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Smash Legend
Someone requested this one...
Go! O.o
Go! O.o
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Since DK has such good horizontal recovery, are there any other characters that it might be beneficial to play this stage against?I agree with Fear, you have to be sure to not use this against people with good spikes, like Falco because there is a very good chance you will die, you will only survive if hit into the water from the far right platform I think, maybe the right end of the center platform. Also, don't ledge-camp because of those stupid mini crocodiles and their ability to stage spike you. I dislike this stage, 4/10.
Oh and also I wouldn't recommend using this against DK because of his great horizontal recovery.
This is my freaking counter-pick. You want to beat my marth? CP jungle japes.
You'd think since the stage ends are close you could get an easy side b k.o., but doing it from the central platform is too far to get an early K.O. and trying it from the side platforms usually ends with them DI'ing out of it because the platform is so small.
I depend on up+b out of shield here for my k.o.'s. As said, high ceiling. This stage is complete crap for Marth.
4/10
Only a 4 because no characters have this stage as their top pick.
Oh and who cares if olimar's pikmin die? he will probably need one maybe two to grab onto the ledge before he would have gotten owned by water anyways. If that's not the situation, he can pluck up some more.
Delfino is better lol. Japes's ceiling is so high that your hawt sexy Usmash will have trouble killing him off. Granted you can throw him in the water and see what happens, but when there's Delfino, and my word, maybe even Pirate Ship, I don't know why you'd want Japes.I agree with Viet for the most part. Viet do you think this could be reliable CP vs. Olimar or should we abandon the idea?
OMG, I hate Pirate Ship with all my heart... I despise that place... But ya, I forgot about Delfino, that is better.Delfino is better lol. Japes's ceiling is so high that your hawt sexy Usmash will have trouble killing him off. Granted you can throw him in the water and see what happens, but when there's Delfino, and my word, maybe even Pirate Ship, I don't know why you'd want Japes.
You can also platform cancel at Pirate Ship, but that's a discussion for another gay stage.
Only blue arows?Unless Marth suddenly has the abilities to spawn gyros, spam blue arrows, a reflector, and SHDL, this is NOT his CP.
Or is it? <_<
Really, this is just a crappy stage w/ the new water system. I'd avoid this like the plague really. You can't do much here since you don't have any annoying projectiles. This is camp city.
How often would they need to up+b? Majority of the time if they're recovering they can side b since there is hardly a "below stage area" that isn't water, where either they were screwed anyways or they can jump and up+b out of safely at he left edge.This level is bad for IC its a good CP against them they can't use there up-b it instantly kills them no matter what if they hit the edge. And it is a pretty easy lvl to kill nana quickly on.
Eh? The spike is weakened here. If you spike on the left side sure, but if you spike toward the right they can recover. Imo, generally whenever Marth spiked someone on any other stage they stayed down with a simple edge hog. Unless they had a broken recovery like R.O.B.And a spike is like a kill everytime with the current.
I think Waddle Dee camping will be plentiful if you CP this against D3. And he has 5 jumps so he can recover.What do you do when ROB CP's this against you?
and
What do you think of this stage as a CP against DDD?
DDD is heavy, though, so he can have a bit of trouble getting out of the water due to his fall speed. In theory, this could possibly negate the fact that he's so heavy and hard to kill (you will be seeing him die a lot earlier, and taking advantage of his recovery may be easier due to limited recovery options on this stage).I think Waddle Dee camping will be plentiful if you CP this against D3. And he has 5 jumps so he can recover.
I'd think it'd be better for DDD. He doesn't have to space himself as much since Marth outranges pretty much all his (reliable) moves with the exception of ftilt. Here he can get easy chain grabs, juggles, bair walls, etc. because he'll always be so **** close. Not to mention he can literally bair wall you off the side of the stage.Furthermore, the part of the stage where most of the fight will be taking place at -- the middle platform -- is fairly small; what that does is put Marth in a better overall position to stay inside of his ftilt range and outside of his grab range, which is the ideal spacing for Marth in this match-up. It'll be much harder for DDD to space himself properly against Marth here. I would say Marth has superior stage control here. Additionally, there's a platform there for Marth to take advantage of, too.
There are better places to CP against him though.the only character that i can think of to ever CP this stage against is Ike. he has an even worse time recovering that you.