calprinicus
Smash Cadet
which stages are your best bets for victory and which will you dread. Please back your answers up so I can record on the thread post. This can be any tid-bit that you helps the ICs out or hurts, but please no character specifics for counter-picking (ex: like pick here because fox sucks here and my bro mains fox). Thanks.
key:
green = good stage
yellow = ok stage
red = bad stage
orange = undetermined
+ = pro
- = con
SSBB STAGES:
Battlefield:
Delfino Plaza:
Yoshi's Island:
Lylat Cruise:
+
-
tilting of the level effects ice blocks.
Bridge of Eldin:
+
able to block-lock k.o.
-
not always an edge for spikes
Smashville:
Rumble Falls:
+
. . well you have a nice vertical jump . . .
-
very annoying! hard to chain when stage moves. Ice-blocks are **** near pointless in a constantly moving stage. no place to really spike.
Skyworld:
Castle Seige:
WarioWare Inc.:
+
-
when you complete a mini-game only nana or Popo will get a star effect(the one who completes the task), leaving one of them vulnerable. other effects like the mushroom will effect both.
Pokemon Stadium 2:
Halberd:
Shadow Moses Island:
+
none broken walls help nana stay alive. walls reflect iceshots to feel free to use them constantly if need be.
-
New Pork City:
+
if you stay on the lower area you can still spike and have an ok game.
-
too huge to be effective. random monster appears thats a 1 hit k.o.
Pictochat:
Summit:
Norfair:
Mario Circuit:
Frigate Orpheon:
Distant Planet:
Mushroomy Kingdom:
Port Town Aero Drive:
Final Destination:
+
short and sweet perfect to chain grabbing to spikes. just enough room to move around and use squall hammers effectively.
-
Mario Bros:
Green Hill Zone:
Luigi's Mansion:
Spear Pillar:
+
if you play on the top level after nana died it's easier to recover to the lower level.
-
75m:
Flat Zone 2:
Pirate Ship:
+
-
the catapault likes to kill recovering nanas.
Electroplanton:
MELEE STAGES:
The Temple:
Yoshi's Stroy:
Big Blue:
Pokemon Stadium:
Corneria:
+
Nothing is more satisfying than chaining to a spike into a huge freak'n laser!
-
Onett:
Brinstar:
Rainbow Cruise:
Jungle Japes:
+
hard for opponent to spike-counter since water kills all.
-
Green Greens:
key:
green = good stage
yellow = ok stage
red = bad stage
orange = undetermined
+ = pro
- = con
SSBB STAGES:
Battlefield:
Delfino Plaza:
Yoshi's Island:
Lylat Cruise:
+
-
tilting of the level effects ice blocks.
Bridge of Eldin:
+
able to block-lock k.o.
-
not always an edge for spikes
Smashville:
Rumble Falls:
+
. . well you have a nice vertical jump . . .
-
very annoying! hard to chain when stage moves. Ice-blocks are **** near pointless in a constantly moving stage. no place to really spike.
Skyworld:
Castle Seige:
WarioWare Inc.:
+
-
when you complete a mini-game only nana or Popo will get a star effect(the one who completes the task), leaving one of them vulnerable. other effects like the mushroom will effect both.
Pokemon Stadium 2:
Halberd:
Shadow Moses Island:
+
none broken walls help nana stay alive. walls reflect iceshots to feel free to use them constantly if need be.
-
New Pork City:
+
if you stay on the lower area you can still spike and have an ok game.
-
too huge to be effective. random monster appears thats a 1 hit k.o.
Pictochat:
Summit:
Norfair:
Mario Circuit:
Frigate Orpheon:
Distant Planet:
Mushroomy Kingdom:
Port Town Aero Drive:
Final Destination:
+
short and sweet perfect to chain grabbing to spikes. just enough room to move around and use squall hammers effectively.
-
Mario Bros:
Green Hill Zone:
Luigi's Mansion:
Spear Pillar:
+
if you play on the top level after nana died it's easier to recover to the lower level.
-
75m:
Flat Zone 2:
Pirate Ship:
+
-
the catapault likes to kill recovering nanas.
Electroplanton:
MELEE STAGES:
The Temple:
Yoshi's Stroy:
Big Blue:
Pokemon Stadium:
Corneria:
+
Nothing is more satisfying than chaining to a spike into a huge freak'n laser!
-
Onett:
Brinstar:
Rainbow Cruise:
Jungle Japes:
+
hard for opponent to spike-counter since water kills all.
-
Green Greens: