• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Ness stage discussion, discussion #15 Luigi's Mansion.

Eagleye893

Smash Champion
Joined
Mar 12, 2009
Messages
2,452
Location
Earth
NNID
isJolTz
3DS FC
1821-9332-2146
darn... you got my hopes up

/all my hopes and dreams... lol
 

Lightosia

Smash Journeyman
Joined
Jan 11, 2008
Messages
362
Location
Sao Paulo, Brazil
NNID
Light0sia
Lylat Cruise is a bad stage for Ness.
The tilting stage makes hard the use of Pk Fire.
The edge is tricky and it's easy to miss it. When recovering in this stage, try to come back as horizontally as possible, because the edge can eat your vertical pk thunder.
The three small platforms can be a nuisance if you are fighting characters with long ranged Upsmashes, as they can try to stay under the plataform and attack.

This is all I remember about this stage.... :)
 

Sync_

Smash Journeyman
Joined
Nov 30, 2008
Messages
266
Location
Cincinnati, Ohio
An issue I find wiht Rainbow Cruise is that appearing platforms and interrupt your PKT, possibly killing you.


Sorry for being off topic slightly, but I find Wolf pretty easy on Brinstar. That might just be me...
 

Yink

The Robo-PSIentist
Joined
Oct 6, 2009
Messages
7,419
Location
Osaka, Japan
NNID
SSBYink
An issue I find wiht Rainbow Cruise is that appearing platforms and interrupt your PKT, possibly killing you.


Sorry for being off topic slightly, but I find Wolf pretty easy on Brinstar. That might just be me...
Since you can go through them, they give good opportunities for going through using PKT2, uair, fair, nair etc.

Though I don't think the stage is so bad, I just have a big issuge with the platform halfway through the stage that swings. If everything else disappears and you were on a platform and that swaying one is all the way to the other side, it's not fun trying to get back.

Good stage for spikes though.
 

Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
I hardly ever go to Rainbow Cruise. But from the times I've been on that stage, I found it somewhat convenient. When you start to go upward on that stage, spiking is a bit easier as well as KOing. The blast zones get closer when you're on the upper section of that stage.
 

Dajayman

Banned via Administration
Joined
Feb 14, 2008
Messages
281
Location
Chicago, Illinois
I suggest never cping the gay pride cruise, Ness has much better, less dangerous stages.

The ship can be painful. Semi-infinte traps are possible on the ship (only not infinite because the ship eventually disappears. Avoid chaingrabs, jab locks, and certain moves like DK's dtilt on the ship.

Once you off the ship this is where things get ugly. The best advice I can give is know when all platforms appear and disappear, becareful around falling blocks, and watch out and use the close boundaries to your advantage.

This is a stage you should play friendlies on so you can get experience on it.
 

Eagleye893

Smash Champion
Joined
Mar 12, 2009
Messages
2,452
Location
Earth
NNID
isJolTz
3DS FC
1821-9332-2146
I <3 platforms, therefore i like this stage... the only thing, I never play here, so i'm completely unfamiliar with it...
 

Man of Popsicle

Smash Lord
Joined
Sep 21, 2008
Messages
1,287
Location
Redlands, CA
Look out for wall infinites on the main ship, especially once the ship starts to fall.
There are a whole lot of places for your opponnts to get suicide kills.
Randomly spawning platforms can gimp your thunder.
If you fall on one of those falling blocks, you probably won't make it.
If you do and can't make it through Psi magnet stall and Try and keep from falling into the blast zone.
When the arrow comes to tell you to go down it's a good time to grab your opponent. Pumml once or twice, then up throw. Especially on slow fallers. Use fthrow to nt early kills. You may be able to kill people when the ship is falling with f or dthrow.
CP loltethers here.
 

1337-Zero

Smash Ace
Joined
Jul 4, 2008
Messages
796
Location
:noitacoL
Well, If you F-throw them you're less likely to die as well since you'll be near the drop off part while your opponent will have to wait for the donuts to fall (hahaha...yeah, no, he's dead). U-throw lets your opponent just DI off with you unless you have good timing.

It really doesn't matter, but I find f-throw to be safer and easier. It'll get 'em at 0% too, I don't think U-throw'll do that.
 

Man of Popsicle

Smash Lord
Joined
Sep 21, 2008
Messages
1,287
Location
Redlands, CA
I'll pick another stage, you guys can decide, but listen to this:
Grab ground releasing characters on the falling blocks at the top of the stage. (You have to be on the solid ground to the left or the right)
DO IT.
 

Dajayman

Banned via Administration
Joined
Feb 14, 2008
Messages
281
Location
Chicago, Illinois
Every character Ness grabs will ground release because he's short. Just be sure to pummel them so they can't jump release by inputting jump commands.

I suggest Luigi's Mansion.
 

Dajayman

Banned via Administration
Joined
Feb 14, 2008
Messages
281
Location
Chicago, Illinois
So f*cking lazy!!! Jk, <3 you MoP.

Luigi's Mansion, a very nice cp. Hopefully your area doesn't have this banned!

As you should know, you need to destroy the pillars on top first then destroy the bottom pillars to kill the house. Unless you're facing a character who does very well with the house up like MK (b all day) or DK (down b all day), Ness benefits greatly with the house up.

As long as the to pillars on top are up, Ness can infinitely PK Fire the bottom ones. Get a lead in % and you can camp all day (not recommended on absorbers or counterers) like this. This will usually lead to your opponent getting pissed off and trying to destroy the top pillars, in which case you can punish their attacks on the pillar. Or your opponent will approach from above you, in which case their approach options are more limited than normal and you are usually in a favorable situation.

Another thing Ness does well with the house intact is setup missed techs. Any move that pops an opponent up like dthrow, uthrow, dash attack, utilt, usmash can bounce an opponent off the ceiling and into the ground. If they miss the tech they are open to almost any move, but the best of these options is usually to either jab lock or dtilt lock your opponent. If your opponent is good at teching it will be harder for you to set this up, but nobody is perfect so just be ready for them to mess up.

There are also some problems with keeping the house intact. Ness isn't the only one who can take advantage of missed tech, in fact there may be characters who can exploit the ceiling better than Ness. If you happen to notice somebody ****** you more than you **** them on the first floor, the break the house down.

Both you and your opponent will also have tough times killing each other inside the intact house. Learning to walltech can help save your life and prevent yourself from being *****. If the house ever gives you trouble killing your opponent, then by all means tear it down!

Once the house is down you can treat this stage like another FD. It does have a wall underneath it, so characters with glides/excellent recoveries won't be able to travel under the stage. A characteristic this stage shares with FD are those lame lips that eat vertical recoveries foe breakfast, be aware of this when recovering from below. And very tiny, ghost platforms appear sometimes, not like they make a big difference thoughsince they can fit like one character on them. Just another thing to know.
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
NNID
Mikman360
I don't think there's much else I can say. DJM rlly got a lot of the good stuff.

Dair can set up jab locks also very well. Best ones are usually dthrow, dash attack, and dair for me.
Sometimes PKT2ing into a pillar will trick opponents into letting up their guards early since Ness stalls like crazy when he hits one.
When you KO someone (or when you are free), jab, dtilt, jab, dtilt repeatedly on the pillars to refresh moves.
Uair hits through the solid platforms.
 

Yink

The Robo-PSIentist
Joined
Oct 6, 2009
Messages
7,419
Location
Osaka, Japan
NNID
SSBYink
Pretty much everything EB360 and Dajay said.

Only thing I'd watch is who your opponent is. I wouldn't want to take a good Snake main here.
 
Top Bottom