Editing Stage Builder

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|style="text-align: center"|[[File:Brawl-Ladder.png]]||{{b|Ladder|stage element}}||1x1||100||A climbable ladder with only one size.
|style="text-align: center"|[[File:Brawl-Ladder.png]]||{{b|Ladder|stage element}}||1x1||100||A climbable ladder with only one size.
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|-
|style="text-align: center"|[[File:Brawl-SpringOrange.png|32px]] [[File:Brawl-SpringGreen.png|32px]]||{{b|Spring|stage element}}||1x2; 2x2; 3x2||134; 202; 270||A spring that bounces characters upwards. Rotating turns the spring green, but the difference is only aesthetic. Wider springs grant more height; springs give characters an upwards velocity in [[unit]]s/[[frame]] of <code>25g+1.625</code> (small), <code>25g+2.225</code> (medium), or <code>25g+2.825</code> (large), where '''g''' is that character's {{h1|gravity|Super Smash Bros. Brawl gravity values}}.
|style="text-align: center"|[[File:Brawl-SpringOrange.png|32px]] [[File:Brawl-SpringGreen.png|32px]]||{{b|Spring|stage element}}||1x2; 2x2; 3x2||134; 202; 270||A spring that bounces characters upwards. Rotating turns the spring green, but the difference is only aesthetic. Wider springs grant more height.
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|-
|style="text-align: center"|[[File:Brawl-ConveyorBelt.png]]||[[Conveyor belt]]||2x2; 3x2; 4x2||270; 338; 372||Moving conveyor belt that moves all things in one direction.
|style="text-align: center"|[[File:Brawl-ConveyorBelt.png]]||[[Conveyor belt]]||2x2; 3x2; 4x2||270; 338; 372||Moving conveyor belt that moves all things in one direction.
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Custom Stages are not available in [[8-Player Smash]]. All Custom Stages have Star KOs and Screen KOs, regardless of layout.
Custom Stages are not available in [[8-Player Smash]]. All Custom Stages have Star KOs and Screen KOs, regardless of layout.


When testing a stage, pausing and pressing ZL or ZR on the GamePad will allow players to select their character, an opponent character (including a second player), and customized controls and names. {{SSB4|Mii Fighter}}s can not be selected.
When testing a stage, pausing and pressing ZL or ZR on the GamePad will allow players to select their character, an opponent character (including a second player), and customized controls and names, with the exception of {{SSB4|Mii Fighter}}s.


