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Data Wii U Stage Blastzone Data:

Ulevo

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Stage Blastzone Data:

Stage | Height | Depth | Width | Ledge Width | Stage Width
| 59 ft | 45 ft | 170 ft | 59 ft | 31 Units
| 59 ft | 45 ft | 170 ft | 59 ft | 31 Units
| 59 ft | 52 ft | 170 ft | 59 ft | 31 Units
| 55 ft | 32 ft | 164 ft | 49 ft | 34 Units
| 55 ft | 45 ft | 144 ft | 49 ft | 27 Units
| 52 ft | 45 ft | 150 ft | 49 ft | 32 Units
| 55 ft | 59 ft | 170 ft | 59 ft | 30 Units
| 55 ft | 45 ft | 170 ft | 49 ft | 37 Units
| 55 ft | 32 ft | 150 ft | 49 ft | 31 Units
| 45 ft, 42 ft | 45 ft | 150 ft | 55 ft, 45 ft | 29 Units, 36 Units
| 55 ft - 52 ft, 62 ft, 55 ft | 32 ft - 45 ft, - , 45 ft | 136 ft, 118 ft, 150 ft | 45 ft, - , 49 ft | 26 Units, - , 32 Units

Transformation | Height | Depth | Width | Ledge Width | Stage Width
| 55 ft | 39 ft | 144 ft | 49 ft | 27 Units
| 55 ft | 39 ft | 144 ft | 49 ft | 27 Units
| 55 ft | 39 ft | 144 ft | 49 ft | 27 Units
| 55 ft | 39 ft | 144 ft | 49 ft | 27 Units
| 52 ft | 32 ft | 130 ft | 39 ft | 38 Units
| 42 - 52 ft | 32 ft | 144 ft | 39 ft | 38 Units
| 52 ft | L 32 ft | 118 ft | - | -
| 42 ft | 59 ft | 144 ft | L 39 ft, R 42 ft | -
| 49 - 52 ft | 45 ft | 144 ft | 36 ft | 40 Units
| 55 - 62 ft | - | 124 ft | - | -
| 45 - 55 ft | - | 136 ft | - , R 26 ft | -
| 55 - 45 ft | - | 124 ft | - | -
| 42 - 45 ft, 55 ft | 45 ft | 150 ft | L 36 ft, R 32 ft | 46 Units

Platform Height Data:​

Stage | Side Platforms | Top Platform
| 49 ft | 42 ft

Stage | Side Platforms | Top Platform
| 49 ft | 42 ft

Stage | Moving Platform
| 42 ft

Stage | Side Platforms | Top Platform | Middle Platforms
| 36 ft | 26 ft - 39 ft | 39 ft

Stage | Side Platforms | Top Platform
| 45 ft | 36 ft

Stage | Right Tree | Left Branch 1 | Left Branch 2 | Left Branch 3 | Left Branch 4 | Left Branch 5
| 42 ft | 32 ft | 32 ft | 29 ft | 26 ft | 22 ft

Stage | Platforms
| 42 ft ~

Stage | Platform 1 | Platform 2
| 36 ft | 32 ft

Stage | 1st Left Platform | 1st Right Platform | 2nd Left Platform | 2nd Right Platform | 2nd Flags
| 45 ft | 39 ft | 42 ft | 52 ft | 32 - 42 ft

Stage | Middle Platform | Upper Platform
| 42 ft | 36 ft

Stage | Middle Platform | Side Platforms
| 32 ft | 42 ft

Stage | Middle Platform | Side Platforms
| 39 ft | 45 - 39 ft

Stage | Left Platform | Right Platform
| 42 ft | 39 ft

Stage | Transition Base | Transition 1 Middle Platform | Transition 1 Upper Platform | Transition 3 Middle Platform | Transition 3 Side Platforms
| 45 ft | 36 ft | 26 ft | 29 ft | 36 ft - 32 ft

