mariofanpm12
Smash Ace
This thread is made for the purpose of discussing how Mario performs on each of the 41 Stages of the game. It is to be updated every few days, and we plan to move from Starter to Banned.
We'll discuss the ups and downs of each stage. These range from the obstacles, blast lines, edge lip, platforms, structure, etc.
When we sum up stages, we'll rate them in ratio fashion based on how well Mario does as opposed to how poorly. Ex: 40:60 Against Mario.
Also, I give a special thanks to Matt07 for his valuable consensus and summary information.
On a side note, after we have given a general rating to each stage, we may go back and rate how Mario does against each individual character on each individual stage. That's about 1,600 ratios... wow.
The first stage is... Rainbow Cruise
The seconds stage is... Final Destination
The third stage is... Delfino Plaza
And for the fourth... Battlefield
The fifth stage up... Smashville
For the sixth stage... Yoshi's Island
Stage seven is... Halberd
Stage eight will be... Luigi's Mansion
Number nine is... Castle Seige
Now for ten... Lylat Cruise
For stage eleven... Norfair
Stage twelve... Pokemon Stadium(1)
Stage thirteen is... Corneria
NOTE: We skipped PK Stadium 1, so we'll come back later...
Pros:
+You have a lot more opportunities to 'gimp' characters.
+Can spam Fireballs and let other characters approach.
+Wall jumping gives a nice mindgame and slight edge on aerial game.
+Hard for campy characters to camp, due to them always having to move.
+Jab Lock
Cons:
-You can 'gimped' easily due to Mario's recovery not being the best.
-Don't get wall infinited on the boat.
-If a character has better 'spam' then you, this could work against you.
Pros:
+Easier to spam against characters without projectiles (Marth.)
+Easier chance 'snag' the edge and punish opponents approaching it.
Cons:
-Only a decent approach, benifiting spamming characters.
-More vulnerable to projectile spam, due to lack of platforms and his Cape obviously not being fast enough to reflect a barrage of Falco lasers.
-Up B can be more risky.
-Longer stage, so you will take more damage from chaingrabbing.
-The lack of plateforms may make it harder for us to work in the air.
Pros:
+The water helps with F-air spiking.
+Can use FLUUD for a 'Off- Screen K.O.'
+You can use FLUDD to kill momentum while others are stuck in the water.
+Due to the changing stage it could be harder for your opponents to K.O/Easier for you to K.O your opponents.
Cons:
-Can easily misgrab the ledge of the floating platform.
-Harder time to FLUDD, and Cape gimp.
-Some areas of the stage can make you lose a stock at low percentages stock due to chaingrabbers.
-Due to the changing stage it could be harder to K.O your opponents/Easier for them to K.O you.
Pros
+ The ability to Wall Jump is helpful.
+ Enemies are usually in range of Fireball approach.
+ Platforms help avoid projectile spammers.
+ An easy stage to combo foes on.
+ The ability to U-air through platforms.
+ A smaller stage, which helps Mario's lack of range.
+Can stage spike opponents with up B.
+Fireball spam is more effective for both offensive, and defensive purposes.
Cons
- A stage that works well for many characters besides Mario.
- Can't U-Smash through platforms (but you can U-Tilt.)
- Platforms can assist other characters in comboing you.
-More aerial opponents can take advantage of the platform and the fact the stage is small.
+Wall jumping is a definate help here for our edge game.
+Meduim sized stage, so a chaingrab won't last too long.
+The ghost platform can either save us.
Cons:
-Crooked floor causes Fireball to die out quicker.
-Slanted edge help Marth's, and Game and Watch's down tilts, helping there edgeguarding.
-Characters moves such as Toon Link's d-air, and Yoshi's down B helps them regrab the edge, if they use it on the slope.
-The ghost platform can either save them.
Pros
+ The ability to Wall Jump is helpful.
+ Enemies are usually in range of Fireball approach.
+ Platforms help avoid projectile spammers.
+ An easy stage to combo foes on.
+ The ability to U-air through platforms.
+ A smaller stage, which helps Mario's lack of range.
+Can stage spike opponents with up B.
+Fireball spam is more effective for both offensive, and defensive purposes.
Cons
- A stage that works well for many characters besides Mario.
- Can't U-Smash through platforms (but you can U-Tilt.)
- Platforms can assist other characters in comboing you.
-More aerial opponents can take advantage of the platform and the fact the stage is small.
Pros
+Cape Dashing works well here.
+UpB stage spikes on the 3rd phase (while you're actually on the Halberd) are alot more effective here than any other stage because of the ridiculous lip.
+You can miss an up B (grounded) and not really get punished because of the two platforms.
Neutrals
+/- The hazards on the stage can either benifit, or go against you.
Cons:
-Can easily lose a stock because you can't reach the platform. When the platform is flying around.
- People like Meta Knight and King Dedede can abuse hitting you under the stage.
