Note: I don't see anything t hat forbid s making this post separate from the stage building thread

GET TO THE FINISH ​

By NekuShikazu ​

Video Version



​

Hiya hiya there! If you've wanted to take a break from competitive or try new activities in Smash Bros., I've created stages that I have currently titled R.O.C.! These stages are designed for players to explore and control specific characters while interacting with gimmicks that were created in Stage Builder.



There are stages being planned for every character, which includes clones, Mii Fighters, and downloadable content.

Objectives:

• Players will enjoy attempting a course while learning to control their character's attributes, moves, and discover tricks unique to that character.

• Players will get to see bugs and glitches be implemented as gimmicks.

• Stage designs look clean, and have elements or designs that reflect the atmosphere, story, or history of the played character.

How it works:

1. Special Smash: Fixed Camera. No items. Stocks or time, does not matter!

2. Start point is always at the top of the stage, and falling through starts the course. The end point is constructed of the same materials as the start point.

3. Players traverse through the maze/course.

4. Course ends.

Recommended Challenges:

1. Don't take more than 10% damage!

- Yes! You do take damage from self-inflicting attacks that should be used for recovering. But most do not raise you damage above 10%, and in the case a move does, I will put a notice!



2. Time yourself!

- Run to the end as fast as you can! Time from start to finish.



3. Compete with friends!

- Make it to the end with the least tries. For extra challenge, include the other two!

4. Don't rely on the instructions I give!

- Sure there are stage gimmicks. But try and discover what they are!

Current Stages:

Click the names to be directed to the MiiVerse post.



Spoiler

Instructions

Spoiler 1. Start.

2. Dash attack under 1 unit tall platform.

3. Roll to the left.

4. Roll again to the left.

5. Jump through the block into the cannon.

6. Jump into 7 wall-jumps, backwards jump, b-reversed up-special (Super Jump Punch).

7. Fall through platform, and move right. Jump backwards and wall jump forward into an ↑-special (Super Jump Punch).

8. Repeat the same steps above.

9. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. It's possible to roll under, though I want players to explore with dash attack mainly.

3. Rolling will allow Mario to squeeze through 1-unit high walls..

4. Being in a narrow area with a platform pushing you up allows Mario to move through the stages blocks!

5. Some random fun!

6. Wall-jumps are often forgotten but they are good tools. Players will get an idea on when to stop wall-jumping! You don't have to ↑-special (Super Jump Punch), but b-reversing feels great!

7. Once you jump, there's no going back!

8. Do the same as before!

Stage Design

Spoiler Mario has elements that make him a basic, well-rounded character. His iconic M on his hat along with his fire flower powerup is all blended together with that simple M in the centre! It's just hard to hate this character, and the Mario game series is great at easing players into playing! InstructionsReasoning for Instructions and Design ChoicesStage Design ★★★★★ = Moderate



Spoiler

Instructions

Spoiler

2. Crouch-walk across the lava and fall through the platform.

3. Charge a -special (Green Missile) and release as soon as the moving platform lifts off the ground. Roll or dash to safety.

4. -special (Green Missile) towards safety and run to the left.

5. Grab the ledge, use all your jumps available and -special (Green Missile) to the right.

6. Crouch-walk to the left.

7. Fall down and -special (Green Missile) through the hole in the wall. Use the spring if necessary.

8. Use any recovery option to get to the final platform.

9. Finish! 1. Start2. Crouch-walk across the lava and fall through the platform.3. Charge a-special (Green Missile) and release as soon as the moving platform lifts off the ground. Roll or dash to safety.4.-special (Green Missile) towards safety and run to the left.5. Grab the ledge, use all your jumps available and-special (Green Missile) to the right.6. Crouch-walk to the left.7. Fall down and-special (Green Missile) through the hole in the wall. Use the spring if necessary.8. Use any recovery option to get to the final platform.9. Finish!

Reasoning for Instruction and Design Choices

Spoiler

3. Players have to be aware on how fast Luigi can get out of situations! He's scared of everything y'know!

4. Not a big threat.

5. Luigi cannot land in gaps that are 2-units wide unless he bairs or does a -special (Green Missile).

6. Be careful if you're trying to 0% this!

7. Yes. Luigi can squeeze through the hole in the wall. I felt merciful so I left a spring for people who don't have great control with the character.