Stage | Transition Base | Transition 1 Middle Platform | Transition 1 Upper Platform | Transition 2 Middle Platform | Transition 2 Side Platforms
| 36 ft | 26 ft | 16 ft | 13 ft | 22 ft

Stage | Transition Base | Transition 2 Middle Platform | Transition 2 Side Platforms | Transition 4 Left Platform | Transition 4 Right Platform
| 42 ft | 19 ft | 32 ft | 32 ft | 29 ft

Stage | Transition Base | Transition 2 Middle Platform | Transition 2 Side Platforms
| 36 ft | 13 ft | 22 ft

Stage | Transition 3 Middle Platform | Transition 3 Side Platforms | Transition 4 Left Platform | Transition 4 Right Platform
| 19 ft | 26 ft - 22 ft | 26 ft | 22 ft

Stage | Transition Base | Transition 3 Middle Platform | Transition 3 Side Platforms | Transition 4 Left Platform | Transition 4 Right Platform
| 39 ft | 22 ft | 29 ft - 26 ft | 29 ft | 26 ft

Stage | Umbrellas | Transition Base | Transition 1 Middle Platform | Transition 1 Upper Platform | Transition 4 Left Platform | Transition 4 Right Platform
| 45 ft | 45 ft | 36 ft | 26 ft | 36 ft | 32 ft

Stage | Transition Base | Transition 1 Middle Platform | Transition 1 Upper Platform | Transition 4 Left Platform | Transition 4 Right Platform
| 42 ft | 32 ft | 22 ft | 32 ft | 29 ft

Stage | Transition Base | Transition 1 Middle Platform | Transition 1 Upper Platform | Transition 3 Middle Platform | Transition 3 Side Platforms
| 45 ft | 36 ft | 26 ft | 29 ft | 36 ft - 32 ft

Stage | Transition Base | Transition 1 Middle Platform | Transition 1 Upper Platform | Transition 2 Middle Platform | Transition 2 Side Platforms
| 36 ft | 26 ft | 16 ft | 13 ft | 22 ft
 
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Ulevo

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Not to undermine previous people's work, but I felt the current threads with blast zone data contained incomplete data with suboptimal testing measurements. Also, for simplicity and pragmatic sake, I only collected data on the currently legal stages.

The following data was collected using three distinct methods, all using the in-game Launch Distance at the results screen for measurements.

All tests used Jigglypuff as the test dummy, and were done with a handicap of 300% and X 2.0 launch modifier.

To test for ceiling height, I used Pikachu's up throw because it has a knock back angle of 90º, where as previous measurements used Jigglypuff's Rest, which has a knock back angle of 88º and will produce incorrect results.

To test for depth, which is the measurement of the bottom blast zone from the stage, I used Ganondorf's sweet spot down air, which has a knock back angle of 270º. I had Jigglypuff hold on to the ledge while using the down air to get the desired result.

To test for width, which is the distance from centre stage to the blast zone multiplied by two, as well as ledge width, which is the distance from the ledge to the blast zone, I used Jigglypuff's down tilt while using Jigglypuff to DI directly down. There is no perfect horizontal knock back move to test with, but because Jigglypuff's down tilt sends at 20º and this can be modified with DI, it produces a reasonably accurate measurement. Tests were done at the ledges or centre stage; centre being the middle stage spawn point. If the stage spawn halos did not spawn characters directly in the middle, fixed camera was used and Jigglypuff was placed at the direct centre, marked by specific landmarks on each stage. Data was recorded for stage width in halves and multiplied by 2 to get the sum total measurement.

Also included are the distances between the ceiling blastzone and the platforms on each respective stage.
 
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Big O

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Not undermine previous people's work, but I felt the current threads with blast zone data contained incomplete data with suboptimal testing measurements. Also, for simplicity and pragmatic sake, I only collected data on the currently legal stages. Delfino is a pain in the ***. I will finish this eventually.

The following data was collected using three distinct methods, all using the in-game Launch Distance at the results screen for measurements.

All tests used Jigglypuff as the test dummy, and were done with a handicap of 300% and X 2.0 launch modifier.