Pros:
+ You can trap opponents into Jab Locks
Cons:
- Ceilings are high, making KOs difficult
Neutrals:
+/- Offers decent protection against projectile spammers(but stops Fireballs)
+/- You and your opponent can live at very high (300%) percentages
+/- You and your foe can both juggle eachother easily
1st Tier 65:35 Mario's Favor
1st Tier
Pros:
+ Platforms assist Mario in Fireballs.
+ Platforms aid the Aerial Game.
+Platforms are excellent for combos. Blast zones are perfect for Mario's K.O'ing, easily.
Neutrals:
+/- Ledges are straight walls, which can hurt and help (you can Wall Jump)
Cons: None
2nd Tier
Pros:
+ More platforms are present, helping Fireball/Aerial game even more.
+If you are close enough to the blast zone your back throw is a free kill.
Neutrals:
+/- The statues cut off projectiles, both yours and your foe's.
+/- Very wide floor.
Cons:
-Walkoffs on this stage is hectic, and chain grabs can wreck you.
-Floor means Mario can't put his edgeguarding game to work.
-High cieling makes it hard to K.O vertically.
3rd Tier
Pros:
- None
Neutrals:
+/- Tilting floor can make or break both approaches and recovery.
Cons:
-High ceiling.
-Stage tilts a lot and can make or break your recovery.
+Low ceiling makes it so much easier for Mario to K.O vertically.
+You can Jab Lock someone into a Wall Infinite.
+Characters can Chain Grab you with the slopes (Well Dedede still can I presume)
Neutrals:
+/- The ships can damage either you or your opponent.
+/-Projectiles get 'screwy' and approaches do too.
Cons:
-Is it harder to K.O with Fsmash on this stage?
-Less platforms and weird slopes on this stage make it harder to deal with projectiles.
+/You can Cape the lasers.
+If your gonna camp on the fin, you have to tech 100%.
Pits angel ring infinites nice against the fin. escpecially if ur playing a DDD.
Neutrals
+/- Helps/breaks Fireball camping because of the slopes.
+/- Very small blast zones.
+/-The slopes on the fin give him a aid in short hop Fireballs but not full hop fireballs because they can run through and expose his blind spot.
Cons:
-Infinites here hurt mario than it does advantageous for him.
-A lot of characters do alot better here than Mario which can hurt him in a way.
-GaW can bucket the lasers (which is like a one hit K.O )
Without further ado, let's begin to discuss.
We'll discuss the ups and downs of each stage. These range from the obstacles, blast lines, edge lip, platforms, structure, etc.
When we sum up stages, we'll rate them in ratio fashion based on how well Mario does as opposed to how poorly. Ex: 40:60 Against Mario.
Also, I give a special thanks to Matt07 for his valuable consensus and summary information.
On a side note, after we have given a general rating to each stage, we may go back and rate how Mario does against each individual character on each individual stage. That's about 1,600 ratios... wow.
The first stage is... Rainbow Cruise
The seconds stage is... Final Destination
The third stage is... Delfino Plaza
And for the fourth... Battlefield
The fifth stage up... Smashville
For the sixth stage... Yoshi's Island
Stage seven is... Halberd
Stage eight will be... Luigi's Mansion
Number nine is... Castle Seige
Now for ten... Lylat Cruise
For stage eleven... Norfair
Stage twelve... Pokemon Stadium(1)
Stage thirteen is... Corneria
NOTE: We skipped PK Stadium 1, so we'll come back later...
Rainbow Cruise (65:35 Mario's Favor)
Pros:
+You have a lot more opportunities to 'gimp' characters.
+Can spam Fireballs and let other characters approach.
+Wall jumping gives a nice mindgame and slight edge on aerial game.
+Hard for campy characters to camp, due to them always having to move.
+Jab Lock
Cons:
-You can 'gimped' easily due to Mario's recovery not being the best.
-Don't get wall infinited on the boat.
-If a character has better 'spam' then you, this could work against you.
Final Destination (55:45 Mario's Favor)
Pros:
+Easier to spam against characters without projectiles (Marth.)
+Easier chance 'snag' the edge and punish opponents approaching it.
Cons:
-Only a decent approach, benifiting spamming characters.
-More vulnerable to projectile spam, due to lack of platforms and his Cape obviously not being fast enough to reflect a barrage of Falco lasers.
-Up B can be more risky.
-Longer stage, so you will take more damage from chaingrabbing.
-The lack of plateforms may make it harder for us to work in the air.
Delfino Plaza (35:65 Against Mario)
Pros:
+The water helps with F-air spiking.
+Can use FLUUD for a 'Off- Screen K.O.'
+You can use FLUDD to kill momentum while others are stuck in the water.
+Due to the changing stage it could be harder for your opponents to K.O/Easier for you to K.O your opponents.
Cons:
-Can easily misgrab the ledge of the floating platform.
-Harder time to FLUDD, and Cape gimp.
-Some areas of the stage can make you lose a stock at low percentages stock due to chaingrabbers.
-Due to the changing stage it could be harder to K.O your opponents/Easier for them to K.O you.
