Ulevo
Smash Master
Stage Blastzone Data:
Platform Height Data:
Last edited:
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IIRC Ganon's tipman Uair actually has a 0 degree launch angle. Good work getting down all these measurements. Perhaps you should collaborate with the existing thread in the academy.Not undermine previous people's work, but I felt the current threads with blast zone data contained incomplete data with suboptimal testing measurements. Also, for simplicity and pragmatic sake, I only collected data on the currently legal stages. Delfino is a pain in the ***. I will finish this eventually.
The following data was collected using three distinct methods, all using the in-game Launch Distance at the results screen for measurements.
All tests used Jigglypuff as the test dummy, and were done with a handicap of 300% and X 2.0 launch modifier.
To test for ceiling height, I used Pikachu's up throw because it has a knock back angle of 90º, where as previous measurements used Jigglypuff's Rest, which has a knock back angle of 88º and will produce incorrect results.
To test for depth, which is the measurement of the bottom blast zone from the stage, I used Ganondorf's sweet spot down air, which has a knock back angle of 270º. I had Jigglypuff hold on to the ledge while using the down air to get the desired result.
To test for width, which is the distance from centre stage to the blast zone, as well as ledge width, which is the distance from the ledge to the blast zone, I used Sonic's down air while using Jigglypuff to DI directly down. There is no perfect horizontal knock back present to test with, but because Sonic's down throw sends at 20º and this can be modified with DI, it produces a reasonably accurate measurement. Tests were done at the ledges or centre stage; centre being the middle stage spawn point. If the stage spawn halos did not spawn characters directly in the middle, no data was recorded for stage width. Data was recorded for stage width in halves and multiplied by 2 to get the sum total measurement.
The issue is that the target will still be subject to gravity, and angle the trajectory down, even if DI is used.IIRC Ganon's tipman Uair actually has a 0 degree launch angle. Good work getting down all these measurements. Perhaps you should collaborate with the existing thread in the academy.
I have always found using Falcon's up tilt to try and scale a stage's distance to be reasonable. It does not put things to relative scale but it at least provides units for comparison.I dislike how it's difficult to get a solid handle on how long a foot is in this game in the first place. Like, how many feet across is a Battlefield platform? How high is the Smashville platform? How long is Final Destination? Measurements like that would make it easier to grasp the scales involved.
This has nothing to do with your work, btw. Excellent job. Blast zone distances are something I hate researching, it's so mind-numbingly tedious.
Unfortunately it's the relative scale I'm looking for. Unless you manage to convert all these units into Falcon utilts. (I don't actually expect you to do this.)I have always found using Falcon's up tilt to try and scale a stage's distance to be reasonable. It does not put things to relative scale but it at least provides units for comparison.
Halberd is. What you are seeing there is the measurements for both transformations. Same thing with height. The reason depth is the same is because it is consistent on both.Unfortunately it's the relative scale I'm looking for. Unless you manage to convert all these units into Falcon utilts. (I don't actually expect you to do this.)
I edited my previous post with a question but a review of the OP answered it. So Battlefield, Miiverse, Duck Hunt, and Halberd aren't perfectly centered with respect to the side blast zones? That's really weird.
Still interesting. Halberd shrinks when you're on the ship's deck, I assumed it was consistent. (I guess that was a bit naive of me given Delfino Plaza...)Halberd is. What you are seeing there is the measurements for both transformations. Same thing with height. The reason depth is the same is because it is consistent on both.
But yes, it is really weird. It probably explains why I and other people were getting different KO %'s on Miiverse and Battlefield by 1-2%.
Yes. The numbers were 85 and 88 ft respectively.This explains everything.
Just checking: did you get the width of BF/Miiverse/Duck Hunt by getting a horizontal KO to the right and then one to the left from center stage and adding the values together?
You could use this data to estimate stage length as well. It's inaccurate but it'd be in feet rather than Falcons.Yes. The numbers were 85 and 88 ft respectively.
Watching your videos I noticed a pattern and was able to successfully predict which throws would kill the training dummy and which wouldn't.So I think this warrants another post.
It seems we were both wrong Ulevo. I now believe that all stages (yes, that's right, ALL stages) have moving blast zones, although they only move very slightly. This would explain why you have different distances and it would also explain how I was getting consistent results.
It would also explain why when I was testing Roy vs Marth 2 weeks ago I kept having a lot of inconsistencies when I tried to kill with a move 10+ time (having it fail to kill 1 or 2 times).
My proof is here:
https://www.youtube.com/watch?v=fXMjoDpt0YM
https://www.youtube.com/watch?v=w7gafLK-PLw
https://www.youtube.com/watch?v=h2RB6mS9ILI
I tested it A LOT more than what's on the videos. I tested this for the past 3 hours straight and it seems to happen on every single stage. The difference is very slight, it depends on the move but moves that kill around 100-150% tend to kill 2-5% later.
Some real examples:
Mario B-Throw on Bowser - earliest: 114, latest: 118
Mewtwo B-Throw on Ryu - earliest: 100, latest: 103
Jiggz B-Throw on Roy - earliest: 266, latest: 274
This is sort of what the differences look like when the Blast Zone is at it's minimum and maximum. This was just done by testing every % around 50-100 times. If I got at least 1 fail then it was the "latest" and I would move 1% forward and retest until I didn't get a single fail. Same thing with earliest but reducing it by 1% everytime if it succeeded at least once.
