Hopefully this is alright to post here...
With all the Cloud talk, and considering I plan on using him until Bayonetta/Corrin are released, I decided to create a custom stage to help practice his techs 'n stuff. It's way too time consuming to set up bumpers everywhere, especially considering when they can trap you until they expire. I got sick of it (after six minutes), so I decided to do this.
Before I explain the stage, I'd like to note two things. At the moment, I only plan on making stages for Bayonetta/Corrin, along with the possibility of Marth, Ryu and Sheik. However, if anybody has any requests for a practice stage and can list
legitimate features to include in a character's stage, message me and I'll do it if there's good enough reasons. I don't know enough techniques 'n stuff throughout the roster to create stages for other characters, so unless I'm informed on what to include I can't really do anything.
To make this post a bit more on-topic, I'll be detailing the different features of the stage and their uses in actual competitive matches. Also, I'd like to apologize in advance for the choppy gfycats. I ended up converting them to 30fps by accident, heh.
Anyways...
Getting right into it, the first thing to notice is the pyramid-like structure with floating lava on the sides. This was made to practice the different lengths/timings of Cloud's dash dance, with and without Limit Break (although I'm not sure if it makes a difference). I made a post detailing the importance of this
here. The reason the lava is floating on the sides rather than on the floor is because Cloud's head/arm hurtboxes extend out further than his feet, so those need to be taken into account when moving around. Along with that, as they're floating, when the timing is messed up you're slid right to the other side, ready to practice again. Convenient! Here's a couple gfycats showing off how it works:
1/
2/
3
In the bottom left, there's a relatively open box with a large piece of floating lava. This is used to practice dash dance > d-tilt spacing, along with sliding under enemy attacks/projectiles with d-tilt. The open areas are big enough to effectively dash dance, which can then be cancelled into d-tilt using those godly IASA frames. If spaced properly, Cloud will pop out on the other side. If not, you'll get destroyed. Here's a gfycat showing Cloud not getting destroyed!
Clicky~
To the right of that area, you can see a large wall of lava confined in a rectangle. This is used to practice wall techs, along with teching meteor smashes into the wall. The wall is close to the lava for a specific reason, however. I'm not sure if it's a universal thing, but Cloud's wall jump tech goes oddly far, which can end up putting him in an easy-to-edgeguard position. To avoid this, Cloud can B-Reverse his Blade Beam directly after the wall jump to keep all vertical distance while switching the momentum around. Due to the closed space of this area, Cloud will jump right back into the wall unless you cancel it with this. Along with that, you can use the vertical knockback on the area shown previously to practice this technique on the lip of a stage after getting a feel for it. Here's some choppy gfycats showing that off~...
boop.
boop.
beep.
Next to that area, there's a ledge with a floating piece of lava above it. Behind not being Sheik, Cloud's biggest flaw is his poor recovery when Limit Break isn't available. To somewhat alleviate this, he can do the same thing Kirby does with Final Cutter. Usually, Cloud's hurtbox is shoved above the ledge, easy to hit with many D-Smashes/D-Tilts/everything in the game. However, if spaced properly, Cloud will grab onto the ledge while being under it. If mis-spaced, however, he'll be spiked back to the floor. Along with that, this set-up allows the player to practice close-ranged Climhazzard ledge snaps and LB Cimhazzard hitlag ledge snaps. Here's some noice gfys (cricricri that quality)~
shaq.
shaqobo.
demtags.
The final area is included in the one used to test Climhazzard. It's a generally open area without any obstacle, with a moving platform to the right. This platform is primarily to test shield dropping, but can also be used to get back to the top of the stage, practice Climhazzard spacing, etc., although it's still possible to do those things without it. The open area allows you to practice techniques that don't specifically need their own section, such as LBC out of dash, multiple foxtrots, dance trot turnaround to stall, combos and more. Here's a last set of gfycats to showcase some of that~
youknowyou.
wantshaqobo.
Yeah, that's all I got for now. I'll edit in the download link in a bit. I'll also post in on the Cloud boards in-case I don't get around to doing it tonight, so if you're interested check over there tomorrow. To hopefully ensure this post isn't considered a red-topic, I also decided to verify BeefySmashDood's claim on the Smashville Balloon/Duck Hunt Ducks affecting Stale Move Negation. Smash Ball, Crates, etc. all affect it, too, so I'm assuming anything that a move's hitbox can come in contact with will affect it...? I ended up labbing some items and how they function with the mechanic, too, but that's unrelated and isn't relevant at all.
cloud is gud pls lab
I would like to see Cloud vs. Sheik/Pikachu/ZSS/Rosalina in high level play, though. I'm curious as to whether or not they obliterate the character due to their ability to edgeguard him. While most characters won't be able to end his stock completely free, I'm almost certain those characters can just demolish him the second he's offstage. I feel like that could hurt his viability a lot if it happens to be the case...
edit: dl is up, NNID is Inverted. Search it on Miiverse and download the stage.