Thebest1pj
Pinnacle of Projectile Placement.
shut the **** up.....
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Straight from the Norfair guru himself. This transformation is probably the best killer, doing 18% damage each hit.Without DI, this will kill Marth at 80% (Bottom Platform), 70% (Second tier) or 60% (Top Tier), so make sure you DO NOT GET HIT BY THIS.
With that, I hope you understand the gist of why we must stay grounded. Since we do not know when the lava flares will come up, we always have to keep that mental note that they may come at any time. You should use this foreknowledge to your advantage and when evaluating all of your risks like how I did above if you want to excel on this stage. Although this kind of exercise is common, it's one that also has to be practiced a lot.A Lesson in Risk Assessment said:Let's put ourselves in the position of the Samus player and break this down:
Pause at 0:00
What are we watching out for? What would be our immediate risks?
- The lava floor that is already rising.
- The lava flares that aren't out yet, but I am unsure if they will appear or not.
- My opponent who I know is going to jump in the air in front of me.
So taking all of your immediate risks into consideration, as well as everything you have learned in this thread so far, what would be your safest option?
A) Attack your opponent before he jumps, and quickly jump out before the lava hits.
B) Attack your opponent as he's in the air, where I am unsure if the lava will reach in time or not.
C) Quickly move backward to the top platform, away from the rising lava and my opponent.
If you picked C, that would be the correct option. Picking option A puts you at the risk of getting hit by your opponent, as well as touching the rising lava. Picking option B would put you in a better position against the rising lava, but would put you at the risk of getting hit by your opponent as well as strip you of all your good options against the lava flares if they were to every suddenly show up. Option C on the other hand, minimizes your risk of getting hit by your opponent, puts you at no risk against the rising lava since it can't reach the top platform, and it puts you at the best possible position to combat a lava flare, should one hit the top platform (on the ground near the outermost ledge). Option C would have been the end of all the trouble for the Samus player, but I'm going to keep on going with this risk assessment demonstration.
Pause at 0:01
It's a second later. Samus takes Option A instead of C, and is now in her shield. Her opponent is directly above her. What should we be watching out for? What are our immediate risks?
- The rising lava that is still rising and closing up on me.
- My opponent, who is vulnerably rising above me, and has no decent Down Air to combat me.
- A lava flare that hasn't shown up yet, but could arrive at any moment.
So taking all of your immediate risks into consideration, as well as everything you have learned in this thread so far, what would be your safest option?
A) Quickly punish ZSS by committing to a slow UpB.
B) Quickly punish ZSS by jumping once and using an aerial.
C) Run to one of the two top platforms.
If you picked C, that would again, be the correct option. Option A will most likely put you in the position to add more % to ZSS' damage meter, but it is a slow attack to recover from once it is initiated. After the attack is done, it leaves Samus with no other options but to helplessly fall downward. Option B would have been a better option, since you don't have to commit to the grand risk of being in a helpless state, but you do put yourself at the risk of getting hit by ZSS. Although you put yourself at less of a risk of getting hit by the rising lava, you're still at the risk of getting hit by an angry wave of lava flares, should one appear over you. Option C on the other hand, lets you avoid the rising lava that you already knew was coming up. It also puts you at a safe distance between your opponent, with the only drawback being that you missed a potential punish. Running to the top also puts you in the best position against future lava flares. Even though you have to put yourself in an aerial position to get there, at least you're close to the ground, unlike in option B where you're in the very middle of the stage.
Let's continue watching the video.
Pause at 0:07
So here, we notice that the Samus player took option A again, and dealt 11% to ZSS. Sadly though, he was put into a helpless position and took a whopping 24% from both the rising lava, and a wild mess of lava flares. She could've avoided it, but instead took too many risks and got punished for them. Now Samus is on the left platform, away from ZSS, and we see that a single lava flare is directly above Samus.
What should we be watching out for? What are our immediate risks?
- The lava flare above you.
- Any future lava flares that can hit near you.
So taking all of your immediate risks into consideration, as well as everything you have learned in this thread so far, what would be your safest option?
A) Hold out your shield for the entire duration of the flare.
B) Shield the flare hit once and run to the middle, approaching my opponent.
C) Shield the flare hit once, and run off stage.
D) Shield the flare hit once, and run to the left ledge.
If you picked D, then you are correct. Picking option A would probably keep you safe, but it puts you at the risk of breaking your shield, since you would have to shield two hits from the first lava flare, and possibly two more from any future lava flares that come near by. Option B is a step in the right direction, but it's still not safe enough. By shielding the first hit, you would be safe from that hit, but by running to your opponent, you would have to approach aerially, and we all know that you don't want to be high up in the air during a flare storm. That goes against this whole chapter! Option C is a good option, but not the best. By running off stage, you are not only avoiding the first flare hit, but you are staying away from the lava flare's hitting range, leaving you at no risk of getting hit by a flare. On the other hand, should more flares come up, you would find yourself offstage for too long, and put yourself at the risk of self destructing. Option D is the best option since you get to avoid the first lava hit, and right when you do so, you get to hog some free ledge invincibility frames. While remaining invincible, if you need more time away from the flares, you could easily hold back and safely drift away from the ledge with the help of either your extra invincibility frames, an air dodge, or both!
Aaaand that's it for your lesson in risk assessment.
