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Zelda's Stage Discussion #10 -- Battlefield!

Kataefi

*smoke machine*
Joined
Oct 12, 2008
Messages
3,377
Location
igloo
STAGE DISCUSSIONS

Starter
Battlefield
Final Destination
Smashville
Yoshi's Island

Starter/Counter
Castle Siege
Halberd

Lylat Cruise
Pokémon Stadium 1

Counter
Brinstar
Delfino
Frigate Orpheon
Jungle Japes
Pictochat
Pirate Ship
Pokémon Stadium 2

Rainbow Cruise

Counter/Banned
Norfair
Distant Planet
Green Greens
Luigi's Mansion
Port Town Aero Dive
Yoshi's Island (Pipes)

We've got a teams thread, so why not a stage one?! In a bid to brighten the place up a bit and get some discussion going, I thought I'd make this considering Villi's one simply... vanished :psycho:

What we ask ourselves:

  • Stage layout -- does it hinder/aid campers? Are there walls for which we could corner people easily? Can we harass through platforms with nair? Ledge warping etc...
  • Stage hazards/objects -- do they benefit us more than our opponent?
  • The blast zones -- how can we adapt our playstyle to suit the blast zones?... for example short ceilings scream usmash at late percents for the juicy kill... whereas what would we do against a ceiling as tall as japes'?
  • etc etc etc...
*** Stars ***
- These represent ledgewarp points should you wish to know where they are. They have little coloured lines stemming from them to show which ledge she'll end up at.

Without further ado:


DISCUSSION #1 - FRIGATE ORPHEON




First Transformation

  • The lack of an edgegrab on the right ledge is beneficial to Zelda. Punish with sweetspots or uair as they land. Force airdodges with din's so they fall to their doom. Dsmash is a great setup to force recoveries here.

  • Harass with Nair and Uair when they are on the left platform. You can also position for LKs.

  • Depending on the positioning of the moving right platform, you can attempt some sneaky uairs and/or LKs if the platform is up high and they are on it.
I always try to play on the grabbable side and pressure the opponent off the other side, as baiting airdodges with Din's is a lot more effective when they dodge past an ungrabbable ledge.
The initial transformation is good against people with limited recoveries. The lack of an edge to grab on the right side means that people can be punished hard when they recover (and Zelda's aerials are perfect for that). Dsmash is also very lethal on that portion of the stage because of it's knockback angle.
Second Transformation

  • You can assume control on the midde part of the stage beneath the platform. Dtilts avoid predominantly horizontal attacks whilst still counterattacking. Dtilt trip > buffered bairs and fairs work on the slopes, as does utilt.

  • Harass with nairs and uairs through the platform. Usmash does not reach unless on the opponent is on the edge of the platform where the slope slants are at its highest position.
The second transformation features slopes, it should allow us to Dtilt (trip) > Bair on most of the cast should we happen to catch someone there (Fair should work on more people than normal and I would imagine that Utilt would be easier to connect with off of a trip). [/color]Be aware that Zelda can't Usmash through the central platform though.

Those moving side platforms that move in and out could save someone who's doomed and afford them a second chance to recover. This hinders Dsmash's ability to kill/set up gimps. Conversely, we actually don't benefit from this too much because Zelda's UpB is very long range so it's unlikely that we wouldn't be able to reach the stage with our recovery. That being said, it could work in our favor to help us avoid punishment while recovering.
The space under the platform is a good safe haven for her, as Usmash, Nair and the threat of SHBair/Fair can make a lot of people cautious about approaching while you camp with Din's, Usmash/Fsmash and Nair.
General Stage Properties

  • The horizontal blast zones are small, and the ceiling is smaller than Final D. How convenient! Usmash is a good comeback killer when down a stock, and can pinch early kills if the opponent is caught when on one of the platforms. LKs guarantee early horizontal kills.

The horizontal blast zones are pretty close to those outer platforms that move back and forth during the second transformation, so there could be some early kills if someone is gutsy enough to get out there and fight.
The stage is a only slightly smaller than FD vertically, but horizontally the edges are sizeably closer, so LK should be the main killing option.
In certain situations I find it to be a perfect place for ledgewarping though. When you've hit an enemy flying to the right you can ledgewarp to get fast to the moving platform. Since your enemy has no other chance but to recover on it you get to the right position to D-smash them right back where they came from faster than by running.
DISCUSSION #2 - NORFAIR


  • Stage hazards are your friends. Use Zelda's smashes and throws to direct your opponent towards the waterfalls of lava.

  • The stage essentially enhances her aerial game. Harass with nairs through platforms. Drop/jump through them and position sweetspot LKs to surprise them.

  • If you have the percent lead here, and the opponent is forced to come to you, camp the higher platforms, where Usmash and Utilt are likely to kill very early when fresh.

  • It is difficult to get gimped here. Lava will save, and there are many ledges to snap to.

  • Do beware of ledgecampers and projectile abusers!
Platforms make Nair very useful, multiple paths to the center where Zelda is very comfortable. Also Zelda's GTFO moves lend themselves easily to directing the opponent towards lava walls/floors for extra damage racking.

Zeldas that play here need to be very conscious of the lava and position themselves to take advantage of the multiple stage hazards. Conversely, Zelda herself does not suffer as much from lava as most would, as one bounce usually gives her enough time to FW away to a high platform for safety.
Speaking of uair, I agree with Kataefi: Zelda's is a pretty sexy move here. I've played on Norfair only twice with Zelda, but both times I got kills by falling through a platform and catching my opponent with uair as they tried to follow. Ledgehopped uairs are also much easier since with all the ledges, the chances that you'll get edgehogged/suicide trying to get back to the stage are pretty low.
Due to the properties of Norfair, it enhances characters like Zelda who can do some very interesting things with her Teleport. However, Norfair also promotes spammable camping, and characters that just have better aerial game. So like, despite enhancing Zelda's game, I think if you're facing off against someone who clearly has a better advantage than Zelda, then your gain is ultimately a loss.
DISCUSSION #3 - YOSHI'S ISLAND




  • Firstly, beware of your recovery here. Carrying any sort of momentum and teleporting near the ledge walls can cause an unfortunate gimp.

  • Do not use Din's Fire on the ledges as you will fall to your death. Space din's from the centre of the stage, and aim as close to the shy guys whilst still targeting the opponent, as the hitbox will be slightly extended and you'll move refresh even if your opponent avoids it.

  • Be very conscious of the position of the top platform. Harass with Nair and surprise KO with Uair if possible. When tilted, you can Usmash through the bottom end of the tilt.

  • The dip in the centre and the small hurtbox from Zelda's Dtilt can avoid projectiles when timed.

