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(This is kind of an odd note and actually has a pretty obvious explanation: All the unlockable characters (save for Deathborn) are actually primarily from F-Zero AX, as they're insanely difficult to unlock in GX without transferring data from the arcade version. The F-Zero X machines are the more commonly-seen ones, hence why they're used)
 
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{{cleanup|Rewording, general cleanup.}}
{{ArticleIcons|fa=y|brawl=y|ssb4-u=y|ultimate=y}}
{{ArticleIcons|fa=y|ssbb=y}}
{{Infobox Stage
{{Infobox Stage
|location    = ''[[F-Zero]]''
|subtitle = ''[[F-Zero]]''{{gameIcon|brawl}}{{gameIcon|ssb4-u}}<br>''[[wikipedia:F-Zero GX|F-Zero GX / F-Zero AX]]''{{gameIcon|ultimate}}
|name         = Port Town Aero Dive
|name = Port Town Aero Dive
|image       = [[Image:Port_Town_Aero_Dive.jpg|250px|Port Town Aero Dive]]
|image = {{tabber|title1=Ultimate|content1=[[File:SSBU-Port Town Aero Dive.png|300px]]|title2=Wii U|content2=[[File:SSB4UPortTownAeroDive.png|300px]]|title3=Brawl|content3=[[File:Port_Town_Aero_Dive.jpg|300px]]}}
|caption     = [[Image:FZeroSymbol.png|50px]]
|caption = [[File:FZeroSymbol.svg|50px|class=invert-dark]]<br>Port Town Aero Dive as it appears in ''Smash''.
|universe     = ''[[F-Zero (universe)|F-Zero]]''
|universe = {{uv|F-Zero}}
|games       = ''[[Super Smash Bros. Brawl|SSBB]]''
|games = ''[[Brawl]]''<br>''[[SSB4]]'' ([[SSB4-U|Wii U]])<br>''[[Ultimate]]''
|hometo      = [[Captain Falcon (SSBB)|Captain Falcon]]
|availability = [[Starter stage|Starter]]
|availability = [[Starter stage|Starter]]
|cratetype   = Futuristic
|cratetype = Futuristic (''Brawl'' and ''Ultimate'')<br>Normal (Wii U)
|music = <small>''[[List of SSBB Music (F-Zero series)#Mute City|Mute City]]''<br>'''''[[List of SSBB Music (F-Zero series)#Fire Field|Fire Field]]'''''<br>''[[List of SSBB Music (F-Zero series)#White Land|White Land]]''<br>'''''[[List of SSBB Music (F-Zero series)#Car Select|Car Select]]'''''<br>'''''[[List of SSBB Music (F-Zero series)#Dream Chaser|Dream Chaser]]'''''<br>''[[List of SSBB Music (F-Zero series)#Devil's Call in Your Heart|Devil's Call in Your Heart]]''<br>''[[List of SSBB Music (F-Zero series)#Climb Up! And Get the Last Chance!|Climb Up! And Get the Last Chance!]]''<br>''[[List of SSBB Music (F-Zero series)#Brain Cleaner|Brain Cleaner]]''<br>''[[List of SSBB Music (F-Zero series)#Shotgun Kiss|Shotgun Kiss]]''<br>'''''[[List of SSBB Music (F-Zero series)#Planet Colors|Planet Colors]]'''''<br>'''''[[List of SSBB Music (Nintendo series)#Golden Forest (1080° Snowboarding)|Golden Forest (1080° Snowboarding)]]'''''<br>'''''[[List of SSBB Music (Super Smash Bros. series)#Mach Rider (Melee)|Mach Rider (Melee)]]'''''<br>'''Bolded tracks must be unlocked'''</small>