To test for ceiling height, I used Pikachu's up throw because it has a knock back angle of 90º, where as previous measurements used Jigglypuff's Rest, which has a knock back angle of 88º and will produce incorrect results.

To test for depth, which is the measurement of the bottom blast zone from the stage, I used Ganondorf's sweet spot down air, which has a knock back angle of 270º. I had Jigglypuff hold on to the ledge while using the down air to get the desired result.

To test for width, which is the distance from centre stage to the blast zone, as well as ledge width, which is the distance from the ledge to the blast zone, I used Sonic's down air while using Jigglypuff to DI directly down. There is no perfect horizontal knock back present to test with, but because Sonic's down throw sends at 20º and this can be modified with DI, it produces a reasonably accurate measurement. Tests were done at the ledges or centre stage; centre being the middle stage spawn point. If the stage spawn halos did not spawn characters directly in the middle, no data was recorded for stage width. Data was recorded for stage width in halves and multiplied by 2 to get the sum total measurement.
IIRC Ganon's tipman Uair actually has a 0 degree launch angle. Good work getting down all these measurements. Perhaps you should collaborate with the existing thread in the academy.
 

Ulevo

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IIRC Ganon's tipman Uair actually has a 0 degree launch angle. Good work getting down all these measurements. Perhaps you should collaborate with the existing thread in the academy.
The issue is that the target will still be subject to gravity, and angle the trajectory down, even if DI is used.

Edit: Spoiler alert, the blast zone height on Delfino in some locations can get as low as 13 ft.

 
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ParanoidDrone

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I dislike how it's difficult to get a solid handle on how long a foot is in this game in the first place. Like, how many feet across is a Battlefield platform? How high is the Smashville platform? How long is Final Destination? Measurements like that would make it easier to grasp the scales involved.

This has nothing to do with your work, btw. Excellent job. Blast zone distances are something I hate researching, it's so mind-numbingly tedious.

I don't quite understand "ledge width" though since the L/R values are different for Battlefield, Miiverse, Duck Hunt, and Halberd. If not for that I'd assume it's the distance from the ledge to the blast zone, but different values would imply the stage isn't perfectly centered?
 
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Ulevo

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I dislike how it's difficult to get a solid handle on how long a foot is in this game in the first place. Like, how many feet across is a Battlefield platform? How high is the Smashville platform? How long is Final Destination? Measurements like that would make it easier to grasp the scales involved.

This has nothing to do with your work, btw. Excellent job. Blast zone distances are something I hate researching, it's so mind-numbingly tedious.
I have always found using Falcon's up tilt to try and scale a stage's distance to be reasonable. It does not put things to relative scale but it at least provides units for comparison.
 
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ParanoidDrone

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I have always found using Falcon's up tilt to try and scale a stage's distance to be reasonable. It does not put things to relative scale but it at least provides units for comparison.
Unfortunately it's the relative scale I'm looking for. Unless you manage to convert all these units into Falcon utilts. (I don't actually expect you to do this.)

I edited my previous post with a question but a review of the OP answered it. So Battlefield, Miiverse, Duck Hunt, and Halberd aren't perfectly centered with respect to the side blast zones? That's really weird.
 
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Ulevo

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Unfortunately it's the relative scale I'm looking for. Unless you manage to convert all these units into Falcon utilts. (I don't actually expect you to do this.)

I edited my previous post with a question but a review of the OP answered it. So Battlefield, Miiverse, Duck Hunt, and Halberd aren't perfectly centered with respect to the side blast zones? That's really weird.
Halberd is. What you are seeing there is the measurements for both transformations. Same thing with height. The reason depth is the same is because it is consistent on both.

But yes, it is really weird. It probably explains why I and other people were getting different KO %'s on Miiverse and Battlefield by 1-2%.
 
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ParanoidDrone

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Halberd is. What you are seeing there is the measurements for both transformations. Same thing with height. The reason depth is the same is because it is consistent on both.

