Equin0x
Smash Apprentice
Intro- Hello, all. I'm rather new to Smashboards and haven't posted much or done anything to increase my "ranking" around here, but I have something that I think is important and could be beneficial for the whole of the Sm4sh community, and that is data. One night, due to sheer boredom and a curious impulse, I decided to test what everyone said about the blast zones on each stage, and by just how much each one differed. Thus, I conducted a research experiment for the blast zones on each common tournament-legal stage in Smash for Wii U (Final Destination, Battlefield, Smashville, Town and City, Lylat, Halberd, Duck Hunt, Kongo Jungle, Castle Siege, and- *shudders*- Delfino Plaza). If I get an overwhelming, and I mean overwhelming, amount of support to do Skyloft, I might.
TL;DR: Blast zone data for each tournament-legal stage in Sm4sh.
Purpose- To compile comparative data for the blast zones of each tournament legal stage in Smash for Wii U
Materials-
Vertical
/ - Separates values. For vertical, the order goes "Center of base platform/Top of highest platform". For horizontal, the order goes "Center of base platform/Edge of base platform/Edge of furthest platform"
// - Separates transformations. Ex: Castle Siege
Stage..........................Vertical....................................Horizontal
Final Destination..........98%.........................................133/96%
Battlefield....................102/73%...................................137/105%
Smashville...................98/87%....................................126/96/55%
Lylat Cruise.................96/77%.....................................128/94%
Town and City...............86/68//86/79%..........................129/92/83//129/92/71%
Halberd........................85/78//80/73//*76/67%...............129/99//129/88//129/99%
Duck Hunt....................95/58%.....................................127/98%
Kongo Jungle 64...........115/84%....................................137/108%
Castle Siege.................95/84//105/76//96//*79%.............122/94//Walkoff; skip//129/94%
Delfino Platforms...........97/72-77-80-84%........................126/95%
Delfino “FD”...................94%..........................................126/75%
Delfino Island.................87%@top, 90%@edge...............126/75%
Delfino Stairs ( \_/ )........97%@mid..................................Walkoff
Delfino Walkoff 1
(Water in the middle)......95/78%......................................Walkoff
Delfino Walkoff 2
(Water to the left)...........97/87%.......................................Walkoff
Delfino Rooftop...............90%@mid...................................129%@mid
Delfino Pillars.................84%@mid...................................124%@mid
Delfino Star Tower...........99%@sides, 85%@mid................129/70%
*Occuring during transformation. On Castle Siege, this is between transformations. On Halberd, this is during a ~10 second window after the stage separates from the ship. I did not bother to do this for Delfino due to the sheer number of transformations and their random order. HOWEVER, the trasformation after the Delfino Star Tower has the lowest ceiling by far.
Conclusion- DO NOT compare vertical blast zones to horizontal blast zones, as Shulk's U-smash is much stronger than WFT's D-smash. Instead, compare vertical blast zones to each other and horizontal blast zones to each other.
Some observations:
Also: If someone could send me a message on how to get an actual table in my post, that would be great. Apparently you can't just copy and paste from Microsoft Word. :L
TL;DR: Blast zone data for each tournament-legal stage in Sm4sh.
Purpose- To compile comparative data for the blast zones of each tournament legal stage in Smash for Wii U
Materials-
: The target used in the experiment, chosen because he/she is of average weight (Calculated to be 95.25, Robin's is 95). Set to "Control" in training to prevent DI from the AI.
: The U-smash used to test vertical blast zones, chosen because of its 89 degree knockback trajectory, relatively low base-knockback, and high knockback scaling (because of that scaling, small differences in kill % on Robin could mean larger differences in blast zone height).
: The D-smash used ot test horizontal blast zones, chose because of its very low knockback trajectory, relavtively low base-knockback, and moderate knockback scaling
: Flicked upwards or downwards to provide each smash attack with minimal charge
Vertical
- Determine via process of elimination (hitting at different %s and narrowing it down) the percent at which Robin dies to Shulk U-smash from the center of the stage's main platform (ie: all of Final Desination).