|maxplayers = 4 (''Brawl'' and Wii U)<br>[[8-Player Smash|8]] (Wii U Ω form, ''Ultimate'')
|brawlsingles = Counterpick
|brawlmusic = ''{{SSBBMusicLink|F-Zero|Mute City}}'' (100%)<br>'''''{{SSBBMusicLink|F-Zero|Fire Field}}''''' (20%)<br>''{{SSBBMusicLink|F-Zero|White Land}}'' (20%)<br>'''''{{SSBBMusicLink|F-Zero|Car Select}}''''' (10%)<br>'''''{{SSBBMusicLink|F-Zero|Dream Chaser}}''''' (10%)<br>''{{SSBBMusicLink|F-Zero|Devil's Call In Your Heart}}'' (10%)<br>''{{SSBBMusicLink|F-Zero|Climb Up! And Get The Last Chance!}}'' (10%)<br>''{{SSBBMusicLink|F-Zero|Brain Cleaner}}'' (10%)<br>''{{SSBBMusicLink|F-Zero|Shotgun Kiss}}'' (10%)<br>'''''{{SSBBMusicLink|F-Zero|Planet Colors}}''''' (10%)<br>'''''{{SSBBMusicLink|Nintendo|Golden Forest (1080° Snowboarding)}}''''' (5%)<br>'''''{{SSBBMusicLink|Super Smash Bros.|Mach Rider (Melee)}}''''' (5%)
|brawldoubles = Counterpick
|forwiiumusic = ''{{SSB4MusicLink|F-Zero|Mute City Ver. 3}}''<br>''{{SSB4MusicLink|F-Zero|Mute City (Remix)|Mute City}}''<br>'''''{{SSB4MusicLink|F-Zero|Mute City Ver. 2}}'''''<br>''{{SSB4MusicLink|F-Zero|White Land}}''<br>''{{SSB4MusicLink|F-Zero|Fire Field}}''<br>''{{SSB4MusicLink|F-Zero|Big Blue}}''<br>''{{SSB4MusicLink|F-Zero|Mute City (Original)|Mute City}}''<br>''{{SSB4MusicLink|F-Zero|Red Canyon}}''<br>'''''{{SSB4MusicLink|F-Zero|Car Select}}'''''<br>''{{SSB4MusicLink|F-Zero|Dream Chaser}}''<br>''{{SSB4MusicLink|F-Zero|Devil's Call in Your Heart}}''<br>''{{SSB4MusicLink|F-Zero|Climb Up! And Get the Last Chance!}}''<br>''{{SSB4MusicLink|F-Zero|Brain Cleaner}}''<br>''{{SSB4MusicLink|F-Zero|Shotgun Kiss}}''<br>''{{SSB4MusicLink|F-Zero|Planet Colors}}''<br>'''''{{SSB4MusicLink|Nintendo|Golden Forest}}'''''
|interwiki   = fzerowiki
|ultimatemusic = [[List of SSBU Music (F-Zero series)|''F-Zero'' series music]]<br>Main: ''{{SSBUMusicLink|F-Zero|F-ZERO Medley}}''<br>Alternate: ''{{SSBUMusicLink|F-Zero|Port Town}}''
|interwikiname= F-Zero Wiki
|brawlsingles = Banned
|interwikipage= Port Town
|brawldoubles = Banned
|ssb4singles = Banned
|ssb4doubles = Banned
|ultimatesingles= Banned
|ultimatedoubles= Banned
|interwiki = fzerowiki
|interwikiname = F-Zero Wiki
|interwikipage = Port Town
}}
}}
'''Port Town Aero Dive''' ({{ja|ポートタウン エアロダイブ|Pōto Taun Earo Daibu}}, ''Port Town Aero Dive'') is a stage in ''[[Super Smash Bros. Brawl]]'', {{forwiiu}} and ''[[Super Smash Bros. Ultimate]]'', based on ''F-Zero GX''. It was confirmed on the [[Smash Bros. DOJO!!]] on Monday, February 4th, 2008. In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. Ultimate]]'', Captain Falcon is fought here for his unlock battle.