...then this is the section that I will be using this for. So what I did exactly was try to put each character into three groups.What's up _____ mains?
I have a couple of questions I want to ask and I'd like you guys to help me answer them. They're all related to Norfair by the way.
1) How does your character fare with just the stage? Does your character benefit from the layout and the numerous hazards or do they normally hinder you?
2) How does your character generally fare on this stage against certain matchups? Does he excel in a lot of them and only has a few bad MUs, or is he generally bad on this stage against a large portion of the cast?
3) What are some general strategies for your character on this stage? Controlling the center? Stalling? Staying mobile?
4) Overall, would you say that this stage is mostly good for your character, mostly bad, or depends?
Thanks in advance!
This mass survey across most of the character boards is admin approved.
Bowser said:- [DEPENDS] - [CENTER STAGE]
Norfair is a stage that can be very dangerous - both for Bowser and your opponent, as well. Generally said, the stage is a great place for Bowser, since the huge amount of ledges boost Bowser's mobility and recovery by much. It also allows Bowser to be in his most favourite position - below someone. The layout of Norfair allows Bowser to abuse moves going upward, and as we all know, those are his best. The size of the platforms also make it possible for Bowser to safely use grounded Fortresses and retreat quickly to a ledge thus cancelling off the cooldown. The stage hinders the use of his Grab Release, though. However, with all those upsides, there comes a huge downside to Norfair. Characters with spammable projectiles pretty much **** Bowser here, as well as Meta Knight - as this is one of his best stages. Try to avoid it, but it can be a very good stage against characters who prefer hand-to-hand combat.
Captain Falcon said:- [DEPENDS] - [CENTER STAGE]
Lots of platforms. Our mobility and speed help us get around the platforms with relative ease. The fact that they ascend from the bottom one is nice, since Falcon has an awesome uair, and Falcon Dive is easy to land, on both an opponent and a ledge. Also, there's a cool Falcon Kick glitch thing on the middle stages apparently. The numerous edges make it easier for us to recover, as well as the rising lava and other hazards.
There are some people who just perform here better then us. The list includes, but is not specific to: Marth, PT, R.O.B. and MK. Don't get caught in the blue capsule thing. Let your opponent go for that. Falcon is a big character, and that means the lava is harder to avoid.
It does benefit Falcon immensely if you know how to play it. Try throwing out a punch when the lava comes, if you're a stock ahead. You might be surprised at that you get.
Diddy said:- [DEPENDS] - [CENTER STAGE]
This stage can be deceptive for Diddy in the grand scale. On one end, his MU spread on this stage isn't all that great, and the hazards/layout reduce the effectiveness of bananas, due to the numerous platforms Diddy would have to carry the bananas over, as well as the hazards that the bananas could get trapped under. This isn't the whole case though. The hazards can help Diddy more than they harm him. Flares, being the anti-air hazard that they are, can snipe air campers that Diddy would normally have trouble fighting. Along with that, Diddy is normally always grounded, or close to the ground. If any other hazard were to come up, Diddy would be able to Shield -> Avoid the flares with ease, thus, increasing his chances of getting a kill while minimizing his risk of getting killed in return. The walls and rising lava can also help control space since it reduces the amount of platforms that Diddy has to control, and they can help Diddy with his recovery, if he were to ever run out of jumps. Diddy also has a strong center stage presence since if he gains the lead, he only has to control one platform (the middle one). From the middle, he can reach out to all the other platforms using his peanut gun and bananas, as well as his aerials.
Donkey Kong said:- [GOOD] - [CENTER STAGE]
This stage is great for Donkey Kong, platforms are spaced well, and put where they are for DK's Bair as well as UpB shenanigans. Lava's not too big a problem because we get hit, and we don't care since we're heavy. DK is mobile enough to travel the stage easily
Falco said:- [DEPENDS] - [CENTER STAGE]
The layout/hazards can benefit and hurt Falco in numerous ways. The small platforms help out with Falco's close range game, and controlling the stage from the middle is possible with the use of lasers and other aerials, making the enemy want to approach if Falco ever gains the lead. The hazards can also help out Falco control space and gain early kills. Since Falco is normally on the ground (and when he's not, he is a fast faller/has sideB), it is reasonable to expect him to be able to avoid the hazards with relative ease. His MU spread doesn't change all that much on this level either since even though he loses some tricks, he gains new ones.
As for the tricks he loses..... the size of the platforms limit his ability to chaingrab. His full chaingrab is possible through the use of a boost pivot grab, but many characters can escape this than the standard walk/dash chaingrab. Although Falco can control the varying levels with his lasers, his lasers can be easy to avoid, and are normally minimal in assists. The ledges can pose problems in Falco's recovery, seeing as his phantasm needs more precision to prevent zooming past the ledge.
Fox said:- [GOOD] - [CENTER STAGE]
Not that much info received here...
This stage buffs Fox's recovery since he has numerous ledges on each side to choose from, plus the hazards that can give him an extra jump if he gets hit by one. The trade-off is that sometimes Fox can phantasm through the ledge, akin to Delfino Plaza. Fox's mobility can get him across the stage very quickly. He has a very deadly USmash that can catch falling players, a projectile that can apply damage to players in higher platforms, as well as good enough aerials to approach from below. The platforms are thin, and encourage close ranged combat.
