Overswarm
is laughing at you
- Joined
- May 4, 2005
- Messages
- 21,181
I thought we might as well pool our noggins together to gain data on the stages. I'll compile any information here. Thought we'd start on Rainbow Road.
Super Mario Bros.
Synopsis: A moving horizontal stage. Has unique platforms (blocks) and walls (pipes). Same or similar to stage in Brawl.
Hazards: Stage blast zone scroll
Initial Thoughts: This stage might actually be okay this time around as a moving stage. It has some issues with its vertical jump requirements though. The player on the right has a significant advantage in that you constantly have to jump over things. It also allows for lower % KOs in that the blast zone is moving towards you. A strong opponent who can "wall" you can stall your approach so that you're closer to the blast zone, so you die sooner.
It takes about 16 seconds for the stage to catch up to the right side of the screen.
2 minute revolutions (8 minute timer, 4 separate revolutions) mean that you get a maximum of 4 instances where you have to deal with any problem areas.
You can get a funny graphical effect with ROB where he gets stuck between two blocks while using his up+b, it's funny lookin'.
It DOES have some similar walk off problems in that you can die at really low %, but this is going to be due to the opponent outplaying you.
Stage needs more testing.
Rainbow Road
Synopsis: Multi-platform moving stage, similar to Mute City from Melee
Hazards: Shy Guys (no real KO potential, 10% damage), ground floor (KO potential around 80%!, ? damage), floors that can trap you underneath them
Overview: This stage is awesome except for when it isn't. It doesn't seem immediately apparent to me how to dodge the cars in some of the areas, which isn't a good sign. It could be that each area has safe zones, but I'm not sure of it. The cars themselves aren't a big deal, but if the stage basically forces you to get hit by them it is. When playing earlier, my opponent seemed to be targeted by the cars. Unsure if this is accurate or not.
Biggest issue is that the ground, which can come suddenly and without warning, can kill you at 80%. Combined with the cars being seemingly random it seems to be that knowing the stage isn't enough to avoid the consequences of the hazards.
Also found is that there is a segment with a solid base that you cannot jump through. If you get hit underneath (or just jump underneath), you will hit your head and momentum will stop.
Likely banned. If you're okay with the stage punishing a player for a mistake with a stock, you can be fine with this stage. If you think the stage punishment typically shouldn't be a stock except in the most rare of cases, this stage is not for you.
Super Mario Bros.
Synopsis: A moving horizontal stage. Has unique platforms (blocks) and walls (pipes). Same or similar to stage in Brawl.
Hazards: Stage blast zone scroll
Initial Thoughts: This stage might actually be okay this time around as a moving stage. It has some issues with its vertical jump requirements though. The player on the right has a significant advantage in that you constantly have to jump over things. It also allows for lower % KOs in that the blast zone is moving towards you. A strong opponent who can "wall" you can stall your approach so that you're closer to the blast zone, so you die sooner.
It takes about 16 seconds for the stage to catch up to the right side of the screen.
2 minute revolutions (8 minute timer, 4 separate revolutions) mean that you get a maximum of 4 instances where you have to deal with any problem areas.
You can get a funny graphical effect with ROB where he gets stuck between two blocks while using his up+b, it's funny lookin'.
It DOES have some similar walk off problems in that you can die at really low %, but this is going to be due to the opponent outplaying you.
Stage needs more testing.
Rainbow Road
Synopsis: Multi-platform moving stage, similar to Mute City from Melee
Hazards: Shy Guys (no real KO potential, 10% damage), ground floor (KO potential around 80%!, ? damage), floors that can trap you underneath them
Overview: This stage is awesome except for when it isn't. It doesn't seem immediately apparent to me how to dodge the cars in some of the areas, which isn't a good sign. It could be that each area has safe zones, but I'm not sure of it. The cars themselves aren't a big deal, but if the stage basically forces you to get hit by them it is. When playing earlier, my opponent seemed to be targeted by the cars. Unsure if this is accurate or not.
Biggest issue is that the ground, which can come suddenly and without warning, can kill you at 80%. Combined with the cars being seemingly random it seems to be that knowing the stage isn't enough to avoid the consequences of the hazards.
Also found is that there is a segment with a solid base that you cannot jump through. If you get hit underneath (or just jump underneath), you will hit your head and momentum will stop.
Likely banned. If you're okay with the stage punishing a player for a mistake with a stock, you can be fine with this stage. If you think the stage punishment typically shouldn't be a stock except in the most rare of cases, this stage is not for you.
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