'''Port Town Aero Dive''' ({{ja|ポートタウン エアロダイブ}} ''Pōtotaun Earodaibu'') is a stage in ''[[Super Smash Bros. Brawl]]'', confirmed on the [[Smash Bros. DOJO!!]] blog website on Monday, February 4th, 2008.
==Stage overview==
Port Town Aero Dive has been faithfully recreated from its original appearance in ''F-Zero GX''; its model in ''Brawl'' is ported directly from said game. The main platform for this stage zooms along the track, stopping randomly in several locations, each of which has its own terrain. After a certain amount of time has passed, an indicator will appear that warns the players that the main platform will shortly take off, damaging or KOing players that are left behind. The platform will fly around, which allows players to see larger sections of the track, until it lands in a new area. This cycle repeats infinitely.


==In the Smash Bros. series==
The stage is similar to {{SSBM|Mute City}} from ''[[Super Smash Bros. Melee]]'', as it has similar stage hazards in the F-Zero racers, travels and stops at points on the track via a large platform, and is an almost perfect recreation of an ''F-Zero'' track. What sets it apart from Mute City is that no two laps in a single match are the same, as the platform doesn't always drop players off at every stop. Another difference between Port Town and Mute City is that the platform in this stage isn't facing forward all the time. Instead, it can rotate 90 degrees so that when it lands, the player is viewing the course from the side.  
Port Town Aero Dive has been faithfully recreated for Brawl. The main platform for this stage zooms along the track, stopping randomly in several locations, each of which has its own terrain. Since this is a rather daring course, the configuration of the terrain in each location within it is appropriately treacherous. One can expect many steep slopes. Sometimes, the platform will even go high above the track. When it does, the player can view the course.


The stage is similar to [[Mute City]] from ''[[Super Smash Bros. Melee]]'', especially in stage hazards, in overall idea idea, and in that it is an almost perfect recreation of an ''F-Zero'' track. What sets it apart from Mute City is that no two laps in a single brawl are the same and the platform doesn't always drop players off at every stop. In fact, there is no set amount for the number of times it stops during one circuit either. Another difference between Port Town and Mute City is that the platform in this stage isn't facing forward all the time. Instead, it can rotate 90 degrees so that when it lands, the player is viewing the course from the side. Also, the race cars have changed from Mute City. They do more damage and can KO at 50%. Furthermore, it is impossible to damage them due to their higher speed than the cars in ''Melee''. Additionally, the racers are large enough that characters might be hit by them even if they are standing on platforms floating above the track.
Contact with the race cars deals 20% damage and heavy knockback in ''Brawl'', and can KO around 50-55%. It is impossible to damage them, and they are large enough that characters might be hit by them even if they are standing on platforms floating above the track. In ''Ultimate'', the cars were significantly toned down, now only dealing 16% damage, and considerably less knockback, not KOing until around 135-140%. In addition, being hit by any racer results in the affected player being immune to all racers for a period of time afterward, making multiple hits much less likely. Oddly, the racers also now take hitlag when hitting a player. Coming into contact with the track itself will damage players while the platform is moving. Touching the track below deals moderate set knockback straight up, and can save a character from falling if the platform is near enough to the track. As well as that, the wall that curves around the second corner gives high horizontal knockback and has a high tripping chance.


These are the places that the stage stops at, in the order that they appear:
These are the places that the stage stops at, in the order that they appear:
*The start/finish line. The terrain is completely flat, making it difficult to avoid the [[F-Zero Racers]]. The battle always begins at this point.
*The start/finish line. The terrain is completely flat, making it difficult to avoid the [[F-Zero Racers]]. The battle always begins at this point.
*The first corner. There are two parallel platforms here. The ground is at a slight angle.
*The first corner. There are two parallel platforms here. The ground is at a slight angle.
*The top of a futuristic freighter. A giant [[R.O.B.]] can be seen to the far right of the stage, which also appears in the original Port Town stage in ''F-Zero GX'' off of which this stage is based. This area has three platforms. As this area is high above the track, the F-Zero racers will never pass through this area.
*The top of a futuristic freighter. A giant [[R.O.B.]] can be seen to the far right of the stage, which also appears in the original Port Town stage in ''F-Zero GX'' off of which this stage is based. This area has three platforms. As this area is high above the track, the F-Zero Racers will never pass through this area.
*The top of a large, hovering disk above the track. As this area is high above the track, the F-Zero racers will never pass through this area. This area has a circular platform in the center, and two hovering platforms above gaps to both sides. If the player tries to land far enough to the left or right, they can find ground at the edge of the disk, but it is easy to be KO'd this close to the edge.
*The top of a large, hovering disk above the track. As this area is high above the track, the F-Zero racers will never pass through this area. This area has a circular platform in the center, and two hovering platforms above gaps to both sides. If the player tries to land far enough to the left or right, they can find ground at the edge of the disk, but it is easy to be KO'd this close to the edge.
*The straight with a gap in the middle. There are three platforms arranged in a V-formation above the gap. A boost pad can be seen in the background. This is the section of the stage right before the high jump. Unique to this section is that in the original Port Town Aero Dive stage in ''F-Zero GX'', there is no gap in the center before the jump.
*The straight with a gap in the middle. There are three platforms arranged in a V-formation above the gap. A boost pad can be seen in the background. This is the section of the stage right before the high jump. Unique to this section is that in the original Port Town Aero Dive stage in ''F-Zero GX'', there is no gap in the center before the jump.
*The stepped section after the huge jump. The stage is considerably wider than the rest of the stage, and the F-Zero racers can be seen from a long distance away, making dodging them slightly easier, regardless of the lack of platforms.
*The stepped section after the huge jump. The stage is considerably wider than the rest of the stage, and the F-Zero Racers can be seen from a long distance away, making dodging them slightly easier, regardless of the lack of platforms.
*The area before the vertical piece of the track. The race cars drive in from the right-hand side of the screen. There are also three platforms, making this stop similar to [[Battlefield (SSBB)|Battlefield]]. F-Zero racers can only be avoided by standing on the top middle platform, as cars will still strike on the other two platforms.
*The area before the vertical piece of the track. The race cars drive in from the right-hand side of the screen. There are also three platforms, making this stop similar to {{SSBB|Battlefield}}. F-Zero Racers can only be avoided by standing on the top middle platform, as cars will still strike on the other two platforms.