When she´s on the stage I don´t find this stage quite as bad. Shyguys can help to stop some enemy projectiles while middle platform limits enemy approaches and may even give some situational "combo" chances. (U-smash => U-smash => enemy lands on the platform => tech chase to aerial) She also has her D-smash that can lead to good kills. Otherwise she loses her killing power though, since many of her attacks send enemies at least little upwards. The tilted edges may cause some stupid things like Din SDs or missed attacks, but they can often be prevented by watching the spacing.
The stage is unusually jagged (the ground consists of a bunch of slopes) and it can and will disrupt spacing. Don't ever use Din's Fire when standing with your back to the edge of the stage for obvious reasons. Now on to the platform. The tilting platform above the main stage really helps to promote camping. It makes it rather easy for someone to entrench themselves under there with little worry of a direct overhead assault. Like any platform, it helps to setup Zelda's awesome aerials.

Now for Ness's archnemesis, the fly guys. They really don't effect the match too much, but you need to be aware of them if you like to space with kicks (because sweetspotting them is very easy and it'll leave you hanging there just waiting to be destroyed) or any time you want to attempt one really. You also need to be careful of them during recovery since hitting one will make you lag a little more than normal (and Zelda already has enough lag). Occasionally they'll appear in between you and a projectile camping opponent, which is like a free ticket to get closer. Zelda does not suffer from this drawback (lol, go Din's). Remember that you can also use those little critters to refresh your moves if they're around and you've got nothing else to do.

Overall, the stage itself is livable if Zelda outcamps her opponent and they're actually bothered by Din's.
The platform tilts.... at its lower points, you can hit with usmash, but people usually don't stand on the low end if they're on the platform at all.

SH uair works really well, though.
Though the stage is pretty good for Din Camping, I rather not resort to such methods for Damage since Zelda's long-range defense game is rather... meh...At least the little ghosts extend the hitbox somewhat, and can extend the lingering hitboxes, but I still rather not go here for Zelda.

DISCUSSION #4 - POKEMON STADIUM 2






Neutral Transformation

  • Harass with spaced nairs through the platforms.

  • Sneak in a few power aerials like drop down uair or platform off-on lightning kicks (where you can fall off, jump back and kick to get the sweetspot)

the basic version isn't as good as PS1's cause its bigger and the platforms are higher so no Usmashing through them. the ledges are much nicer than PS1's are though.
Basic stage is alright. I think of it as a little downgraded version of battlefield. It doesn´t really notably hurt or help Zelda IMO.

Earth Transformation

  • Ideal for disrupting an opponent's linear projectile camping game. Din's Fire can still reach places other projectiles cannot for harassment.

  • Dtilt lock becomes almost unstoppobable near the centre wall/mountain if you trap them there, so ensure you lure them closer here without being too obvious and captialise on this gimmick.

  • The platforms allow similar nair pressure along with a slightly higher chance of landing aerials.

Rock stage is actually quite good if you ask me. It gives Zelda more spacing and Nair poking options and helps her defensive game. The mountain blocks approaches from left, platforms limit them from above, as well as block projectiles save some exceptions (Pika´s thunderjolt). All this time Zelda is free to harass her smashes and use Din to bait enemies.
The ground form is alright, fun if you can dtilt lock them against the right side the slope, and on the otherside of it Zelda can stop both high and low approachs with Usmash and Dtilt. also standing on that right side she can't really be camped, but can pester others with Dins.

Wind Transformation


  • Teleporting is unaffected by the low gravity and upward push of the wind. Zelda can normally reach the ground much faster than her opponent allowing her to chase well from the ground.

  • Everyone's fall speed becomes very slow. Zelda's aerial horizontal speed is average and so she can reliably catch up to a quite a few characters when she's on the ground - this allows her to setup power aerials very well when spaced.

  • Usmash, hitbox 1 dash attack, uthrow and a variety of other moves can send the opponent directly up and the pushback is always exagerated further due to the wind pushback. This may kill opponents earlier, or it will place them for a uair kill / usmash juggle setups.

  • Din's Fire from the ground becomes annoying to evade. A somewhat gimmicky harassment and there are better options such as the one above, but if you're opponent can't deal with the pressure of slow movement in the air + din's spam then by all means capitalise!

Air stage is good. Zelda likes people above her, and if you absolutely have to, you can teleport to the ground to get your jumps back.

Ice Transformation

  • Moving Fsmashes, Dtilts, Usmashes give Zelda approaches! Retreating/Advancing Fsmashes can make for formidable priority walls.

  • Reverse stutter stepped din's can be slightly more reliable here in punishing aerial approaches due to the increased slide back whilst keeping the din's hitbox out, thus keeping Zelda safer from retaliation.

  • When running, always end your run quickly by tapping the shield button. This will stop you lagging from a slide and will allow you to attack somewhat quickly.

ICE SKATING!!! on the ice stage is so fun. It's such a bad habit, but whenever it gets to that transformation, that's literally all I do..... just fsmash and usmash back and forth. XD Not as cute as Pikachu's but still pretty great.

Electric Transformation

  • Dtilt locks on the conveyors lead to a very healthy dair sweetspot setup which is difficult to avoid and very close to guaranteed. Space well!

  • Zelda can effectively camp the centre platform. Din's harasses aerial characters in a way that may force them to land, and thus be pushed back by the conveyors, thus slowing down their approaches. However, it can work both ways... ensure you grab the centre platform and keep control of it efficiently.

  • Nair/power aerial harassment through the platforms.

  • Zelda's walk speed = the speed of the conveyor belts so she won't move at all when walking in the opposing direction. Running means is only somewhat faster - therefore it is easier to jump over conveyors.

Electric stage (with the conveyor belts) is balls. Get to the middle and defend your area unless you're good with conveyor tricks.

On the conveyor's you're meant to Dtilt lock them to a sweetspot spike setup... you hit them as they trail off the belt, they're in falling stun whilst you get the free spike. Make sure they're grounded, on the belt (at any point) and generally above 50% for it work.


DISCUSSION #5 - PIRATE SHIP





  • Stage hazards are your friends and foes. Don't be surprised if you are hit by a bomb or are accidentally flung by a catapult. The difficulty in avoiding some of the impending hazards can make this stage a double-edged sword for Zelda.

  • Usual platform harassment - nair through them if possible and space well. Try to land power aerials for the kill as standard if they position themselves on these platforms.

  • Water camping doesn't generally affect Zelda too much... though her spike is unreliable, she can harass incredibly well with Din's when her opponent is swimming due to their inability to move around and jump well. Focus on getting opponents into the water and accumulating damage with Din's.

  • Those that have linear projectile camping games can be slidely evaded due to the dip in the terrain on the boat.

  • Just be aware that this generally isn't a very good stage for Zelda due a taller ceiling and potentially harmful stage hazards. It's a risk depending on the player's comfortabiility whether it's worth taking or not.

