Brawl Stages - Page 2
Norfair
Stage Layout: There is a small platform in the middle of stage. There are then two similar platforms on each side. They go up and out from the middle. You can go through these but you can't go up through the very middle of the central platform. Norfair is covered in lava. Occasionally a safety chamber pops up to protect you from a giant stream of lava
Where is it from?: Metroid - Metroid
Stage Hazards: Lots and lots of them in this place. There is the lava at the bottom of the stage which will rise up every so often and burn you and knock you upwards. Walls of lava sometimes appear from the left or right of the stage. Lava waterfalls shoot up from the background now and then which will also hurt you. To top it all off, there's a giant wave of lava that comes now and then. A safety chamber will appear with it. If you enter the safety chamber, the doors will close just before the wave of lava hits the stage
How to avoid them/use them to your advantage: Jump to the higher platforms when the lava rises because getting hit by it will put you in a bad position. When the Walls of lava appear from the side of the stage, your main priority is to get out the way. If you can however, you should grab your opponent and throw/knock them into the wall of lava for extra damage
When the lava waterfalls start spewing out from the background, avoid them. Just go to the other side of the stage and your opponent will do the same as they won't want to get hit by it either. When you see the giant wave of lava coming, get into the safety chamber as fast as possible. Push your opponents out. If there's only one other person, grab them and stall for time. When the safety chamber is about to close, chuck them out to get fried. If you get knocked out and there isn't enough time to get to the safety chamber (or someone is spammign preventing you from getting to the chamber) then start spamming Toad. With any luck, the wave will set off the counter and you'll be completly unharmed.
Update:
-Norfair-
A good way to use the safe zone to your advantage. Instead of keeping your opponent out, bring him in WITH you and once the door close, let out the Peach dominix inside you. XD Tilt city, smash city, do anything to rack up damage.Even if the opponent techs, he's still trapped inside if he can't take ahold of the situation. Once the door begins to open up (which at the time the opponent should be in Kill damage), position yourself as best you can and let off a killing move to him. Whether it'll kill him or not, it'll send him off far.
An excellent idea. You're going to have play smart (or pretend to be dumb) in order to get your opponent in there and in a position where you can beat the **** out of them. Whether you wish to use mine or Rockin's tactic is completly up to you. Personally, I prefer Rockin's tactic but I wouldn't recommend it against characters with good multi hit moves, such as R.O.B's Down Smash
Recovering back onto the stage: *Yawn* Float back.
If you get knocked down below and the lava isn't rising then you will fall to your death. Stall your fall like you would do for a stage such as Delfino Plaza and with any luck, the lava will rise up and knock you upwards, saving you
General Advice: Avoid the hazards. Float below the platforms and U air them to rack up damage but watch out for them falling through and countering you with something. Turnip use isn't very effective here because the platforms are small so Glide Tossing them is pretty much ineffective. Sorry Turnip fans
Getting KO's: Be fierce with your edgeguarding. The stage is small but that also means small stage boundries so keep beating them away from the stage. If you're near the top, bring out the Up Smash. You can also hope that lava hazards will kill your opponent but it may need your input to work
Verdict: Falling to your doom only to be brought back up by the rising lava is nice but that's the only real plus on this stage. There are a lot of hazards that can damage/kill you. On the other hand, your opponent has to deal with them as well
Score: 5/10
Frigate Orpheon
Stage Layout: The 1st section is small center platform with a platform on the left hand side. There is also a platform on the right hand side that comes up to the center platform and moves up and down. When a siren sounds and the camera zooms out from the stage, the stage rotates itself around and brings on a different stage (This will happen in the 2nd section and you'll be brought back to the 1st section btw). The 2nd section is another central platform that dips in the middle. This has a platform above it that is a shorter, straight version of the central platform. There are also moving platforms at the sides
Where is it from?: Metroid - Metroid Prime
Stage Hazards: None as such apart from the stage flipping itself round
How to avoid them/use them to your advantage: Try and get a free hit when the stage rotates? That's all I can think of because after trying it out, it doesn't work very well
Recovering back onto the stage: In the first section, you CANNOT ledge grab the right hand side of the central platform!!! Just to let you know. The usual Float Parasol recovery
General Advice: Make use of your F Tilt and U Tilt when your opponent is on a platform above you (U Tilit only in the 1st section though). Gimp people with Turnips and pressure them off the stage boundries. Don't panic when the stage is about to rotate itself. Simply float away, let it rotate and get back to fighting. Your opponents who can't float will have a bigger problem with it flipping so use that to your advantage when it has finished rotating
Getting KO's: Horiztonal kills are probably your best option as the vertical stage boundry is fairly high and this stage is fairly wide with a small stage so character's with vertical/crappy recoveries will suffer here if pushed too far out. Vertical kills are very situational but the platforms do allow you to get U Tilts and the odd Up Smash in
Verdict: Urgh, I hate analysing stages that keep changing/have different sections. They take so long...Anyways, this isn't a bad stage and it doesn't have any hazards apart from the rotation. The ledge less right hand side of the 1st section can get you killed very easily if you aren't careful
Update:
I believe it deservesa 4. While Peach's recovery is of little concern, this could be the same to others who lack recovery. A small thing to remember. The first flip to where there's no edge to grab it on...you can use that to your advantage. Characters like Olimar, Ike, and Ivy need ledges to grab on in order to recovery properly. So if you send them off to the right, they have less of a chance to make it back to the stage.
