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Zelda Teleport Stage Knowledge Guide

theycallmetape

Smash Rookie
Joined
Jan 25, 2016
Messages
1
So I love the teleport shorting on Zelda, and have been messing around finding useful points on several stages for quick ledge snaps, and seeing what platforms are easily accessible from simple mobility (simple meaning easy angles at 0, 45, or 90 degrees). Obviously the shorting shown relies on being able to reach from one grounded location to another so that the teleport can be acted out of quicker. Hopefully this useless stage knowledge can act as a brief introduction/reference for Zelda mobility.

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Green Hill Zone:
Not useful for mobility
Useful Mobility

On Green Hill zone, at the full height of the moving platform the diagonal will not reach the floor, and as with most moving platforms Zelda cannot teleport directly down through it. However, Zelda can teleport upwards (or diagonally up) onto the platform at its maximum height (because if you reappear inside near the top of the platform you are pushed up to be on top of it). Additionally there is a useful snap point (without shorting teleport) at the dead center of the lowest point of the moving platform on either edge.

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Smashville:
Basic Mobility
Movement off the Platform
Fun ways to SD
Features
Silly things

The moving platform can be accessed from anywhere on the main stage, even diagonally at its greatest distance. Also from the moving platform you can make it to the stage diagonally from the close edge or middle, but not the far side (as the teleport grounded travels along the platform before moving downward). Additionally, in general you cannot teleport directly down through a moving platform. This does mean though that you can teleport directly down through it when it stops to change direction at either end of its movement (this does not seem possible in Green Hill Zone even when it is changing directions). However, while this is generally true it seems in rare (seemingly random) cases it is possible to teleport down through the moving platform (a ~~bug~~ feature). Also Smashville has some interestingly silly features to it such as the ability to teleport directly up through the corner of the stage and land standing. This will have the lag of the teleport since it started as an aerial, but can be used to sneak behind an edge guard. Also, you can move all the way underneath the stage.

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Battlefield:
Basic Mobility
Side Platform Mobility
Silly Mobility

Battlefield has the most intuitive mobility from shorting teleports, and is the easiest to bounce around quickly with many options. In my opinion it is the best place to practice timing of shorting teleports. You can reach most any points easily from any platform or the ground, and you can very easily snap to the ledge with the full distance teleport diagonally from the inside edge of the side platforms. Battlefield also has the same teleporting up through the corner of the stage and ability to travel underneath the stage that Smashville has.

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Pokemon Stadium:
Starting Mobility
Basic Mobility

On Pokemon Stadium Zelda can instantly snap to ledge without shorting teleport at a 45 degree angle from the beginning spawn location. Other than that, Pokemon Stadium has fairly straight forward mobility, and the platforms can be (barely) reached from the center stage at 45 degree angles.

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Bowser's Castle (alt):
Basic Mobility
Asymmetry

From the outside platforms you can teleport directly horizontally and land on the middle platform, but you cannot teleport from the middle platform horizontally to the sides. This is again because of ending a teleport near the top inside of a platform (versus floating above it). Also, it does not appear to be possible to teleport from one outside platform to the other (the range is just barely too long). One final interesting thing to note about this stage is the subtle asymmetry of the top platform, where you can diagonally teleport snap (with no shorting) to the right edge but not the left edge.

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Dreamland:
Basic Mobility
Ledge Snapping

Despite its large size it is possible to reach every platform from the ground, or each other using simple angles. Additionally from the inside edge of the side platforms it is possible to diagonally teleport without shorting to snap to the ledge. Additionally, if you teleport without shorting from the top platform diagonally you will still be in the ending aerial spin from your teleport and grab the ledge (though will be incredibly vulnerable before you do, as this is not quick).

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Final Destination:
Basic Mobility

Final destination is unsurprisingly bland. It is worth noting though that you can teleport directly up from underneath the stage and ride the angle upwards. It seems like on the right side the starting point may be slightly higher than the left to actually reach the ledge.

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Fountain of Dreams:
Moving Platforms
Ledge Snapping

So clearly fountain of dreams has very fluid stage space, so showing mobility between platforms is somewhat nebulous. However, it is important once again that you cannot teleport downward through a moving platform, even just the subtle movements of the side platforms until they come to a rest. Additionally, you can snap to either ledge from the top platform.

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Other mentions:

Wario Land - possible to get to every platform (including diagonally) from the stage and vise versa, but no obvious ledge snaps without shorting.

Delfino's Plaza - Very mobile stage. Cannot teleport downward through platforms while moving.
 

4tlas

Smash Lord
Joined
Sep 30, 2014
Messages
1,298
Welcome to Smashboards! I see you took my advice and posted this here!

I'd like to mention that, if you want, the guide could be made a lot more thorough by including all of the competitively viable stages. While Metal Cavern, Castle Siege, Lylat, Skyworld, Yoshi's Island, Distant Planet, Yoshi's Story, and Norfair are less commonly seen due to being weird stages, they are also more useful to teach people the nuances of for the same reason.
 
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