ParanoidDrone
Smash Master
Dadadadaa da da da dadaaaaa!
Previously Covered
Pirate Ship
Super Mario Maker
Hyrule Castle (64)
Peach's Castle (64)
Miiverse
Suzaku Castle
Dream Land (64)
Final Destination & Ω Forms
PAC-LAND
75M
Skyworld
Flat Zone X
The Great Cave Offensive
Onett
Palutena's Temple
Yoshi's Island
Wily Castle
Gaur Plain
Pyrosphere
Temple
Mario Circuit (Brawl)
Boxing Ring
Port Town Aero Dive
Bridge of Eldin
Pilotwings
Jungle Hijinxs
Wrecking Crew
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
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
Midgar is Cloud's stage. I still can't quite get over Cloud being in the game. Also Bayonetta before too long. But I digress.
Midgar is a Battlefield clone. It has the same platform layout and the same distance to the blast zones. The stage itself is a bit bigger and the underside is shaped differently, but that's basically it. Oh, and every so often a Summon Materia appears that lets a player summon one of 5 different hideously powerful entities to wreak havoc on the stage. So maybe it's not really like Battlefield at all.
Players 1 and 2 start on the left and right platforms. Players 3 and 4 start on the top platform and bottom of the base. The Omega form floats over a void.
Midgar is a hazardous stage thanks to the Summon Materia.
Midgar's base layout. It's pretty close to Battlefield.
The right side of the stage is amazingly generous with respect to recovery.
Summon Materia
Roughly 30 seconds into the match, a Summon Materia appears in the background of the stage with a fun retro sound effect. It floats on an erratic path towards the foreground where it flashes to notify the players that it's active. At this point the Materia floats around a bit but doesn't really move around; it'll stay more or less in the same place until someone picks it up. Players can pick up the Materia simply by touching it, even if they're in hitstun.
Once a player touches the Materia, the same swirling lights and symbols from Final Fantasy VII's summon animation appear, as a nice retro touch. The summon itself happens automatically while the summoning player glows red. With few exceptions, noted below in the Summons section, a summon cannot harm or otherwise affect the player that summoned it.
Once the effects of the summon completely dissipate, the next Summon Materia will appear about 20-25 seconds later.
The Materia isn't big at all. It also doesn't move around much, although the location it pops in at is random.
Summons
There are a total of 5 possible summons: Ifrit, Ramuh, Leviathan, Odin, and Bahamut ZERO. Which one you get is random, but the game will cycle through all 5 before repeating any. Their effects vary, but generally make the stage a hazardous place to be for everyone but the summoner.
Name|Pictures|Notes
Ifrit|
|A colossal jet of flame hits the stage from offscreen with enough force to push it around. Standing near the point of impact does 1% DPS with no hitstun. Touching the flame jet does 26% damage, or 12% if you only touch the tip of the jet where it hits the stage. The knockback from hitting the flame is sufficient to kill Mario from around 125% near the ledge. Flame jets can hit either ledge from the side (pushing the stage sideways) or from the bottom (tilting the stage at a roughly 45 degree angle), or they can hit the stage at the center from the bottom, pushing the whole stage up. The flame jet dissipates and the stage returns to normal after about 15 seconds.
Ramuh|
|The three floating platforms become charged with electricity that deal rapid 1% DOT hits to players that touch it, even when airborne. Players that land on the platform, or are standing on it when it first becomes charged, take an additional 15% with a stun effect. The hit plus the DOT while stunned adds up to 22% damage. After the platforms become charged, they move into one of several possible new configurations. The three platforms then take turns being charged for a few seconds each, flashing to indicate an imminent charge. After each has had a turn, they return to their original triangle configuration. The whole process from initial charge to reassembly takes about 25 seconds.
Leviathan|
|The area underneath the stage becomes flooded with water, preventing players from falling to their death normally. A powerful current carries players to the left. Players carried into the stage take 9% damage with vertical knockback, but if the player has over 100% damage they will instead explode on the spot for an instant KO, like the Danger Zones in The Great Cave Offensive or the acid in Master Fortress. Players killed in this manner or swept offscreen by the current have their kills attributed to the summoner. Unlike most summons, the summoner is not immune; they can be swept by the current and take damage if it rams them into the stage, although they will not explode if over 100%. The flood lasts for around 25 seconds.
Odin|
|Odin slashes down the middle of the stage, dealing an incredible 100% damage. While not an instant KO, it is capable of killing Mario off the top at 20% from the base of the stage. After the slash, the stage splits in two with a large gap in the middle. The new ledges formed are grabbable. After 15 seconds, the two halves of the base release a harmless wave of sparks and merge back together. Players caught between the halves at this point are crushed and instantly KOd, including the summoner.
Bahamut ZERO|
|A laser sweeps from the background to the foreground, which takes about 5 seconds. Roughly halfway there, a large red targeting reticule appears to indicate where it will hit the stage. Players caught by the full blast take a whopping 39% damage, which registers as a 196 hit combo in training mode. Despite the raw power, the base knockback of the attack is poor and the knockback growth is average at best. Kill percent varies depending on where a player is when hit and which direction they get launched.
Summary
Previously Covered
Pirate Ship
Super Mario Maker
Hyrule Castle (64)
Peach's Castle (64)
Miiverse
Suzaku Castle
Dream Land (64)
Final Destination & Ω Forms
PAC-LAND
75M
Skyworld
Flat Zone X
The Great Cave Offensive
Onett
Palutena's Temple
Yoshi's Island
Wily Castle
Gaur Plain
Pyrosphere
Temple
Mario Circuit (Brawl)
Boxing Ring
Port Town Aero Dive
Bridge of Eldin
Pilotwings
Jungle Hijinxs
Wrecking Crew
Halberd
Pokemon Stadium 2
Big Battlefield
Battlefield
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
Midgar is Cloud's stage. I still can't quite get over Cloud being in the game. Also Bayonetta before too long. But I digress.
Midgar is a Battlefield clone. It has the same platform layout and the same distance to the blast zones. The stage itself is a bit bigger and the underside is shaped differently, but that's basically it. Oh, and every so often a Summon Materia appears that lets a player summon one of 5 different hideously powerful entities to wreak havoc on the stage. So maybe it's not really like Battlefield at all.
Players 1 and 2 start on the left and right platforms. Players 3 and 4 start on the top platform and bottom of the base. The Omega form floats over a void.
Midgar is a hazardous stage thanks to the Summon Materia.

