ParanoidDrone
Smash Master
This final batch of Smash DLC does not disappoint.
Also, if you're curious about how I did this and other stage threads, I took a picture of my notes.
Previously Covered
Midgar
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
Umbra Clock Tower starts out as a long, flat platform, with a minuscule dip in the center that doesn't appear to affect vertical kill percent in any meaningful way. As the match progresses, the stage switches back and forth between the real world and Purgatorio, the world of angels. This is purely cosmetic -- angels are visible when the stage is in Purgatorio, but none interfere with the fight. The cliff face beside the stage is also harmless.
Players 1 and 2 spawn near the edges of the stage, while Players 3 and 4 spawn closer to the center. The Omega form floats over a void.
Umbra Clock Tower has no hazards, but 7 different platform layouts come and go.
Platform Climax
While the stage begins as a simple clock face, pieces of rubble fall into place to create various platform arrangements before leaving the stage again. Each platform arrangement lasts 25 seconds or so, with an additional 25-30 seconds between successive sets of platforms. Platforms begin to shake before leaving the stage. In the vast majority of cases, platforms leave by flying off the top of the screen. Players standing on the platforms at the time will get dropped before they reach the blast zone.
There are 7 unique sets of platforms that can appear. Each set will appear once before the game cycles through them again, but there is no other apparent pattern. Generally speaking, what you see is what you get. Notable features are described below.
Name|Picture|Notes
Base|
|N/A
Arrangement 1|
|N/A
Arrangement 2|
|The top platform moves up and down quite a bit, at times reaching a level equal to the side platforms.
Arrangement 3|
|N/A
Arrangement 4|
|N/A
Arrangement 5|
|Platforms create walkoffs.
Arrangement 6|
|Bottom platform has grabbable ledges. Camera zooms out to keep it in view, unlike all other platform arrangements. Moves in from the left, pauses in the middle, then moves offscreen to the right. Will kill players dragged offscreen with it.
Arrangement 7|
|Platform is solid and has grabbable ledges. Moves right to left at a steady pace without pausing. Will kill players dragged offscreen with it. Has a shorter duration than other platform sets, about 15-20 seconds.
Summary
Also, if you're curious about how I did this and other stage threads, I took a picture of my notes.
Previously Covered
Midgar
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
Umbra Clock Tower starts out as a long, flat platform, with a minuscule dip in the center that doesn't appear to affect vertical kill percent in any meaningful way. As the match progresses, the stage switches back and forth between the real world and Purgatorio, the world of angels. This is purely cosmetic -- angels are visible when the stage is in Purgatorio, but none interfere with the fight. The cliff face beside the stage is also harmless.
Players 1 and 2 spawn near the edges of the stage, while Players 3 and 4 spawn closer to the center. The Omega form floats over a void.
Umbra Clock Tower has no hazards, but 7 different platform layouts come and go.
Platform Climax
While the stage begins as a simple clock face, pieces of rubble fall into place to create various platform arrangements before leaving the stage again. Each platform arrangement lasts 25 seconds or so, with an additional 25-30 seconds between successive sets of platforms. Platforms begin to shake before leaving the stage. In the vast majority of cases, platforms leave by flying off the top of the screen. Players standing on the platforms at the time will get dropped before they reach the blast zone.
There are 7 unique sets of platforms that can appear. Each set will appear once before the game cycles through them again, but there is no other apparent pattern. Generally speaking, what you see is what you get. Notable features are described below.
Base|
Arrangement 1|
Arrangement 2|
Arrangement 3|
Arrangement 4|
Arrangement 5|
Arrangement 6|
Arrangement 7|
Summary
- No damaging hazards.
- 7 unique sets of platforms that come and go.
- Platform sets cycle in no particular order.
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