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What is it with Castle Siege?

DRaGZ

Smash Champion
Joined
Jan 5, 2008
Messages
2,049
Location
San Diego, CA
Why does R.O.B. do well on Castle Siege?

I've CPed it a few times in tournies now, and for some reason it works remarkably well. The only two reasons I can think of only occur in the second transformation, where the statues let me laser in peace and extends the length of my d-smashes while those flag platforms on either side near the top makes for easy n-air ceiling kills.

So, like, what is it about this level?! I wanna knooooow.
 

Lv.99

Smash Journeyman
Joined
Aug 7, 2008
Messages
227
Location
Pondering questions
Well, I do like the first stage. Both platforms make for easy u-tilts/smashes. You're right about the second stage and the lasers, but I am not a fan of how the gyro can't pass thrugh them. And of course, the third stage is R.O.B. heaven. The teetering rock can trap a few bad placed u-b's but only the worst R.O.B. will fall to their doom there.
And, of course my friend had to point this out, Castle Siege has some of the best music of the legal stages. Who doesn't like to Brawl to "Power-Hungery Fool" or "Preparing to Advance" while brawling?
 

The Unlawful Salmon

Smash Cadet
Joined
Apr 22, 2008
Messages
32
I've been doing really well on this stage too. I don't even hate the pillar's since you can chuck a fully charged gyro in between two of them, and have it bounce around scoring multiple hits. It sets them up for getting comboed too.
 

DRaGZ

Smash Champion
Joined
Jan 5, 2008
Messages
2,049
Location
San Diego, CA
I guess since R.O.B. doesn't necessarily do poorly on any level, it may be a good idea to present who we were playing on said level (of the ones I can remember).

The first time it CPed well was when I was on a tag team with seige's Jigglypuff vs. Futile's Wario and R.O.B. (I'm sorry I don't remember his partner's name...Aero? I'm really not sure). I was left alone with one life and no damage and Futile had two lives with a lot of damage and the R.O.B. had one life with a lot of damage. In the second stage transformation, I held them both off and managed to win the game (we still got ***** in the other two matches though).

The second time I CPed it was another tag team when I teamed up with selendrile's Metaknight vs. a Snake and a DeDeDe. We soundly won that one with two lives left a piece and very little damage.

I've CPed it outside of tags, but these are the only two specific ones I remember.
 

JCaesar

Smash Hero
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May 28, 2004
Messages
9,657
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Project MD
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JCaesar
Good **** Dragz. Is tag teams different from 2v2, or is that just what you call it out there on the WC?
 

DRaGZ

Smash Champion
Joined
Jan 5, 2008
Messages
2,049
Location
San Diego, CA
Oh lol, it's just my fancy way of saying 2 vs. 2.

I watched a lot of wrestling in middle school and it hasn't rubbed off on me it seems. Hehehe...
 

Sudai

Stuff here
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Feb 14, 2006
Messages
7,026
Location
Baton Rouge, Louisiana
No. Only things that mess with the CG are uneven land (tilted lylat or stage 3 CS count), a trip, and anything that stuns D3 for any amount of time (Or you if the stun is less than that of the DThrow's normal stun).
 

Sudai

Stuff here
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Feb 14, 2006
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I always CP D3 to Lylat if I know there's no chance of them going Snake. If there's a chance they're gonna go Snake, I'll CP to Orpheon or Yoshi's Island(Brawl). The slants in Yoshi's makes it weird for D3 to CG. I'll only pick Orpheon if it's more than a 60% chance of them picking Snake though. Don't really want that small of a stage against a D3.

As for ICs, I like to CP to Rainbow Cruise. No infinite and it's too easy to gimp Nana. Once she's dead, Popo dies at the left vertical part like..90% of the time no matter percent.
 

JCaesar

Smash Hero
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May 28, 2004
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Project MD
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JCaesar
Eff that, CP Japes against DDD, especially if they might go Snake (and I've noticed that DDD's always have a strong secondary, no one ever goes DDD for an entire tourney for some reason). Anyway, yeah, DDD blows on Japes, can't CG, can't camp, can't kill (just watch out for water suicides).
 

Mr.E

Smash Lord
Joined
Feb 14, 2003
Messages
1,520
Location
Lima, Ohio
CP Japes and you get MK or G&W shoved down your throat to take advantage of the high ceiling. ;(
 

Sudai

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7,026
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Baton Rouge, Louisiana
Eff that, CP Japes against DDD, especially if they might go Snake (and I've noticed that DDD's always have a strong secondary, no one ever goes DDD for an entire tourney for some reason). Anyway, yeah, DDD blows on Japes, can't CG, can't camp, can't kill (just watch out for water suicides).
I have a ******** TO that recently decided to ban Japes because a few people complained about a falco CPing there and doing CG > DAir to kill them. I showed him it's a non issue really and proved how easy it was to get out of with at least 7 characters and he said he'd think about unbanning it, but never did..sigh. It's ******** to ban a stage for something like that anyway, especially when it's not effective against smart people.
 

frdagaa

Smash Journeyman
Joined
Mar 5, 2008
Messages
244
Location
Atlanta, GA
I hated Japes throughout melee. After I watched OS's little demo video on cooking s'mores and pitchin tents there against that Snake, though, I've loved it. Do you still go to his tournaments?
 

Mr.E

Smash Lord
Joined
Feb 14, 2003
Messages
1,520
Location
Lima, Ohio
I CPed Japes against Dedede twice in brackets Saturday night and I was not impressed with the results at all. You can be CGed on the central platform and camping the side platforms is just an invitation to get Dee spammed faster than they can be lasered through. The high ceiling does as much for Dedede as it does for ROB and it's still an invitation to having ROB's two worst character matchups CPed against him. Is there something I'm not getting here?
 
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