Midgar's base layout. It's pretty close to Battlefield.

The right side of the stage is amazingly generous with respect to recovery.
Summon Materia
Roughly 30 seconds into the match, a Summon Materia appears in the background of the stage with a fun retro sound effect. It floats on an erratic path towards the foreground where it flashes to notify the players that it's active. At this point the Materia floats around a bit but doesn't really move around; it'll stay more or less in the same place until someone picks it up. Players can pick up the Materia simply by touching it, even if they're in hitstun.
Once a player touches the Materia, the same swirling lights and symbols from Final Fantasy VII's summon animation appear, as a nice retro touch. The summon itself happens automatically while the summoning player glows red. With few exceptions, noted below in the Summons section, a summon cannot harm or otherwise affect the player that summoned it.
Once the effects of the summon completely dissipate, the next Summon Materia will appear about 20-25 seconds later.

The Materia isn't big at all. It also doesn't move around much, although the location it pops in at is random.
Summons
There are a total of 5 possible summons: Ifrit, Ramuh, Leviathan, Odin, and Bahamut ZERO. Which one you get is random, but the game will cycle through all 5 before repeating any. Their effects vary, but generally make the stage a hazardous place to be for everyone but the summoner.
Ifrit|

Ramuh|

Leviathan|

Odin|

Bahamut ZERO|

Summary
- Touch the Summon Materia to summon 1 of 5 different entities. Summoner is generally immune.
- Ifrit releases a flame jet that does 26% damage and pushes the stage around.
- Ramuh charges the platforms with electricity that do 15% and rapid DOT. Platforms also move around.
- Leviathan creates a raging flood that can carry players offscreen or into the stage.
- Odin slices the stage in two and can kill players at shockingly low percents.
- Bahamut ZERO attacks with a massive laser with surprisingly bad knockback for its power.
- For additional images, because it really is pretty, see this album.
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