Game & Watch said:- [GOOD] - [ALL AROUND] - :star:
Straight from the GW boards: Norfair has four hazards: The tidal wave of lava that comes with the Pod, the vertical strip of lava, the wall of lava that comes from the side, and lastly, the sea of lava below the stage. Of these hazards, the parachute will protect you from the first two. If your opponent beats you to the Pod, harrass him with nairs and either shield, abuse ledge invinciblity or use up b when the lava comes. If they are standing by in side of the Pod, hit them with a fsmash and then use up b to avoid the lava. If you beat your opponent to the Pod, spam Dsmash like crazy. Also, abuse the hazards in your favor. Hazards often make your opponent come to you, or at the least it makes their movements predictable.
Norfair has six ledges, which gives G&W so many options for recovering, approaching, and camping. G&W can supplement his "approach from the side with the turtle" with his "approach from below with the fishbowl." The platform layout and the ledges allows G&W to take ledgecamping to the extreme. The abilty to quickly transition from ledge to ledge abusing the fishbowl takes his ledgecamping game to a whole new level. The normal counters for ledgecamping do not work on this stage. G&W can easily abuse ledgecamping on this stage, and it's very effective on this stage if you have the patience for it.
The size of the platform is small, which assists your dthrow techchasing on this stage.
Norfair hurts G&W's edgeguarding game quite a bit. Characters that would normally get gimped by G&W seem to return to the stage with ease.
The various heights of the ceilings can be helpful, but you have to be smart. Some characters like Luigi with his Fire Jump Punch kill crazily low on the highest platform; don't get hit by those moves up there. On the other hand, your up smash also kills pretty low there; the fun goes both ways. You would think the best strategy would be to stick high at low percentages and low at high percentages, but don't be silly. If you would die from anywhere, you might as well be on the top. If you are only going to die from the top, why be on the top?
An utilt, usmash, or tipper dsmash will usually seal the deal for you if they are at higher percents on the outermost platforms.
Ganon said:- [GOOD] - [CENTER STAGE]
One of Ganon's better stages. The layout allows him to control the center with his Uair and grounded attacks fairly well. The size of the platforms change Ganon's tech chasing game. The stage has numerous ledges that can save Ganon's lackluster recovery, as well as hazards that can potentially save him as well. Ganon's weight allows him to live long, which comes in handy in a stage that has a lot of hazards. The hazards relocate conflicts, which can make approaching easier for Ganon.
He gets ***** by campers (as usual) on this stage, but the pros definitely outweigh the cons for Ganon in Norfair.
Ice Climbers said:- [BAD] - [AT THE TOP]
Hazards all interrupt chain grabs. The layout favors campier strategies, which makes it harder to land the grab in the first place. The stage hinders ICs more than it helps them. Not much else to say.
Ike said:- [GOOD] - [CENTER STAGE]
A great CP for Ike. There are so many new different paths Ike can take thanks to his normally limiting, linear recovery system. Ike is able to hide in the lava by using Counter -> Shield -> Counter, and it doesn’t count as stalling as you can still hit him with certain projectiles. Platform punishment heaven. Camp the bottom, fly around the upper area with QD. Combo into the lava with moves such as Bair. Ike is amazing and mobile on Norfair. Study this stage to figure out all of the stuff you can do.
Jigglypuff said:- [GOOD] - [ALL AROUND]
The layout is good for Jigglypuff. The stage is large so she has lots of space to abuse her aerial mobility and the multiple ledges give her lots of defensive options. The small size of the platforms also allows for good aerial pressure. She adapts to hazards well with her mobility, and they can help when she has troubles killing. The blastzones can either help or hurt Jiggly when getting killed depending on where she's getting hit from.
Strategy-wise, Jiggly does well in all cases. She can control platforms well with her aerial pressure, she can chase well with her mobility and aerials, and she can run away when she has the lead.
King Dedede said:- [DEPENDS] - [CENTER STAGE]
DDD gains quite a bit from this stage. King Dedede's weight lets him survive until high percents in this stage. The layout gives DDD a huge presence when controlling the bottom platform, due to his exceptional close range game, and high damage racking attacks, that can be coupled with the hazards to cause massive amounts of damage in a short amount of time. Dedede's numerous jumps allow him to stay airbourne if needed, and help him maneuver the stage better.
What hurts DDD is the length of the platforms, which doesn't let him extend his chain-grab all that much. Also, his poor speed hinders him severely against faster characters, making him susceptible to getting heavily outcamped in certain matchups.
Kirby said:- [DEPENDS] - [CENTER STAGE]
It's an okay map for Kirby, nothing special. Our gimps are stopped by the rising lava flow, we kill people earlier than usual (and die earlier), we can shark platforms... The stage is nothing special for us. There's much better choices in other stages. I guess Kirby could take characters with weak aerial games here, and bair/dair them to death easier than in other maps, but I can't think of anything special Kirby can do here, or of anything else we could take advantage of that would give Kirby a notable advantage over opponents.
