Hitaku
Smash Journeyman
- Update July 31st, 2015 -
Verified that Omega Hyrule Castle and Omega Peach's Castle have standard Omega blast zones. All testing methods remain unaltered by any patches thus far.
Recently I came to the realization that my local Smashers and I were often clueless when it came to counter picking and banning stages. These elements of Smash are often overlooked and are decided based on guesses. A few of my friends and I got together and decided to do some testing so that we could use some actual data for our decisions.
All of these tests were performed in training mode using Mario’s attacks against Captain Falcon. The CPU was set to control in training mode meaning no DI was used. When scoring a KO on your opponent there are a total of 3 different death explosions that can occur, horizontal, vertical, or diagonal. These explosions are based on which part of the blast zone your opponent dies in. These explosions were the benchmarks for our data.
For our vertical blast zone tests, we used Mario’s up tilt to check the lowest possible percent used to score a kill off the top. Unfortunately, some stages are not the same elevation due to platforms or general unevenness. The data below is obtained using the center of a stage while not on any platforms.
Vertical Blast Zone Data (Stage's Center):
Kongo Jungle: 233
Castle Siege - Transformation Two: 216
Battlefield: 212
Miiverse: 212
Delfino Plaza: 204
Dreamland (64): 204
Duck Hunt: 204
Final Destination: 204
Lylat Cruise: 204
Smashville: 204
Castle Siege - Transformation Three: 203
Castle Siege - Transformation One: 201
Town and City: 200
Halberd - Transformation One: 192
Halberd - Transformation Two: 183
All of our horizontal blast zone tests used Mario’s non-angled forward tilt to check the lowest possible percent used to score a horizontal explosion. For these tests we rolled Captain Falcon as close to the ledge as possible before hitting him.
Horizontal Blast Zone Data (Stage's Ledge):
Kongo Jungle: 211
Battlefield: 206
Dreamland (64): 204
Miiverse: 204
Halberd - Transformation One: 194
Duck Hunt: 192
Final Destination: 189
Smashville: 189
Delfino Plaza: 188
Lylat Cruise: 188
Castle Siege - Transformation Three: 187
Town and City: 187
Halberd - Transformation Two: 179
Castle Siege - Transformation Two: 0 (Walk-off)
Not all deaths occur at a stage's ledge. Even though Final Destination and Smashville share the same ledge kill percent, that doesn't make the kill percent from the their center the same due to their size difference.
Horizontal Blast Zone Data (Stage's Center):
Battlefield: 259
Duck Hunt: 259
Kongo Jungle: 259
Miiverse: 259
Dreamland (64): 257
Final Destination: 253
Halberd - Transformation Two: 247
Lylat Cruise: 246
Town and City: 246
Halberd - Transformation One: 245
Castle Siege - Transformation Three: 243
Smashville: 241
Delfino Plaza: 238
Castle Siege - Transformation One: 233
Castle Siege - Transformation Two: 212
Without a ruler, we had to create our own unit of measurement for measuring a stages length. For our tests we decided to go with “falcons”. One falcon is equal to the distance that Captain Falcon travels after using his up tilt. To determine how many falcons across each stage was, we rolled Captain Falcon into the ledge on one side of the stage and had him up tilt across until he went into his leaning animation on the other side. Not only was this useful for testing a stage's size, it also gave us the ability to determine where the stage's center was.
Stage Sizes (Falcons):
Castle Siege - Transformation Two: 70 (Walk-off)
Duck Hunt: 37
Halberd - Transformation Two: 36
Final Destination: 34
Castle Siege - Transformation Three: 33
Miiverse: 32
Lylat Cruise: 32
Town and City: 32
Battlefield: 31
Dreamland (64): 30
Halberd - Transformation One: 29
Kongo Jungle: 28
Delfino Plaza: 28
Smashville: 27
Castle Siege - Transformation One: 26
Having a visual aid sometimes helps when comparing data. The two images below are a scatter plots showing the information above. While it isn't perfect, it gives us a very good understanding of the blast zones on every stage. Being able to base your decisions on where you and your opponent typically score kills is very important. So long as you can keep platforms in the back of your head when looking at this data, this is an amazing tool for both counter picking and banning.
Fun Facts:
Omega Values:
Every Omega stage has the same size, vertical, and horizontal blast zones as Final Destination with the exception of Omega Halberd, Omega Coliseum, and Omega Palutena’s Temple. Though extremely minor, these three stages require an extra 1% to kill off the top.
Delfino Plaza Ceiling Data Extended:
Delfino Plaza has several transformations. The ceiling in these transformations varies from having the same ceiling as Final Destination, to being as low as Halberd’s second transformation. I didn't include this in the previous data because I felt it would be way too cluttered to have half of the data revolve around one stage, especially for the graphs. I'll probably post the horizontal data when I get a chance to do it later.
Vertical Blast Zone Data (Delfino Plaza's Center):
Training Mode Facts:
Training mode does not suffer from diminishing returns and is uninfected by the rage mechanic. Though players get the "steaming" visual for it, there is no added knock back. This was excellent news to me as I didn't need to heal Mario after every percent change on Captain Falcon.
Shout Outs:
Shout outs to the Norcal 707 Smash 4 community. Without you guys I wouldn't have had the motivation to go through with all of this testing. Special thanks to my friends Count and Jimber Jangers for both testing and rechecking the data with me.
