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 | |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 | 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 | | [[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 | | [[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 | | [[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 | | [[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. | | [[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. | | [[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 | | [[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 | | [[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]]. | *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 | **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. |