But yes, it is really weird. It probably explains why I and other people were getting different KO %'s on Miiverse and Battlefield by 1-2%.
Still interesting. Halberd shrinks when you're on the ship's deck, I assumed it was consistent. (I guess that was a bit naive of me given Delfino Plaza...)
 

Pazx

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This explains everything.

Just checking: did you get the width of BF/Miiverse/Duck Hunt by getting a horizontal KO to the right and then one to the left from center stage and adding the values together?
 

Ulevo

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This explains everything.

Just checking: did you get the width of BF/Miiverse/Duck Hunt by getting a horizontal KO to the right and then one to the left from center stage and adding the values together?
Yes. The numbers were 85 and 88 ft respectively.
 
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Chiroz

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This isn't correct.

I tested BF thoroughly with many different combinations of characters and attacks. They ALL killed at the exact same percent from both the center and the edges.

Even back throws that kill at 304% (Ryu's) kill exactly at 304% for both sides (Also tested from edges but don't remember the exact %, but it was the same).

Mewtwo's B-Throw kills ROB at exactly 173% on both sides from center and exactly 114% on both sides from ledges.

Ness' backthrow also kills Bowser at the exact same % for both sides, center and edge.



Who did you test this with? What moves did you use? Where you in training mode? Did you remember to put the 2nd character to control so the PC doesn't DI differently?




Edit: Just tested Mewtwo and Ryu in Miiverse and they both killed at the exact same % on both sides, from edge and center. Tested with different attacks including F-Smash and B-Throw on Bowser.




Edit 2: I just read your post, and I think your test method is not accurate.

Why? Well I imagine that the game calculates stuff per frame. If for example you're launched at a speed that's too high you might actually go OVER the blast zone before dying.

Example: You're launched at 40 ft per frame but the blast zone is 100 ft from you, the game will register you flew 120 ft, even though the blast zone is 100 away. Obviously there's much more complicated calculations with acceleration, force, etc but you understand what I mean.

Make Jiggz have 999% damage and test again and test to see how her flight distance might have changed even though the blast zone should stay at the same distance.




Edit 3: This might seem completely unreasonable but I am fairly certain the Duck Hunt blastzones move o.0. I will post a video soon.
 
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Chiroz

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So I think this warrants another post.

It seems we were both wrong Ulevo. I now believe that all stages (yes, that's right, ALL stages) have moving blast zones, although they only move very slightly. This would explain why you have different distances and it would also explain how I was getting consistent results.

It would also explain why when I was testing Roy vs Marth 2 weeks ago I kept having a lot of inconsistencies when I tried to kill with a move 10+ time (having it fail to kill 1 or 2 times).



My proof is here:

https://www.youtube.com/watch?v=fXMjoDpt0YM

https://www.youtube.com/watch?v=w7gafLK-PLw

https://www.youtube.com/watch?v=h2RB6mS9ILI





I tested it A LOT more than what's on the videos. I tested this for the past 3 hours straight and it seems to happen on every single stage. The difference is very slight, it depends on the move but moves that kill around 100-150% tend to kill 2-5% later.

Some real examples:

Mario B-Throw on Bowser - earliest: 114, latest: 118
Mewtwo B-Throw on Ryu - earliest: 100, latest: 103
Jiggz B-Throw on Roy - earliest: 266, latest: 274

This is sort of what the differences look like when the Blast Zone is at it's minimum and maximum. This was just done by testing every % around 50-100 times. If I got at least 1 fail then it was the "latest" and I would move 1% forward and retest until I didn't get a single fail. Same thing with earliest but reducing it by 1% everytime if it succeeded at least once.





I tested this with vertical knockback too and it doesn't happen with vertical knockback. I used Jiggz Up-Throw on Bowser at 277% around 40-50 times and it killed every single time. Then used it at 276% another 40-50 times and it didn't kill once. So this effect ONLY happens on horizontal knockback, which is why I don't believe anymore that it is knockback or physics related (which I believed it was at a moment).

I think the blastzones legitimately move back and forth on a pattern, but we still need to research much more.




