Elyssa Xey Hexen
Broken!
- Joined
- Aug 6, 2008
- Messages
- 19,346
8th Stage is:
Castle Seige
(adding picture later)
Another transforming stage, what can Snake do with this beseiged fortress mess?
Castle Seige
(adding picture later)
Another transforming stage, what can Snake do with this beseiged fortress mess?
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7th Stage is:
7th Stage is:
Frigate Orpheon
Frigate in short is a good stage for Snake. This stages will grant Snake a number of advantages. The first is the way the stage is colored. It can allow his explosives to be masked by the darkness and coloring of the stage. The other advantage is the size of the first part and the camping that the 2nd part can give him. The 1st part of the stage is small enough that it can aid him in this control of the stage and tech chasing. When the stage flips it becomes larger, but it makes up for that in adding his camping. The change in elevation in the center allows him to avoid most horizontal projectiles while still being able to grenade camp the opponent.
Probably the main reason to ever consider bringing people to this stage is to capitlize on a characters poor recovery. The 1st part you play on has no ledge on the right. So for many characters that utilize a ledge for recovery, or typically use the auto snap feature of a safe way to get onto the stage are crippled in this respect. Snake too can be abused with the edge missing, but not as much as others can. Besides, we should typically be recovering high to being with.
CP this stage against those with poor recovery options. That list includes a great number of people (but not limited too) ZSS, Olimar, PT (for ivysaur), Marth, spacies, ICs, diddy, and more. It's also a legit counter to MK. It's small spacing for the stage allows for his air camping or stalling to minimized.
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6th Stage is:
Brinstar
Brinstar
Brinstar gives Snake many 1Ups to his gamplay. The close blastzones coupled with his high knockback attacks will give a quick death to many opponents. The stage itself is small with 3 platforms, and the main floor that can be split near the center. This allows teching chasing opponents much easier to follow on their rolls. Snake's Mines, grenades, and C4 are easily masked by the terrain making it sometimes difficult for your opponent to see the explosives. The lava from the stage is excellent as it can protect you against spikes and cypher grabs. It also adds a nice ~10% of damage to your opponent if they get hit (10% to Snake is negliable).
While the stage gives plenty of advantages to Snake, there are equally many other characters that can turn the stage to there advantage against Snake. DK, MK, Wario, and Marth are just such characters that you want to avoid bringing here.
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5th Stage is:
Delfino Plaza
5th Stage is:
Delfino Plaza
Delfino Plaza is split into 2 major sections: A flying portion, and a grounded portion. Each section is split into various layouts. The stage starts out in one of the flying variations before going into a grounded variation, then it will take back to the flying portion and repeat.
The flying portion will be like BF, but with the main section being like that of Halberd and the platforms up top are arranged in various postions. It's recommended that you play on this section much like you would on BF. Take note that the bottom of the stage is open to attacks from below, so be wary of that fact.
The grounded portion are more varied. It's split into 9 different possible layouts.
Beach1
This layout of the stage makes you battle on a mounded hill of sand, with water on either side. It's best to avoid the water at all costs and just try to control the top of the mound. SHould your opponent fall into the water, it's a good chance to try to spike them.
This layout of the stage makes you battle on a mounded hill of sand, with water on either side. It's best to avoid the water at all costs and just try to control the top of the mound. SHould your opponent fall into the water, it's a good chance to try to spike them.
Beach2
This layout is just like Beach 1, the only exception is that the mound you fight on is wider, and low slope angles. But the same principal still applies. Control the middle, and try to avoid going into the water.
This layout is just like Beach 1, the only exception is that the mound you fight on is wider, and low slope angles. But the same principal still applies. Control the middle, and try to avoid going into the water.