Score: 4/10
Yoshi's Island
Stage Layout: It's a very simple stage. In the middle is a central platform that is in the middle and covers about 1/3 of the stage. The stage is completly solid though so you can't, for example, go underneath it and float all the way over to the other side. There is a floating platform above the central platform in the middle. It rotates itself left and right every now and then. What makes this stage interesting is that the Season changes during the fight. This won't have any affect on the terrain though. On each side of the stage are Ghost Supports that are small platforms that pop up randomly. They pop up very fast but when they retreat back down they go much slower
Where is it from?: I'm going to assume Yoshi is his own character now and say Yoshi - Yoshi's Island
Stage Hazards: None. There's the Ghost Supports but they aren't really hazards
How to avoid them/use them to your advantage: N/A
Recovering back onto the stage: Float...Parasol...ooo deja vu.
If you find that you can't get back onto the stage or grab the ledge, then position yourself so you're where the Ghost platforms rise up. With any luck, they'll rise up and save you from falling to your doom.
General Advice: It's all about the Tilting. Up Tilt and F Tilt work wonders here if you get your opponent on the platform above the stage. The stage is fairly small so Peach Bomber is good as well. However, the stage is big enough for you to Glide Toss Turnip approach. Gimping recoveries is good here. Floating, Turnips, even Footstooling works well.
Getting KO's: Mix up horiztonal and vertical KO's. Most of your KO's will be edgeguarding related. If your opponent has high damage, Up Tilt them or Up Smash them when they're on the platform
Verdict:
Don't you guys love when the Ghost saves your a$s in Yoshi's Island?
Whenever you mess up your UpB or someone edgeguards you ALWAYS keep falling with the umbrella open where the Ghost would appear, it may sometimes surprise you.
Edit: After playing on this stage a lot more recently...I'm actually not to keen on it. A lot of chracters can use the stage better than Peach can. The uneven, slanted terrain, whilst you may think this is good, can severly hinder your ground float as you can often accidently land without realising (or end up pulling off a very laggy Fair. The tilting platform is too close to the ground and can end up making you land on it or mess up your aerials. If someone can give me a viable arguement (if you're reading this after so long from the last post you deserve a medal) as to why this is good I'll alter the score. But right now, this stage isn't all that it's cracked up to be
Score: 5/10
Halberd
Stage Layout: To begin with, it's a completly flat area. A platform with edges that slant upwards on each side and a smaller, higher platform in middle will rise up out the ground. After a while, it will then take. It flies around with the Halberd in the background. It will then land on the Halberd. The higher central platform will remain but the ground will now become completly straight, like Final Destination. After remaining on the Halberd for some time, the platform will rise up from the floor and take off. It then repeats its course
Where is it from?: Kirby - Kirby: Super Stars (Thanks for the info Rockin)
Stage Hazards: When you land on the Halberd itself, there are a few. There's a cannon that will shoot out a blue looking orb that will land on the platform and explode. There's a claw in the back ground that will begin to move around at some point and then strike at the fighters. There is also a giant laser beam that fires out of a cannon
How to avoid them/use them to your advantage: If you want to avoid them, simply run away. The bomb is very easy to avoid. You can tell if the claw/laser is targeting you because the claw will follow you around and a target circle will chase you before firing the laser (it is very slow). If you're feeling paticularly evil however, you should try and throw your opponent into whatever hazard there is so they soak up the pain. And if you're feeling suicidal...you can grab and hold onto your opponents so that the bomb/claw/laser beam hits you both
