Inferno3044
Smash Master
Can we talk about what's really good on the stage besides debating whether we personally like it?
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My points about stages are always the same. Multiple spaced platforms can be used for maneuverability and platform camping the ICs/DDD, but they also usually make KOs harder unless the stage is Brinstar since Brinstar *****. Low ceilings are almost always superior to high ceilings for Mario (and other characters with KO moves that are easy to set up reliably or characters who just need extra help scoring KOs in general). And Metaknight is dumb as hell.A2, you contradict yourself...
It's really good for Mario because it's like BF but it's really bad for a lot of characters.I missed the memo on Brinstar being Mario's best stage. Why exactly is that?
Low ceiling which means SUPER easy KOs with either U-smash, D-smash, B-throw, and even aerials if you're patient which Mario users by default have to be. Smashville spaced platforms except they're ALWAYS on the far sides meaning amazing fireball camping. Mario controls ALL the platforms amazingly well with D-air (SH D-air low platforms, fullhop D-air top platform). Plus Mario particularly benefits a TON from controlling the top platform while the lava rises, given that U-smash covers like the entire thing. He isn't really ***** by the lava either given he can Cape Stall to avoid the lava sometimes.I missed the memo on Brinstar being Mario's best stage. Why exactly is that?
Mario in general has a hassle with getting up on the ledge, and the ledge tilting can cause problems. Cape stalling and Ledge-camping with Up-B is not as safe and leaves you more vulnerable. I've had problems with this before.I don't see why Ike or anyone else gets more out of edgetrapping Mario on Lylat.
No, he absolutely does not. He gets more purples and yellows on this stage, which actually makes this a good Oli stage. I believe it was Logic who told me taking him here was like giving him a free CP.Olimar gets owned on this stage...stage flip scatters his Pikmin, and the right side on first transformation is really easy to gimp him on.
Taking characters like Olimar Kirby, Ike, Link, Bowser, Ganon, and anyone else who is easy to edgeguard can be profitable on the first transformation's right side.
Taking characters like Olimar Kirby, Ike, Link, Bowser, Ganon, and anyone else who is easy to edgeguard
Olimar Kirby, Ike, Link, Bowser, Ganon,
O.oKirby
Having more jumps really doesn't do much to improve recovery. On the one hand he can stall a bit longer, which matters to a small extent, but his jumps are complete GARBAGE for actually avoiding offstage rushdown. On top of the fact that his aerials are bad at stopping people from edgeguarding him as well. Even if it's true that gimping Kirby can be a bit tricky, edgeguarding him in the strict definition of the term is actually easy, even more so given his susceptibility to juggles which makes recovering high for him a much weaker option.Kirby really isn't easy to edgeguard because he has 5 jumps. Lucario is also really good here from what I've heard.
It's not something he can count on if you edgeguard him well.Lucario doesn't need that edge because of walljump on that same side.
Not if you're platform camping. His answers to jump out of shield really aren't a threat.Oli getting purples is ALWAYS a big deal. That stock lead is great, but you're giving him the tools to take that lead instead.
Gimping isn't always the goal, but capitalizing on a bad position can be just as good. Given that Kirby is light and leaves himself EXTREMELY open when recovering, I'd say that taking him to Frigate does have its pluses on the first transformation. Not saying he doesn't have silly stuff on Mario as well, but I think when HeroMystic said Frigate is hit and miss, he summed it up best.Kirby... lol. How exactly is he going to be in a position to gimp him on this stage? Kirby gimps Mario WAY harder than vice versa on frigate.
It gives the option of recovering high. Yes, that does allow for a Usmash setup, but you know how cape stalling works. Well, Kirby can simply do that with his hammer (lesser extent) and/or jumps (much greater extent). My point is the only thing that *might* do is allow you to punish more landings. In exchange, you're bringing him to a stage where a single offstage Bair is a gimp.Having more jumps really doesn't do much to improve recovery. On the one hand he can stall a bit longer, which matters to a small extent, but his jumps are complete GARBAGE for actually avoiding offstage rushdown. On top of the fact that his aerials are bad at stopping people from edgeguarding him as well. Even if it's true that gimping Kirby can be a bit tricky, edgeguarding him in the strict definition of the term is actually easy, even more so given his susceptibility to juggles which makes recovering high for him a much weaker option.