Shine Sprite Gate
On this bit, you fight a top the Shine Sprite Gate. The gate is arranged with a rounded top center that rises up between 2 platform sections. The raised center thus creates a wall next to the platforms. And beware that people will try to get any kind of wall trick on you here, so try to avoid that. The platforms do have ledges that you can grab onto. Beware that these platforms cannot be fallen through, but people can attack up from underneath them. It's best to take this stage by camping on one of the sides and toss over grenades till they get close to you, if you feel threatened by the wall, escape and move other to the other side till the stage changes.
On this bit, you fight a top the Shine Sprite Gate. The gate is arranged with a rounded top center that rises up between 2 platform sections. The raised center thus creates a wall next to the platforms. And beware that people will try to get any kind of wall trick on you here, so try to avoid that. The platforms do have ledges that you can grab onto. Beware that these platforms cannot be fallen through, but people can attack up from underneath them. It's best to take this stage by camping on one of the sides and toss over grenades till they get close to you, if you feel threatened by the wall, escape and move other to the other side till the stage changes.
Fountain
The part you fight on this time is nothing more than a flat piece of stage, with a dip in the center of it, and the sides are walk offs. Plus, a nice little fountain in the background Due to walk offs and no platforms, it's best if you try to control and camp from the center. Try to keep your opponent between the nearest side and you.
The part you fight on this time is nothing more than a flat piece of stage, with a dip in the center of it, and the sides are walk offs. Plus, a nice little fountain in the background Due to walk offs and no platforms, it's best if you try to control and camp from the center. Try to keep your opponent between the nearest side and you.
Rock Pillars
This bit here takes the battle to 3 rock pillars that jut out of the water. The rock pillars can be wall jumped by various characters, and has edges for you to grab onto with both sides. The problem is that the rock pillars have very limited movement space for you to fight on. It's probably best to avoid falling into the water whenver possible and just plank the stage by using the various edges. If you need to move, dont' stay on a platform too long and utilize your grenades and C4 to make the rock pillars unsafe areas for people to land on. The Stage here does has an incredibly low ceiling compared to the rest of the Delfino Plaza stage variations. This makes it a great place to try to get a kill in.
This bit here takes the battle to 3 rock pillars that jut out of the water. The rock pillars can be wall jumped by various characters, and has edges for you to grab onto with both sides. The problem is that the rock pillars have very limited movement space for you to fight on. It's probably best to avoid falling into the water whenver possible and just plank the stage by using the various edges. If you need to move, dont' stay on a platform too long and utilize your grenades and C4 to make the rock pillars unsafe areas for people to land on. The Stage here does has an incredibly low ceiling compared to the rest of the Delfino Plaza stage variations. This makes it a great place to try to get a kill in.
Rooftop
The match this time takes place a top a rooftop. The stage in the center rises up slightly, has a couple of small walls on either side of it, dips back up a bit, and then gets so close to the end of the stage one could call it a walk off. The thing to note here is that the right side DOESN'T HAVE AN EDGE, so if you try to recover there you'll simply fall to your doom. The left side is in fact a true walk off. To tackle this portion, simple avoid going anywhere near the walkoffs and try to camp near the wall. But avoid being caught next to the wall. If you are pressured, simple flee over to the other side and repeat your camping.
The match this time takes place a top a rooftop. The stage in the center rises up slightly, has a couple of small walls on either side of it, dips back up a bit, and then gets so close to the end of the stage one could call it a walk off. The thing to note here is that the right side DOESN'T HAVE AN EDGE, so if you try to recover there you'll simply fall to your doom. The left side is in fact a true walk off. To tackle this portion, simple avoid going anywhere near the walkoffs and try to camp near the wall. But avoid being caught next to the wall. If you are pressured, simple flee over to the other side and repeat your camping.
Delfino Square
The central of Delfino. A big building in the background, and palm trees. This portion is almost exactly like Final Destination. The difference is that the pit is replaced by water. Simply play here like you would on final destination, but avoid getting caught in the water. Good spiking chance if your opponent falls in.
The central of Delfino. A big building in the background, and palm trees. This portion is almost exactly like Final Destination. The difference is that the pit is replaced by water. Simply play here like you would on final destination, but avoid getting caught in the water. Good spiking chance if your opponent falls in.