Recovering back onto the stage: Float and Parasol. Again. Be very wary of edgeguarders as the flying platform is flimsy and irritating to get back on without grabbing the ledge. When you're on the Halberd, if you're recovering up to the ledge, your Up + B should slide along the side as long as you aren't too far below (if you are, you'll gimp yourself but your Parasol probably wouldn't reach anyway)
General Advice: When you are on the flying platform remeber that you
CAN go up through the central platform but you can't drop down it. Many people don't realise this. You can use this to your advantage by Floating below it and Uairing your opponents then Up + B to get back on the ground (it is a bit laggy so watch it. Go to the ledge if things aren't going to well). Be very wary of characters with good vertical recovery who may drop down and try to do the same. Sonic and anyone with multiple jumps like Meta-Knight are good examples
Getting KO's: Edgeguarding is essential here as there is very little platform to land back on. Make use of your Tilts if your opponent is on the higher floating platform. Pressure opponents off the edge, especially when you're on the Halberd as the horizontal stage boundries are close to the stage itself
Verdict: I'd like to rate this stage higher but I've found that the slants on the flying platform can mess up your ground float. Both terrains aren't fantastic for Peach as the flying platform is too small and the Halberd is too large for spammers to take advantage. The floating platform is good for Tilts but it's perhaps a bit too low to be of excellent use. Still, you've always got the advantage of Floating beneath the flying platform to rack up some damage
Score: 5/10
Lylat Cruise
Stage Layout: It's like a stretched out version of Battlefield. Central solid platform with downward slants nearing the edges. 3 platforms above the central platform that can be jumped/dropped through, one on the left, one in the middle and one on the right. The cruiser travels through space. In the background are various space ships and also a battle between Team Star Fox and Team Star Wolf in their Arwings and Wolfens
Where is it from?: StarFox - StarFox(?)
Stage Hazards: None to speak of. The stage does tilt itself left and right during your fight though. It's noticable but the tilt isn't huge
How to avoid them/use them to your advantage: N/A
Recovering back onto the stage: This is where you have to be really careful not to gimp yourself with the Parasol because it is very easy to do so, especially if the stage is tilting in your direction. Float back as usual but the stage and it's surroundings are very empty so watch out for fierce edgeguarders
General Advice: This deserves a
TILTALICIOUS! Stay off the floating platforms and get your opponents on them. Then Tilt the **** out of them. The platforms are low enough for your F Tilit to work as well. The slants at the sides of the stage help prevent projectile spam. However, you can Glide Toss with your Turnips which makes the slants not a problem for you
Getting KO's: Horizontal KO's are a good option but so are vertical KO's. Edgeguarding here is a must because the tilting stage messes up everyones recovery. Turnip Gimp them, Foot Stool them, just keep pressuring them off the egde because the stage boundries aren't huge. The vertical stage boundry can't be that big because I've killed people at around 70-90% with an Up Smash. Oh and speaking of Up Smashes, use them. Up Tilts are a safe option but
if your opponent is on either the left or right floating platform, run below them and Up Smash them. It won't work on the middle floating platform but on the left/right ones, your Up Smash will reach them. It won't be a sweet spot hit but it's most definatly not a sour spot hit because it sends them flying
Verdict:
Lylat Cruise. The tilting messes everybody up. You can hide under playforms and up tilt. The tilting won't bother you because you still float horizontally. The ceiling is NOT any smaller than smashville or final D despite what it seems like.