One more important thing to note is that coming into contact with the actual course while the main platform is moving causes a great deal of pain. Touching the track below is quite damaging, but on the bright side, it can save one from falling, if the platform is near enough to the track. As well as that, the wall which curves around the second corner gives high horizontal [[knockback]].
===Ω forms and Battlefield form===
In ''Super Smash Bros. for Wii U'', the [[Ω form]] only features a thicker version of the touring platform with more detail and with the addition of grabbable ledges. It does not stop at any locations on the track.
 
In ''Super Smash Bros. Ultimate'', the Ω form and [[Battlefield form]] are set on a version of the touring platform that has additional details and is resized and reshaped to match {{SSBU|Final Destination}} and {{SSBU|Battlefield}}, respectively. It does not stop at any locations on the track. The three [[soft platform]]s of the Battlefield form resemble the ones in the normal form.
<gallery widths=200px>
SSB4UPortTownAeroDiveOmega.jpg|Ω form in ''Super Smash Bros for Wii U''.
File:SSBU-Port Town Aero DiveOmega.png|Ω form in ''Super Smash Bros. Ultimate''.
File:SSBU-Port Town Aero DiveBattlefield.png|Battlefield form in ''Super Smash Bros. Ultimate''.
</gallery>


==Origin==
==Origin==
Ever since the original ''[[F-Zero]]'', Port Town has been one of the recurring locations that hosts race courses for the [[F-Zero Grand Prix]], along with [[Mute City]], [[Big Blue]], White Land, Fire Field, and Sand Ocean. In all three of the main games in the [[F-Zero (universe)|series]], Port Town has had two tracks to its name. This particular circuit, Port Town: Aero Dive, is the setting of the second race of the Sapphire Cup in ''[[F-Zero GX]]''. The layout and overall design of this stage resembles how it looked in ''F-Zero GX''. Also, the majority of the F-Zero machines seen in this stage first appeared in ''[[F-Zero X]]'' and had a graphical update in ''F-Zero GX''. The F-Zero machines in this stage are based off of the machines featured in ''F-Zero GX''.
[[File:Porttown01 l.jpg|thumb|left|Port Town, as seen from above in ''F-Zero GX''.]]
Ever since the original ''[[F-Zero]]'', Port Town has been one of the recurring locations that hosts race courses for the [[F-Zero Grand Prix]], along with {{SSBM|Mute City}}, [[Big Blue]], White Land, Fire Field, and Sand Ocean. In all three of the main games in [[F-Zero (universe)|the series]], Port Town has at least two tracks to its name. This particular circuit, Port Town: Aero Dive, is the setting of the second race of the Sapphire Cup in ''[[F-Zero GX]]''. The layout and overall design of this stage is nearly identical to how it looked in ''F-Zero GX'', though with additional platforms to facilitate battles. The majority of the F-Zero machines seen in this stage first appeared in ''[[F-Zero X]]'' and had a graphical update in ''F-Zero GX''; these updated designs form the basis for the machines in this stage.
{{clr}}
 
==Tournament legality==
This stage is commonly banned in ''Brawl'' due to the randomness of the stage, with players not always being taken to the same stops every game. Additionally, there are overly powerful stage hazards in the cars (which can KO most characters under 50%) which can be difficult to see coming due to their dull colors and speed. As well, the main platform has no grabbable ledges (prior to ''Ultimate'') and can be passed through from underneath, allowing some characters, most notably {{SSBB|Meta Knight}}, to freely [[sharking|shark]] under the stage and edgeguard much easier, while crippling the recoveries of those with weaker or [[tether]] based recoveries.  The stage has seen very rare usage when Meta Knight is banned, almost always on 7 starter stage lists as a counterpick, but it is usually still near-universally banned.
 