Link said:- [GOOD] - [ALL AROUND]
One of Link's best stages. Several ledges endorse projectile spamming and quick escapes. Link’s lackluster recovery also benefits from this particular stage selection. Things such as numerous tether-able ledges, rising lava, and a small stage window allow Link to survive as long as other characters and prevent him from getting gimped as frequently. Norfair’s low ceiling allows Link to KO enemies at lower percentages with attacks like Dair and Dsmash. Even though the stage’s uneven platforms discourage the use of Link’s great ground priority, they help Link hit smaller characters like MK with Zair. The stage’s unique design also supports advanced techniques such as bomb planting and gives it applications for gameplay. All in all, Norfair’s stage hazards combined with it’s multiple platform design make it a great counterpick for Link.
Lucario said:- [DEPENDS] - [CENTER STAGE]
This stage isn't exactly the best for Lucario, but he does get some buffs in much appreciated areas. In terms of the layout, he gets some really neat tricks from it. The multiple ledges means that he doesn't have to aim for one ledge all the time when he uses his UpB. He can actually UpB from ledge to ledge if he felt like it. The rising lava can save him as well if he somehow misses a ledge, and he can strategically use his Dair to stall in the air when necessary. His counter can save him in certain situations from the lava hazards, since countering the lava will make him invulnerable to it for a while.
The platform arrangement is what Lucario will struggle with though, since it won't always work with him. He will normally be controlling the bottom, either pressuring/approaching enemies from above using his aerials/projectile, or catching falling enemies with shield grabs or regular attacks. He will also stay on the bottom because his aura will last longer the farther away he is from the blast line. If Lucario is chilling on the top platforms, he's a lot more susceptible to an early death than if he chills on the bottom platform. His aura sphere isn't as effective here due to the three leveled layout. Since it travels only horizontally, it's difficult for him to make the best out of enemies moving vertically.
Lucario doesn't exactly excel here in many matchups, and will most likely ban this stage, since other characters do much better than he will here. That isn't to say that Lucario is bad on Norfair though. He can definitely hold his own in certain matchups. It's just that he has better stages to choose from.
Lucas said:- [GOOD] - [ALL AROUND]
The layout benefits Lucas in the sense that his recovery is buffed, since he doesn't have to depend on just one ledge to recover. Also, the lava can save him from being gimped if he were to ever run out of jumps. The layout of the platforms help him weave around attacks and control space, however, the layout doesn't help him against campy characters, since it makes it difficult to attack defensive players, even with the aid of his multiple projectiles. Lucas' playstyle doesn't focus so much on controlling a particular area of the map so much as is it focuses on controlling multiple platforms, one at a time. He moves around the stage a lot. He's well rounded in his strategies, he doesn't excel in one over another.
Luigi said:- [DEPENDS] - [CENTER STAGE]
The stage is very MU dependent for Luigi. On one hand, the layout can be good for Luigi because the platforms will allow Luigi to platform pressure and shield pressure other opponents. He can also string together quite a few attacks (Luigi stuff basically) with the aid of the platforms, as well as reach out distant opponents with his Fireballs. Any character that focuses on more grounded combat will be challenged by Luigi since the platforms are also thin, scrunching together combat.
This stage is very bad for Luigi against characters that can outcamp Luigi, since Luigi's slow ground and aerial mobility will have to be worked to the max in order to catch up to his opponent. He can approach in conjunction with his Fireballs to apply some damage, but it will still be a bit tricky in a lot of scenarios.
Mario said:- [DEPENDS] - [CAMPER]
This is a decent stage for Mario, but is still matchup dependent. He will normally be running around the stage trying to stay mobile as opposed to controlling a single area. His fireballs will aid him with this. Mario gets a boost in certain MUs against characters that focus on grounded play, in a very similar fashion to how Luigi will get a boost. Against characters that can outcamp Mario such as MK and Pit, this stage is much much worse, and is basically the deal breaker for Mario, turning this stage from "Good" to "Depends".
Marth said:- [DEPENDS] - [CENTER STAGE]
Marth does really really well on Norfair controlling the middle. More information could be found here, but in short, Marth has numerous long ranged attacks that can poke through higher platforms, as well as pressure or poke other from above. He has an easy time catching enemies from above, as well as keeping pressure on the ledge against numerous characters. He has attacks that can save him from lava attacks such as counter, and to a lesser extent, UpB.
His matchups are hit or miss here. They heavily depend on the opponent, and their abilities on Norfair. Marth has trouble against characters that abuse the ledge, or control the center better than Marth can, or that can outcamp him. This isn't to say that he cannot hold his own though.
Metaknight said:- [GOOD] - [ALL AROUND] - :star:
Metaknight is a beast on this stage like he usually is in all stages. Nothing much to say really. His aerial game gets a nice buff since he can shark all the platforms with a combination of Uairs, Nairs, Shuttle Loops, UTilts, etc. He can traverse the stage easily with his multiple jumps + glides, and can reach about any area of the map easily. He has a bunch of movement tricks that help him get around easier. He can quickly control certain platforms using any of his moves, or he can quickly run and avoid combat when he gets the lead like he usually does. He excels in everything here, no surprise.
Ness said:- [GOOD] - [ALL AROUND]
The layout benefits Ness in the sense that his recovery is buffed, since he doesn't have to depend on just one ledge to recover. Also, the lava can save him from being gimped if he were to ever run out of jumps. The layout of the platforms help him weave around attacks and control space, however, the layout doesn't help him against campy characters, since it makes it difficult to attack defensive players, even with the aid of his multiple projectiles. Ness' playstyle focuses on staying mobile and switching from platform to platform, as opposed to controlling just one, although if he had to control one, it would be the bottom. He moves around the stage a lot, and is sort of well rounded in what he does.