The ability to download and share stages online became available with [[List of updates (SSB4-Wii U)|update 1.0.6]], but can no longer be used after the shutdown of {{b|Miiverse|social network}}.
The ability to download and share stages online became available with [[List of updates (SSB4-Wii U)|update 1.0.6]], but can no longer be used after the shutdown of {{b|Miiverse|social network}}.
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There are four types of special features that can be inserted, each with two variations.
There are four types of special features that can be inserted, each with two variations. Units refer to the visible grid that can be enabled with the X button.
{| class="wikitable"
{| class="wikitable"
|-
|-
! Image !! Name !! Information
! Image !! Name !! Information
|-
|-
| [[File:SSBUStageBuilderSpring.png|128px|center]] || Spring (small) || Works just like the small spring in ''Brawl'', giving characters an upward speed of <code>25g+1.625</code> [[unit]]s/[[frame]] with '''g''' being the character's {{h1|gravity|Super Smash Bros. 4 gravity values}}. Depending on the character's gravity, they'll reach a height between ~80-105 units (roughly 3-4 times height of [[Pokémon Stadium 2]]'s platforms) from the spring's top. 11 units wide, 11 units tall.
| [[File:SSBUStageBuilderSpring.png|128px|center]] || Spring (small) || Works just like the spring in the predecessor. Bounces players 17 units from spring's base. 2.2 units wide, 2.2 units tall.
|-
|-
| [[File:SSBUStageBuilderSpring2.png|128px|center]] || Spring (large) || A larger spring that bounces characters higher, working like the large spring in ''Brawl'' and giving characters an upward speed of <code>25g+2.825</code> units/frame with '''g''' being the character's gravity. Depending on the character's gravity, they'll reach a height between ~140-160 units (roughly the height needed to do a reverse [[Hyrule Jump]] and then to reach the slanted platform on the right of Temple) from the spring's top. 25 units wide, 16 units tall.
| [[File:SSBUStageBuilderSpring2.png|128px|center]] || Spring (large) || A larger spring that bounces players higher. Bounces players 32 units from spring's base. 5 units wide, 3.2 units tall.
|-
|-
| [[File:SSBUStageBuilderCannon.png|128px|center]] || Cannon (weak) || Similar to [[Barrel Cannon]]s. Launched characters deal 4% upon contact. Characters are launched at a speed of 4.4 units/frame (actual value is 5 but characters aren't launched for a few frames). For the next 60 frames (1 second), characters are unable to perform most actions, have their [[gravity|upward speed decreased]] by 0.1 (straight up) to 0.025 (sideways) per frame, and downward speed decreased by 0.05 per frame; after the 60 frames both the upward and downward speed decrease is set to 0.075; horizontal speed is decreased by 0.075 per frame. Characters can reach a height of around 100 units (more than the height of the top platform on the far right of [[Temple]]) from the cannon's center when fired completely vertically. 19 units tall, 19 units wide, but may freely overlap platforms. A guide ring ~38.7 units in diameter aids in placement and aiming.
| [[File:SSBUStageBuilderCannon.png|128px|center]] || Cannon (weak) || Similar to [[Barrel Cannon]]s. When facing upward, launches players 25 units from bottom of cannon. Can be aimed in any direction. Launched players deal 4% upon contact. 5 units tall, 5 units wide, but may freely overlap platforms. A guide ring 7.6 units in diameter aids in placement and aiming.
|-
|-
| [[File:SSBUStageBuilderCannon2.png|128px|center]] || Cannon (strong) || A larger cannon that shoots characters further. Launched characters deal 8% upon contact. Characters are launched at a speed of 5.9 units/frame (actual value 6.5 but characters aren't launched for a few frames). Physics are the same as the weak cannon and characters can reach a height of around 180 units (roughly from Temple's lowest platform to the middle platform on its far right) from the cannon's center when fired completely vertically. 24 units tall, 24 units wide, but may freely overlap platforms. A guide ring ~38.7 units in diameter aids in placement and aiming.
| [[File:SSBUStageBuilderCannon2.png|128px|center]] || Cannon (strong) || A larger cannon that shoots players further. When facing upward, launches players 43 units from bottom of cannon. Launched players deal 8% upon contact. 3.8 units tall, 3.8 units wide, but may freely overlap platforms. A guide ring 7.6 units in diameter aids in placement and aiming.
|-
|-
| [[File:SSBUStageBuilderPlatform.png|128px|center]] || Moving Platform (small) || Slowly moves from one point to the other, with an unlimited path. 30 units wide. Moves 0.2 units/frame. May overlap any object or platform, but endpoint must be at least 2 units away from start.
| [[File:SSBUStageBuilderPlatform.png|128px|center]] || Moving Platform (small) || Slowly moves from one point to the other, with an unlimited path. 6 units wide. Moves 3 units/second. May overlap any object or platform, but endpoint must be at least 2 units away from start.
|-
|-
| [[File:SSBUStageBuilderPlatform2.png|128px|center]] || Moving Platform (large) || Over three times longer than the small one. 100 units wide. Moves 0.15 units/frame. May overlap any object or platform, but endpoint must be at least 10 units away from start.
| [[File:SSBUStageBuilderPlatform2.png|128px|center]] || Moving Platform (large) || Over three times longer than the small one. 20 units wide. Moves 2.25 units/second (will move 9 units in 4 seconds). May overlap any object or platform, but endpoint must be at least 2 units away from start.
|-
|-
| [[File:SSBUStageBuilderMagma.png|128px|center]] || Magma (thin) || Painted over platforms, and deals 10% damage to characters. It adds more weight depending on how much was drawn, even if the line overlaps with itself or other lava despite being redundant. Unlike [[Danger Zone]]s, it does not instantly KO a fighter if they have over 100% [[damage]]. 6 units thick.
| [[File:SSBUStageBuilderMagma.png|128px|center]] || Magma (thin) || Painted over platforms, and deals 10% damage to players. It adds more weight depending on how much was drawn, even if the line overlaps with itself or other lava despite being redundant. Unlike [[Danger Zone]]s, it does not instantly KO a fighter if they have over 100% [[damage]]. 1.2 units thick.
|-
|-
| [[File:SSBUStageBuilderMagma2.png|128px|center]] || Magma (thick) || Works just like the thin one, but 10 units thick.
| [[File:SSBUStageBuilderMagma2.png|128px|center]] || Magma (thick) || Works just like the thin one, but 2 units thick.
|}
|}