I would not avoid Zelda here either. Close side blastzones mean the damage racking is left to Usmash and Fsmash (goes up and sideways) and the killing to Dsmash and the LKs. The curve of the floor means she'll have an easier time camping compared to regular campers, who spam in a straight line. Exceptions are TL/Link and to a certain extent ROB, I know I would never take the Links here.
Thanks to water Din´s fire can occasionally be harassed well there and it´s also somewhat good on the main ship. Recovering is obviously easy due to water but the blastzones in the sides are somewhat small. This is both advantage and disadvantage as Zelda both dies and kills earlier.
Unless its against someone like G@W, Zelda isn't affected as much by someone water camping cause your generally out of range and can spam dins for free, the pressure can build a bit more if the bombs are being shot at them as well.
Main People to NOT brawl on this stage would be Ike and Ganon. (Or at least don't go in the water with Ganon)
This is a stage I probably wouldn't go Zelda on. Nor would I take anyone here as Zelda. More and more characters are making use of this stage due to the water extending their life span as well as the high ceiling.


DISCUSSION #6 - HALBERD



  • Low ceiling allows early Usmash kills but this is compromised by the fact that Zelda herself can die earlier vertically. Needless to say, dtilt > utilt/usmash are useful tools in putting opponents under risk of death.

  • The stage hazards are easy to avoid - SDI out of the laser if you are caught. Beware of the bomb and the claw. The targeting system of these stage hazards works like a game of tag - it will follow the person losing, but this person can tag the opponent to make it follow them. The opponent can then chase and tag again to switch the targeting, etc... Tagging is done by simply touching.

  • Recovering here is hard. Have good DI and attempt to get knocked back above the stage so you can use your second jump. Use FW rarely - though it is actually possible to go teleport through the floor from underneath it.

  • Observe the background of this stage... when you feel there is ground approaching and the arena lands on the airship, you can drop down safely and harass with uairs or any other attack suitable against opponents on top.

The moving portion of the stage causes recovery nightmares for Zelda. If at all possible, try to teleport in a downward direction, it'll make your life easier. Also keep in mind that the middle platform can also be used as a landing area.

Getting sharked from under the stage is a real possibility against those with multiple jumps or insane recoveries. Keep in mind that our Dtilt spikes if you get the opportunity to punish a misspaced sharking attempt. Retreating Din's glides and Farore's Wind can be used to discourage sharking against those with slow horizontal air speed.

Sheik performs significantly better on this portion of the stage, so if you use Sheik you may want to consider starting as her.

1) The claw's targeting can be transferred to the other player if you make contact with them (just like how you can pass Snake's C4 onto another player).

2) If you watch the cannonball as it's launched, you can tell where it's being aimed.

3) You can SDI out of the laser. Please make sure that you do if you somehow get caught in it.
DISCUSSION #7 - CASTLE SIEGE



First Transformation

  • Awkward and slanted layout can mess with the opponent's camp game and allow Zelda to weave in slightly easier. On a stock lead, she can avoid the camp game and camp back by simply not approachig, thus forcing the opponent to come to her.

  • Leading on from this, a suitable camping spot is the left area. She can hide easily within the rock foundation there and she'll be protected from the front, forcing the opponent to tackle her head on.

  • You cannot Usmash through the platforms, but you can harass yet again with nair and surprise uair. Space kicks every now and then also.

  • The slant makes it difficult for opponents to SDI the Dtilt lock... use this to your advantage by trapping them here.

  • SH Bair and Fair are enhanced due to the slant. Ensure you're on the lower part of the slant than your opponent, and you can sweetspot them OoS if someone were to hit your shield.
Second Transformation

  • Spacious and great if you hold the lead.

  • Statues shield you from effective camp games, whilst they also prolong your quite a few of your attacks, making the hitboxes longer lasting.

  • Din's fire is not hindered by the statues, spam away from a good position.

  • The awkward layout can allow the surprise uair to land with ease. Force opponents to hit the floor on higher platforms with a move like Usmash or any other vertical trajectory, and then begin to chase with uair if they fail to tech. It's a good position to be in.

  • Beware of staying too close to the ledge. Whilst you can kill people early in this manner too, if you are caught too close to the side and are hit powerfully, expect to lose a stock.

  • Don't forget you can move refresh here. Refresh with jabs as you want decay on this move in order to setup well for followups and also refresh your kill moves.
Third Transformation


  • Essentially a lylat cruise/final destination hybrid.

  • Try to camp the bottom slant. This will hinder camp games such as Falco's lasers, whilst allowing you duck beneath them. The slant also allows easier sweetspots via SH Bair and Fair. The Dtilt lock is also enhanced and is harder to escape.
A lengthy and subjective summary from the queen of jagged stages, iiiiit's J-LO

Elaboration..... GO!!!

First Transformation (Roof):

PROS:

In some ways, I feel like the first transformation is one of the main reasons why Castle Siege is good for Zelda. The small size, platforms, and slants make it hard for traditional campers (Falco, Fox, Pikachu, etc.) to spam against you while also hindering their ability to run away. Zelda likes to push up on her opponents and keep them near her, and the first transformation is plenty cramped enough to aid you in that.

The platforms are also ideally placed, imo. Since Zelda doesn't approach aerially as much as other characters do, they help her more than they would another character. Full hopped/double jumped approaches become nearly impossible for other characters once you're safely camped beneath a platform. This cuts off your opponent's options to some degree, so if you know their character and know what their SH/ground approaches are, predicting how they'll come to you becomes much easier.

The platforms are also great for nairs & SH uairs, as always. Because the space is so cramped, I've knocked people from one platform to the other with nair (highly dependent on DI, mind you), then followed up with another nair.... it's too funny, lol. Walk-off bairs & fairs are also fun.

The slant in the middle can be a positive as well. If you dthrow with your back to the slant at low percentages, following up with usmash is slightly easier because of the shape of the stage. I dunno how to explain it.... basically, because the stage is higher on the other side of the slant, their DI'ing up won't matter as much because your usmash gets a vertical boost from the stage going upwards. This works for followups from jab, dash attack, and nair as well.

Dtilt is somewhat broken on the slant. If you catch them there, DI'ing away from it becomes a LOT harder for them.

The blastlines are close, so killing is easier. Uair kills are especially aided since they're easier to land here with the platforms arranged to your advantage. Moves that normally wouldn't kill (ftilt, bthrow, etc.) become more viable than usual.

Short version:

- Less space is good for Zelda
- Slant & platforms aid in avoiding camp
- Well-placed platforms are good for nair/uair/fair/bair
- Slant is beneficial for followups
- People die earlier, especially from uair, which is easier to land on this transformation
- Related to the above, this transformation gives Zelda more kill moves
- Dtilt on the slant is crazy good


CONS:

The ledges. Are stupid. Really, really stupid. They have lips that can catch you and make it **** near impossible to recover, but since we all play Zelda and have had to deal with her bad recovery for a long time now, good DI and recovery decisions will make the ledges a moot point. Just don't recover low. The good news is that the funky ledges screw with almost everyone, so it's more of a universal con than a Zelda-specific one.