Battlefield (55:45 Mario's Favor)
Pros
+ The ability to Wall Jump is helpful.
+ Enemies are usually in range of Fireball approach.
+ Platforms help avoid projectile spammers.
+ An easy stage to combo foes on.
+ The ability to U-air through platforms.
+ A smaller stage, which helps Mario's lack of range.
+Can stage spike opponents with up B.
+Fireball spam is more effective for both offensive, and defensive purposes.
Cons
- A stage that works well for many characters besides Mario.
- Can't U-Smash through platforms (but you can U-Tilt.)
- Platforms can assist other characters in comboing you.
-More aerial opponents can take advantage of the platform and the fact the stage is small.
Yoshi's Island (60:40 Against Mario)
Pros:+Wall jumping is a definate help here for our edge game.
+Meduim sized stage, so a chaingrab won't last too long.
+The ghost platform can either save us.
Cons:
-Crooked floor causes Fireball to die out quicker.
-Slanted edge help Marth's, and Game and Watch's down tilts, helping there edgeguarding.
-Characters moves such as Toon Link's d-air, and Yoshi's down B helps them regrab the edge, if they use it on the slope.
-The ghost platform can either save them.
Smashville (55:45 Mario's Favor)
Pros
+ The ability to Wall Jump is helpful.
+ Enemies are usually in range of Fireball approach.
+ Platforms help avoid projectile spammers.
+ An easy stage to combo foes on.
+ The ability to U-air through platforms.
+ A smaller stage, which helps Mario's lack of range.
+Can stage spike opponents with up B.
+Fireball spam is more effective for both offensive, and defensive purposes.
Cons
- A stage that works well for many characters besides Mario.
- Can't U-Smash through platforms (but you can U-Tilt.)
- Platforms can assist other characters in comboing you.
-More aerial opponents can take advantage of the platform and the fact the stage is small.
Halberd (50:50 Flat)
Pros
+Cape Dashing works well here.
+UpB stage spikes on the 3rd phase (while you're actually on the Halberd) are alot more effective here than any other stage because of the ridiculous lip.
+You can miss an up B (grounded) and not really get punished because of the two platforms.
Neutrals
+/- The hazards on the stage can either benifit, or go against you.
Cons:
-Can easily lose a stock because you can't reach the platform. When the platform is flying around.
- People like Meta Knight and King Dedede can abuse hitting you under the stage.
Luigi's Mansion (55:45 Mario's Favour)
Pros:
+ You can trap opponents into Jab Locks
Cons:
- Ceilings are high, making KOs difficult
Neutrals:
+/- Offers decent protection against projectile spammers(but stops Fireballs)
+/- You and your opponent can live at very high (300%) percentages
+/- You and your foe can both juggle eachother easily
Castle Siege
1st Tier 65:35 Mario's Favor
2nd Tier 45:55 Against Mario
3rd Tier 45:55 Against Mario
1st Tier
Pros:
+ Platforms assist Mario in Fireballs.
+ Platforms aid the Aerial Game.
+Platforms are excellent for combos. Blast zones are perfect for Mario's K.O'ing, easily.
Neutrals:
+/- Ledges are straight walls, which can hurt and help (you can Wall Jump)
Cons: None
2nd Tier
Pros:
+ More platforms are present, helping Fireball/Aerial game even more.
+If you are close enough to the blast zone your back throw is a free kill.
Neutrals:
+/- The statues cut off projectiles, both yours and your foe's.
+/- Very wide floor.
Cons:
-Walkoffs on this stage is hectic, and chain grabs can wreck you.
-Floor means Mario can't put his edgeguarding game to work.
-High cieling makes it hard to K.O vertically.
3rd Tier
Pros:
- None
Neutrals:
+/- Tilting floor can make or break both approaches and recovery.
Cons:
-High ceiling.
-Stage tilts a lot and can make or break your recovery.
Lylat Cruise(40:60 Against Mario)
Pros:+Low ceiling makes it so much easier for Mario to K.O vertically.
+You can Jab Lock someone into a Wall Infinite.
+Characters can Chain Grab you with the slopes (Well Dedede still can I presume)
Neutrals:
+/- The ships can damage either you or your opponent.
+/-Projectiles get 'screwy' and approaches do too.
Cons:
-Is it harder to K.O with Fsmash on this stage?
-Less platforms and weird slopes on this stage make it harder to deal with projectiles.
Corneria(50:50 Flat)
Pros: +/You can Cape the lasers.
+If your gonna camp on the fin, you have to tech 100%.
Pits angel ring infinites nice against the fin. escpecially if ur playing a DDD.
Neutrals
+/- Helps/breaks Fireball camping because of the slopes.
+/- Very small blast zones.
+/-The slopes on the fin give him a aid in short hop Fireballs but not full hop fireballs because they can run through and expose his blind spot.
Cons:
-Infinites here hurt mario than it does advantageous for him.
-A lot of characters do alot better here than Mario which can hurt him in a way.
-GaW can bucket the lasers (which is like a one hit K.O )
Without further ado, let's begin to discuss.