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* In ''Brawl'', if the player tests a stage, [[self-destruct]]s, return to the Stage Builder menu before {{SSBB|Mario}} respawns and quickly tests it again, Mario will spawn on-stage briefly and then disappear with the camera scrolling to where he [[self-destruct]]ed then reappear on a [[revival platform]].
* In ''Brawl'', if the player tests a stage, [[self-destruct]]s, return to the Stage Builder menu before {{SSBB|Mario}} respawns and quickly tests it again, Mario will spawn on-stage briefly and then disappear with the camera scrolling to where he [[self-destruct]]ed then reappear on a [[revival platform]].
*There are two glitches associated with the Drop Block in ''Brawl'': [[The Flop Block]] and the [[Teleport glitch]].
*There are two glitches associated with the Drop Block in ''Brawl'': [[The Flop Block]] and the [[Teleport glitch]].
*Prior to version 1.1.3 of {{forwiiu}}, a regular Final Destination-like stage without any platforms filled with magma below (in a way that the magma seemingly covers the whole stage but doesn't hurt characters walking along the main ground) will cause all [[CPU]]s to indefinitely stand on place doing absolutely nothing, even at level 9, without even defending against attacks or recovering. This also works against [[amiibo]].<ref>[https://www.youtube.com/watch?v=-13F3hkM7XE]</ref>
*Prior to version 1.1.3 of {{forwiiu}}, a regular Final Destination-like stage without any platforms filled with magma below (in a way that the magma seemingly covers the whole stage but doesn't hurt characters walking along the main ground) will cause all [[CPU]]s to indefinitely stand on place doing absolutely nothing, even at level 9, without even defending against attacks or recovering. This also works against [[amiibo]]. [https://www.youtube.com/watch?v=-13F3hkM7XE]
*In ''for Wii U''{{'}}s Stage Builder, if the original {{SSB4MusicLink|Street Fighter|Ryu Stage Type A}} or {{SSB4MusicLink|Street Fighter|Ken Stage Type A}} songs from the {{uv|Street Fighter}} series are selected, the music will not change regardless of the match's present situation.
*In ''for Wii U''{{'}}s Stage Builder, if the original {{SSB4MusicLink|Street Fighter|Ryu Stage Type A}} or {{SSB4MusicLink|Street Fighter|Ken Stage Type A}} songs from the {{uv|Street Fighter}} series are selected, the music will not change regardless of the match's present situation.
**Also in ''for Wii U''{{'}}'s Stage Builder, the volcano backdrop bears some sort of resemblance to the Volcanic Rim stage from Capcom's ''Street Fighter IV'' series.
**Also in ''for Wii U''{{'}}'s Stage Builder, the volcano backdrop bears some sort of resemblance to the Volcanic Rim stage from Capcom's ''Street Fighter IV'' series.
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*In ''Ultimate'', [[Wing Blitz]] allows {{SSBU|Ridley}} to fly through thin walls drawn with the line tool. Additionally, any character can jump through a thin wall as long as they are holding down on the control stick as they hit the side of it, likely due to them retaining soft-platform properties.
*In ''Ultimate'', [[Wing Blitz]] allows {{SSBU|Ridley}} to fly through thin walls drawn with the line tool. Additionally, any character can jump through a thin wall as long as they are holding down on the control stick as they hit the side of it, likely due to them retaining soft-platform properties.
*In ''Ultimate'', fighters with a [[run]] speed higher than 2 ({{SSBU|Diddy Kong}}, everyone faster than him, and anyone with Speed [[Monado Arts|Art]]) can gain distance running against horizontal wind at maximum speed.
*In ''Ultimate'', fighters with a [[run]] speed higher than 2 ({{SSBU|Diddy Kong}}, everyone faster than him, and anyone with Speed [[Monado Arts|Art]]) can gain distance running against horizontal wind at maximum speed.
**Most special moves will not gain distance against maximum speed horizontal wind over time, but certain moves like [[Wario Bike]] and [[Spinning Kong]] completely ignores wind.
**Most special moves will not gain distance against maximum speed horizontal wind over time, but [[Wario Bike]] completely ignores wind.
*In ''Ultimate'', terrain with gravity enabled will ignore players in its path. They will be unable to push or redirect terrain without the assistance of switches to toggle rails or gears.
*In ''Ultimate'', terrain with gravity enabled will ignore players in its path. They will be unable to push or redirect terrain without the assistance of switches to toggle rails or gears.
*Due to the way meteor smashes function in ''Ultimate'', it is possible to K.O. fighters with a meteor smash despite terrain beneath them as long as the terrain is off-screen, as powerful meteor smashes K.O. as soon as the fighter crosses the bottom of the screen rather than across the blast line.
*Due to the way meteor smashes function in ''Ultimate'', it is possible to K.O. fighters with a meteor smash despite terrain beneath them as long as the terrain is off-screen, as powerful meteor smashes K.O. as soon as the fighter crosses the bottom of the screen rather than across the blast line.

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