cHp
Smash Apprentice
Rumble Falls
So I was looking through the Stage Discussion thread and found this:
IMO we should start making a video series about banned stages/commonly banned stages/borderline stages.
I thought this seemed like a good thing to waste 2 hours on. So I went ahead and made a thread (videos don't really seem necessary...). Anyway enough about me.Feels good ^^
That'd be a fun project, BPC. I know a lot of random **** about the dumbest stages lol... and I think it's a worthwhile effort to compile our knowledge even on stages like 75m.
Rumble falls is a stage infamous for its scrolling, gay hazards, circle camping, and ******** advantage to aerial characters, this thread will investigate the hazards and show data that will either confirm or disprove their gayness. This thread will also investigate whether or not these factors are enough to deter/prevent/end camping. Beware of huge wall of text. CTRL + F is your friend if you don't want to read long ****. Or just look at the big words. I understand that I ramble quite a bit since I mostly jot down my mental thoughts while looking into this stage. First, the basics. Here's a full picture of the stage:
Breakable areas are the 4 blocks on the bottom right hand side of the first spike. The boxes on the plane are also breakable. Approximately 1/15 (I think) of the map is visible at a time. The scrolling camera will continuously climb up the map, with some "speed ups" along the way. At the top, the background will turn into a waterfall and the stage will slow down for approximately 10 seconds before restarting at the "bottom" of the map. This slow down also occurs at the part of the stage where the airplane with boxes flies in, the area right before the first spike, and the area where the second set of spikes becomes visible, but only for about 5 seconds. They don't happen too often and aren't consistent as the previous two instances that were mentioned. Now I'll go into more detail about scrolling.
Scrolling Cycles
The "Speed Up" can occur at any part of the map. In addition, if the stage reaches any of the slowdown areas, it will ignore the speed up and slow down. Surprisingly, it slows down to the same speed as if no speed up were occurring, so that is one consistency present in this stage. The areas of the slowdowns remain consistent. Here are some data tables that I did. These were all done with an 8 minute timer. I did 4 different matches to see if I could find some consistency. These are all approximates.
start - 6:15 left
end - 5:50 left
25 seconds long
start - 5:15 left
end - 4:48 left
27 seconds long
start - 3:31 left
end - 3:08 left
23 seconds long
start - 2:30 left
end - 2:08 left
22 seconds long
start - 0:57 left
end - 0:36 left
21 seconds long
start - 0:05 left
end - N/A
5 seconds long
end - 5:50 left
25 seconds long
start - 5:15 left
end - 4:48 left
27 seconds long
start - 3:31 left
end - 3:08 left
23 seconds long
start - 2:30 left
end - 2:08 left
22 seconds long
start - 0:57 left
end - 0:36 left
21 seconds long
start - 0:05 left
end - N/A
5 seconds long
start - 7:29 left
end - 7:01 left
28 seconds long
start - 6:32 left
end - 6:11 left
21 seconds long
start - 4:59 left
end - 4:38 left
21 seconds long
start - 3:59 left
end - 3:39 left
20 seconds long
start - 3:02 left
end - 2:40 left
22 seconds long
start - 1:19 left
end - 0:55 left
24 seconds long
start - 0:12 left
end - N/A
12 seconds long
end - 7:01 left
28 seconds long
start - 6:32 left
end - 6:11 left
21 seconds long
start - 4:59 left
end - 4:38 left
21 seconds long
start - 3:59 left
end - 3:39 left
20 seconds long
start - 3:02 left
end - 2:40 left
22 seconds long
start - 1:19 left
end - 0:55 left
24 seconds long
start - 0:12 left
end - N/A
12 seconds long
start - 6:58 left
end - 6:35 left
23 seconds long
start - 5:25 left
end - 5:04 left
21 seconds long
start - 4:22 left
end - 3:56 left
26 seconds long
start - 2:39 left
end - 2:15 left
24 seconds long
start - 1:35 left
end - 1:10 left
25 seconds long
start - 0:29 left
end - 0:02 left
27 seconds long
end - 6:35 left
23 seconds long
start - 5:25 left
end - 5:04 left
21 seconds long
start - 4:22 left
end - 3:56 left
26 seconds long
start - 2:39 left
end - 2:15 left
24 seconds long
start - 1:35 left
end - 1:10 left
25 seconds long
start - 0:29 left
end - 0:02 left
27 seconds long
start - 6:46 left
end - 6:21 left
25 seconds long
start - 3:11 left
end - 2:48 left
23 seconds long
start - 2:07 left
end - 1:40 left
27 seconds long
start - 1:09 left
end - 0:41 left
28 seconds long
So from this data I can gather this:
Consistencies
- Speed ups last from 20-30 seconds
- Length of speed ups are affected by the slowdown areas
Pretty inconsistent as you can tell. The fourth match in particular destroyed a lot of the consistency that seemed to be present. Despite the randomness of the occurrence of the speed ups, keeping up with them wasn't too difficult with the many slow down areas providing some breathing room for less mobile characters. However, you should still stay from characters like Donkey Kong or King Dedede A.K.A. guys that get gimped easily.
Spikes
- All spikes can KO you (though 3rd spike will only kill you if you DI left/right)
- All spikes can be air-dodged
- First spike can OHKO you but KO can be avoided with good DI and floor techs
- Second set of spikes only has vertical knockback and low KO potential
- Third spike won't KO you unless you DI left/right instead of letting yourself get spiked. Even then, it has low KO potential. The only time this will get you killed from this is the scrolling or your opponent
Other interesting info here about MK/Kirby's Up throw and boundaries
Conclusion
In one hand, the large size of the stage seems to make circle camping very strong. On the other hand, the hazards slightly remedy this problem. However, the spikes are easy to avoid while the scrolling emphasizes superior aerial mobility to avoid early deaths. Meta Knight is also, to be blunt, a scary mother****er here. So this stage's position as a banned/borderline stage is probably where it will stay. The lack of rules in place to deal with the many problems that this stage presents makes sure that this awesome, but broken, stage will likely never see the light of competitive battling. However, not all hope is lost: this stage could be more viable in lower tier tourneys where gay characters aren't present. Doubles seem to be the best fit for a stage like this. For now though, this stage will remain one of the most bizarre and perhaps one of the most controversial stages in the history of smash.
**** YOU SAKURAI ARRRGGGGGHH!!!!!!!!!!!!!!!!