Umbrella Land
The layout of this variation is rather simple. Strating from the right is a walkoff. Going left across the stage you run into 2 umbrellas that will act like low lying platforms. Continuing further right the stage dips down. In there is a low wall, and on the left is a higher wall, but if you go too high you'll run into the blastzone. The choice here is to either try to camp on the left side with the walls, or control the center of the map staying away from both sides. Naturally, if you face a DDD, avoid the left side at all costs to avoid the wall infinite. From the center you control the whole stage, from the left you can still control the stage and deal with less projectile spam. Plus, the walls can act as a shield against high damage by DIing into them if you get hit. Look at the situation at hand, and decide which course to take.
The layout of this variation is rather simple. Strating from the right is a walkoff. Going left across the stage you run into 2 umbrellas that will act like low lying platforms. Continuing further right the stage dips down. In there is a low wall, and on the left is a higher wall, but if you go too high you'll run into the blastzone. The choice here is to either try to camp on the left side with the walls, or control the center of the map staying away from both sides. Naturally, if you face a DDD, avoid the left side at all costs to avoid the wall infinite. From the center you control the whole stage, from the left you can still control the stage and deal with less projectile spam. Plus, the walls can act as a shield against high damage by DIing into them if you get hit. Look at the situation at hand, and decide which course to take.
Docks
This section can be a pain for Snake to fight on. In the center is dip in the stage that is made up of walls. On the right is a narrow strip with a walk off. On the left is a small chuck of land, a low lying platform, and water. Going further is the blast zone. The center is covered by wall shenaigans, the sides are death traps. It's hard to decide where to fight on this part. It's probably best to always keep shifting while you camp along the way. This will cause your opponent to spend more time trying to follow you around, then actually taking advantage of the pressure they could otherwise be applying to you.
This section can be a pain for Snake to fight on. In the center is dip in the stage that is made up of walls. On the right is a narrow strip with a walk off. On the left is a small chuck of land, a low lying platform, and water. Going further is the blast zone. The center is covered by wall shenaigans, the sides are death traps. It's hard to decide where to fight on this part. It's probably best to always keep shifting while you camp along the way. This will cause your opponent to spend more time trying to follow you around, then actually taking advantage of the pressure they could otherwise be applying to you.
Overall, this isn't a terrible stage for Snake. But neither is it his best. If you just apply your game play to fit with the tide of the stage, you'll do fine. The problem with it is that Snake cannot take advantage of the walls and walk offs as well as other characters can. But Snake can be taken advantage of This stage is one that really more of a CP against snake than one we would pick. There are better choices for Snake to choice from, but if you know the stage better than the oppostion, then go ahead and CP this against them. If you were to ban this stage against anyone, it would be against a DDD main.
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Fourth Stage is:
LYLAT CRUISE
Lylat Cruise is yet again another stage that is benefical to Snake. It's small and compact allowing for good control of the stage. The tilting of the stage is a natural boon as it can help mess up peoples recovery. You can also take advantage of the tilting with the aid of grenades as they will fall down the slope or can be shot off of resulting in an arc. Your C4 will blast through the bottom of the stage which can help against those who try to fly underneath the stage.
Snake has excellent stage control because of the way the stage is arranage. If Snake stays near the edge of the stage he can control pretty much the whole stage and all the platforms. That platforms are low enough that your grenades can be thrown near them and keep your opponent pressured. Once closer they are in range of your CQC attacks. With the aid of C4 and mines you can also cover all of the platforms equally.
If you ever want to use this stage, it's a good one for messing up CGs and spacies. Overall it just helps against anyone with a poor recovery. Beware that your C4 Recovery is nerfed as you either go above the stage or underneath it as it's very hard to aim for the ledge to tech such a small space.
