Editing Battlefield (SSBM)

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In competitive play, Battlefield is infamous for its very thin [[edge]]s. Recovery on this stage is considered difficult for many characters: it is easy to miss the edge with a vertically aimed [[up special move]], causing the player to end up stuck underneath the stage for a likely KO. It is more difficult to [[edge sweet spot|sweet spot the edge]] using characters such as {{SSBM|Marth}} and {{SSBM|Fox}} on this stage compared to other similar stages. There is one exception to this: with {{SSBM|Falco}} (and with Fox with more difficulty), it is possible to edge cancel [[Falco Phantasm]]/[[Fox Illusion]] on one of the bottom platforms. Then, the player can choose to immediately phantasm to the next platform, which also edge cancels.
In competitive play, Battlefield is infamous for its very thin [[edge]]s. Recovery on this stage is considered difficult for many characters: it is easy to miss the edge with a vertically aimed [[up special move]], causing the player to end up stuck underneath the stage for a likely KO. It is more difficult to [[edge sweet spot|sweet spot the edge]] using characters such as {{SSBM|Marth}} and {{SSBM|Fox}} on this stage compared to other similar stages. There is one exception to this: with {{SSBM|Falco}} (and with Fox with more difficulty), it is possible to edge cancel [[Falco Phantasm]]/[[Fox Illusion]] on one of the bottom platforms. Then, the player can choose to immediately phantasm to the next platform, which also edge cancels.


Battlefield's edges are alleged to be "glitchy". The angled walls connected to the ledges make it possible for a character to slip underneath the ledge, before their ledge grab box enters the range that allows for ledge grab, which makes the ledge grab fail. For example, it is possible for {{SSBM|Peach}} to [[floating|float]] toward the edge at the correct height to grab it, but move too close, with her ending up below the edge, which leads to her plummeting to death after her float ends. Because in Melee it is impossible for a character to grab an edge, if their central edge grab box divider intersects the edge or floor besides it. Or in other words, as that divider is always inline with the characters position, the character has to be beside the edge horizontally to be able to grab it.
Battlefield's edges are alleged to be "glitchy". The thin and angled edges make it possible for a character to collide with the angle before their ledge grab box is in range of the ledge, pushing the character in such a way that the backward ledge grab box (if moving forward) to be in range and therefore not allowing an edge grab (only the forward ledge grab box can grab ledges when moving forward, same with going backwards). For example, it is possible for {{SSBM|Peach}} to be [[floating]] within the edge grab range, but then fail to grab the edge and simply plummet after she stops floating. The same mechanic can also result in what is dubbed a "[https://gfycat.com/FatalLongGermanshepherd magic pixel]", where some characters will auto-sweetspot the ledge while moving upwards, similar to the default mechanic in future games. This results from the character colliding with the lower ceiling, pushing them downwards, and colliding with the angled edge, pushing them backwards in a way that causes their backward ledge grab box to be in range.<ref>[https://youtu.be/jDcwteSamlk?t=414 "Battlefield is Broken (and tournament legal)" by AsumSaus, detailing Battlefield's edges]</ref> A [[technique]] unique to {{SSBM|Mewtwo}} where, due to the thinness of the edges, can use [[Confusion]] to pull its opponent through the floor by the ledge leading to gimps on opponents with bad recoveries.
 
The Battlefield's edges also make so called "[https://gfycat.com/FatalLongGermanshepherd magic pixel]" recovery possible, where some characters will auto-sweetspot the ledge while moving upwards, similar to the default mechanic in future games. This may happen when a recovering character moves very closeby the point that connects the wall and the ceiling underneath one of the ledges, with circumstances lining up well. It's possible, because from collision standpoint, ceilings extend slightly beyond their end points. If a character hits that roughly 1 unit wide extension (1 SDI input results in max 6 units movement for reference) of the ceiling below ledge, they can also collide with the wall above it simultaneously. Then, the wall collision can push them enough outward to get them beside the ledge horizontally, while the ceiling collision may push them downward, to allow ledge grab. For all of that to result in a "magic pixel" ledge grab, it's not enough to angle ones recovery move precisely to hit the tiny ceiling extension (i.e. the "magic pixel"). In addition one has to space the recovery such that they're very close to the ceiling before the collision happens, and they have to have the top of their collision box extend upwards when the collision happens, such that the ceiling collision actually results in downward movement. And they also have to have wide enough collision box and enough upwards speed, such that the wall collision pushes them enough outward from below the ledge. And, of course, their ledge grab box also has to reach to the edge. Due to the precise conditions and the risk involved, "magic pixel" ledge grabs occur very rarely.<ref>[https://youtu.be/jDcwteSamlk?t=414 "Battlefield is Broken (and tournament legal)" by AsumSaus, detailing Battlefield's edges. Not entirely accurate, but gives an idea.]</ref>
 
A [[technique]] unique to {{SSBM|Mewtwo}} where, due to the thinness of the edges, can use [[Confusion]] to pull its opponent through the floor by the ledge leading to gimps on opponents with bad recoveries.


==Tournament legality==
==Tournament legality==

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