CRUNCH
Smash Cadet
At least in the American demo, this seems to be the case. If you get hit close to the top of the screen and then spam up-b, you can get insanely high. I tried this out a few times and I was never able to do it to a point where I actually was KOed. Furthermore, when the move terminates and you begin to free fall, you still remain off screen for an extended period of time (around 2 seconds).
So it seems like ballon trip actually extends the height of the bounding box of the stage. This is a bit different than other moves that prevent you from dying at the boundary. For example, I'm pretty sure Pikachu's final smash stops you from going off screen? (although I'm not certain about his; I remember this being the case in Brawl). But here, the invisible walls that contain the move are defined by the map's original bounding box. This checked out when I tested it. I played against a CPU Pikachu on BF, and when he did his final smash, I ballon-tripped up off the top of the screen, he chased me, but wasn't able to reach me until I free-fell down to his position.
Not that avoiding final smashes will be important for competitive play, but maybe this could be useful when DI-ing and avoiding top-screen KOs? So example, if you break your hit stun with ballon trip, it stops your outward momentum, but it pops you up a bit. If it were the case that the stage's bounding box wasn't affected by ballon trip, you might end up killing yourself (so here it might be better to take your chances with continuing your path to the corner of the screen). But since it extends the height of the stage, I think there could be situations where you could save yourself this way.
I'm unsure whether the last bit is actually true, but it might be worth looking at. Either way, I guess if you're playing with items in a FFA, it could be a useful trick for avoiding OP items and final smashes.
So it seems like ballon trip actually extends the height of the bounding box of the stage. This is a bit different than other moves that prevent you from dying at the boundary. For example, I'm pretty sure Pikachu's final smash stops you from going off screen? (although I'm not certain about his; I remember this being the case in Brawl). But here, the invisible walls that contain the move are defined by the map's original bounding box. This checked out when I tested it. I played against a CPU Pikachu on BF, and when he did his final smash, I ballon-tripped up off the top of the screen, he chased me, but wasn't able to reach me until I free-fell down to his position.
Not that avoiding final smashes will be important for competitive play, but maybe this could be useful when DI-ing and avoiding top-screen KOs? So example, if you break your hit stun with ballon trip, it stops your outward momentum, but it pops you up a bit. If it were the case that the stage's bounding box wasn't affected by ballon trip, you might end up killing yourself (so here it might be better to take your chances with continuing your path to the corner of the screen). But since it extends the height of the stage, I think there could be situations where you could save yourself this way.
I'm unsure whether the last bit is actually true, but it might be worth looking at. Either way, I guess if you're playing with items in a FFA, it could be a useful trick for avoiding OP items and final smashes.
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