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Third Stage is:
POKEMON STADIUM 1
Summary Pending. (I'll update you someday, I promise )
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Second Stage is:
Rainbow Cruise
Rainbow Cruise is agrued to be one of the worst stages for Snake. A lot of his normal gameplay is ruined on this stage. Tech Chasing, Grenades, C4s and Mines are a few things that are affected by the stage.
The stage will be summarized in three parts: 1)Ship 2) Assent 3) Side Scrolling.
1) Ship -
The ship allows Snake the most access to normal gameplay. This section is tight and compact allowing for good stage control over the your opponent. Mines and C4s are uneffected here as with the rest of the stage they have to be applied differently. The major thing to be aware of is the wall. Many people have infinites or something against walls that easily racks up damage. Avoid placing yourself in that kind of situation and play on the ship like you would any other stage.
2)Accent -
When the ship docks and falls into the sky below to the pendulm in the skys. This segment of the stage is where Snake starts to get messed up by a lot of things and has to adapt. The stage starts to rise up with platforms disappearing beneath you with a narrow blast zone on the left. During this segment it's advised to take the stage in one of 2 appraoches: staying ahead of the movement of the stage, or to stay towards the disappearing portions of the stage.
By staying ahead of the stage you avoid getting stuck being forced to advance upwards which you can get hit as you start to accend. If you go with this it's best to play defensively with C4s and grenades being placed on the platforms and try to wait for the person to come into range of your attacks. Explode the C4s often so you avoid having a C4 on the stage when you really need it to C4 recover at any moment.
If you decide to stay towards the bottom of the stage you are forced to keep up with the accent of the stage, but you can take a more controlling aspect of the stage. By using cooked grenades and mortar you can try to attack the person above and if they get close you resort to CQC against them which you should have the superior CQC against most people.
3) Side Scrolling -
After the pendulam the stage will start to move horizontally leaving the platform jumping behind. This section has a relatively low ceiling which you can abuse to get your kills. Mortar Sliding is actually useful here compared to the rest of the stage. Since the stage is still moving you cannot really apply C4 and mines like you could on another stages, but grenade camping is an option. So on this portion you can apply your typical game play as normal. You just have to adapt to the changes in things disappearing staying on the move. Be careful to not get caught on the platforms when the stage finally decents back into the ship segment.
This stage is evil against Snake when used as a CP with some characters such as Meta Knight and Kirby. Their Uthrow can lead to early KOs as there Uthrow would land on the hightest most platform to do the damage. They also have decent recovery and can abuse Snake with their ability to gimp you. Overall you want to avoid the stage when you can, it might even be one you would want to always ban where available. It is though a decent stage that Snake can play on, you just have to take the time to learn to play on it.
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First Stage is:
HALBERD
Summary:
Halberd is a stage that is divided into 2 sections lasting about 1 and 25 second each: A flying platform and the deck of the Halberd.
The flying platform is made up of a larger platform that dips in the center and a platform above the dip. The slants here can be good for chucking grenades into the slants to "get a "cannon" like effect, which you can shield drop another grenade to stop this launched grenade to the correct point in it's arc. The lower platform can be attacked through, so use this to great effect and watch out for people trying to attack through it. C4 can also hit through the platform making it a great use for anti-planking attempts.
The deck of the Halberd is a great place for camping. It is large and allows plenty of room to maneveur. The central platform can also be used to great effect with mines and C4s. There are a few stage hazards that will pop up here: a claw, laser, and bomb. You will notice the claw will becoming when it starts waving about in the background and can hit either you or the opponent. The laser will select a target and will start following them till it fires the laser. The laser hits with multiple hits before sending off a single pulse that gives good knockback. The laser can be SDIed out of because of the multiple hits. The bomb will be launched off and float slowly down till around the middle of the screen and explode.
The ceiling for both sections is rather low, so any veritcal kills are enhanced on this stage. That makes it a great CP for lightweight characters such as MK. The bottom of the stage is also very deep allowing great ease in C4 recovery.
Previous Threads:
http://www.smashboards.com/showthread.php?t=207860