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Official Mario Stage Discussion Thread: Stage #14: Jungle Japes

deepseadiva

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I'm very uninformed regarding Mario, but would any of you agree on this?:

:mario2: Mario
Best: Battlefield
Worst: Pictochat
It's for this thread, discussing each character's 3 general best and worst stages.

If no, suggestions?
 

Matt07

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My worst stages would be Pirate Ship, and Final Destination (against most of the characters I do poorly on this stage.)

Anyways, umm Mario can K.O pretty early here when the platform is on the ship because the stage streches out so far. Also you can mis-time a up B and not really get punished because of the two platforms.

I haven't actually played on Pictochat in months (yea months :S...) I should really go back to that stage and see how I do there.
 

bobson

Smash Lord
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Mario's best stage is his opponent's worst stage and vice versa. There aren't any largely good or bad stages for him.
 

Matador

Maybe Even...Utopian?
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Jungle japes is probably the worst. I agree with battlefield though, Uairs **** there.
 

Matt07

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I used information out of this thread too come up with the summary, credit goes to the original posters.

Halberd.

Pros
+Cape Dashing works well here.
+UpB stage spikes on the 3rd phase (while you're actually on the Halberd) are alot more effective here than any other stage because of the ridiculous lip.
+You can miss an up B (grounded) and not really get punished because of the two platforms.

Neutrals
+/- The hazards on the stage can either benifit, or go against you.

Cons:
-Can easily lose a stock because you can't reach the platform. When the platform is flying around.
- People like Mk and d3, can abuse hitting you under the stage.
 

mariofanpm12

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We didn't really get too much out of this one. If you guys are sure we're about done here, then let's decide what stage to do next: Lylat cruise, pk stadium 1, castle seige?
 

Matt07

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Yea...we didn't really get all that much discussion for Halberd :(. Someone else can 'nominate' the next stage this time.
 

SkylerOcon

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Bumping the thread, with a request for Luigi's Mansion to be the current discussion. Utilt to jablock is just too good.
 

Kidlat

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Easy Jab Lock here if opponents miss the tech. Just Upthrow, Uptilt underneath the first floor. Though this is true for most characters.

Bad against projectile spammers. Just hide behind one of the posts so they can't get you or just break down the mansion.

Fair gets improved because of the high platforms on the edges.

Overall, not a very good pick for Mario since it does more bad than good.
 

hippiedude92

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Wishing Apex 2012 happened again.
Luigi's mansion is about smart DI and teching.

+Juggles do wonders
+ Juggles in the ceilings lead to possible jab locks.

- High ceiling
- hard to ko


+/- decent against projectile spammers, bad against rob
+/- cave of life= you and enemy will live around 300%s
+/- mario can be juggled easily as well.
 

Dory

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don't play singles here much cause usually banned at 90% of socal tournys :/
Hippiedude92 (IMO) nailed it perfectly though
 

Matt07

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Okay, Mansion it is, then. Later we'll have to get a consensus on Halberd, I guess.
Here's the conclusion on Halberd :p.

I used information out of this thread too come up with the summary, credit goes to the original posters.

Halberd.

Pros
+Cape Dashing works well here.
+UpB stage spikes on the 3rd phase (while you're actually on the Halberd) are alot more effective here than any other stage because of the ridiculous lip.
+You can miss an up B (grounded) and not really get punished because of the two platforms.

Neutrals
+/- The hazards on the stage can either benifit, or go against you.

Cons:
-Can easily lose a stock because you can't reach the platform. When the platform is flying around.
- People like Mk and d3, can abuse hitting you under the stage.

General advantage/disadvantage for Mario on this stage? I'd give it...a 45-55 Maybe? Maybe more in his favour?

Luigi's Mansion

-Fireballs are at a major disadvantage here due to them hitting the obstacles in the house.
 

mariofanpm12

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Hmm... from what I can see, here's the summary of Luigi's Mansion...

Pros:
+ You can trap opponents into Jab Locks

Cons:
- Ceilings are high, making KOs difficult

Neutrals:
+/- Offers decent protection against projectile spammers(but stops Fireballs)
+/- You and your opponent can live at very high (300%) percentages
+/- You and your foe can both juggle eachother easily


From what I can see... this stage is pretty nuetral, if not slightly in Mario's favor. There are definitely a lot of neutral factors here that can go either way, rather than clear set adavantages and disadvantages...

55:45 Mario's Favor?
 

Matt07

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Yea 55-45 in Mario's favour maybe 60-40 due to how easy it is to jab lock someone. But it could go against you if you fight characters that can do jab lock too.
 

Matt07

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Double post, but bumping, thanks for concluding it Mariofan. I think we're ready to move on to the next stage? Yea, 55-45 in Mario's favour seems good.

Stages We've Covered

Official Stage/Rule List Taken from here.