This is a good Peach stage. You have to play on it a bit to get used to it but never the less, it is a good stage. The only downside is accidently gimping yourself with the Parasol. There is also the matter of Floating just above the ground. It doesn't work as well here because the stage tilts itself and forces you to land. Just Float slightly above the ground if you want to keep Floating. Oh yea and *TILT*
Score: 7/10
Pokémon Stadium 2
Stage Layout: It's another Battlefield style stage, central solid stage and platforms on either side you can jump/drop through (there isn't one in the middle though). Every now and then, the stage undergoes a transformation. It changes into 'types' of stages (Types are Pokémon's...well, type. They all have different strengths and weaknesses). The 4 types are Ground, Flying, Ice and Electric. You'll know when it's about to change and what it's about to change into because everything will rumble and the screen in the background will have a symbol on it. After a while of being in that stage type, it will revert itself back to the normal Stadium. When the stage changes type, it also changes it's layout. I'll get round to doing that later
Where is it from?: Pokémon - Pokémon (probably one of the stadium/colleseum games)
Stage Hazards: There aren't any dangerous hazards but on the Ice type there is slippy ice (amazingly). The Electric level has conveyor belts on either side pushing you off the edge. The Flying type has very very very low gravity. The Ground type has a hill in the middle but that's about it
How to avoid them/use them to your advantage: You can't avoid them because the entire stage changes. For the Ground type, play as normal but watch out for getting stuck against the hill and getting hit with an attack over and over again. For the Ice, use your Tilts if your opponentt goes on the two floating platforms. A neat trick you can do here is a sliding Smash attack across the Ice. Just tap your desired Smash direction with the Attack button and you'll go sliding across the stage. If you charge it up you'll keep sliding. This doesn't work with C-stick Smashing. If the conveyor belts in the Electric type are getting on your nerves, float above them. Pressure your opponent off with the help of the conveyor belts. The Flying type will make you jump higher so use that for chasing people upwards
Recovering back onto the stage: Take a wild guess. If the stage's type is Electric, then try not to simply climb back on when clinging to the ledge as you'll just get pushed off.
Try not to use your Parasol when the stage's type is Flying. It leaves you very vunerable and you fall even slower which isn't any good
General Advice: It's a fairly ordinary stage and if you played Melee, you'll know what to expect having played on the first Pokémon Stadium. Use all your normal fighting skills
Getting KO's Try going for vertical kills when the stage's type is Flying because your opponent can't land as quickly as they'd like to. Use Tilts to finish them off if they're giving you a hard time. Other than that, horizontal kills and edgeguarding kills are your best bet
Verdict: Hmm. It's hard to rate this because it changes so often. There's nothing bad about it but the ever changing stage may not be to your liking. Another stage that requires practice to use it's full potential
Score: Not decided
Spear Pillar
Stage Layout: This stage has two sections and is based on the Spear Pillar and Mt. Coronet. The Upper level is the Spear Pillar. It's a flat area with two floating platforms on either side that move up and down. On the Lower level, there is another flat area but with no floating platforms. Do you see the pedestal in the background? That is where one of the legendary Pokémon from Pokémon Diamond/Pearl will keep appearing and reappearing. There are three of them and they are Dialga the Time Pokémon (silver/blue dragon thing), Palkia the Space Pokémon (silver/pinkish dragon thing) and Cresselia the Lunar Pokémon (yellow/pink cresent moon shaped thing)
Where is it from?: Pokémon - Pokémon Diamond/Pearl
Stage Hazards: Tons if you include all of them. Depending on which legendary appears determines which hazards you'll face. If you get either Dialga or Palkia then every now and then, a section of the Upper level will crumble away. There will also be giant beams which frazzle you that fire vertically or horizontally across the stage. The entire stage and yourself will sometimes tilt and even flip upside down (this is much more common with Palkia) Occasionally, they'll even jump off their pedestal into the middle of the stage to try and hurt you. If you get Dialga, every now and then, Time slows down and everyone moves in slo mo. If you get Palkia, Space gets distorted every now and then, causing low gravity. If you end up getting Cresselia, then you will be bombarded with curved beams that fire across the Upper level. Occasionally, Cresslia will release a huge spiky spinning disk that will fly across the stage, attacking all in it's path
How to avoid them/use them to your advantage: You're going to have difficulty avoiding some of the hazards let alone try and use them to help you. You can't do anything about the stage breaking up or about it tiliting/flipping itself. If you get stuck in one of the beams Dialga or Palkia then it's almost impossible to DI out of because it sticks you and the final hit of the beam really hurts. Try throwing someone into them just as they're about to fire.
