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Battlefield: Stage Research

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
Not a whole lot of research to be done here, quite frankly, but I did a quick spot of data collection.

Previously Covered
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
Battlefield has a very archetypal layout. So archetypal, it's known as the "Battlefield Layout." Fancy that, go figure. A main platform is accompanied by three standard platforms above it in a triangle shape. The whole thing floats in midair.

Players 1 and 2 start on the two side platforms, while Players 3 and 4 start in the middle of the main platform and on the top platform. The Omega form floats over a void.

Battlefield has no stage hazards and, indeed, no dynamic stage elements whatsoever.


One of the most iconic stages in Super Smash Bros. The under-stage geometry is not perfectly symmetrical, which players need to be aware of when recovering from certain angles.

Compared to its big brother Big Battlefield, Battlefield is indeed smaller both in terms of stage size and distance to the blast zone. Mario dies from Bowser's fully charged forward smash at 36% on the top platform as judged by the appearance of black lightning. On Big Battlefield, a Mario on the top platform dies from the same attack at 42%.

Summary
  • Completely static.
  • Under-stage geometry not perfectly symmetrical.
 

GdspdUblkprzdnt

Smash Journeyman
Joined
Sep 23, 2014
Messages
385
Location
Aguadilla, Puerto Rico
NNID
GdspdUblkprzdnt
Characters with tethers can travel under the stage from the left to the right by fastfalling and immediately using their tether, spacing it in order to maximize their length and to swing in a clear arc. Afterwards its a matter of letting go at the right moment to maintain as much momentum as possible and double jumping, using your recovery to grab on to the ledge at the other side.

It's either extremely hard or impossible with some characters to do it in the opposite direction due to the asymmetrical design of the sides as you've mentioned. The left side has a more gradual curve to it which ends sooner than the right therefore yielding better distances while swinging.

Makes for a hell of a taunt.
 
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