I am very tired, so I will go to sleep and tomorrow I will do a lot more testing.
 
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Pazx

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So I think this warrants another post.

It seems we were both wrong Ulevo. I now believe that all stages (yes, that's right, ALL stages) have moving blast zones, although they only move very slightly. This would explain why you have different distances and it would also explain how I was getting consistent results.

It would also explain why when I was testing Roy vs Marth 2 weeks ago I kept having a lot of inconsistencies when I tried to kill with a move 10+ time (having it fail to kill 1 or 2 times).



My proof is here:

https://www.youtube.com/watch?v=fXMjoDpt0YM

https://www.youtube.com/watch?v=w7gafLK-PLw

https://www.youtube.com/watch?v=h2RB6mS9ILI





I tested it A LOT more than what's on the videos. I tested this for the past 3 hours straight and it seems to happen on every single stage. The difference is very slight, it depends on the move but moves that kill around 100-150% tend to kill 2-5% later.

Some real examples:

Mario B-Throw on Bowser - earliest: 114, latest: 118
Mewtwo B-Throw on Ryu - earliest: 100, latest: 103
Jiggz B-Throw on Roy - earliest: 266, latest: 274

This is sort of what the differences look like when the Blast Zone is at it's minimum and maximum. This was just done by testing every % around 50-100 times. If I got at least 1 fail then it was the "latest" and I would move 1% forward and retest until I didn't get a single fail. Same thing with earliest but reducing it by 1% everytime if it succeeded at least once.





I tested this with vertical knockback too and it doesn't happen with vertical knockback. I used Jiggz Up-Throw on Bowser at 277% around 40-50 times and it killed every single time. Then used it at 276% another 40-50 times and it didn't kill once. So this effect ONLY happens on horizontal knockback, which is why I don't believe anymore that it is knockback or physics related (which I believed it was at a moment).

I think the blastzones legitimately move back and forth on a pattern, but we still need to research much more.




I am very tired, so I will go to sleep and tomorrow I will do a lot more testing.
Watching your videos I noticed a pattern and was able to successfully predict which throws would kill the training dummy and which wouldn't.

Every time Ryu entered a "spinning" animation after the bthrow at 100% he died, if not he lived. The video of Roy on BF was the opposite: if he "spun" he lived, if he was fairly static as he flew through the air he died. Bowser dies at 114% when he spins and lives if he doesn't. I imagine this animation changes the characters hurtboxes slightly, or even alters the launch trajectory thus causing him to come into contact with the blast zone at a different point.

These videos conclusively show that the knockback animation you enter has a measurable effect on your launch trajectory. It's not quite what either you or Ulevo were looking for but it seems further testing must be done when measuring blast zones and kill percentages.

Tests must be performed against the same character across multiple stages only recording the kill% or distance launched when the character enters a specific (eg spinning or not spinning, whichever one is more common?) animation after receiving knockback.
 
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Ulevo

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EDIT: Fixed with proper values. Sonic's down throw produces inconsistent results. List is fine now.

I have also added the total stage widths for Halberd, Castle Siege, and Smashville. I am sure these are accurate measurements.
 
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Chiroz

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Watching your videos I noticed a pattern and was able to successfully predict which throws would kill the training dummy and which wouldn't.

Every time Ryu entered a "spinning" animation after the bthrow at 100% he died, if not he lived. The video of Roy on BF was the opposite: if he "spun" he lived, if he was fairly static as he flew through the air he died. Bowser dies at 114% when he spins and lives if he doesn't. I imagine this animation changes the characters hurtboxes slightly, or even alters the launch trajectory thus causing him to come into contact with the blast zone at a different point.

These videos conclusively show that the knockback animation you enter has a measurable effect on your launch trajectory. It's not quite what either you or Ulevo were looking for but it seems further testing must be done when measuring blast zones and kill percentages.

Tests must be performed against the same character across multiple stages only recording the kill% or distance launched when the character enters a specific (eg spinning or not spinning, whichever one is more common?) animation after receiving knockback.


