Editing Gerudo Valley

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The Gerudo Valley stage is a mostly flat, grounded stage. The stone and natural flooring serve as solid platforms, and a bridge crosses the chasm between the two stretches of land. Two canopies stand on each piece of land, providing soft [[platform]]s featuring the {{iw|zeldawiki|Crest of the Gerudo}}.
The Gerudo Valley stage is a mostly flat, grounded stage. The stone and natural flooring serve as solid platforms, and a bridge crosses the chasm between the two stretches of land. Two canopies stand on each piece of land, providing soft [[platform]]s featuring the {{iw|zeldawiki|Crest of the Gerudo}}.


The bridge will naturally break after 136-149 seconds. The bridge can be attacked, reducing the time by the amount of damage dealt in seconds (e.g. 10% damage will reduce the timer by 10 seconds). It can also be broken by {{rollover|stepping on|going from the ground to the bridge, continuously walking on the bridge doesn't count|?}} or jumping on it, reducing the time by <code>weight×0.03</code> seconds (e.g. a weight of 100 will reduce the timer by 3 seconds). Once broken, the chasm and blast line below become accessible; in ''for Nintendo 3DS'', the blast line is moved downwards to compensate but in ''Ultimate'' the blast line never moves. Two small branches protrude from each side of the chasm to serve as platforms, with the right one lower than the left, which can be broken by attacking them or by jumping on them, with heavier characters breaking them in fewer jumps. Damaging {{b|spike|stage element}}s are also present further below the two platforms which disappear when hit, deals 10% damage (has a [[flame]] effect in ''for Nintendo 3DS''), and [[fixed knockback]]&mdash;the knockback in ''for Nintendo 3DS'' is enough to send most characters above bridge, it is weaker in ''Ultimate'', sending lightweights barely above the bridge and heavyweights about halfway up the chasm.
The bridge will naturally break after 136-149 seconds. The bridge can be attacked, reducing the time by the amount of damage dealt in seconds (e.g. 10% damage will reduce the timer by 10 seconds). It can also be broken by {{rollover|stepping on|going from the ground to the bridge, continuously walking on the bridge doesn't count|?}} or jumping on it, reducing the time by <code>weight×0.03</code> seconds (e.g. a weight of 100 will reduce the timer by 3 seconds). Once broken the chasm and blast line below accessible; in ''for Nintendo 3DS'', the blast line is moved downwards to compensate but in ''Ultimate'' the blast line never moves. Two small branches protrude from each side of the chasm to serve as platforms, with the right one lower than the left, which can be broken by attacking them or by jumping on them, with heavier characters breaking them in fewer jumps. Damaging {{b|spike|stage element}}s are also present further below the two platforms which disappear when hit, deals 10% damage (has a [[flame]] effect in ''for Nintendo 3DS''), and [[fixed knockback]]&mdash;the knockback in ''for Nintendo 3DS'' is enough to send most characters above bridge, it is weaker in ''Ultimate'', sending lightweights barely above the bridge and heavyweights about halfway up the chasm.


Soon after the bridge is broken, [[Koume and Kotake]] fly down laughing, and one of them casts a spell which alters one half of the stage: Koume's spell hits the left side of the stage covering it in damaging flames, while Kotake's spell hits the right side making [[freeze|freezing]] ice spikes appear. There is a 20% chance neither will appear, making both sides safe. The fire deals 14% on the ground, 11% in the chasm, and lasts 10-12 seconds. The ice spikes deal 17% on the ground, 12% in the chasm, lasts 8-10 seconds.
Soon after the bridge is broken, [[Koume and Kotake]] fly down laughing, and one of them casts a spell which alters one half of the stage: Koume's spell hits the left side of the stage covering it in damaging flames, while Kotake's spell hits the right side making [[freeze|freezing]] ice spikes appear. There is a 20% chance neither will appear, making both sides safe. The fire deals 14% on the ground, 11% in the chasm, and lasts 10-12 seconds. The ice spikes deal 17% on the ground, 12% in the chasm, lasts 8-10 seconds.

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