As daft as it sounds, if you think you can't get away from the beam, use your shield. The beam will eat it but it won't devour it and it'll also protect you from the beam itself. If time slows down, then keep trying to fight as normal but don't do anything risky that might make you even slower/vunerable. If space gets distorted, go to the Lower level because being on the Upper level leaves you vunerable for a vertical kill. If Dialga/Palkia jump out to attack you (they unleash a blast of aura from themselves to do this) and you're stuck, use Toad. It'll counter it and leave you unharmed. If you've got Cresselia, then you're in real trouble. All the stuff Cresselia throws at you can kill you very easily. The curved beams can kill you at around 100% with poor DI and the spinning disk can kill you at about 70-80% depending on how well you DI
Recovering back onto the stage: There isn't really much recovering involved on a stage like this because you normally either get back on and live or just die straight away. Go to the Lower level to recover.
If the stage gets flipped upside down or it mirrors itself, keep calm and don't panic.
General Advice: This is where your 2nd jump shoots itself in the foot with a shotgun. If you're on the Lower level and trying to grab the ledge to climb up to the Upper level, 95% of the time, you're going to have to use your Parasol. You can make good use of Tilts on the Lower level because your opponent will bounce off the ceiling (watch out for teching opponents!) and also on the Upper level when the floating platforms are near the ground. At least you can't gimp yourself with the Parasol
Getting KO's Horiztonal kills are your best bet. You can Tilt people until they rebound off the ceiling to their deaths on the Lower level if you're lucky. The ceiling is fairly high so only go for vertical kills if you're in the right spot
Verdict: I like this stage because it spices things up but there is no denying it is a truly awful stage. On paper it looks good but in reality it isn't. Hazards will give you a lot of trouble and Peach's stunted jumps give her huge mobility problems around the stage. Getting KOed by one of the legendaries isn't nice and they are always there throughout the fight and only disappear for short intervals. Coupled with the fact it's very difficult to predict what they'll do next, this stage really isn't nice. Perhaps if you want a crazy mixed up brawl but not for 1 vs 1 brawling and most certainly not for Peach
Score: 1/10
Port Town Aero Dive
Stage Layout: This blatant rip-off of Mute City from Melee is basically a platform that travels around Captain Falcon's hometown. The platform will stop and land every now and then on different sections of the course. After a while, the platform will rise up out of the ground and carry on. Occasionally, the F-Zero race cars will zoom on past, sometime when you're even on the race track
Where is it from? F-Zero - F-Zero
Stage Hazards: The biggest hazard by far are the cars when you've landing on part of the racetrack. If you fall off the flying platform, you can either fall to your doom or get knocked back up by part of the racetrack. The flying platform also has no ledges to grab onto. In one of the sections, there is a wall on the left hand side that will send you flying if you walk into it
How to avoid them/use them to your advantage: If you see the cars coming, get to the sides of the stage or float above them!! Comparing these cars to the cars in Mute City is like comparing Melee Peach's D Smash to her Brawl D Smash in terms of power. The cars WILL kill you at around 80% if they run into you and possibly at even lower percents. The cars are lethal and I cannot stress how much you should avoid them. If you end up near the section with the wall on the left hand side, throw your opponent into it but be careful they don't try to do the same
Recovering back onto the stage: Float surprisingly enough. The problem with this stage is that the flying platform has no ledges you can grab onto. If you find yourself in a situation where you can't get back on, stall your fall until you either land or until you can get hit by part of the racetrack to bounce you back up again
General Advice: Treat the flying platform like you would treat the flying platform in say the Halberd. You can jump up through it but you can't go down through it. Fight as normal, the terrain here is fairly flat
Getting KO's: Let the cars do the work for you
on a more serious note, go for horizontal kills. It helps if you can fight well off the stage boundries, especially if you're in a magnified state (because you are so far off, you enter a little circle, like a magnifying glass to show you that you're still there)
Verdict: Despite the layout and looks, this is no Mute City. It would be an ok stage if the cars weren't so ruddy lethal. Not a great stage and Peach's low jumps don't help her
Score: 3/10
Castle Siege