This is an incredible find. I was trying to find a pattern yesterday and couldn't.

In order for this to match my own findings then the "spinning" animation has to be linked with how much damage a player has (because when testing it was fairly noticeable that the more % you had the higher the chance of the move killing).

Does anyone have any idea how these animations occur? Is it the higher the %, the higher you are to enter that spinning animation?



I am still kind of tired. Going to sleep a little more and then retest all of this.
 
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Ulevo

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This is an incredible find. I was trying to find a pattern yesterday and couldn't.

In order for this to match my own findings then the "spinning" animation has to be linked with how much damage a player has (because when testing it was fairly noticeable that the more % you had the higher the chance of the move killing).

Does anyone have any idea how these animations occur? Is it the higher the %, the higher you are to enter that spinning animation?



I am still kind of tired. Going to sleep a little more and then retest all of this.
If you want to continue testing you are welcome to, but I have fixed the inconsistency problem at the very least. The new results should be 100% accurate.
 

Chiroz

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If you want to continue testing you are welcome to, but I have fixed the inconsistency problem at the very least. The new results should be 100% accurate.
Yes, it now seems to not be stage related. It seems like it has something to do with the reeling animation (according to Pazx).

An animation killing you 3-7% earlier is something that should definitely be tested, but maybe not in this thread, sorry about that.
 
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Yikarur

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The Delfino images are super big and you cannot read the values on the right of the picture without some arrow key magic
 

Simikins

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This thread is great! How have I only just discovered the smash academy forum.
I play on 3DS and I'm having trouble understanding the measurement units used. Does wii u have a ft thing?

3ds blast zones are different as well so I can't apply half of this info :/
 

Lunick

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Just to note on UCT, there is a small dip in the clock face. It results in a minor percent or two difference when killing off the top.
 

FadedImage

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quick note: Launch Distance might not be as accurate as you would hope, as the values are rounded to every 3 or 4th foot (ex: you can have 39ft, 42ft, 45ft, or 49ft, but no values in between).

I assume this is because the game is probably in meters and for NA they just multiplied everything by ~3.2 and truncated the rest.
 

Bowserboy3

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I have been trying to get an answer to this question for ages...

Do any of the stages shared across Brawl and Smash Wii U have the same blastzones? Like does Smashville have the same blastzones in Brawl and Smash Wii U? What about FD? Castle Siege? Any stage exactly the same here as it was in Brawl?
 

Ulevo

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quick note: Launch Distance might not be as accurate as you would hope, as the values are rounded to every 3 or 4th foot (ex: you can have 39ft, 42ft, 45ft, or 49ft, but no values in between).

I assume this is because the game is probably in meters and for NA they just multiplied everything by ~3.2 and truncated the rest.
I was aware of this, but it is unnecessary to note for a comparison point of view. As long as people have a relative understanding of how X stage compares to Y stage then this information serves its purpose. For example, there are some characters that when tossed upwards on Duck Hunt's tree branches, they will register the same height on one branch than they will on another that is slightly higher. Common sense tells us this is false and one allows for an earlier kill.
 

FadedImage

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I was aware of this, but it is unnecessary to note for a comparison point of view. As long as people have a relative understanding of how X stage compares to Y stage then this information serves its purpose. For example, there are some characters that when tossed upwards on Duck Hunt's tree branches, they will register the same height on one branch than they will on another that is slightly higher. Common sense tells us this is false and one allows for an earlier kill.
I disagree that it's unnecessary to note for exactly the same reason you pointed out. While we can see that branch 1 is higher than branch 2, so them reporting as the same height is clearly false; the same thing could be happening with stage ceilings, which we can't clearly dismiss due to visual differences.

So to not be entirely negative on this, would it be possible to perform the same test multiple times, then average the total launch distance? I'm curious if the game internally saves the decimals but just doesn't display them in the score screen (don't have the game on me atm to test).
 