In ''Smash 4'' and ''Ultimate'', the stage has been universally banned for the above reasons, and has seen no major tournament play in either game.
 
==Update history==
'''{{GameIcon|ssb4-u}} 1.0.6'''
*Added 8-player mode version of the stage's Ω form.


==Trivia==
'''{{GameIcon|ssbu}} 3.1.0'''
*The lightning boosters placed around the circuit do not actually increase the cars' speed in ''[[Brawl]]''.
*Port Town Aero Dive's on-screen appearances and revival platforms locations have been changed.
*Unlike other stages, such as [[Mushroomy Kingdom]], which identify the specific game it hails from, Port Town Aero Dive is only given the setting [[F-Zero (universe)|F-Zero]] and not ''F-Zero GX''. The same goes with the stages from the ''[[Pokémon (universe)|Pokémon]]'', ''[[Kirby (universe)|Kirby]]'', and [[EarthBound (universe)|''EarthBound''/''Mother'']] universes.
*If the player uses a hacked camera to zoom out on this stage, they will see that the entire circuit is never entirely generated. Only what the player sees while fighting and the next few seconds of track the platform will advance to is what is generated at any one time. A similar thing happens on [[Big Blue]].
*On all of the stops where the F-Zero racers come in besides the loop, they can be avoided completely if the player stands far off to the side, near the wall of the track (which is also where Pokémon Trainer stands).
*Even if a player or CPU is playing as Captain Falcon, the Blue Falcon can still be seen driving past the characters during the match.
*One unusual problem that CPUs have on this stage is that they go to the far side of the wall and self destruct after they have KO'd an opponent.


==Gallery==
==Gallery==
===''Super Smash Bros. Brawl''===
<gallery>
Port_Town_Aero_Dive.jpg|Port Town Aero Dive in ''Brawl''.
PortAero.jpg|Cars racing down the track and colliding with fighters.
ROB statue.png|The giant R.O.B.
</gallery>
===''Super Smash Bros. for Wii U''===
<gallery>
<gallery>
Image:PortAero.jpg|Cars racing down the track and colliding with fighters.
SSB4UPortTownAeroDive.png|Port Town Aero Dive in {{forwiiu}}.
File:ROB statue.png|The giant R.O.B.
File:Porttown01 l.jpg|Port Town, as seen from above in ''F-Zero GX''.
</gallery>
</gallery>
===''Super Smash Bros. Ultimate''===
{{image|Could use more pics of the stage}}
<gallery>
SSBUWebsiteCaptainFalcon5.jpg|{{SSBU|Captain Falcon}} using [[Falcon Punch]] on the stage.
SSBUWebsiteR.O.B.2.jpg|{{SSBU|R.O.B.}} taunting in front of the giant R.O.B. on the stage.
SSBUWebsiteSteve5.jpg|{{SSBU|Steve}} and Alex riding Minecarts with {{SSBU|Bowser Jr.}} following behind on the stage.
</gallery>
==Names in other languages==
{{langtable
|ja={{ja|ポートタウン エアロダイブ|Pōto Taun Earo Daibu}}
|jaM=Port Town Aero Dive
|en=Port Town Aero Dive
|fr_ca=Port Town Aero Dive
|fr_fr=Port Town
|es=Port Town Aero Dive
|de=Port Town
|it=Port Town
|nl=Port Town Aero Dive
|ru={{rollover|Аэрогонка Порт-Тауна|Aerogonka Port-Tauna|?}}
|ruM=Port Town Aero Race
|ko={{rollover|포트 타운 에어로다이브|Poteu Taun Eeorodaibeu|?}}
|koM=Port Town Aero Dive
|zh_cn={{rollover|港口镇 高空俯冲|Gǎngkǒu Zhèn Gāokōng Fǔchōng|?}}
|zh_cnM=Port Town High Dive
|zh_tw=Port Town Aero Dive
|pt=Port Town Aero Dive
}}
==Trivia==
*The lightning boosters placed around the circuit do not actually increase the cars' speed.
*If the player uses a hacked camera to zoom out on this stage, they will see that the entire circuit is never entirely generated. Only what the player sees while fighting and the next few seconds of track the platform will advance to is what is generated at any one time. A similar thing happens on [[Big Blue]] and [[Spirit Train]] which, unlike Port Town Aero Dive, are randomly generated at each play. This can also be noticed when playing on [[VR]] in ''Ultimate''.
*On all of the stops where the F-Zero racers come in besides the loop, they can be avoided completely if the player stands far off to the side, near the wall of the track (which is also where Pokémon Trainer stands).
*Even if a player or CPU is playing as Captain Falcon, the Blue Falcon can still be seen driving past the characters during the match.
*An unusual problem that CPUs have on this stage in ''Brawl'' is that they go to the far side of the wall and self destruct after they have KO'd an opponent.
*The track deals low knockback and cannot KO at high damage percentages, while the racers deal high knockback. The opposite is the case in {{b|Mute City|SSBM}}, with the track dealing high knockback and the racers dealing low knockback.
*In ''Ultimate'', the game of origin for the stage was changed from ''F-Zero'' to ''F-Zero GX'' and ''F-Zero AX''.
**This is the only non-''Pokémon'' stage to have two games listed as the game of origin.
**However, while ''F-Zero AX'' does have a Port Town race track, with the same general appearance, the Port Town: Aero Dive track in particular is only available in ''F-Zero GX''.
*In ''Ultimate'', if a song directly from the original ''F-Zero'' is playing on this stage, it will only begin playing after the [[pre-match timer]] is finished, just like in a standard ''F-Zero'' race. This also applies to [[Mute City SNES]].
*In the Battlefield and Omega forms of this stage, the number for the Mighty Typhoon is sideways.
*In ''Ultimate'', the following [[Assist Trophy|Assist Trophies]] can only appear on the Battlefield and Omega forms of this stage: [[Color TV-Game 15]], [[Devil]], [[Squid Sisters]] and the [[Ghosts]]. The [[Moon]] cannot be summoned on this stage at all.