Olimar said:- [GOOD] - [CENTER STAGE] - :star:
A very good stage for Olimar. Olimar has a veeery strong presence on the bottom platform, due to his Pikmin. He can pressure/attack enemies above him with Pikmin, as well as using UpB. His grab range will assist him on Norfair's skinny platforms. Enemies falling over him will have to succumb to either his USmash or his shield grab. Multiple ledges heavily assists with Olimar's recovery, which is probably his biggest weakness. He can benefit in almost any matchup on Norfair, even against Metaknight. The terrain on Norfair is "Heavy Metal", which means that the most popular Pikmin color in this stage from most lo least will be: Yellow, Red/Blue, Purple, White.
Peach said:- [DEPENDS] - [ALL AROUND]
A tricky one to explain. Although Peach suffers on Norfair against quite a few characters, she has the tools to do well in a variety of cases, and Norfair in general can help her more than hurt her. She has sufficient tools to control the bottom, specifically her turnips, aerials, and tilts that can reach past the platforms above her. She can avoid combat as well as the hazards by intelligently using her float as well as moves like her Side B and UpB to space herself accordingly. For example, she can float above the rising lava and move around if need be, she can side B in situations where she would need a quick escape (or quick pressure), and she can UpB off stage and either wait for one ledge, or wait for the rising lava to save her miraculously. She can control the top well with her Dair, and chilling on the top will help her get early kills (as well as the lava, if things go in her favor).
She does okay in all aspects of the level, but she still suffers against characters like MK and Wario who can abuse her lack of speed, and are all around better at the stage than she is.
Pikachu said:- [GOOD] - [ALL AROUND] - :star:
Norfair is not only good for Pikachu, but it's easily one of his best stages, if not, the best. His regular mobility + his UpB allows him to traverse the stage quickly and recover in unpredictable ways. Pikachu's thunder jolts help him control platforms + ledges near him since they wrap all the way around the platforms, forcing approaches. Enemies that approach would either have to do so aerially or from the ledge, both which Pikachu can punish with a variety of moves. He also has some cool tricks on the stage such as thundering near lava walls to trap enemies between walls and control space. All of this makes him very well rounded in terms of strategies.
Against other players, he does very well (arguably better than before), with the exception of Game and Watch, but even then, it's not bad at all. Pikachu also loses some advantages against characters who can get chaingrabbed by Pikachu, since the platforms shorten the distance of the FThrow chaingrab, but he'll still do well overall.
Pit said:- [GOOD] - [ALL AROUND] - :star:
This is one of Pit's best stages. Pit's varied mobility can not only get him across the entire level with great ease, but it helps him safely throw hitboxes in numerous places (such as from under the bottom platform). Moves like his mirror shield can help him further avoid Norfair's lava hazards, and will let him do things like hide in the lava wave for up to 3 mirror pushes.
Combat-wise, his aerial and ledge game gets buffed due to the large amount of space and available ledges. His U-Air gives him a reliable way to shark through platforms for extra damage, as well as control space. Hazards help Pit more than they hurt since he can use them to get easier kills, as opposed to getting killed by them easier. Pit's arrows can also assist in controlling space from afar, as well as punish campers who are trying to run away from Pit.
Matchup wise, it benefits him much more than it hurts. The stage gives him a significant boost for numerous matchups, and a lot of the difficulty in his harder matches gets alleviated here. Characters like Metaknight or Wario that are bad for Pit become more manageable in this stage, compared to other stages.
Pokémon Trainer said:- [GOOD] - [CENTER STAGE]
stuff
R.O.B. said:- [DEPENDS] - [CENTER STAGE]
ROB is very neutral on Norfair, in the sense that he doesn't particularly excel or suffer from anything on this stage. Strategy-wise, what ROB would want to do is control the bottom platform for numerous reasons. Staying on the bottom means that opponents won't abuse his blind spot. From the bottom, he has equal access to both sides, and can reach almost any point of the map quite easily, with the use of his Fair, Bair, Nair, Gyro, Laser, etc. all mixed up with his jumps and UpB. He's good at pressuring opponents from the middle, as well as hitting them or catching falling enemies from there. Although there are a lot of ledges that ROB can relax in, the layout changes ROB's ledge game so that the edgeguarder can attack from more angles, meaning that ROB has to be a little more unique on the edge.
Matchup-wise, ROB doesn't get any particular boosts or nerfs, kind of like what I said in the first sentence. His matchups will mostly depend on how good his opponent is on the stage rather than how good ROB is on the stage. For ROB, Norfair is simply "just another stage" to the list.
Samus said:- [DEPENDS] - [CAMPER]
stuff
Sheik said:- [GOOD] - [CENTER STAGE]
Norfair helps out Sheik very much in numerous ways. First off, Sheik's excellent mobility allows her to move into and out of position very quickly, allowing for quick escapes and quick punishes. The layout of the stage actually helps her stay mobile, since Sheik is extremely fast in both vertical and horizontal movement, but not diagonal. the multi platforms of Norfair help to keep emphasis on horizontal movement over diagonal. The hazards don't give her much trouble because of this, and in fact, help her out more than hurt since hazards buff her kill potential. The center platform is where Sheik would want to be because she has attacks that can poke through platforms as she's standing, as well as good aerials that she can attack/pressure with if enemies decide to stand in different platforms. Additionally, Sheik can excel in all the other platforms, just not the gap of air in the very center of the stage.
