Super Smash Bros. Brawl -- 18 October 2010, Custom Stages #02

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I realize now that the recording phase is over...that by arranging them as such, the selection must seem awfully presumptuous of me, going through all my own stages consecutively instead of spreading them out.

Really, the criterion for choosing which stage we'd go to was much simpler...just going through the whole list in order so that one couldn't be forgotten by accident. Well, that and changing the order around just slightly so that the match times would accommodate the YouTube upload limit.

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Match #1: Ice Coffin (by Joou)
"Chill out for awhile"
Frozen Hillside

Ganondorf (Joou)
vs. King Dedede (LAM)
vs. Snake
vs. Pikachu

Let me come right out and say this from the start...this is probably the most conventionally "annoying" stage I've ever made. I didn't care, because for some reason I wanted it that way.

Trapped in a frozen coffin with three other people, who wouldn't be thirsting for the sweet release of death after some time had passed?

Anyway, there are three basic ways to play this stage, in order of increasing effectiveness and decreasing frustration:

1) You just throw all your force at the other players...hopefully they'll eventually fall out.

This...is, at least hopefully, what should instantly strike you as a particularly weak strategy, because all the little ice cubes will obviously get in the way and drastically reduce the mileage you impart upon your opponents' persons, meaning you could be doing this forever, unless you get smart and move on to the second idea.

2) You start resorting to moves that will send opponents with an almost entirely vertical or horizontal direction component.

I should at least hope that this is where most people will start thinking when they see this ridiculous place in which they happen to find themselves. That out of the way, it's still easier said than done, because such moves will typically not be your strongest, as Smash attacks are almost all geared towards a combination of horizontal and vertical distance. The ice will actually help you compensate for needing to use somewhat weaker moves by forcing a reeling opponent to travel further horizontally.

3) Strike your enemies to send them off at some diagonal which will result in their path leaving the coffin.

This is by far the most challenging, but most rewarding idea with which to engage your opponents. It can be something as relatively simple as using a diagonally-upwards attack on one of the horizontal surfaces with openings on either end such that the victim hits their head on the ceiling and is automatically incapacitated while they slide along the surface towards the exit. It could be as complex as trying to engineer a bank shot that will bounce them off one of the interior walls and out of the coffin. Since everything is on a grid and nice even square distances, it's simple geometry...with fiendishly-complicated timing and under extreme duress.

AI players will always follow 1, obviously...and humans by default should be at 2. I'd say that I myself am only somewhere around say a 2.2 or 2.3 on that scale.

It's definitely not a stage for everyone. I'm pretty sure most "sane" players would be compelled to hate it by default.

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Match #2: Reznor's Revenge (by Joou)
"Viva la revolution!"
Castle / Boss Fortress (Super Mario World / SMB 3)

Pikachu (Joou)
vs. Kirby (LAM)
vs. Mr. Game & Watch
vs. Mr. Game & Watch

This idea probably only came about because of my not-yet-completely-resolved obsession with the rotary platforms, the fact that I had just learned that you could choose up to two sizes larger for every stage element, and the music that I selected for this stage.

Honestly, the title of the stage was only really something that I decided would sound cool and encompass the general feel of the level, rather than the actual logic of it. I'm not really sure where the Reznor are or how this is their revenge, but it could simply be that they're laughing from their fiery graves at four players being subjected to four times the four platforms they themselves used to perch upon, picking off plucky plumbers.

I think "ideally" the stage would actually just consist of the four rotary platforms in a perfectly circular pattern, rotating as seen here, but also themselves revolving around an unseen focal point. Maybe some linearly-moving platforms around the outskirts of the arena, just so that you can more effectively transition from one rotary platform group to another.

Really, this stage isn't nearly as interesting as the first three, if you ask me.







Tags:
Super
Smash
Bros.
Brawl
Ganondorf
King
Dedede
Snake
Pikachu
Ice
Coffin
Kirby
Mr.
Game
Watch
Reznor's
Revenge



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