- Determine via process of elimination the percent at which Robin dies to a Shulk U-smash from the highest available platform in that stage transformation.
- Repeat steps 1 and 2 for any other stage transformations (*shudders* Delfino
)
- Determine via process of elimation the percent at which Robin dies to a WFT D-smash (by reaching the horizontal blast zone and not falling into the downwards blast zone) from the middle of the stage's main platform.
- Determine via process of elimination the percent at which Robin dies to a WFT D-smash from the edge of the stage's main platform (imagine the animation of a character standing on the very edge; that was Robin).
- Determine via process of elimination the percet at which Robin dies to a WFT D-smash from the edge of the platform closest to the horizontal blast zone.
- Repeat steps 1-3 for any other stage transformations.
/ - Separates values. For vertical, the order goes "Center of base platform/Top of highest platform". For horizontal, the order goes "Center of base platform/Edge of base platform/Edge of furthest platform"
// - Separates transformations. Ex: Castle Siege
Stage..........................Vertical....................................Horizontal
Final Destination..........98%.........................................133/96%
Battlefield....................102/73%...................................137/105%
Smashville...................98/87%....................................126/96/55%
Lylat Cruise.................96/77%.....................................128/94%
Town and City...............86/68//86/79%..........................129/92/83//129/92/71%
Halberd........................85/78//80/73//*76/67%...............129/99//129/88//129/99%
Duck Hunt....................95/58%.....................................127/98%
Kongo Jungle 64...........115/84%....................................137/108%
Castle Siege.................95/84//105/76//96//*79%.............122/94//Walkoff; skip//129/94%
Delfino Platforms...........97/72-77-80-84%........................126/95%
Delfino “FD”...................94%..........................................126/75%
Delfino Island.................87%@top, 90%@edge...............126/75%
Delfino Stairs ( \_/ )........97%@mid..................................Walkoff
Delfino Walkoff 1
(Water in the middle)......95/78%......................................Walkoff
Delfino Walkoff 2
(Water to the left)...........97/87%.......................................Walkoff
Delfino Rooftop...............90%@mid...................................129%@mid
Delfino Pillars.................84%@mid...................................124%@mid
Delfino Star Tower...........99%@sides, 85%@mid................129/70%
*Occuring during transformation. On Castle Siege, this is between transformations. On Halberd, this is during a ~10 second window after the stage separates from the ship. I did not bother to do this for Delfino due to the sheer number of transformations and their random order. HOWEVER, the trasformation after the Delfino Star Tower has the lowest ceiling by far.
Conclusion- DO NOT compare vertical blast zones to horizontal blast zones, as Shulk's U-smash is much stronger than WFT's D-smash. Instead, compare vertical blast zones to each other and horizontal blast zones to each other.
Some observations:
- Kongo jungle has, by far, the highest vertical kill zone and is tied for the widest horizontal kill zones.
- Halberd has the lowest vertical blast zone (although T&C's platforms are higher), ESPECIALLY for the ~10 second window after leaving the ship.
- Final Destination, Smashville, and Lylat have about the same vertical blast zone, but Smashville's and Lylat's platforms allow for earlier kills off of the top.
- Duck hunt, contrary to popular belief, actually has a lower ceiling than Final Destination and is tied for the widest horizontal kill zones, but the edges of the stage are the same distance from the blast zone as Final Destination.
- Castle Siege's first transformation has the closest horizontal blast zones, with Smashville's coming in close second.
- Castle Siege's transformation state has a very low vertical blast zone.
- Duck Hunt's tree allows for the earliest vertical kills in the metagame.
- Smashville's platform allows for the earliest horizontal kills in the metagame.
Also: If someone could send me a message on how to get an actual table in my post, that would be great. Apparently you can't just copy and paste from Microsoft Word. :L
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