Getting stuck on one of the platforms vs. certain characters can be a bad thing, but they're short enough that getting off is rarely a huge issue. As long as you don't miss a tech on one, platform **** shouldn't be a problem.

The small size means Zelda can die earlier as well, but her variety of kill moves makes this less of a problem for her than it is for other characters.

Also, large characters who excel in close-range combat where you actually want more space (ex: Bowser & Ike come to mind) may do better here.

Short version:

- Stupid ledges
- Zelda dies earlier too
- Getting stuck on the platforms can be bad
- Some bulky, longer-ranged characters may do better here than Zelda does


Transforming State ("Grey Stage"):

PROS:

Grabbing someone near one of the walk-offs at mid-high percentage pretty much spells their death. Same goes for fsmashes, dsmashes, etc. etc., but the same can be done to you, so be careful.

Other than that, it's just a flat stage. If you grab someone while the stage is changing, you'll automatically grab release during the actual point of transformation. I'm not sure if it's always an air release or not, but every time it's happened to me, I've air released. If you're quick enough (and depending on where the stage drops you), most people will be confused by the sudden release and give you an opportunity to dash-cancel a usmash on them (or dash attack or what have you).

Other notes on transformation shenanigans:

- When the stage transforms, the blastlines shrink similar to how they do on Delfino. Sending someone away with fsmash/usmash/throwing can kill them even if they look like they're not far enough.
- When the stage is going back to first transformation, STAY IN THE MIDDLE if you can, and try to send your opponent off to the sides. When it settles into the stage proper, they'll be off the edge and might get stage-gimped. I daired someone once right when the stage settled and got a spike because the floor had just disappeared. XD

Short version:

- Grabs & high knockback moves close to the walk-offs will get you early kills
- Grab releases during transformation often lead to free hits
- Transformation deaths and gimps can work in your favor if you stay aware
- Zelda can't get CG'd off the edges


CONS:

It's flat, so campers can try to take advantage of that. Luckily, this part doesn't last long, so don't focus on approaching.... just avoid as many projectiles as you can. Also, unless you're sure you can get the grab or fsmash near the edge, stay away from the walk-offs.

Short version:

- Campers can camp
- Walk-off/transformation deaths suck


Second Transformation (Statues):

PROS:

The stage everyone knows Castle Siege for.... the statues. This transformation is really pretty great for Zelda despite people saying LOLJOOCAN'TCAMP. The object isn't to camp here, it's to control the stage.

Speaking of camp, though, there are few projectiles that can go through the statues. Most people won't waste their time trying to break them down since the stage doesn't last forever, so you can pretty much count on them being there to stop incoming projectile spam. Plus for Zelda, since Din's goes through the statues, so if you ever do need to use it, at least you still have it at your disposal.

The platforms here are amazing.... it's uair heaven, and nair ***** anyone who thinks they can sit on the lower platform. The ideal position is right underneath the lowest platform. From here, you have complete control over the lower two platforms, you'll always be close enough to not get camped (since they can't camp you from the other sides of the statues), and if they get knocked onto one of the upper platforms, Din's will get them off real quick while they can't camp you back. Aerial approaches are also limited from the other character because of the lower platform. Drop-through uairs are sexy.

Because the bottom two platforms are stacked, walking off the top one into an fair/bair/nair can either get a kill (fair/bair) or start a combo (nair).

The walk-offs carry the same benefits and cautions as usual, except you can't be camped away from them because of the good ol' statues. :)

Jab the statues to refresh your moves, which is great for Zelda since her kill moves are plentiful and strong. The statues also extend hitboxes, so while this can leave you open if you whiff, committed aerial approaches from the opponent will fail once you have usmash out.... it'll last plenty long enough for them to have to fall into it. Staying around the statues for extended periods of time isn't a good idea, though.

Because the top two platforms slant up towards the middle, anyone up there is food for uair. They wanna drop through the platform? Uair up the butt. They wanna run/roll around? Uair up the butt. They wanna shield? Uair/Din's shield pressure. Their only good option is to jump off and try to time an airdodge through you, because most moves get beaten by uair. The real reason why it works so well on these particular platforms is that they can only go in one direction since the other way is a walk-off.

You can't get edgeguarded or gimped here because there's no ledge! :bee:

Short version:

- Campers can't effectively camp
- Zelda can take advantage of walk-offs with her powerful moves
- Jab statues to refresh moves (goes well with the above point)
- Ideal stage control point below the lowest platform
- Can't get gimped here, so bad recovery isn't a problem
- Nair/uair/Din's heaven
- Stacked platforms can give you surprise fair/bair KOs or nair combo-starts
- People stuck on one of the top two platforms will eat lots of free damage or a death
- Once they've above you, it's hard for them to touch the ground without taking lots of damage


CONS:

MrEh is right in that if your opponent has the lead, they can run away. However, if you position yourself underneath the lowest platform, it minimizes their approach options more than any other spot on this transformation does. If they wanna run around, guess what? Let them run around like an idiot unless you're really in danger of running out of time. If they're far away, use the advantage Din's has here (going through statues); if they're close, play extremely defensively and wait for any opportunity to get them above you, because once they're above you on this transformation, they're going to eat tons of damage before they get down if you can read them well.

Whiffing a move on the statues sucks and will probably get your punished. They're sort of close to the edge, too, so it could cost you a stock.

Walk-off shenanigans.

Like other characters, if you're stuck on one of the platforms, you can get ***** from underneath. However, a benefit Zelda has is that even though it's slow, FW can get you to the ground, and you have many directions to choose from. As long as you don't always FW straight down onto the ground, you can usually jump > FW to the bottom without getting too severely punished.

Short version:

- People can run away
- Walk-off deaths suck
- Whiffing on the statues will leave you very open, possibly to your death
- Getting stuck on the platforms is bad


Third Transformation (Tilting FD):

PROS:

It's a tilting FD with bumps. Similar to the slant on the first transformation, the bumps can make it hard for your opponent to DI out of dtilt strings and boost your usmash to help with followups. Other than that, the bump doesn't help much, but the dtilt thing is a pretty big plus.

The tilting helps in a similar way. If the stage is tilting up on their side, dtilts are easier to land in a row, and, yeah. Usmash followups from nair/dthrow/what have you.

Otherwise, it's like a smaller FD, so there's not much else to say. The smaller size helps Zelda keep close to her opponent, but the size difference isn't that helpful.

You can get some sexy SH uairs on this stage, though. You have to time it, but if you jump while the stage is tilting down underneath you, you can get a SH FF uair to hit where otherwise the hitbox wouldn't have time to come out. Hooray!

Also, dair (even the sourspot) can gimp people off-stage if you hit while the edge is tilting up.

Short version:

- Bump and tilting can aid dtilts and followups
- Smaller size keeps Zelda closer to her opponents
- Sexy surprise SH FF uair kills
- Sexy surprise dair gimps too!


CONS:

Tilting can **** recovery.
Camp from campers.
The bump can let some characters CG Zelda for one extra grab where they couldn't on a flat stage..... but that's extremely situational.