{{SSBBStages}}
{{SSBBStages}}
{{SSB4Stages}}
{{SSBUStages}}
{{F-Zero}}
{{F-Zero}}
[[Category:Stages]]
[[Category:Stages]]
[[Category:Stages (SSBB)]]
[[Category:Stages (SSB4-Wii U)]]
[[Category:F-Zero universe]]
[[Category:Past stages]]
[[es:Port Town Aero Dive]]

Latest revision as of 02:47, December 12, 2024

F-ZeroSuper Smash Bros. BrawlSuper Smash Bros. for Wii U
F-Zero GX / F-Zero AXSuper Smash Bros. Ultimate

Port Town Aero Dive
SSBU-Port Town Aero Dive.png
SSB4UPortTownAeroDive.png
Port Town Aero Dive.jpg

FZeroSymbol.svg
Port Town Aero Dive as it appears in Smash.
Universe F-Zero
Appears in Brawl
SSB4 (Wii U)
Ultimate
Availability Starter
Crate type Futuristic (Brawl and Ultimate)
Normal (Wii U)
Maximum players 4 (Brawl and Wii U)
8 (Wii U Ω form, Ultimate)
Music
Bolded tracks must be unlocked
Brawl Mute City (100%)
Fire Field (20%)
White Land (20%)
Car Select (10%)
Dream Chaser (10%)
Devil's Call In Your Heart (10%)
Climb Up! And Get The Last Chance! (10%)
Brain Cleaner (10%)
Shotgun Kiss (10%)
Planet Colors (10%)
Golden Forest (1080° Snowboarding) (5%)
Mach Rider (Melee) (5%)
for Wii U Mute City Ver. 3
Mute City
Mute City Ver. 2
White Land
Fire Field
Big Blue
Mute City
Red Canyon
Car Select
Dream Chaser
Devil's Call in Your Heart
Climb Up! And Get the Last Chance!
Brain Cleaner
Shotgun Kiss
Planet Colors
Golden Forest
Ultimate F-Zero series music
Main: F-ZERO Medley
Alternate: Port Town
Tournament legality
Brawl Singles: Banned
Doubles: Banned
Smash 4 Singles: Banned
Doubles: Banned
Ultimate Singles: Banned
Doubles: Banned
Article on F-Zero Wiki Port Town

Port Town Aero Dive (ポートタウン エアロダイブ, Port Town Aero Dive) is a stage in Super Smash Bros. Brawl, Super Smash Bros. for Wii U and Super Smash Bros. Ultimate, based on F-Zero GX. It was confirmed on the Smash Bros. DOJO!! on Monday, February 4th, 2008. In Super Smash Bros. Brawl and Super Smash Bros. Ultimate, Captain Falcon is fought here for his unlock battle.