8. An easy way to end off the stage! 2. Very simple way to start this course.3. Players have to be aware on how fast Luigi can get out of situations! He's scared of everything y'know!4. Not a big threat.5. Luigi cannot land in gaps that are 2-units wide unless he bairs or does a-special (Green Missile).6. Be careful if you're trying to 0% this!7. Yes. Luigi can squeeze through the hole in the wall. I felt merciful so I left a spring for people who don't have great control with the character.8. An easy way to end off the stage!

Stage Design

Spoiler Luigi is weird, sad, and Nintendo's go to person to be humiliated. He always strives to be better, even if he gets demotivated a lot. The stage is shaped like an L and stair case, which represents Luigi's odd climb to victory! InstructionsReasoning for Instruction and Design ChoicesStage Design ★★★★★★★ Hard



Spoiler

Instructions

Spoiler

2. Jump and glide across the lava. Hold down if you want the glide to start right away, ↑-special (Peach Parasol) if required.

3. -special (Peach Bomber) through the gap).

4. Enter the pipe.

5. Jump over the gap! Short-hop and -special (Peach Bomber) through the small gap.

6. Fall down on the side and jump out of the broken pipe.

7. Run across the small open area.

8. Jump across the gap onto the flag, you can't grab the ledge.

9. Finish! 1. As the platform for the pipe rises, perform a short-hop, fast-fall, ↓-air and Peach will clip through the pipe. Walk to the centre of the pipe and fast fall to begin.2. Jump and glide across the lava. Hold down if you want the glide to start right away, ↑-special (Peach Parasol) if required.3.-special (Peach Bomber) through the gap).4. Enter the pipe.5. Jump over the gap! Short-hop and-special (Peach Bomber) through the small gap.6. Fall down on the side and jump out of the broken pipe.7. Run across the small open area.8. Jump across the gap onto the flag, you can't grab the ledge.9. Finish!

Reasoning for Instructions and Design Choices

Spoiler

2. I want players to discover how far Peach can travel with her glide, it's far!

3. Peach can squeeze through small gaps with -special (Peach Bomber). Peach Bomber would not work at the beginning as it pushes Peach away from the wall.

4. I could not replicate step one due to how layers work in Stage Builder.

5. Really simple, though getting through the pipe requires some thinking.

6. Transition area.

7. Her running speed is better then her gliding speed!

8. Just a small nod to the flag at the end of each level. 1. A somewhat small nod towards the pipe in the Mario series. It's really hard to pull off, but I wanted to have some challenge as Peach is very simple to maneuver.2. I want players to discover how far Peach can travel with her glide, it's far!3. Peach can squeeze through small gaps with-special (Peach Bomber). Peach Bomber would not work at the beginning as it pushes Peach away from the wall.4. I could not replicate step one due to how layers work in Stage Builder.5. Really simple, though getting through the pipe requires some thinking.6. Transition area.7. Her running speed is better then her gliding speed!8. Just a small nod to the flag at the end of each level.

Stage Design

Spoiler It's based off world 1-1 from Mario Bros.. Some blocks are missing as weight limit is very picky on the order things are placed, let's just say that she turned those blocks back into Toads! Anyways, it is Peach's Mushroom Kingdom, so she should know how to traverse the land she watches over. InstructionsReasoning for Instructions and Design ChoicesStage Design

Bowser

★★★★★★ Challenging

Spoiler

Instructions

Spoiler 1. Start.

2. Face left and ↓-special (Bowser Bomb). Run to the right and ↑-special (Whirling Fortress) under the spikes. Be careful on the third one as the platform may send you into free-fall and push you to death.

3. As soon as you fall through the floor, jump under the wall and ↑-special (Whirling Fortress).

4. Double-jump to the left and use ↑-special (Whirling Fortress), though push yourself as far as you can to the left.

5. Jump up, it's possible to go across the lava floor by using ↑-special (Whirling Fortress). Double-jump ↑-special to grab the edge of the stairs.

6. Face left and press and let go of shield to push yourself all the way down.

7. Fall down, double-jump to the right and ↑-special (Whirling Fortress). As you land on the platform, double-jump to the right again and perform another ↑-special (Whirling Fortress).

8. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. No damage on the way down! ↑-special (Whirling Fortress) was the first time I got to let a character squeeze through a super small gap.

3. Bowser being heavy doesn't stop him from recovering!

4. Contradicting step three, he sucks at moving horizontally in the air.

6. The stair segment is probably my favorite, not useful though.

7. Nothing special (because he has such a simple recovery).

Stage Design

Spoiler Bowser has it tough. Not only does he have to fight the other Star Children, he has to take care of the children he has. With that aside, he isn't afraid to traverse the most scariest looking things! Even with his simple recovery, it was nice to break down what he can do. InstructionsReasoning for Instructions and Design ChoicesStage Design

Yoshi

★★★★★★ Challenging

Spoiler

Instructions

Spoiler

2. Initiate a -special (Egg Roll) to the right and stop before you get past the slope.

3. Dash-grab, then move back. Roll over the lava and proceed.

4. ↓-special (Yoshi Bomb).

5. Jump off the platform (not visible), jump, then use ↑-special (Egg Throw) twice.

6. Jump off the next platform, jump when you are past the lava and ↑-special (Egg Throw).

7. Double-jump into ↑-special (Egg Throw) twice. -special (Egg Roll) to the right once you make it to the top.

8. Use your double jump to grab the ledge near the finish point. Use ↑-special (Egg Throw) if needed.

9. Finish! 1. Start.2. Initiate a-special (Egg Roll) to the right and stop before you get past the slope.3. Dash-grab, then move back. Roll over the lava and proceed.4. ↓-special (Yoshi Bomb).5. Jump off the platform (not visible), jump, then use ↑-special (Egg Throw) twice.6. Jump off the next platform, jump when you are past the lava and ↑-special (Egg Throw).7. Double-jump into ↑-special (Egg Throw) twice.-special (Egg Roll) to the right once you make it to the top.8. Use your double jump to grab the ledge near the finish point. Use ↑-special (Egg Throw) if needed.9. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. This is what I intend players to do, though there's an alternate route.

3. Rolling shouldn't always be the first option players choose. Hopefully most don't use it as their first option.

4. NO DAMAGE!

5. The first attempt to see Yoshi's recovery. Might as well make it difficult from the start!

6. A easier version of step five.

7. Nothing special to begin with. But after you roll, NO DAMAGE!

8. Should be easy to end things off.

Stage Design

Spoiler This design is somewhat similar to Bowser's. Seeing Yoshi games being speedrunned, you don't often get to see a part of a stage when you're going as fast as you can (hence the bottom). Aside from that, there's not that much special to the character as he can't even wall-jump. InstructionsReasoning for Instructions and Design ChoicesStage Design

Rosalina and Luma

★★★★★ Normal

Spoiler

Instructions

Spoiler 1. Start

2. Go to the right and roll until Rosalina stops at the center and let her fall through the entrance of what is supposed to be the Garden.

3. Move to the edge of the lava on the area below. Use ↑-special (Launch Star) and hold towards the left. If done correctly, she will squeeze through the 1-unit wide gap.

4. Crouch and move left. After you magically go through the wall, jump over the next wall to the left. Land on the platform (even if you have jumps available from grabbing the top of the wall).

5. Fall through the platform and ↑-special (Launch Star) to the right. Keep holding right after executing the move and grab the ledge. Perform a get-up attack.

6. Run to the right and jump up a level. Crouch under the lava and move across.

7. Double-jump b-air and land on the platform. Move to the right.

8. Fall off the ledge and grab the corner of the wall that is above the cannon.

9. Fall away from the ledge. Double-jump ↑-special (Launch Star) to the finish platform. Don't get hit!

10. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. Really odd. Though this is move of a stage-builder gimmick when you place two objects on-top of each other.

3. Angles helps a lot! Also, stage gimmick...

4. Not intended for the beginning, but who cares!

5. Really odd. Though there were other methods, this seemed to be the easiest option.

6. Even when crouching, she's huge! Good thing her Luma's are there to protect her!

7. Again. She's huge!

8. Nothing to say here.

9. Don't get hit even when you finish! MWAHA!

Stage Design

Spoiler I couldn't make the Comet Observatory true to its design as it wouldn't serve the purpose of what I wanted. So, I did a huge renovation for this already huge home of Rosalina. Her strong mentality helps her as a mother, or a fighter in Smash! InstructionsReasoning for Instructions and Design ChoicesStage Design : (10% exception)

★★★★★★★ Hard

Spoiler

Instructions

Spoiler

2. Double jump between the gap and Mac should squeeze through if you push forward.

3. Run to the left and roll towards the left. Use neutral-special (Straight Lunge) and charge it all the way. This should be the only time you take damage in a no damage run.

4. Run to the right and use -special (Jolt Haymaker). Throw the punch out (pun intended) to get Mac to punch near the corner of the hole. This should be done at a distance or else Mac will just land on the ground. If done right, he will fall through.

5. Jump down to the moving platform. Double jump into a wall-jump and perform a ↑-special (Rising Uppercut).

6. Fall down the hole, and run to the left (don't fall!). Charge up a neutral-special (Straight Lunge), roll around the lava.

7. Jump off the edge and wall jump off the pillar. ↑-special (Rising Uppercut) if needed.

8. Short-hop into a -special (Jolt Haymaker) to squeeze through the gap.

9. Finish! 1. Start.2. Double jump between the gap and Mac should squeeze through if you push forward.3. Run to the left and roll towards the left. Use neutral-special (Straight Lunge) and charge it all the way. This should be the only time you take damage in a no damage run.4. Run to the right and use-special (Jolt Haymaker). Throw the punch out (pun intended) to get Mac to punch near the corner of the hole. This should be done at a distance or else Mac will just land on the ground. If done right, he will fall through.5. Jump down to the moving platform. Double jump into a wall-jump and perform a ↑-special (Rising Uppercut).6. Fall down the hole, and run to the left (don't fall!). Charge up a neutral-special (Straight Lunge), roll around the lava.7. Jump off the edge and wall jump off the pillar. ↑-special (Rising Uppercut) if needed.8. Short-hop into a-special (Jolt Haymaker) to squeeze through the gap.9. Finish!

Reasoning for Instructions and Stage Design

Spoiler 2. I don't understand why this happens, but I wanted to include it because Little Mac is weird in stage builder.

3. Mac can actually clip through the stage, but I included another layer with platforms so he cannot escape.

4. Like step two, this is weird and I have no idea.

5. Little Mac's recovery is obviously bad, but learning the character more just made me realize it's worse than I thought before. His wall-jump is actually not that bad.

6. It's good to know how far you can go! Mac can actually run through these gaps, but for Stage Builder is just bad.

7. Another attempt to replicate Mario's stage a bit. Though it's severely smaller.

8. Little Mac can't move that far in the air either. How disappointing.

Stage Design

Spoiler Little Mac isn't even a man yet. This seventeen year-old has a lot to work for, implementing a stage design around that idea was challenging, as I wanted to design something from his games. He definitely might lack skills and recovery that other characters in the roster have, but his are unique to himself! InstructionsReasoning for Instructions and Stage DesignStage Design

Link ★★★★★★ Challenging★★★★★★ Challenging★★★★★★ Challenging★★★★★ Normal Little Mac : (10% exception)★★★★★★★ Hard



Spoiler

Instructions

Spoiler 1. Start.

2. ↓ - Special, do a glide toss and throw the bomb upwards. Roll to the right.

3. ↓ - Special, jump off the broken edge. Move to the right and ↑ - special behind the wall. The bomb should explore allowing you to perform it again.

4. Double jump into Z-Air, push ↑ to avoid being hit by lava.

5. Hop into cannons, run to the platform and descend.

6. Double jump into ↑ - special, watch out for the cannon!

7. ↓ - special and fall through the platform. Jump into ↑ - special.

Reasoning for Instructions and Design Choices

Spoiler 2. Glide toss prevents Link from hitting the lava just barely because rolling will damage him.

3. The bomb damage that Link takes allows him to do another option in the air.

4. Z-air pushes Link to the wall right away!

5. Some random fun.

6. This should just represent the horizontal movement that Link has with up-b, in this situation it saves him from getting hurt.

7. Step 2.

Stage Design

Spoiler The Master Sword, the Sword of Evil's Bane! The Hero of Time, Trains, Legend, Wind or Light always has those plethora of tools to defeat Ganondorf, but he's also really good at using those tools to get to him as well! Stage design was mainly focused on Link's journey to be able to wield and redeem himself for the Master Sword. InstructionsReasoning for Instructions and Design ChoicesStage Design ★★★★★★ Challenging

Ganondorf

★★★★★ Normal

Spoiler

Instructions

Spoiler

2. Short-hop into -special (Flame Choke) to fall through the walls.

3. Hop across the lava pit. Then do a jump into ↓-special (Wizard's Foot) into a -special (Flame Choke) or jump into -special (Flame Choke).