Matchup-wise, Norfair helps Sheik out in the majority of her matchups, although there are some matchups that she will still lose in (Metaknight).
Snake said:- [DEPENDS] - [CENTER STAGE]
Snake is a hard character to classify. On one hand, the stage does him a LOT of good. Large stage means that he can survive longer, even when getting hit by hazards. He can control entire platforms using well placed mines/projectiles, as well as control platforms with his largely disjointed attacks. The stage has numerous ledges that he can use to his advantage as well. On the flop side, the hazards and the layout on Norfair force him to the air a whole lot more than usual, and although the level is large enough for it to be less of a problem, it is still a problem, and Snake will get abused by it against certain characters.
Matchup-wise, it's not a bad stage for Snake. It's hard to kill him, he can control space like a beast, and his recovery gets a little buffed. However, the stage does require him to be more aerial than normal, and he does suffer more against characters who can either time him out, or juggle him to no end.
Sonic said:- [GOOD] - [CAMPER]
Norfair is one of Sonic's best stages. Although there is no iSDR in Norfair, the lava helps a ton in racking damage and getting kills (one of Sonic's big issues) and spinshot lets you get nearly anywhere on the stage very efficiently. His speed will most certainly be the thing he'll be abusing in this stage the most, since he'll be able to escape any situation that he feels uncomfortable with, as well as quickly punish anything when the opportunity comes. With that being said, he isn't the character that would be controlling a platform, instead, he'll simply keep on moving around the stage and have the opponent chase him until he sees an opening for a punish, then he'll go for it.
Matchup-wise, it's good for him. He does well on the matchups he was already good at, and a lot of other matchups become "safe" for him, such as the MK matchup, which is much more tolerable on this stage than on others.
Toon Link said:- [GOOD] - [CAMPER] - :star:
This is one of Toon Link's better stages. Some of his most glaring character-specific flaws, namely his poor ledge recovery and landing game, and to a lesser extent his options in paths are less of an issue because of the stage's layout. Numerous ledges give him more options in getting back on stage, numerous routes and platforms give TL infinite options to run away and spam more projectiles, and different platforms + give TL additional options that can change how he lands.
The things that Toon Link was good at already (running away and throwing projectiles) can be done on Norfair to a great extent. He can run to more places, and restrict movement for his opponents using his projectiles. Also, the hazards can make it easier for Toon Link to get his kills, which is another plus. Basically, Toon Link would want to do what he has always been doing in every other stage, because it's still effective on Norfair, and it's harder to abuse his character flaws.
In terms of matchups, all of TL's MUs get better on Norfair, by a significant amount. Characters like Metaknight, although fearful for Toon Link, can at least be easier to manage here than in other stages. Same goes for many other characters.
Wario said:- [GOOD] - [CAMPER] - :star:
Wario is a scary character on this stage to numerous characters. Certainly his best strategy on Norfair is to avoid unnecessary using his excellent aerial mobility. The layout gives Wario a lot of space and options to move around in, which means that Wario can be very difficult to catch at times with certain characters. In the mean time, Wario can run away, charge up his fart, selectively bait punishes, or just flat out waste time if he's ever in the lead. When Wario is not in the lead is when things can get tricky.
His aerial mobility allows him to be very difficult to hit, which inflates a lot of his matchups quite a bit in his favor. However, he still has troublesome matchups, such as the MK or GaW matchup, or any matchup with a character that can consistently restrict his options in paths. Norfair is very good for Wario, and comparable to Brinstar, RC, Castle Siege, or any other stage with a lot of space for Wario, but it's debatable how it's ranked amongst those stages.
Wolf said:- [GOOD] - [CAMPER]
Norfair is one of Wolf's best stages. The stage helps Wolf out in numerous ways. For example, numerous ledges buff Wolf's recovery, allowing for more creative approaches. Short sideways blastlines help get Wolf some earlier kills in certain sections of the map. Platform length reduce the effectiveness of other characters' chaingrabs.
Wolf has numerous strategies in Norfair, but his most notable one is jumping around and being annoying. Blastering from a distance to pester opponents without projectiles or using downB for anti-projectile stuff. Once Wolf has the lead just run away with aerials and shine if necessary. Wolf's fair/bair/uair all have great range and come out pretty quickly, plus his great air speed makes it tough to get him. SideB + possible cancels will take Wolf everywhere he needs to go. Platform drop uair is a good defensive retreat, ledges are nice and make it harder for the opponent to gimp us, etc etc. Most importantly, the thing Wolf can do best on Norfair is bair dance, or in less questionable words, retreat bairs all day.
Like I said before, any CG heavy MU gets better here for Wolf, as well as any MUs in which he needs to fight in the air for. Basically, MUs that were once bad become less bad in Norfair, such as the MK, DDD, and Wario MU.
Yoshi said:- [GOOD] - [ALL AROUND]
Straight from the echoes in the Yoshi boards:
Yoshi does extremely well with the stage. The layout provides him with many strong locations to hold, since he can Usmash through the bottom of platforms, and the arc of eggs is extremely well suited to the platform layout. He also has amazing mobility to take use of the stage, and he likes the ledges.