Stage overview[edit]

Port Town Aero Dive has been faithfully recreated from its original appearance in F-Zero GX; its model in Brawl is ported directly from said game. The main platform for this stage zooms along the track, stopping randomly in several locations, each of which has its own terrain. After a certain amount of time has passed, an indicator will appear that warns the players that the main platform will shortly take off, damaging or KOing players that are left behind. The platform will fly around, which allows players to see larger sections of the track, until it lands in a new area. This cycle repeats infinitely.

The stage is similar to Mute City from Super Smash Bros. Melee, as it has similar stage hazards in the F-Zero racers, travels and stops at points on the track via a large platform, and is an almost perfect recreation of an F-Zero track. What sets it apart from Mute City is that no two laps in a single match are the same, as the platform doesn't always drop players off at every stop. Another difference between Port Town and Mute City is that the platform in this stage isn't facing forward all the time. Instead, it can rotate 90 degrees so that when it lands, the player is viewing the course from the side.

Contact with the race cars deals 20% damage and heavy knockback in Brawl, and can KO around 50-55%. It is impossible to damage them, and they are large enough that characters might be hit by them even if they are standing on platforms floating above the track. In Ultimate, the cars were significantly toned down, now only dealing 16% damage, and considerably less knockback, not KOing until around 135-140%. In addition, being hit by any racer results in the affected player being immune to all racers for a period of time afterward, making multiple hits much less likely. Oddly, the racers also now take hitlag when hitting a player. Coming into contact with the track itself will damage players while the platform is moving. Touching the track below deals moderate set knockback straight up, and can save a character from falling if the platform is near enough to the track. As well as that, the wall that curves around the second corner gives high horizontal knockback and has a high tripping chance.

These are the places that the stage stops at, in the order that they appear:

  • The start/finish line. The terrain is completely flat, making it difficult to avoid the F-Zero Racers. The battle always begins at this point.
  • The first corner. There are two parallel platforms here. The ground is at a slight angle.
  • The top of a futuristic freighter. A giant R.O.B. can be seen to the far right of the stage, which also appears in the original Port Town stage in F-Zero GX off of which this stage is based. This area has three platforms. As this area is high above the track, the F-Zero Racers will never pass through this area.
  • The top of a large, hovering disk above the track. As this area is high above the track, the F-Zero racers will never pass through this area. This area has a circular platform in the center, and two hovering platforms above gaps to both sides. If the player tries to land far enough to the left or right, they can find ground at the edge of the disk, but it is easy to be KO'd this close to the edge.
  • The straight with a gap in the middle. There are three platforms arranged in a V-formation above the gap. A boost pad can be seen in the background. This is the section of the stage right before the high jump. Unique to this section is that in the original Port Town Aero Dive stage in F-Zero GX, there is no gap in the center before the jump.
  • The stepped section after the huge jump. The stage is considerably wider than the rest of the stage, and the F-Zero Racers can be seen from a long distance away, making dodging them slightly easier, regardless of the lack of platforms.
  • The area before the vertical piece of the track. The race cars drive in from the right-hand side of the screen. There are also three platforms, making this stop similar to Battlefield. F-Zero Racers can only be avoided by standing on the top middle platform, as cars will still strike on the other two platforms.

Ω forms and Battlefield form[edit]

In Super Smash Bros. for Wii U, the Ω form only features a thicker version of the touring platform with more detail and with the addition of grabbable ledges. It does not stop at any locations on the track.

In Super Smash Bros. Ultimate, the Ω form and Battlefield form are set on a version of the touring platform that has additional details and is resized and reshaped to match Final Destination and Battlefield, respectively. It does not stop at any locations on the track. The three soft platforms of the Battlefield form resemble the ones in the normal form.

Origin[edit]

Port Town, as seen from above in F-Zero GX.