4.1. Run straight and do a -special (Flame Choke) to avoid getting hurt.

4.2. Do a ↓-special (Wizard's Foot) to fall through the gap, land inside the bottom of the Gerudo symbol and travel across.

5.1. Walk straight and grab the ledge.

5.2. Jump off the bottom, jump, then ↑-special (Dark Dive) to grab the ledge.

6. Make Ganondorf face away from the wall and roll backwards.

7. Double jump into ↑-special (Dark Dive) then grab the ledge. Repeat to the right.

8. Finish! 1. Start.2. Short-hop into-special (Flame Choke) to fall through the walls.3. Hop across the lava pit. Then do a jump into ↓-special (Wizard's Foot) into a-special (Flame Choke) or jump into-special (Flame Choke).4.1. Run straight and do a-special (Flame Choke) to avoid getting hurt.4.2. Do a ↓-special (Wizard's Foot) to fall through the gap, land inside the bottom of the Gerudo symbol and travel across.5.1. Walk straight and grab the ledge.5.2. Jump off the bottom, jump, then ↑-special (Dark Dive) to grab the ledge.6. Make Ganondorf face away from the wall and roll backwards.7. Double jump into ↑-special (Dark Dive) then grab the ledge. Repeat to the right.8. Finish!

Reasoning for Instructions and Design Choices

Spoiler

3. ↓-special (Wizard's Foot) sends Ganondorf super far! Though I want players to understand that after performing the move, he has little options to recover with.

4. Trying to make use of the Gerudo symbol, Ganondorf surprisingly gets smaller and avoids the small lava on the ceiling by -special (Flame Choking). The harder route would to be go under, but it's all preference.

5.2. Surprisingly, Ganondorf grabs the edge!

6. A demonstration on Ganondorf's recovery, it's not the worse! 2. Just a gimmick!3. ↓-special (Wizard's Foot) sends Ganondorf super far! Though I want players to understand that after performing the move, he has little options to recover with.4. Trying to make use of the Gerudo symbol, Ganondorf surprisingly gets smaller and avoids the small lava on the ceiling by-special (Flame Choking). The harder route would to be go under, but it's all preference.5.2. Surprisingly, Ganondorf grabs the edge!6. A demonstration on Ganondorf's recovery, it's not the worse!

Stage Design

Spoiler Ganondorf is a Gerudo, so I had to implement the symbol somehow. Besides that, he is a character who is willing to take risks, and he isn't one to be scared of a task. The Gerudo symbol section also represents how he is able to take alternate paths, so no matter what, he will be back! InstructionsReasoning for Instructions and Design ChoicesStage Design

Zero Suit Samus

★★★★★★★★ Very Hard

Spoiler

Instructions

Spoiler 1. Start.

2. Double-jump to the left, wall-jump to the right, ↓-special (Flip Jump) to the left.

3. Short-hop and zair, push up immediately after grabbing the ledge.

4. Fall away from the ledge, and jump left. ↓-special (Flip Jump) and wall-jump using it.

5. Roll right (or face left). Crawl to the left and jump down the stairs. Wall-jump to the left to avoid the pillar. Crawl again to the left and fall through.

6. Move to the very right, short-hop dair. Be ready to jump towards the wall on the right and wall-jump towards the left. Immediately after wall-jumping, ↓-special (Flip Jump) and use it to wall jump across.

7. Fall down and move to the right to get as close to the wall in the center. Time a zair and immediately push up so you are pushed through the gap. If you fail, it is best to start from the top of the wall again to gain horizontal movement.

8. Finish the rest of the course. Example is jump into wall-jump zair.

9. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. Designed for players to quickly be ready for moving left and right!

3. You can also fly here, but it's essentially useless. This is just a warmup for later.

4. Warm up for what's to come.

5. Samus must have a big butt. She can't squeeze through if she's entering behind first. Anyways, her wall-jump lets her cover some distance horizontally. If she wasn't skinny enough, she squeezes through with ease.

6. Was going to make this harder, but this is a more intense version of step 4.

7. The warm up of step 3 applies here. While falling through the air by a large amount, Samus seems to have trouble grabbing things with her Plasma Whip.

8. A easy way to end things off. Her horizontal movement in the air trumps her vertical movement!

Stage Design

Spoiler Planet Zebes, the environment is very harsh, just like this stage! Thanks to Tori Oji and Gray Voice saving Samus, she can adapt well like the Chozo! This was intended to be difficult, good luck! InstructionsReasoning for Instructions and Design ChoicesStage Design

Marth

★★★★★★ Challenging

Spoiler

Instructions

Spoiler 1. Start.

2. Face left and charge a neutral-special (Shield Breaker). Make sure that Marth is not beside lava or he will take damage.

3. Jump away from the stairs and grab the edges of the floating spikes. You cannot grab the left ledge for the first spike, and you cannot grab the right ledge for the third spike. Once you get to the third spike, fall away from the ledge and immediately move right. Jump once you are past the surrounding wall and use ↑-special (Dolphin Slash).

4. Jump on the spring and use ↑-special (Dolphin Slash) to avoid the lava. Once you approach the second spring, use a ↓-special (Counter) as you hit the spring and you should not be forced to jump.

5. Run to the right and fall through the pit.

6. Short-hop dair while pushing left to push Marth through the gap in the wall.

7. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. I don't want to use stairs a lot, but they're much better than just descending downwards.

3. Marth relies on his aerial movement, and it's not surprising that he can move around well in the air. Though managing recovery options is important!

6. Marth squeezes through here with only dair due to his larger hurtboxes.

Stage Design

Spoiler Marth has a very linear recovery, so I had to rely with gimmicks for his stage (and he surprisingly has a lot). Marth has experienced rough times, but he has managed to persevere! Don't give up on this stage! InstructionsReasoning for Instructions and Design ChoicesStage Design

Captain Falcon

★★★★ Simple

Spoiler

Instructions

Spoiler

2. Face to the right and hold jab. You will be pushed all the way down the steps.

3. Face left and perform a ↓-special (Falcon Kick), short-hop then do a -special (Raptor Boost).

4. Move to the right and roll forwards. Once you make it to the platforms, dash all the way or ↓-special (Falcon Kick) if you're not confident on making it.

5. Jump towards the floating wall and wall-jump off it. Perform two more wall-jumps into your double-jump b-reversed ↑-special (Falcon Dive).

6. To increase speed, ↓-special (Falcon Kick) immediately after grabbing the ledge (as you will be put on the other side), and jump towards the wall on the left. Wall-jump all the way up.

7. Run to the right and ↓-special (Falcon Kick) off the ledge, use your jumps then -special (Raptor Boost) near the ground to be pushed towards an area with no lava.

8. Jump up and finish! 1. Start.2. Face to the right and hold jab. You will be pushed all the way down the steps.3. Face left and perform a ↓-special (Falcon Kick), short-hop then do a-special (Raptor Boost).4. Move to the right and roll forwards. Once you make it to the platforms, dash all the way or ↓-special (Falcon Kick) if you're not confident on making it.5. Jump towards the floating wall and wall-jump off it. Perform two more wall-jumps into your double-jump b-reversed ↑-special (Falcon Dive).6. To increase speed, ↓-special (Falcon Kick) immediately after grabbing the ledge (as you will be put on the other side), and jump towards the wall on the left. Wall-jump all the way up.7. Run to the right and ↓-special (Falcon Kick) off the ledge, use your jumps then-special (Raptor Boost) near the ground to be pushed towards an area with no lava.8. Jump up and finish!

Reasoning for Instruction and Design Choices

Spoiler 2. A fun trick that I found.

3. A nice way to get a boost in distance without free-falling. I also wanted challenge being careful with Falcon's quick speed.

4. Rolling forward makes Falcon squeeze through small gaps! For the second part, run!

5. Somewhat tricky, but Falcon recovers higher than expected.

6. While ↓-special (Falcon Kick) isn't necessary, those who want to complete this in little time should be use it.

7. Should be really easy, though players need to be careful not to waste all their recovery options right away.

Stage Design

Spoiler The top of the letter F! If Captain Falcon is just the name of the character or a title, whoever is named Captain Falcon seems to always be brave and tactical. BOOST, FIREE!! InstructionsReasoning for Instruction and Design ChoicesStage Design

Lucina

★★★★★★ Challenging

Spoiler

Instructions

Spoiler

2. Jump to the right. As soon as you pass the left side of the triangle, jump and ↑-special (Dolphin Slash). B-reversing may be needed.

3. Dash to the right!

4. Land on the moving platform. Face left and be ready to charge a neutral-special (Shield Breaker) as the platform moves away. If timed correctly, you will avoid the lava and be pushed to the left. Jump once you are past the first wall and ↑-special (Dolphin Slash).

