues.
6.3Studio Recording
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What it is How effective the headphones are in a studio recording environment. Therefore sound quality should be good, and leakage should be minimal, to not add noise to the recording. They should also be durable for continuous and repeated studio use.
Mediocre for studio use. They have a decent sound but poor leakage. Unfortunately, this means they won't be the best in a recording environment sensitive to noise.
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