Please elaborate. Unless the platform is all the way down, Lucario is completely safe wallclinging, since Mario has nothing to hit him unless he misaims and his head is sticking up. From a walljump, a Fair, Nair, Bair or Uair will beat us out.It's not something he can count on if you edgeguard him well.
There's only one platform, and it's not convenient for camping him due to where you have to position yourself to hit with projectiles + how well he can hit you with pikmin or UpB. BTW, it doesn't help when you give him a bunch of purples which go right through fireballs.Not if you're platform camping. His answers to jump out of shield really aren't a threat.
My point is Mario is put in a WORSE situation than his opponents when you bring those characters to this stage. His main buff on this stage is an enhanced ability to gimp, but he is just as liable to suffer it. To a lesser extent, he can take advantage of landing lag slightly easier here, but again, that's everyone, not just him.Gimping isn't always the goal, but capitalizing on a bad position can be just as good. Given that Kirby is light and leaves himself EXTREMELY open when recovering, I'd say that taking him to Frigate does have its pluses on the first transformation. Not saying he doesn't have silly stuff on Mario as well, but I think when HeroMystic said Frigate is hit and miss, he summed it up best.
It depends. Yeah if he manages to be far above Mario in the first place, then he can use midair jumps to stay out of juggle zones. If he's in range to be rushed down offstage, his jumps are not going to get him high in the first place, and his best option to avoid rushdown offstage likely requires him to retreat and stall, which alone doesn't exactly get him out of trouble.It gives the option of recovering high. Yes, that does allow for a Usmash setup, but you know how cape stalling works. Well, Kirby can simply do that with his hammer (lesser extent) and/or jumps (much greater extent). My point is the only thing that *might* do is allow you to punish more landings. In exchange, you're bringing him to a stage where a single offstage Bair is a gimp.
Part of the assumption with edgeguarding is that you will seize the opportunity when you see it. If you don't let Lucario get in the position where he can recover that way, then it's fine. Edgeguarding him like normal will probably gimp him just fine and leave him without the option of wall-clinging (if you think he's going to get cheeky with recovering extra low, harassing him with fireballs is an option). Him being able to wall-cling is only extra reward for you not successfully edgeguarding him, although it should go without saying that his walljump is in fact a punishable commitment. Angled F-smash for instance, a properly spaced OOS option or B-air are options you have there.Please elaborate. Unless the platform is all the way down, Lucario is completely safe wallclinging, since Mario has nothing to hit him unless he misaims and his head is sticking up. From a walljump, a Fair, Nair, Bair or Uair will beat us out.
True, you can't exactly camp Olimar back on Frigate that well on the platforms. It's mostly obvious when Olimar wants to Up-B you given the spacing required for it. All Pikmin colors can be reflected by Cape, which can put a break in Olimar's Pikmin tosses.There's only one platform, and it's not convenient for camping him due to where you have to position yourself to hit with projectiles + how well he can hit you with pikmin or UpB. BTW, it doesn't help when you give him a bunch of purples which go right through fireballs.
I dunno, when it comes to Frigate, aside from the fact characters like G&W, Jigglypuff, Metaknight, and Pikachu don't care a whole lot about which stage you take them to, Frigate for other characters, including Mario, really more depends on which player gets the upper hand in the first place.My point is Mario is put in a WORSE situation than his opponents when you bring those characters to this stage. His main buff on this stage is an enhanced ability to gimp, but he is just as liable to suffer it. To a lesser extent, he can take advantage of landing lag slightly easier here, but again, that's everyone, not just him.
It's not a bad stage, but you can't bring just anyone there.
I would replace Samus with Kirby, Sonic and Pit, but yeah, he has a point. It can happen, but it really shouldn't unless you have bad DI or get hit with a move that has a lot of horizontal KB (Kirby has a decent number of those, whereas Mario really only has a couple, and they're not particularly good/effective for putting someone in a gimping position, which is part of why I say not to bring him to Frigate vs Kirby. Kirby also has stage jankiness here (Although, this stage has insta-killed me for using air hammer one time. It was weird.).).You do realize gimping practically EVERYONE not named Metaknight, Jiggs, G&W, Pikachu, or Samus is easy when you clip their jump? It's not unique to Mario at all. Forcing someone to get their jump clipped however is more about reading them extremely well. At any rate most times I get gimped as Mario require me to DI unusually poorly and get read for trying to Cape Stall edgehog attempts.