Stage Layout: This stage has 3 parts to it. The first section is a platform that has a slope going upwards before it evens out again. There are two floating platforms, one on the left and one on the right. The second section is inside the throne room of a castle. On each side are two slanted flags you can go through. There are also two platforms on either side that are held up by stone statues. The third section is inside a cavern of fire and lava. The stage is a solid platform that is almost completly flat apart from the bump towards the left hand side. The stage tilts from left to right, the same way Lylat Cruise tilts
Where is it from?: Fire Emblem - Fire Emblem (the setting of this stage is not specified as to which FE game it is from)
Stage Hazards: None really apart from gimping yourself (I'll explain that later). There are the statues in the second section holding up the platform but...they aren't really hazards. The fight in the background on the first section doesn't interfere with yours
How to avoid them/use them to your advantage: N/A (break the statues if you really don't like them)
Recovering back onto the stage: The usual. You'll notice that when the stage is changing into it's next section, everything disappears and all you're left with is a completly flat, Bridge of Eldin style platform with a brown, streaky background for a few seconds. If you are falling to your doom, stall your fall as much as you can because if the stage enters it's transformation phase, the stage will bring you up to safety from your certain doom
General Advice: This stage is a gimp master. There's no ledges in the second section and in the first/third section, it's easy to gimp yourself if you're too close. Moving on, use your Tilts in the first/second section below the platforms to help rack up damage. The third section is very 'neutral' but watch your ground float as the bump will mess it up if you're too close to the ground
Getting KO's Go for the horizontal kills! The left/right stage boundries are very close indeed so excellent edgeguarding is an absolute must. Vertical kills are hard to land here because the ceiling (especially in the second section) is quite high
Verdict: Gimping yourself sucks and the terrain here can be a bit uneven at times. The ability to save yourself by stalling your fall and the close left/right stage boundries balance things out though. It's by no means as 'neutral' as say Final Destination but the few bads are countered by the few goods
Score: 5/10
WarioWare, Inc.
Stage Layout: A solid rectangle for a stage, two floating platforms on each side of the stage, one above the other. It sounds very 'neutral' indeed but every so often, true to the nature of WarioWare games, you have to compete in various minigames. You will be told what to do in one or two words just before the stage changes itself. Completing the mingame correctly will result in a bonus for the players who did it right. You either grow big, get healed by about 10-15%, become invincible or in some cases, nothing seems to happen. You'll know if you did it right because a red circle will appear on you (if you did it wrong, you'll get a blue cross instead).
Update: Forgive me for being human but I don't see the point of writing out all the mini games and what you should do with them (it isn't hard to figure out what to do
). If you want to see what mini games you may come up against in this stage, please check this link to Smashwiki Brawl Stages:
http://super-smash-bros.wikia.com/wiki/WarioWare%2C_Inc.
Where is it from?: WarioWare - WarioWare
Stage Hazards: A hell of a lot. Most of the minigames will hurt/push/kill you
How to avoid them/use them to your advantage: Grab your opponents and throw them into whatever hazard the minigame throws at you but be careful they dont try to do the same/the hazard ends up hitting you. Use your common sense! If there's are minigame that involves you jumping over something, float instead of just jumping
Recovering back onto the stage: The stage boundries are stupidly close to the stage and the stage itself is tiny. Use your Parasol to get back up if you need to. Floating for recovery isn't really needed most of the time
General Advice: Don't mess around the edge. If a minigame suddenly appears and the stage and it's ledges disappear, you'll curse yourself when you find you fall through the floor. As irritating as you may find it, do as the minigames tell you, unless doing what it tells you is really stupid/will get you killed (e.g. someone is charging up an F Smash infront of you when it tells you to not move). Prevent your opponents from completing them aswell because by completing a minigame, you will gain a huge advantage
Getting KO's Use your Tilts to KO anyone on the platforms. The stage boundries are tiny so equally be agressive but be careful. Make good use of edguarind because if someone is of the stage, all it takes it usually a Fair to finish them off
Verdict: Hmm. It's very difficult to rate this one. Peach does a lot better on this stage than most characters because she float to avoid the minigame hazards/avoid people who get better power ups. On the other hand, she's easily KOed and the tiny stage and it's tiny boundries aren't much of a help
Update:
Peach's favor. The floating is too much of an advantage during some of the games. Has anyone EVER been hit with that hotdog car?
Score: 7/10hotdogcars