5. Jump up and face right. Use the upwards variant of -special (Dancing Blade). After you are pushed through, move up.

6. Short-hop, ↑-special (Dolphin Slash) to be pushed through the gap. If you fail but squeeze through, you will not take damage from the lava.

7. Jump to the bottom of the spikes. Jump and as soon as you are about to land on a spike (or are close to), immediately fast-fall and use ↓-special (Counter). You will fall through instead of landing on the ground. Be ready to recover!

8. Finish! 1. Start.2. Jump to the right. As soon as you pass the left side of the triangle, jump and ↑-special (Dolphin Slash). B-reversing may be needed.3. Dash to the right!4. Land on the moving platform. Face left and be ready to charge a neutral-special (Shield Breaker) as the platform moves away. If timed correctly, you will avoid the lava and be pushed to the left. Jump once you are past the first wall and ↑-special (Dolphin Slash).5. Jump up and face right. Use the upwards variant of-special (Dancing Blade). After you are pushed through, move up.6. Short-hop, ↑-special (Dolphin Slash) to be pushed through the gap. If you fail but squeeze through, you will not take damage from the lava.7. Jump to the bottom of the spikes. Jump and as soon as you are about to land on a spike (or are close to), immediately fast-fall and use ↓-special (Counter). You will fall through instead of landing on the ground. Be ready to recover!8. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. Angled surfaces push vertical recoveries upwards, so this shouldn't be an issue for players.

5. Because Lucina is actually smaller than Marth, she will squeeze through.

6. Lucina can also ↑-special (Dolphin Slash) through the gap because of her smaller size.

7. Very tricky and serves as the main gimmick for this stage.

Stage Design

Spoiler Like Marth, her recovery is linear so I had limited options on creativity. However, her smaller size does open up a few options that Marth doesn't have! If I recall correctly, where she is from, conditions are horrible. So like the evil person I am, I attempted to make things cruel! MWAHAHA!!! InstructionsReasoning for Instructions and Design ChoicesStage Design ★★★★ Simple★★★★★★ Challenging

Sonic the Hedgehog

★★★★★ Normal

Spoiler

Instructions

Spoiler

2. Move to the right and fall down. If you can't squeeze through, use nair.

3. Once you land. Move to the right and ↑-special (Spring Jump), fall back down and jump off the spring again. Proceed to do a jump, ↑-special. Use wall-jumps if necessary.

4. Charge a -special (Spin Dash) to the right. Jump into the gap. Once you're pushed down, release and travel to the right.

5. Jump to the right and wall-jump on the other side of the wall, follow up with ↑-special (Spring Jump).

6. Move to the lower area (be careful not to hit the cannon, it is for people who get stuck). Charge a -special (Spin Dash) once you are all the way to the left. Jump through the small gaps!

7. Release the spin dash towards the right to avoid falling off. After, jump off the ground and into the air towards the left. Once you get past the first wall to the left, be ready to wall-jump up. Move to the right when it is impossible to wall-jump anymore.

8. Finish! 1. Start.2. Move to the right and fall down. If you can't squeeze through, use nair.3. Once you land. Move to the right and ↑-special (Spring Jump), fall back down and jump off the spring again. Proceed to do a jump, ↑-special. Use wall-jumps if necessary.4. Charge a-special (Spin Dash) to the right. Jump into the gap. Once you're pushed down, release and travel to the right.5. Jump to the right and wall-jump on the other side of the wall, follow up with ↑-special (Spring Jump).6. Move to the lower area (be careful not to hit the cannon, it is for people who get stuck). Charge a-special (Spin Dash) once you are all the way to the left. Jump through the small gaps!7. Release the spin dash towards the right to avoid falling off. After, jump off the ground and into the air towards the left. Once you get past the first wall to the left, be ready to wall-jump up. Move to the right when it is impossible to wall-jump anymore.8. Finish!

Reasoning for Instructions and Design Choices

Spoiler 2. Intended to start low.

3. An increased jump helps!

4. You can charge to the left so you can avoid jumping, but you'll hit the wall once you fall down.

5. It's possible to just ↑-special (Spring Jump) and wall-jump. But that kills the fun!

6. Players might spawn up here at the beginning, so the cannon is placed for people to jump out. You can also jump through the gaps, but it wastes time!

