Awesome info. Thanks! I just wish we could throw in other stages to get this information more easily.
How did you get yours? Just curious.
Went into training because moves won't stale and damage doesn't caused increased launch power (rage effect).
To ensure there was no DI I set the computer player to Control (so no chance of DI).
Then it was a matter of finding a % in which it would result in a KO from the same positions every time, while 1% less would mean survival. I chose Fox as my attacker because he has very easy to land and consistent hit boxes on his Up-Smash (mostly straight up), and Down-Smash (mostly horizontal).
Peach was actually chosen originally because of her short Fox Trot and her Parasol float to measure length and height of the stage compared to the lower blast zone (It takes her ~8.5 seconds if you Up-b off the edge and float to the bottom). Since I had already confirmed her KO% on FD and all the Omegas to be constantly the same, I just stuck with her as my KO dummy.
It takes Peach 5 rolls to completely cover the length of Final Destination and 10.5 fox trots, which is what I used to confirm that the FD silhouette in the stage builder was too short. Setting up different platforms at different grid areas was trial and error until I found the level where Peach died off the top at 95% but not 94%.
Finding out grass had friction was a complete fluke when it took Peach 15.5 fox trots instead of 10.5 to cover the length of the Mario Galaxy Omega stage. I was able to reliably duplicate the same animations on stage builder grass including getting her to slide on the small dirt patches, which have normal friction.
If you're trying to achieve the same blast zones on existing Wii U stages, just follow the same steps:
- Find the reliable KO % on that stage
- Find the right level to build on in stage builder to duplicate that KO %
You can use any characters to test with... but I really like fox because of his Up and Down Smash being extremely consistent. Characters like Mario and Marth have different parts of the animation with different knock backs, so your results can end up being very strange and hard to duplicate.
As far as bringing a stage over from melee/brawl/project M... Get an FD standard on the chosen game, get a % difference if it's bigger or smaller (dreamland may be 120% bigger, while wario ware may be 80% smaller, NOT accurate, just an example) then adjust the damage required for KO on Smash 4 by that % to know what you're shooting for. Mathematical!