I tested this with vertical knockback too and it doesn't happen with vertical knockback. I used Jiggz Up-Throw on Bowser at 277% around 40-50 times and it killed every single time. Then used it at 276% another 40-50 times and it didn't kill once. So this effect ONLY happens on horizontal knockback, which is why I don't believe anymore that it is knockback or physics related (which I believed it was at a moment).
I think the blastzones legitimately move back and forth on a pattern, but we still need to research much more.
I am very tired, so I will go to sleep and tomorrow I will do a lot more testing.
Watching your videos I noticed a pattern and was able to successfully predict which throws would kill the training dummy and which wouldn't.
Every time Ryu entered a "spinning" animation after the bthrow at 100% he died, if not he lived. The video of Roy on BF was the opposite: if he "spun" he lived, if he was fairly static as he flew through the air he died. Bowser dies at 114% when he spins and lives if he doesn't. I imagine this animation changes the characters hurtboxes slightly, or even alters the launch trajectory thus causing him to come into contact with the blast zone at a different point.
These videos conclusively show that the knockback animation you enter has a measurable effect on your launch trajectory. It's not quite what either you or Ulevo were looking for but it seems further testing must be done when measuring blast zones and kill percentages.
Tests must be performed against the same character across multiple stages only recording the kill% or distance launched when the character enters a specific (eg spinning or not spinning, whichever one is more common?) animation after receiving knockback.
If you want to continue testing you are welcome to, but I have fixed the inconsistency problem at the very least. The new results should be 100% accurate.This is an incredible find. I was trying to find a pattern yesterday and couldn't.
In order for this to match my own findings then the "spinning" animation has to be linked with how much damage a player has (because when testing it was fairly noticeable that the more % you had the higher the chance of the move killing).
Does anyone have any idea how these animations occur? Is it the higher the %, the higher you are to enter that spinning animation?
I am still kind of tired. Going to sleep a little more and then retest all of this.
Yes, it now seems to not be stage related. It seems like it has something to do with the reeling animation (according to Pazx).If you want to continue testing you are welcome to, but I have fixed the inconsistency problem at the very least. The new results should be 100% accurate.
I was aware of this, but it is unnecessary to note for a comparison point of view. As long as people have a relative understanding of how X stage compares to Y stage then this information serves its purpose. For example, there are some characters that when tossed upwards on Duck Hunt's tree branches, they will register the same height on one branch than they will on another that is slightly higher. Common sense tells us this is false and one allows for an earlier kill.quick note: Launch Distance might not be as accurate as you would hope, as the values are rounded to every 3 or 4th foot (ex: you can have 39ft, 42ft, 45ft, or 49ft, but no values in between).
I assume this is because the game is probably in meters and for NA they just multiplied everything by ~3.2 and truncated the rest.
I disagree that it's unnecessary to note for exactly the same reason you pointed out. While we can see that branch 1 is higher than branch 2, so them reporting as the same height is clearly false; the same thing could be happening with stage ceilings, which we can't clearly dismiss due to visual differences.I was aware of this, but it is unnecessary to note for a comparison point of view. As long as people have a relative understanding of how X stage compares to Y stage then this information serves its purpose. For example, there are some characters that when tossed upwards on Duck Hunt's tree branches, they will register the same height on one branch than they will on another that is slightly higher. Common sense tells us this is false and one allows for an earlier kill.
Would it be possible for a US player to have the measurements switched to meters, or is it an NTSC vs. PAL situation which would require another copy?quick note: Launch Distance might not be as accurate as you would hope, as the values are rounded to every 3 or 4th foot (ex: you can have 39ft, 42ft, 45ft, or 49ft, but no values in between).
I assume this is because the game is probably in meters and for NA they just multiplied everything by ~3.2 and truncated the rest.
They are not the same height. I do not recall the characters, but basically there are certain characters that cannot full jump on Smashville's moving platform, but can for example jump on Dreamlands. Battlefield is the lowest of those three.I always assumed Dreamland's side platforms and Smasville's moving platform were the same height until I came across this thread months ago. According to this, Smashville's platform is higher than Dreamland's side platforms. Now, I've been labbing % KO's on Kirby's u-throw and have used this for reference on ceiling heights and platforms. Everything seemed right until I got to the two afformentioned platforms. I got nearly similar results for the two in terms of KO %s. Something seemed weird given that Dreamland's platforms should be lower along with the same ceiling height. So, I decided to do some testing myself.
I used the same test dummy; x2 launch rate on 300% Jigglypuff. The first thing I did was confirm the findings using Pikachu's u-throw. They were right, 42ft on Smashville and 45ft on Dreamland's side platforms. Then, I went looking around for other 90° angle moves on KuroganeHammer. I used Mario u-throw, Jigglypuff u-throw and Donkey Kong's u-smash (DK hitting Jiggs underneath the platform). This time these results yielded 49ft for both Smashville's platform and Dreamland's side platforms on all the tests. This lead me to believe that my previous thoughts were true. It's weird because I can't see anything that would throw off the findings when Pikachu's u-throw would stay constant other than Pikachu lifting up Jiggs to throw her before launch distance was calculated.
Any thoughts on this Ulevo ?
Edit: I read through the comments. It explains a lot. That means Smashville's platform compared to Dreamland's side platforms must be about 1ft apart; one rounding toward 42ft and the other toward 45ft.