Yoshi would be really good on this stage if pocket MK didn't exist. Yoshi can fight well here, run away well here, camp well here, etc. I would imagine he wouldn't do too well against maybe GnW or Wario here, but for the rest of the cast, I would definitely consider this a good CP.
Since Yoshi's a flexible character, he can do a lot of different things with this stage. Camping the center is very effective, as eggs cover a ridiculous portion of the stage, and combined with Usmash and Pivot Grab, people have trouble getting down to us. We can also run away extremely well with the number 1 air speed in the game. Depending on the stock/percent situation and the MU, a combination of holding the center and running away would be a strong way to play the stage.
This stage is GODLIKE for us and if it were legal and MK didn't exist I'd CP it all the time.
Zelda said:- [BAD] - [CENTER STAGE]
Norfair does very little justice for Zelda. Although numerous ledges can boost her recovery, and give her some cool ledge warp tricks, the stage design and hazards promote camping and aerial fighting, both things Zelda isn't very good at. Zelda is very slow, and has a hard time catching up to other faster characters, which only serves as a hindrance to her. She's kinda like a sitting duck in the air, with her slow fall speed, mediocre airspeed, bad aerials. In other words, no safe way to land on solid ground against some characters. What Zelda excels at here is controlling the bottom platform, and not much else because having enemies above her or next to her is what she'll want.
She does bad against almost everyone here, which makes it a stage that she would definitely want to ban.
[/COLLAPSE]Zero Suit Samus said:- [DEPENDS] - [CENTER STAGE]
no summary
"Should we allow stages with hazards in tournaments?"
My answer is yes. Arguments against this would include the fact that stage hazards are secondary elements coming from the stage and not the player, that attack the player(s), deal damage, give knockback, and interfere with what would have been regular player vs. player combat. When playing a match, both players are pit head-to-head in a game to see who can outplay their opponent by manipulating in-game characters in a fight and emerge victorious from it. People who believe that stages with hazards shouldn't be allowed in tournaments probably think the way they do because they want to preserve the integrity of player vs. player combat by having as little interference to the battle as possible, so that the battle will focus on each individual trying to outsmart each other via manipulating their in-game characters. Although there's nothing wrong with player vs. player combat, it would be naive to imply that there isn't, or that there shouldn't be any interaction with the stage at all, especially in Brawl.
It is impossible to interact with your opponent without first interacting with the stage. The opponent is who you battle with, the stage is the terrain you battle on. Unlike other fighting games such as Street Fighter, in which the stages mechanics are all extremely similar to each other, Brawl's stages are much more diverse, with each stage having numerous variations in characteristics and mechanics that differ from each other. Some stages in Brawl have moving parts, some are static, some have numerous arrangements in platforms, some don't have any, some have distant blast lines, some have close blastlines, some have missing blastlines, some have hazards, and lastly, some don't. A quick look at our stage selection screen shows us that Brawl was not meant to be played the same way across every level. In some levels, you play on a simple arrangement of platforms, and in others, you play in exotic locations such as deep in a forest, on moving vehicles, in the middle of a busy racetrack, or in Norfair's case, inside of an active volcanic cavern. Trying to shift our focus in stages to favor a more player vs. player dynamic by reducing the amount of influence a stage can have over a battle so that we can preserve the integrity of PvP combat goes against the design of the game, and can be interpreted as anti-competitive. Other games may demand that players only have to learn how to battle each other within the same box of invisible walls over and over, but in Brawl, the game demands that not only should we learn how to fight our opponents in a simple arrangement of platforms, but it also demands that we know how to battle our opponent inside of a jungle, atop moving vehicles, in the middle of a busy racetrack, and most importantly, inside of a volcanic cavern.
So how does this apply to hazards? Well we know that Brawl has a large selection of levels to choose from that differ almost completely from each other. The fact that they're so different from each other suggests that the game has a large focus on player vs. player vs. stage combat. Since the game has a large focus on stage interaction, it is implied that we should embrace all the different types of stage mechanics as one of the many unique features that are in our game that we should work with, and play it as is. One of the unique feature that certain stages have are hazards, which means that we should accept them into our tournament games with the same respect as we accept stages with different platform layouts or differently sized blast lines.
Re-iterating my point, yes, I believe stages with hazards in them should be tournament legal.
"Are Norfair's hazards too intrusive?"
Although hazards should normally always be legal, there are certain cases where hazards are just "too much" to handle, and in which case, it's stance in legality becomes questioned. I'll stand firmly when I say this: Norfair's hazards aren't intrusive enough to warrant a ban. Of course, when dealing with this subject, one must ask: How much is too much?
It's important to understand the difference between a hazard being "intrusive" and a hazard being "too intrusive". All hazards are intrusive. It is within their nature to intrude on your match as an added obstacle to work around, or an added obstacle to use to your advantage. They are secondary, and they interfere with the regular flow of the match. That is the way hazards were designed, and that's what we've come to accept. Following this logic, all hazards can be considered as intrusive. Norfair's lava is intrusive, Halberd's claws are intrusive, even YI:B's Shy Guys are intrusive.
This means that arguments like...
"The hazards can hit you and can deal damage, or sometimes make you lose an easy stock for no reason. Had it not been there I wouldn't have lost."