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quick note: Launch Distance might not be as accurate as you would hope, as the values are rounded to every 3 or 4th foot (ex: you can have 39ft, 42ft, 45ft, or 49ft, but no values in between).

I assume this is because the game is probably in meters and for NA they just multiplied everything by ~3.2 and truncated the rest.
Would it be possible for a US player to have the measurements switched to meters, or is it an NTSC vs. PAL situation which would require another copy?
 

MikeKirby

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I always assumed Dreamland's side platforms and Smasville's moving platform were the same height until I came across this thread months ago. According to this, Smashville's platform is higher than Dreamland's side platforms. Now, I've been labbing % KO's on Kirby's u-throw and have used this for reference on ceiling heights and platforms. Everything seemed right until I got to the two afformentioned platforms. I got nearly similar results for the two in terms of KO %s. Something seemed weird given that Dreamland's platforms should be lower along with the same ceiling height. So, I decided to do some testing myself.

I used the same test dummy; x2 launch rate on 300% Jigglypuff. The first thing I did was confirm the findings using Pikachu's u-throw. They were right, 42ft on Smashville and 45ft on Dreamland's side platforms. Then, I went looking around for other 90° angle moves on KuroganeHammer. I used Mario u-throw, Jigglypuff u-throw and Donkey Kong's u-smash (DK hitting Jiggs underneath the platform). This time these results yielded 49ft for both Smashville's platform and Dreamland's side platforms on all the tests. This lead me to believe that my previous thoughts were true. It's weird because I can't see anything that would throw off the findings when Pikachu's u-throw would stay constant other than Pikachu lifting up Jiggs to throw her before launch distance was calculated.

Any thoughts on this Ulevo Ulevo ? :ohwell:

Edit: I read through the comments. It explains a lot. That means Smashville's platform compared to Dreamland's side platforms must be about 1ft apart; one rounding toward 42ft and the other toward 45ft.
 
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Ulevo

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I always assumed Dreamland's side platforms and Smasville's moving platform were the same height until I came across this thread months ago. According to this, Smashville's platform is higher than Dreamland's side platforms. Now, I've been labbing % KO's on Kirby's u-throw and have used this for reference on ceiling heights and platforms. Everything seemed right until I got to the two afformentioned platforms. I got nearly similar results for the two in terms of KO %s. Something seemed weird given that Dreamland's platforms should be lower along with the same ceiling height. So, I decided to do some testing myself.

I used the same test dummy; x2 launch rate on 300% Jigglypuff. The first thing I did was confirm the findings using Pikachu's u-throw. They were right, 42ft on Smashville and 45ft on Dreamland's side platforms. Then, I went looking around for other 90° angle moves on KuroganeHammer. I used Mario u-throw, Jigglypuff u-throw and Donkey Kong's u-smash (DK hitting Jiggs underneath the platform). This time these results yielded 49ft for both Smashville's platform and Dreamland's side platforms on all the tests. This lead me to believe that my previous thoughts were true. It's weird because I can't see anything that would throw off the findings when Pikachu's u-throw would stay constant other than Pikachu lifting up Jiggs to throw her before launch distance was calculated.

Any thoughts on this Ulevo Ulevo ? :ohwell:

Edit: I read through the comments. It explains a lot. That means Smashville's platform compared to Dreamland's side platforms must be about 1ft apart; one rounding toward 42ft and the other toward 45ft.
They are not the same height. I do not recall the characters, but basically there are certain characters that cannot full jump on Smashville's moving platform, but can for example jump on Dreamlands. Battlefield is the lowest of those three.
 

Meshima

Smash Cadet
Joined
Oct 29, 2015
Messages
59
Location
Japan
Here is blastzone and platform coordinate data from xxxx_f00.lvd files.