Verified that Omega Hyrule Castle and Omega Peach's Castle have standard Omega blast zones. All testing methods remain unaltered by any patches thus far.
Recently I came to the realization that my local Smashers and I were often clueless when it came to counter picking and banning stages. These elements of Smash are often overlooked and are decided based on guesses. A few of my friends and I got together and decided to do some testing so that we could use some actual data for our decisions.
All of these tests were performed in training mode using Mario’s attacks against Captain Falcon. The CPU was set to control in training mode meaning no DI was used. When scoring a KO on your opponent there are a total of 3 different death explosions that can occur, horizontal, vertical, or diagonal. These explosions are based on which part of the blast zone your opponent dies in. These explosions were the benchmarks for our data.
For our vertical blast zone tests, we used Mario’s up tilt to check the lowest possible percent used to score a kill off the top. Unfortunately, some stages are not the same elevation due to platforms or general unevenness. The data below is obtained using the center of a stage while not on any platforms.
Vertical Blast Zone Data (Stage's Center):
Kongo Jungle: 233
Castle Siege - Transformation Two: 216
Battlefield: 212
Miiverse: 212
Delfino Plaza: 204
Dreamland (64): 204
Duck Hunt: 204
Final Destination: 204
Lylat Cruise: 204
Smashville: 204
Castle Siege - Transformation Three: 203
Castle Siege - Transformation One: 201
Town and City: 200
Halberd - Transformation One: 192
Halberd - Transformation Two: 183
All of our horizontal blast zone tests used Mario’s non-angled forward tilt to check the lowest possible percent used to score a horizontal explosion. For these tests we rolled Captain Falcon as close to the ledge as possible before hitting him.
Horizontal Blast Zone Data (Stage's Ledge):
Kongo Jungle: 211
Battlefield: 206
Dreamland (64): 204
Miiverse: 204
Halberd - Transformation One: 194
Duck Hunt: 192
Final Destination: 189
Smashville: 189
Delfino Plaza: 188
Lylat Cruise: 188
Castle Siege - Transformation Three: 187
Town and City: 187
Halberd - Transformation Two: 179
Castle Siege - Transformation Two: 0 (Walk-off)
Not all deaths occur at a stage's ledge. Even though Final Destination and Smashville share the same ledge kill percent, that doesn't make the kill percent from the their center the same due to their size difference.
Horizontal Blast Zone Data (Stage's Center):
Battlefield: 259
Duck Hunt: 259
Kongo Jungle: 259
Miiverse: 259
Dreamland (64): 257
Final Destination: 253
Halberd - Transformation Two: 247
Lylat Cruise: 246
Town and City: 246
Halberd - Transformation One: 245
Castle Siege - Transformation Three: 243
Smashville: 241
Delfino Plaza: 238
Castle Siege - Transformation One: 233
Castle Siege - Transformation Two: 212
Without a ruler, we had to create our own unit of measurement for measuring a stages length. For our tests we decided to go with “falcons”. One falcon is equal to the distance that Captain Falcon travels after using his up tilt. To determine how many falcons across each stage was, we rolled Captain Falcon into the ledge on one side of the stage and had him up tilt across until he went into his leaning animation on the other side. Not only was this useful for testing a stage's size, it also gave us the ability to determine where the stage's center was.
Stage Sizes (Falcons):
Castle Siege - Transformation Two: 70 (Walk-off)
Duck Hunt: 37
Halberd - Transformation Two: 36
Final Destination: 34
Castle Siege - Transformation Three: 33
Miiverse: 32
Lylat Cruise: 32
Town and City: 32
Battlefield: 31
Dreamland (64): 30
Halberd - Transformation One: 29
Kongo Jungle: 28
Delfino Plaza: 28
Smashville: 27
Castle Siege - Transformation One: 26
Having a visual aid sometimes helps when comparing data. The two images below are a scatter plots showing the information above. While it isn't perfect, it gives us a very good understanding of the blast zones on every stage. Being able to base your decisions on where you and your opponent typically score kills is very important. So long as you can keep platforms in the back of your head when looking at this data, this is an amazing tool for both counter picking and banning.


Fun Facts:
Omega Values:
Every Omega stage has the same size, vertical, and horizontal blast zones as Final Destination with the exception of Omega Halberd, Omega Coliseum, and Omega Palutena’s Temple. Though extremely minor, these three stages require an extra 1% to kill off the top.
Delfino Plaza Ceiling Data Extended:
Delfino Plaza has several transformations. The ceiling in these transformations varies from having the same ceiling as Final Destination, to being as low as Halberd’s second transformation. I didn't include this in the previous data because I felt it would be way too cluttered to have half of the data revolve around one stage, especially for the graphs. I'll probably post the horizontal data when I get a chance to do it later.
Vertical Blast Zone Data (Delfino Plaza's Center):










Training Mode Facts:
Training mode does not suffer from diminishing returns and is uninfected by the rage mechanic. Though players get the "steaming" visual for it, there is no added knock back. This was excellent news to me as I didn't need to heal Mario after every percent change on Captain Falcon.
Shout Outs:
Shout outs to the Norcal 707 Smash 4 community. Without you guys I wouldn't have had the motivation to go through with all of this testing. Special thanks to my friends Count and Jimber Jangers for both testing and rechecking the data with me.
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