....should be tied to a rocket and shot to the surface of the sun. We already established that hazards have a place in Brawl in the last section, and just because a hazard can intrude on your match doesn't mean it's bannable. The question isn't whether it intrudes or not, it's how intrusive is it.
So how intrusive are Norfair's hazards? This is something that's best defined by how difficult it is to avoid. If a hazard is so difficult to avoid that it's unreasonable to expect that a player should avoid it on his own the majority of the time, then it's too intrusive. The strength of a hazard is irrelevant to how intrusive it is, but I'll add strength as a factor just because.
Rising Lava:
The lava covers a large fraction of the stage, but it will never cover the entire stage. Top platforms will never be consumed in lava, so the top platforms (and anything above it) is a safe zone. The rising lava also has a semi-predictable pattern, and gives warnings well before it's arrival on-stage, making it easy to prepare a plan to work around the lava.
The lava does 14% damage, and will only kill at killing percents, which means that it won't cause early deaths (in fact, it'll actually prevent them).
My vote: Not intrusive enough.
Lava Wall:
The lava wall covers more than half of the stage, but there are still 3 platforms, 3 edges, and a lot of aerial space on the remaining side. The entire sequence lasts about 15 seconds, but the lava only peaks in distance for 4 of those seconds. The lava is very easy to react to, since the camera always pans 5-9 seconds before the lava appears, and the lava moves very slowly. It can kill people somewhat early if their DI is bad, but there are numerous things a player can do to minimize those risks (air dodge inside it, DI correctly, DI downward onto platforms, etc.).
My vote: Not intrusive enough
Lava Wave:
Covers the entire screen with lava for a split second. Players get a large warning as well as plenty of time before the hitbox actually arrives. Although it has the most killing potential of all the hazards, it's still very easy to avoid.
My vote: Not intrusive enough
Lava Flares:
A number of narrow squirts of lava come from the background. Number of flares, as well as their location are both random, but their location doesn't exceed a certain range, and the amount of flares can range from numerous to just one. They are the least common of the 3 secondary hazards. Flares can be preceded by a violent rumbling of the screen, but that's not always the case. Hitboxes are very thin, but can be dangerous in certain areas and/or percents. They can cause early deaths depending on the location of the player, as well as the percent. Players have about 1.5 - 2 seconds to react to them from when they first appear on screen, and they last for 2-3 seconds. Each character has numerous viable options for avoiding them, although in some situations, avoiding the flares can be tricky. It's expected that players who know what they're doing should be able to avoid the flares the majority of the times they hit.
My vote: Not intrusive enough
It's reasonable enough to expect players to avoid the hazards on their own, but what would be a trickier subject would be how easy it is to get hit into it. The most intrusive hazards in that sense would be the lava walls, since they cover a large portion of the screen, have the longest duration of all the secondary hazards, and because they are the most common secondary hazard. In that sense, it's the hardest hazard to avoid getting hit by.
However, the left-over space given by the hazard is more than enough space for the hazard to be overly-intrusive. Three levels of platforms, three levels of ledges, and a lot of space on the outside, all sufficient for avoiding your enemy for a measly couple of seconds. It's not to say that one should never get hit by the lava, or be thrown into it, I'm just saying that it's reasonable to expect players to be able to avoid it frequently. This claim holds well judging from the plethora of Norfair videos available, as well as personal experience.
"Are the hazards a detriment to Norfair?"
I think that the hazards are more of a blessing for Norfair than they are a curse. The best way to explain this would be to write out the pros and cons for the hazards, so I'll go ahead and do so.
- Pros
- Can close off or restrict portions of the map for short periods of time, which can separate or constrict conflict.
- It gives campers less space to run away from you, and can interrupt their camping routes suddenly, putting them in difficult situations.
- Hazards can divide combat which can come in handy when you're in a really tight spot and need some space.
- All the hazards can assist with recovering.
- Hazards can make the match go by quicker.
- All hazards follow a certain rough pattern, but are still unpredictable in ways, strengthening the "Stay Grounded!" argument.
- Cons
- Can close off or restrict portions of the map for short periods of time, which can separate or constrict conflict.
- Hazards like the Rising Lava or the Lava Flares can divide players for a couple of seconds, stalling conflict.
- Hazards interfere with the regular flow of the match.
- Secondary hazard choices are unpredictable, which might give the impression that some hits are unfair.
So above this text, we have a list of reasons as to why the hazards can be good or bad for Norfair. So lets get started.
Imagine two stages, one is regular Norfair, and one is Norfair with all hazards turned off. Some of the complaints that Norfair gets related to the hazards is that
ipod and headphones.Newest mindgame on the block:
Arrive to the TV station first and turn off the music in the Wii that you're playing in. Only SFX.
The lack of music will excite the opponent less, thus, making them bored faster.
If they get bored, they'll get more anxious with your camping, and when they get anxious, they mess up more.
THIS TOTALLY WORKS I SWEAR IT I'VE BEATEN GOOD PLAYERS WITH THIS TRICK!
gaiz teech me 2 play toon leink
llllllllllllllllllllllllllllllnot teech meh tuun leink y?
lol i was lyin. jus tryna strt conversation in here.Tell them about my sexy bcats mr pj. Also, sir king toon. What is this grab with bomb you speak of?