Ever since the original F-Zero, Port Town has been one of the recurring locations that hosts race courses for the F-Zero Grand Prix, along with Mute City, Big Blue, White Land, Fire Field, and Sand Ocean. In all three of the main games in the series, Port Town has at least two tracks to its name. This particular circuit, Port Town: Aero Dive, is the setting of the second race of the Sapphire Cup in F-Zero GX. The layout and overall design of this stage is nearly identical to how it looked in F-Zero GX, though with additional platforms to facilitate battles. The majority of the F-Zero machines seen in this stage first appeared in F-Zero X and had a graphical update in F-Zero GX; these updated designs form the basis for the machines in this stage.

Tournament legality[edit]

This stage is commonly banned in Brawl due to the randomness of the stage, with players not always being taken to the same stops every game. Additionally, there are overly powerful stage hazards in the cars (which can KO most characters under 50%) which can be difficult to see coming due to their dull colors and speed. As well, the main platform has no grabbable ledges (prior to Ultimate) and can be passed through from underneath, allowing some characters, most notably Meta Knight, to freely shark under the stage and edgeguard much easier, while crippling the recoveries of those with weaker or tether based recoveries. The stage has seen very rare usage when Meta Knight is banned, almost always on 7 starter stage lists as a counterpick, but it is usually still near-universally banned.

In Smash 4 and Ultimate, the stage has been universally banned for the above reasons, and has seen no major tournament play in either game.

Update history[edit]

Super Smash Bros. for Wii U 1.0.6

  • Added 8-player mode version of the stage's Ω form.

Super Smash Bros. Ultimate 3.1.0

  • Port Town Aero Dive's on-screen appearances and revival platforms locations have been changed.

Gallery[edit]

Super Smash Bros. Brawl[edit]

Super Smash Bros. for Wii U[edit]

Super Smash Bros. Ultimate[edit]

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Names in other languages[edit]

Language Name Meaning
Japan Japanese ポートタウン エアロダイブ Port Town Aero Dive
UK English Port Town Aero Dive
France French (PAL) Port Town
Quebec French (NTSC) Port Town Aero Dive
Germany German Port Town
Spain Spanish Port Town Aero Dive
Italy Italian Port Town
China Chinese (Simplified) 港口镇 高空俯冲 Port Town High Dive
Taiwan Chinese (Traditional) Port Town Aero Dive
South Korea Korean 포트 타운 에어로다이브 Port Town Aero Dive
Netherlands Dutch Port Town Aero Dive
Russia Russian Аэрогонка Порт-Тауна Port Town Aero Race
Portugal Portuguese Port Town Aero Dive

Trivia[edit]

  • The lightning boosters placed around the circuit do not actually increase the cars' speed.
  • If the player uses a hacked camera to zoom out on this stage, they will see that the entire circuit is never entirely generated. Only what the player sees while fighting and the next few seconds of track the platform will advance to is what is generated at any one time. A similar thing happens on Big Blue and Spirit Train which, unlike Port Town Aero Dive, are randomly generated at each play. This can also be noticed when playing on VR in Ultimate.
  • On all of the stops where the F-Zero racers come in besides the loop, they can be avoided completely if the player stands far off to the side, near the wall of the track (which is also where Pokémon Trainer stands).
  • Even if a player or CPU is playing as Captain Falcon, the Blue Falcon can still be seen driving past the characters during the match.
  • An unusual problem that CPUs have on this stage in Brawl is that they go to the far side of the wall and self destruct after they have KO'd an opponent.
  • The track deals low knockback and cannot KO at high damage percentages, while the racers deal high knockback. The opposite is the case in Mute City, with the track dealing high knockback and the racers dealing low knockback.
  • In Ultimate, the game of origin for the stage was changed from F-Zero to F-Zero GX and F-Zero AX.
    • This is the only non-Pokémon stage to have two games listed as the game of origin.
    • However, while F-Zero AX does have a Port Town race track, with the same general appearance, the Port Town: Aero Dive track in particular is only available in F-Zero GX.
  • In Ultimate, if a song directly from the original F-Zero is playing on this stage, it will only begin playing after the pre-match timer is finished, just like in a standard F-Zero race. This also applies to Mute City SNES.
  • In the Battlefield and Omega forms of this stage, the number for the Mighty Typhoon is sideways.
  • In Ultimate, the following Assist Trophies can only appear on the Battlefield and Omega forms of this stage: Color TV-Game 15, Devil, Squid Sisters and the Ghosts. The Moon cannot be summoned on this stage at all.