Port Town Aero Dive
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.
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:
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 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.
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.
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.
Super Smash Bros. Brawl
Super Smash Bros. for Wii U
Super Smash Bros. Ultimate
Names in other languages