Blastzone -X : 250
Blastzone +X : 250
Blastzone +Y : 192
Blastzone -Y : 138

Stage
(-77.979, 0.111) to (77.960, 0.111)

Top Platform
(-17.211, 47.300) to (17.211, 47.300)

Left Platform
(-59.211, 24.230) to (-24.578, 24.230)

Right Platform
(24.789, 24.230) to (59.422, 24.230)


Blastzone -X : 240
Blastzone +X : 240
Blastzone +Y : 180
Blastzone -Y : 115

Stage
(-86.900, 0) to (86.900, 0)


Blastzone -X : 220
Blastzone +X : 220
Blastzone +Y : 180
Blastzone -Y : 115

Stage
(-69.051, 0.010) to (70.246, 0.010)

Moving Platform
(-23.838, 0.073) to (23.838, 0.073)
Moving Width : unknown to unknown
Note : I have no idea what's happening on Y coordinates.


Blastzone -X : 230
Blastzone +X : 230
Blastzone +Y : 172
Blastzone -Y : 118

Stage
(-81.776, 0) to (83.224, 0)

Moving Top Platform(Town)
(-19.25, 27.518) to (19.25, 27.518)
Moving Height : 27.518 to unknown

Left Platform(Town)
(-98.525, 41.539) to (-60.025, 41.539)

Right Platform(Town)
(60.556, 41.539) to (99.056, 41.539)

Moving Left Platform(City)
(-19.250, -10.786) to (19.250, -10.786)
Moving Height : -10.786(???) to unknown

Moving Right Platform(City)
(-19.250, -10.786) to (19.250, -10.786)
Moving Height : -10.786(???) to unknown
Note : Left platform has identical same value with left platform, oddly.


Blastzone -X : 247.5
Blastzone +X : 247.5
Blastzone +Y : 180
Blastzone -Y : 170

Stage
(-77.264, 0) to (77.283, 0)

Top Platform
(-19.019, 51.425) to (19.018, 51.425)

Left Platform
(-61.422, 27.009) to (-31.699, 27.009)

Right Platform
(31.693, 27.009) to (63.038, 27.009)

 
Last edited:

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
Duck Hunt and Lylat would be interesting and as important.

Thanks for the work, this is exactly what I was looking for :)
 

Meshima

Smash Cadet
Joined
Oct 29, 2015
Messages
59
Location
Japan

Blastzone -X : 230
Blastzone +X : 230
Blastzone +Y : 180
Blastzone -Y : 125

Left ledge
(-80.000, -8.000)
Right ledge
(80.000, -8.000)

Top Platform
(-13.000, 28.000) to (13.000, 28.000)

Left Platform
(-65.806, 19.831) to (-40.000, 23.000)

Right Platform
(40.000, 23.000) to (65.806, 19.831)

Blastzone -X : 250
Blastzone +X : 250
Blastzone +Y : 180
Blastzone -Y : 120

Stage
(-95.155, 0) to (95.155, 0)

Right Tree
(52.040, 27.272) to (70.625, 27.272)

Left Branch1
(-83.259, 87.002) to (-66.161, 87.002)

Left Branch2
(-64.674, 73.202) to (-49.806, 73.202)

Left Branch3
(-70.621, 63.602) to (59.470, 63.602)

Left Branch4
(-88.463, 58.802) to (-75.081, 58.802)

Left Branch5
(-59.470, 53.402) to (-41.628, 53.402)

Dog
(-11.151, 24.570) to (11.151, 24.570)

Edit:
Fun fact, each omega forms have different Y coordinate with its base stage.
Max = 0.817(Pokemon Stadium 2)
Min = -0.250(Coliseum)
Each omega forms has identical blastzone, this results in the distance from the base stage to the top blastzone are different with each omegas.
 
Last edited:

wererogue

Smash Rookie
Joined
Apr 1, 2016
Messages
1
This probably isn't useful for anyone except me but sharing in case

I did Kongo Jungle 64, although I skipped Stage Width because I've been using stage width = (width - 2 x ledge width)

For the stage center, I lined up puff so that she passed between the center platforms, and hit her mid-air with the dtilt from a puff on a platform.

Stage | Height | Depth | Width | Ledge Width
Kongo Jungle 64 | 72 ft (center) 68 ft (edge) | 65 ft | 164 ft | 59 ft
 
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