Characters:

BRING: Snake (grenade and mortar slide game are hindered), Fox, Falco, Wolf, Pikachu, Sonic, Pit, Ness, Lucas, Diddy, ICs, Falcon, Peach, Ivysaur, Samus, Sheik, ZSS, Jiggs (drill-rest interruption, go!)

DO NOT BRING: MK, Kirby, Bowser, Ike, Link, Marth, G&W if you can't see (the default color is annoyingly hard to keep track of), DK, Olimar

Overall:

I still think this stage is good for Zelda. It does not turn her into a good character (for people who might think I'm claiming that), and she still has a lot of the same problems she usually does, but if you learn the stage, you can work it to your advantage pretty well. The platforms are really well placed for her, and the level of stage control she has here, imo, is better than what you can expect on many other stages.

Aside from the last transformation, this stage favors grounded characters who like being under platforms. Zelda is a grounded character who likes being under platforms.

The main problem is getting used to the transformations and all the gimpy things here, like the lips on the first part, the transformations themselves, and the tilting on the last stage. But those things are not that bad, and once you learn how they work, you can work with them rather than complaining about them.

I give it an 7.5 or 8/10 as a Zelda stage.

I didn't read back over this for spelling or grammar or whatever, so if something needs clarification, let me know. I wrote it while talking to madd people on AIM, so I was sort of distracted.... @.@

DISCUSSION #8 - POKEMON STADIUM ORIGINAL (1)









Neutral State

  • Similar to pokemon stadium 2. Nothing really beneficial here except for platforms that you can pressure using Nair, Usmash, Uair and Utilt.

  • The ledges are difficult to sweetspot on this stage. Make sure you DI up and recover from above the stage; you never want to rely on grabbing the edges.
PS1 has failtastic ledges and lots of fun areas.

one thing i really like about the stage is when it transitions and your standing on something like a platform you can get free Usmash "combos" because done right the last hit is cancelled and you can start it again.
Water Transformation (Windmill)

  • A lot of characters can get stuck in close proximity to Zelda when inside the windmill. This is your chance get chains of Usmashes in, as well as other moves you can chain togather that they may not be able to escape in time.

  • The awkward layout of this transformation can net you some surprise kicks and uairs. Try to get the opponent in the air and chase their DI to bait them onto platforms and punish from there.
Windmill is great if you both get caught in it, all her smashes are excellent in there
That Windmill is like **** if you get an Up smash in. Play the territory to your advantages and you should be fine.
I run over to the water and repeatedly Dsmash to splash water around (yes I know you can do it in the stream for the grass transformation, but there's not enough space).
Fire Transformation


  • This transformation tends to split the fighters up on the stage and cause a stalling position with one fighter on the left and the other on the right. If this happens, and you're on the right side, you can pressure with the large hitbox of Din's.

  • There are lots of areas here in which you can get true dtilt locks, chains of Nayru's Love etc... and the opponent won't have anything to do about it. Try to bait the opponent into backing away close to a wall to set these up.

  • The platforms to the left and right side are good for pressurising with Nairs and other anti-platform moves.
I like it because some of the transformation means that you can just camp and avoid projectiles/ stall.
Rock Transformation


  • Similar to the fire transformation in that it can create stalling situations and campfests.

  • Lots of tight areas here that make Zelda very hard to approach. This transformation is when you can play most defensive - try to get the opponent in close proximity so they don't have much space to manoeuvre.

  • Lots of setups here for true dtilt locks, as well as the good ol' platform pressure.

  • Beware of the terrain on the right side... there's a part that does not allow you to roll or dash attack forward, almost like a bump was placed there.
some of the tighter areas when the stage transforms makes it really hard to approach zelda. Play the territory to your advantages and you should be fine.
the rock, fire, and windmill even give free places to hide :3

the rock formation is like a free stalling area against quite a few characters w/ two spots to hide, one against the like of Zamus. even allows for some attempted camping w/ Dins in the middle w/ a shield.
Grass Transformation


  • Not much was said about this transformation - it has an akward layout with randomly placed platforms that allow Zelda to pressure with Nairs, Kicks and Uairs.

  • Those that try to camp you on the ground with lots of projectiles will find it tricky if you platform camp on this transformation, or simply if you take refuge on one of the higher platforms.
DISCUSSION #9 - LYLAT CRUISE



  • Firstly, beware of your recovery here. The ledge will consistently screw with your teleport, so if you are to take the ledge, make sure the stage itself is flat, not slanted.

  • Platforms, platforms, platforms... what more needs to be said? :) Setup for Zelda's aerials and platform pressure with constant Nairs.

  • The slants can screw with certain projectiles and can mess with character spacing, including those that rely on autocancels or have projectiles that don't have curved trajectories.

  • Fair and Bair OoS become more viable if you find yourself on the lower side of the slant than your opponent. This also applies to dtilt trips if you buffer Fair or Bair.

  • The dip in the centre and the small hurtbox from Zelda's Dtilt can avoid projectiles when timed.

  • Whatever you do... DON'T TELEPORT CANCEL. It is possible, but only when the stage is flat and not slanted.
Platforms are good as long as your not on them, they set up nair and lightning kicks

But......

The ship tilting back and forth + the mad skinny ledge = have fun trying to recover :mad:
This stage has nice slant parts and low platforms that give Zelda lots of chances for D-tilt locks and aerial/U-smash poking. It also isn't big enough to make it impossible to deal with campers. The platforms also may help her approach some foes.

...Until she gets off-stage, that is. When that happens pretty much anybody can edgeguard her with little effort. And even if they can't the stage's weird ledges and tilting do the job for them.

It's also good to remember that most of the characters can also use the layout for their advantage just like Zelda, so she doesn't exactly dominate on-stage either. (I think that's the nicest way to say it)
It can be a pain to recover on this stage. Kind of like the hell transformation on Seige. Beware of the shifting. It's kind of like a smaller BF which is good for Zelda since your opponent doesn't have much room to run. You can camp platforms against projectile spammers. The platform can be troublesome for larger characters. Upsmash or nair thru platforms. Overall not a bad stage but the tilt can wreck your recovery.
The platforms are generally best for nairs and sometimes surprise short hop uairs. U-smash doesn’t always hit though. It really depends on how far the ship has tilted.

Also, the ceiling is pretty high IIRC, so U-smash kills will be harder to do. So D-smash might be a better alternative.



DISCUSSION #10 - BATTLEFIELD



???

 

MRTW113

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Frigate's okay IMO, good ol platform but it's a little higher than I'd like. The ledges kind of suck, but the platforms can save you. Speaking of platforms, Dtilt lock> DSmash can get you some insanely easy kills on the moving platforms, just don't get shield grabbed or you're screwed.

Love the stars
 

sniperworm

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When you mentioned the stars I thought that they'd just be stars, but they're cute little things with faces and everything.

Anyway, since I seem decent at counterpicking stages, I will put my opinion about this stage.

I'll start with some things that everyone thinks about when this stage is mentioned...

Gimping

The initial transformation (the one where you can't grab the right edge), is good against people with limited recoveries. The lack of an edge to grab on the right side means that people can be punished hard when they recover (and Zelda's aerials are perfect for that). Dsmash is also very lethal on that portion of the stage because of it's knockback angle. Be aware that Zelda is prone to the same weakness, but since she recovers on stage more than most and punishes harder than most, this generally benefits Zelda.

The second transformation actually does the opposite. Those side platforms that move in and out could save someone who's doomed and afford them a second chance to recover. This hinders Dsmash's ability to kill/set up gimps. Conversely, we actually don't benefit from this too much because Zelda's UpB is very long range so it's unlikely that we wouldn't be able to reach the stage with our recovery. That being said, it could work in our favor to help us avoid punishment while recovering.

Stage Flipping

This is typically a bad thing for Zelda. A stage flip during recovery could easily result in death for Zelda. The stage flip can also potentially put you underneath the stage which is basically death for her. In general Zelda is very limited by it because even though it's telegraphed, it prevents usage of UpB, SideB, and DownB during those times.

Now for more general stuff...

Camping

In general this stage promotes projectile camping. The first transformation has that platform on the left side that is easy to hide under and limits approach options. The second transformation has a great camping spot in the middle of the stage. It's similar in that there's a platform to hide under. However, the slopes mean that our Usmash is harder to get through than normal (since approaches come from higher up), Dtilts can be used to evade some of the higher horizontal attacks while still counterattacking, and our non-linear projectile is unhindered by the slopes. However, keep in mind that these same camping spots mean that Zelda will struggle greatly to approach anyone with a good projectile game.

Blast Zones

As far as I can tell, the blast zones here are pretty generous. That being said, the horizontal blast zones are pretty close to those outer platforms that move back and forth during the second transformation, so there could be some early kills if someone is gutsy enough to get out there and fight. The horizontal blast zone also isn't that far from the moving platform in the first transformation, so using LKs to punish recoveries could result in some early kills.

Zelda Specific

The first transformation doesn't see to offer anything special for Zelda (I don't know if Usmash reaches through the left platform, but I'm going to say no for now). The second transformation features slopes, so that increases the odds of landing LK on standing opponents. In fact, it should allow us to Dtilt (trip) > Bair on most of the cast should we happen to catch someone there (Fair should work on more people than normal and I would imagine that Utilt would be easier to connect with off of a trip). Be aware that Zelda can't Usmash through the central platform though.

Overall

Frigate seems to be a favorable Zelda stage since it enhances our ability to land our devastating kill moves and there are areas that make it even more difficult to approach Zelda. Just make sure that your opponent lacks a good projectile and pay attention when the stage is flipping.
 

powuh_of_PIE

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Argh, I was gonna do this and then finals took over my brain. I'll contribute as much as I can!

In Part 1, the platform is a little high for Usmash but good for Nair and Uair. I always try to play on the grabbable side and pressure the opponent off the other side, as baiting airdodges with Din's is a lot more effective when they dodge past an ungrabbable ledge. ^ ^

In Part II, the space under the platform is a good safe haven for her, as Usmash, Nair and the threat of SHBair/Fair can make a lot of people cautious about approaching while you camp with Din's, Usmash/Fsmash and Nair.

The stage is a only slightly smaller than FD vertically, but horizontally the edges are sizeably closer, so LK should be the main killing option. Also worth noting is that while marking the ledgewarp points on each map is a really cool idea ( =D ), beware warping to the right side of Part 1. Normally you can DI back and grab the ledge, but not here.
 

Kataefi

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=D So glad the stars are liked!

I'm thinking this is also a favourable stage for me personally. I adore the first part of it. You can really harass the opponent in a variety of ways here especially with a few surprise attacks. I like the fact that you can drop down uair from the top platform in the first transformation. You can also harass with nair really well. Usmash however doesn't reach.

The platform that goes up and down at the right I believe she can fall off, uair, but at the risk of having to FW back up. It's high/risk high reward. What does everyone make of this?

The left-most ledgewarp (left star that leads to the ledge on the right) is really very handy here imo, but it's highly situational. The situation can arise often though... you need to wait when the right platform is down to be able to cancel effectively. If the opponent hides underneath, you can catch them in a cancelled nair > usmash possibly, but this requires the surprise factor!

The other ledgewarp is standard; high risk/reward strategy as always.

The 2nd transformation (after the flip), I actually think she's very good at camping the middle section. The good thing is, she can dodge a lot of projectiles very well by ducking and dtilting (her hurtbox becomes very small during dtilt). I think if she can gain camping momentum in the middle section then she's in a good position! If it was the other way around... how would she be able to deal with effective camping this way? Hhhmmm, I'm guessing she could bait and move via the top platform in the centre somehow - perhaps standing there, jumping around to bait a reaction and then drop down to infiltrate their defences.

The ledgewarps on this transformation can be fool-proof depending if those moveable platforms either side of the stage are in a good position, so if they're well timed, they could go unpunished.
 

Half-Split Soul

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I personally wouldn´t recommend ledgewarping to the right in the first form of the stage. She´d almost always have to use FW to get back to the main stage and would be very punishable after it in case she couldn´t hit the enemy. I think it´s usually better to stay on the moving platform and attack anyone recovering with some of her smashes. The second transformation on the other hand can be really great for ledgewarping as LKs kill fast and the moving platforms give her safe spot to land as you said.

If memory serves, the platform on the right in the first form can´t be dropped through, so she´d have to run of it to attack with an Uair or something like that. This would be somewhat predictable and very punishable, so I don´t think it´s generally a good idea.

Zelda can actually approach some characters camping in the middle part of the second form of the stage. She can use Nayru from a shorthop against some projectiles: if timed right, the move should reflect the projectile back to its owner and stop just before the ground, giving her fairly little lag. FW also work great in mindgames on the second form of this stage if used with care. She can appear in many different places because of the tilted hills and lower middle part, giving her more options with it.
 

Kataefi

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Half-split what about ledgewarping to the right when the platform is at its lowest? You can rain down nair if your opponent is hiding.

Also... if you're holding onto the left ledge of the first part of the stage, and the right-most platform is all the wa down, you can drop down and teleport onto this platform to get to the other side.
 

powuh_of_PIE

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So how is this thread gonna go? And if we're done with Frigate Orpheon, can I nominate Norfair for next? A lot of people are saying it's not as good for Zelda as I'd thought, but I always excel there...
 

Half-Split Soul

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Half-split what about ledgewarping to the right when the platform is at its lowest? You can rain down nair if your opponent is hiding.
I think that´s a pretty high risk strategy. As we all know, Zelda doesn't really like being above her opponent and that's exactly where she´d be getting with this tactic. Don't get me wrong though: I'm not trying to shoot down the idea. i just think it should be used rarely and shouldn't really be relied on.