Stages Left To Discuss;

Starter;

Battlefield
Final Destination
Smashville
Yoshi's Island

Starter/Counter

Castle Siege
Delfino Plaza
Halberd
Lylat Cruise
Pokémon Stadium 1 *We will re-discuss.*

Counter

Brinstar
Corneria
Distant Planet
Frigate Orpheon
Green Hill Zone
Jungle Japes
Luigi's Mansion
Norfair
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Yoshi's Island (Pipes)

Counter/Banned

Green Greens
Mario Circuit
Onett
Port Town Aero Dive
Skyworld

Will edit as I go along.
 

mariofanpm12

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Let's go for Castle Seige.

Also, I apologize for not bumping the thread regularly. These last few weeks in school have been hectic, and this week I have Thanksgiving to worry about.

And thanks Matt07!
 

hippiedude92

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Wishing Apex 2012 happened again.
Hmmm castle siege I like to CP alot even though it doesn't benefit alot but because alot of players dont go often to this stage , so they aren't completely familiar with it but meh

1st stage

+ platforms are perfect aerial game

+ platforms give sexy fireball positions


2nd stage

+ moar platforms

+/- walkoffs on this stage is hectic, but very gay against CGs

+/- statues can stop projectile spam and also yours too

- high ceiling

3rd stage

- high ceiling
- stage tilts alot and can screw your recovery.
 

mariofanpm12

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Like hippiedude92 did, I say we should discuss this one for each seperate tier, give those a score, then try to sum the whole place up. I'll give it a go...

1st Tier
+ Platforms assist Mario in Fireballs
+ Platforms aid the Aerial Game

+/- I've always noticed that the ledges here work kinda' funny... straight wall down the sides, kinda like Yoshi's Island. I guess this is a plus, since you can Wall Jump


2nd Stage

+ More platforms are present, helping Fireball/Aerial game even more

+/- The statues cut off projectiles, both yours and your foe's.
+/- Very wide floor

- Floor means Mario can't put his edgeguarding game to work

3rd Stage
+/- Tilting floor can make or break both approaches and recovery
 

iMichael

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I like the music on this stage it's pretty good. Honestly I just don't see this as a good counter pick, but maybe it's just me...ya know?
 

Matt07

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Basically this stage didn't get too mcuh discussion, I think we should discuss it again after we do the other ones.

I used information out of this thread too come up with the summary, credit goes to the original posters.

Castle Siege

1st Tier
Pros:
+ Platforms assist Mario in Fireballs.
+ Platforms aid the Aerial Game.
+Platforms are excellent for combos. Blast zones are perfect for Mario's K.O'ing, easily.

Neutrals:
+/- I've always noticed that the ledges here work kinda' funny... straight wall down the sides, kinda like Yoshi's Island. I guess this is a plus, since you can Wall Jump.

Cons:-?


2nd Tier

Pros:
+ More platforms are present, helping Fireball/Aerial game even more.
+If you are close enough to the blast zone your back throw is a free kill.
Neutrals:
+/- The statues cut off projectiles, both yours and your foe's.
+/- Very wide floor.

Cons:
-Walkoffs on this stage is hectic, and chain grabs can wreck you.
-Floor means Mario can't put his edgeguarding game to work.
-High cieling makes it hard to K.O vertically.

3rd Tier

Pros:
-?

Neutrals:
+/- Tilting floor can make or break both approaches and recovery.

Cons:
-High ceiling.
-Stage tilts a lot and can make or break your recovery.
 

Monk/Honkey/Banana

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1st form

Platforms are excellent for combos blast zones are perfect for Mario's killing there really isn't anything too bad here

2nd form

I used to hate this form...until I found out...you can run away for just about the whole transformation not only that but if you are close enough to the blast zone your back throw is a free kill the only thing to worry about is chain grab walk off ****

3rd form

Meh it's like lylat without platforms... it's not that bad...
 

mariofanpm12

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I'm gonna say 65-45 on first tier, I agree on the second tier, and the third tier.
Awesome. In that case, let's decide where to go next. I don't really care where, but I wanna go in order from Starter to Counter... so maybe Lylat Cruse or PK Stadium 1.

*Goes to update*
 

Blackbelt

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Awesome. In that case, let's decide where to go next. I don't really care where, but I wanna go in order from Starter to Counter... so maybe Lylat Cruse or PK Stadium 1.

*Goes to update*
I say we do Lylat next.


Discussing multi-tiered stages one after another is a bad idea.
 

Matt07

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Lylat Cruise

Pros:
+Low ceiling makes it so much easier for Mario to K.O vertically.
+You can Jab Lock someone into a Wall Infinite.
+Characters can Chain Grab you with the slopes (Well Dedede still can I presume)

Neutrals:
+/- The ships can damage either you or your opponent.

Cons:
-Is it harder to K.O with Fsmash on this stage?
-Less platforms and weird slopes on this stage make it harder to deal with projectiles.

I think a 40:60 in opponent's favour.
 

mariofanpm12

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Stage tilting IMO hurts every character a bit in some way. Projectiles get screwy and approaches do too. It also scratches several recoveries, too.
 
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