7. Wall-jumps makes Sonic's vertical recovery even better! Though it seems he can't move around in the air a lot...

Stage Design

Spoiler There's nothing that forces Sonic to go fast on this stage! Though I encourage players to try and finish as fast as possible with Sonic moving right and left repeatedly. His vertical recovery is great compared to his horizontal recovery, however, he's fast on the ground too! InstructionsReasoning for Instructions and Design ChoicesStage Design Roy

★★★★★★★ Hard

Spoiler

Instructions

Spoiler

2. Fall through the hole while facing right and charge your neutral-special (Flare Blade), as soon as you are about to land, let go and Roy should land beside the lava.

3. Short-hop fair across the lava.

4. Jump off the edge and grab the ledge above OR Jump off the edge, jump, b-reverse ↑-special (Blazer).

5. Double-jump and grab the next ledge. Wait for the platform to push you through the floor and move to the right.

6. -special (Double-Edge Dance) to the right, but after the first hit, do only upward variants.

7. Jump onto the small platform that you squeezed through. Then perform a double-jump ↑-special (Blazer) and angle it correctly to land on the next platform. Jump between a crack in the ceiling to get out of the encased area.

8. Go to the stairway and position yourself facing left on the 3-4th highest step. Dash to the left and you should end up holding the ledge.

9. Get to the finish platform.

10. Finish! 1. Start.2. Fall through the hole while facing right and charge your neutral-special (Flare Blade), as soon as you are about to land, let go and Roy should land beside the lava.3. Short-hop fair across the lava.4. Jump off the edge and grab the ledge above OR Jump off the edge, jump, b-reverse ↑-special (Blazer).5. Double-jump and grab the next ledge. Wait for the platform to push you through the floor and move to the right.6.-special (Double-Edge Dance) to the right, but after the first hit, do only upward variants.7. Jump onto the small platform that you squeezed through. Then perform a double-jump ↑-special (Blazer) and angle it correctly to land on the next platform. Jump between a crack in the ceiling to get out of the encased area.8. Go to the stairway and position yourself facing left on the 3-4th highest step. Dash to the left and you should end up holding the ledge.9. Get to the finish platform.10. Finish!

Reasoning for Instructions and Design Choices

Spoiler

3. I would think people would roll (seriously, people are just rolling all over the maps instead of dashing....), so Roy has to fair in order to squeeze through. Rolling does not give Roy enough invincibility frames to roll under.

4. Warm-up for angling ↑-special (Blazer).

5. Build-up for next part.

6. For some reason, the down variant does not let Roy go through one-unit wide gaps. I didn't even know that Roy could have up and down variants past the first hit!

7. In the case of chaos where you can't see Roy, I want players to angle ↑-special (Blazer) correctly to get across). The little opening at the top was to prevent people from re-entering by accident.

8. This is a bit odd, though it works as a neat trick to keep players aware on how their character moves from point a to b. Doing forward -special (Double-Edge Blade) variants will do the same, but it bugs out and Roy can sometimes get hurt.

9. A nice relaxing way to end. 2. Oddly, Flare Blade pushes Roy if he is against a wall. This will push him to the left just enough for him to not be hurt.3. I would think people would roll (seriously, people are just rolling all over the maps instead of dashing....), so Roy has to fair in order to squeeze through. Rolling does not give Roy enough invincibility frames to roll under.4. Warm-up for angling ↑-special (Blazer).5. Build-up for next part.6. For some reason, the down variant does not let Roy go through one-unit wide gaps. I didn't even know that Roy could have up and down variants past the first hit!7. In the case of chaos where you can't see Roy, I want players to angle ↑-special (Blazer) correctly to get across). The little opening at the top was to prevent people from re-entering by accident.8. This is a bit odd, though it works as a neat trick to keep players aware on how their character moves from point a to b. Doing forward-special (Double-Edge Blade) variants will do the same, but it bugs out and Roy can sometimes get hurt.9. A nice relaxing way to end.

Stage Design

Spoiler If I recall correctly, Roy is fifteen years old. For that age, he's a calm and peaceful guy. So to reflect that, I designed the stage in being in tight spots, and not knowing where you're going. If anything goes wrong, Roy will be there to fix it. I even included cannons if Roy thinks he will fail! InstructionsReasoning for Instructions and Design ChoicesStage Design

How to obtain the stage?: ★★★★★★★ Hard ★★★★★ Normal★★★★★★★★ Very Hard★★★★★★ Challenging★★★★★ Normal