In certain situations I find it to be a perfect place for ledgewarping though. When you've hit an enemy flying to the right you can ledgewarp to get fast to the moving platform. Since your enemy has no other chance but to recover on it you get to the right position to D-smash them right back where they came from faster than by running.
 

Kataefi

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Yeah i guess it would be pretty risky! I've updated and the next thread is now Norfair. Hopefully we get some great tactics on this stage!
 

MrEh

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My 2nd favorite stage in the game.


First of all, you won't get gimped here. The bad part is that this stage essentially promotes camping, and helps a lot of characters more then it helps you. If you can camp someone here, then go ahead and do it.

Otherwise, stay away from this stage, since you'll probably be camped harder.
 

KayLo!

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High ceiling is kind of bad unless you're on the top platforms, and afaik, Zelda's ledgecamping game is balls compared to most characters'. Maybe I'm just used to ****** here with Pika, but this wouldn't be a stage I'd feel comfortable with as Zelda....

However, I think if you spike someone while there's lava, they'll go through the lava and die, but you'll be saved by it if you mess up your recovery. I'm pretty sure that's how it works on this stage. Not that Zelda's spike is great, but, hey. That's all I got for Norfair. :ohwell:

Why are you guys still awake?! Or maybe it's just me who's been up all night.......
 

MrEh

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Since Zelda can't camp ledges because her recovery is so awkward, that's one disadvantage right there.

If you've ever seen Gdub on this stage, you'll know how impossible it is to hit him offstage. :/
 

powuh_of_PIE

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Platforms make Nair very useful, multiple paths to the center where Zelda is very comfortable. Also Zelda's GTFO moves lend themselves easily to directing the opponent towards lava walls/floors for extra damage racking.

In fact, I would say this is one of the reasons she shines here - if you get on the correct side of your opponent, you can squeeze them between your Fsmash and the lava and they start to panic when placed between a molten rock and a sparkly place. Follow-ups off of the lava are easy setups for Fair/Bair/Uair/Dair if you can predict the trajectory they will follow, and Fsmash + Lava + Killer Aerial usually does enough damage to kill anyone above like 35%. Zeldas that play here need to be very conscious of the lava and position themselves to take advantage of the multiple stage hazards. Conversely, Zelda herself does not suffer as much from lava as most would, as one bounce usually gives her enough time to FW away to a high platform for safety.

If I could get vids of me ****** on Norfair I would T_T Norfair is mah stage lol
 

Kataefi

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but powuh how would you do with camping on this stage? I'm talking camping of all types. I suppose... the aim of playing on this stage is to get as much of a lead as possible and allow them to approach you.

What are some effective ways to camp on this stage? Also... can anyone think of ledgewarp points? And I'm loving the layout actually.... it's like uair heaven!
 

Canvasofgrey

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Due to the properties of Norfair, it enhances characters like Zelda who can do some very interesting things with her Teleport. However, Norfair also promotes spammable camping, and characters that just have better aerial game. So like, despite enhancing Zelda's game, I think if you're facing off against someone who clearly has a better advantage than Zelda, then your gain is ultimately a loss.

Characters that excel too much at Norfair:

Pit - spammable arrow galore
MK - duh
Wario - air camping
GnW - air game
Peach - air game, though still not a viable counterpick
Squirtle - lava hurts less and Superior aerials, same as peach

I think Norfair is better as Sheik than Zelda.
 

sniperworm

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Also... can anyone think of ledgewarp points? And I'm loving the layout actually.... it's like uair heaven!
I would imagine that the middle two platforms (height-wise) would be ideal places to try ledgewarping to the rest of the platforms. I can't be sure though, I never really picked Norfair when it was legal in Hawaii (except once where I used it to beat a Peach with Sheik).
 

KayLo!

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Due to the properties of Norfair, it enhances characters like Zelda who can do some very interesting things with her Teleport. However, Norfair also promotes spammable camping, and characters that just have better aerial game. So like, despite enhancing Zelda's game, I think if you're facing off against someone who clearly has a better advantage than Zelda, then your gain is ultimately a loss.

Characters that excel too much at Norfair:

Pit - spammable arrow galore
MK - duh
Wario - air camping
GnW - air game
Peach - air game, though still not a viable counterpick
Squirtle - lava hurts less and Superior aerials, same as peach

I think Norfair is better as Sheik than Zelda.
I would add Pikachu to that list. Pika's ledgecamping game is pretty solid, and he can juggle people to death with Thunder off the lava walls. (Contrary to what you might think, it's actually pretty easy to set up, and the hitstun @mid-high percentages will be too much for Zelda to Naryu's.)

Also, he can QAC like crazy from platform to platform and harass Zelda from below with uair while being almost completely safe from punishment on shield. :)

Speaking of uair, I agree with Kataefi: Zelda's is a pretty sexy move here. I've played on Norfair only twice with Zelda, but both times I got kills by falling through a platform and catching my opponent with uair as they tried to follow. Ledgehopped uairs are also much easier since with all the ledges, the chances that you'll get edgehogged/suicide trying to get back to the stage are pretty low.

One gripe about Norfair is that the platforms are too high for Zelda to usmash people through them. :( That would make it 10x more ****.
 

Kataefi

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Yeah it would have been great to harass with Usmash from below, but I've switched to the next best... NAIR!!! Seriously it's so good at harassing through platforms... it's like a pseudo Usmash with amount of shield it takes off, and if you hit correctly, you can chase DI.
 

JigglyZelda003

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Characters that excel too much at Norfair:

Pit - spammable arrow galore
MK - duh
Wario - air camping
GnW - air game, on bottom cannot be touched
Peach - air game, though still not a viable counterpick
Squirtle - lava hurts less and Superior aerials, same as peach
Link-ban norfair or die D:<
Luigi-airgame, unless you control the bottom
pika-as said by Kaylo
Bowser?
had to add to canvas list.
i hear about success for Lucas here, but i've never played that match.

and despite some things JP is one of the few air fighters you don't have to severly worry about here cause on the bottom other than snaking theres not much a way for her in.

I think Norfair is better as Sheik than Zelda.
thats how it is for me since im not very good on norfair as Zelda and i've normally fought campers here.

i guess if your comfortable with it it has its uses, like controlling the bottom.....
 

lonelymascot

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i find Dins most effective on norfair especially when in the chamber as the waves coming most the time a smash ball appears right before the wave, while there trying to get im sitting in there throwing dins at it and or them
 

MrEh

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i find Dins most effective on norfair especially when in the chamber as the waves coming most the time a smash ball appears right before the wave, while there trying to get im sitting in there throwing dins at it and or them
That would be a good idea if we actually played with Smash Balls.

Which we don't.
 

Canvasofgrey

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That's basically the reason I didn't add Bigglypuff in the list. With the ledges, she actually has trouble incorporating her air game since she has a huge ledge grab range. Plus, lava kicks her butt in the situation where she gets hit by it.

I never played Luigi, Pikachu or Link on Norfair, so I don't really know about that. XD

How about Ike since he has large aerial range and poor recovery, does the ledges help for him more than others?
 

KayLo!

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i find Dins most effective on norfair especially when in the chamber as the waves coming most the time a smash ball appears right before the wave, while there trying to get im sitting in there throwing dins at it and or them
*facepalm*

@Ike on Norfair: as far as I've seen with Pika, Ike doesn't do that great on Norfair. His recovery is ridiculously long (animation-wise), and since he can only grab the ledge six times in a row with Aether, he can't exactly ledgecamp. He'll be forced to come onto the stage eventually. Not sure if the limit applies between different ledges, but regardless, Ike isn't good at camping the ledge.

His uair is too laggy to abuse underneath platforms, and the high ceiling on Norfair greatly hinders his vertical killing power. Unless you get hit with fsmash (lulz), ftilt, bair, or a fresh fair, you probably won't die as early as you normally would on other stages.

Fair and nair are still good moves, though, so he doesn't completely fail on this stage. He also has that spike.....
 

Kataefi

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Does anyone have any requests as to what stages they want to do, or I'll just pick one randomly =D
 

Dayzin

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From my experience its bad cause it can gimp your recovery and if you use dins to close to the edge you will fall off the stage.
 

powuh_of_PIE

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From my experience its bad cause it can gimp your recovery and if you use dins to close to the edge you will fall off the stage.
If you can avoid those two issues though, it's alright. And from what I can tell, Yoshi's gimps your recovery if you hold any direction even slightly towards the stage while using FW. If you're careful you can avoid it, however in the heat of the moment lots of people tilt it just enough to die. I usually try to recover at an angle if at all possible.

But the center promotes Din's camping to an extent, it's a good range for her to be able to use it before it gets too far away from her and creates an opening. Usmash will reach through the platform if you use it when it's more steeply tilted, otherwise it won't. Uair is much better at reaching people on this platform.

As far as preferred killers go, LK's do better than Uair/Utilt/Usmash due to higher ceiling and closer horizontal boundaries. On this note, you can CP this stage on people with good vertical kills but not so many horizontal ones in a similar manner to Japes, except this stage is neutral.

All in all, I'd say this isn't our preferred neutral, but it's not horrible. Even though it's the worst neutral it's not horrible if you're careful on recovery.
 

Half-Split Soul

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This stage is horrible for Zelda when she´s recovering. Sweetspotting is often hard or impossible because the ledges are tilted, the ghost platforms can really screw up the FW aiming if they appear at the wrong time and the wall auto-gimps Zelda.

When she´s on the stage I don´t find this stage quite as bad. Shyguys can help to stop some enemy projectiles while middle platform limits enemy approaches and may even give some situational "combo" chances. (U-smash => U-smash => enemy lands on the platform => tech chase to aerial) She also has her D-smash that can lead to good kills. Otherwise she loses her killing power though, since many of her attacks send enemies at least little upwards. The tilted edges may cause some stupid things like Din SDs or missed attacks, but they can often be prevented by watching the spacing.

It may not be one her best or even good stages, but there´re some others I hate much more.
 

sniperworm

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Pearl City, HI
This stage is terrible for Zelda.

First the offstage portion. Yes, it is possible to avoid getting eaten by the side of Yoshi's Island. If you teleport straight up (aka don't press anything), you'll be fine. Of course, you'll be edgehogged and killed, but the stage won't have eaten you. Those ghost platforms are rediculously bad for Zelda. It is highly unlikely that it will ever assist Zelda's recovery because of the fact that Zelda has a teleport and basically forfeits control of herself during the initial startup of the teleport and she has no horizontal control for a while post teleport. This means that the platform will not save you unless you purposefully aimed over there (and anyone half awake will simply adjust and hit you back out as you land). Zelda also has a fairly unique problem in that the platforms could totally screw over her recovery (by coming up underneath you during the startup of the teleport) due to the long startup on her UpB. That being said, those ghost platforms do set up for some very early kills if someone is forced to recover onto them, but seriously, I'd rather have them dead. It's also possible to edgeguard from those platforms, but Zelda's slow speed and the randomness of the platform generally make that impossible.

Next is the stage itself. The stage is unusually jagged (the ground consists of a bunch of slopes) and it can and will disrupt spacing. For a character that requires precision, this is very bad. Don't ever use Din's Fire when standing with your back to the edge of the stage for obvious reasons. Now on to the platform. The tilting platform above the main stage really helps to promote camping. It makes it rather easy for someone to entrench themselves under there with little worry of a direct overhead assault (which is a shame since Zelda is good at stopping those). Of course, like any platform, it helps to setup Zelda's awesome aerials.

Now for Ness's archnemesis, the fly guys. They really don't effect the match too much, but you need to be aware of them if you like to space with kicks (because sweetspotting them is very easy and it'll leave you hanging there just waiting to be destroyed) or any time you want to attempt one really. You also need to be careful of them during recovery since hitting one will make you lag a little more than normal (and Zelda already has enough lag). Occasionally they'll appear in between you and a projectile camping opponent, which is like a free ticket to get closer. Zelda does not suffer from this drawback (lol, go Din's). Remember that you can also use those little critters to refresh your moves if they're around and you've got nothing else to do.

Overall, the stage itself is livable if Zelda outcamps her opponent and they're actually bothered by Din's. However, the offstage area (an area that's already a death trap for Zelda) is much worse than normal and it's a nightmare to try and approach someone with a good projectile (and that's not even considering Zelda's lackluster approaching skills).

Generally speaking, your opponent will play to their strengths and target your weaknesses, so I don't see how picking a stage that makes one of her biggest weaknesses ten times worse can be good. So if you like getting camped and gimped, go ahead and pick this stage. Otherwise, pick this stage at your own peril.
 

MRTW113

Smash Journeyman
Joined
Jul 17, 2008
Messages
341
Is there any exact kind of reason the stage gimps Zelda? I've died so many times when recovering upwards from below the ledge...
 

KuroganeHammer

It's ya boy
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Jul 15, 2012
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15,985
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Australia
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Aerodrome
Eww... I hate this stage.

I think the cons have been pointed out already.

The only good thing is that the stage is kinda small and has that platform in the middle.

A quick D-smash might kill someone, but Zelda is kinda light... So it could happen to her with someone with a semi spike D-smash.

I can't remember, but can Zelda's U-smash hit people on the platform?

Perhaps a short hop and U-air may be better for someone on that platform...
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
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Philadelphia, PA
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I can't remember, but can Zelda's U-smash hit people on the platform?

Perhaps a short hop and U-air may be better for someone on that platform...
Depends. The platform tilts.... at its lower points, you can hit with usmash, but people usually don't stand on the low end if they're on the platform at all.

SH uair works really well, though.
 
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