Friday, April 11, 2008

Don't Break The Ice

Created by Spades.

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Description and Strategies:

The stage has a pretty straight foward design, that is very similar to
some other stages that we have seen before. It consists of one
straight line of falling blocks, with only two stationary blocks (one
on each end) for a break.

Now, since one block is hardly enough room to face off with your
opponent, you will be forced to do most of your fighting with blocks
falling all around you. So, your best character choices would be the
quick and flying characters with the exception of Charizard and
Jigglypuff.

Using JigglyPuff in this stage is completely reckless! Why? Well,
almost all of Jigglypuff's special techniques can result in his death!
The rollout would either have you fly off a ledge or the gaps in the
course, caused by the falling blocks. Sing wouldn't work as enemies
don't have enough damage to stay asleep long, and by the time you
finish singing the block you are on would have fell off the stage.
Rest wouldn't work, as everyone is moving around so much it is even
harder to hit with here. And even if you do hit someone with Rest,
they won't have enough damage on them to be KO'd, as you have just put
yourself to sleep the block you were on just fell off the stage. And
even Pound has a recoil long enough to put you in jeopardy of falling.

And Charizard is so heavy that when he does fly, he goes a very short
distance at such a slow rate, it make it increasingly difficult to
avoid falling and trying to fight at the same time.

The positive side to this is once Charizard either gets KO'd or SD's,
Squirtle will appear! Squirtle is very light and quick and can easily
manuever through the stage and fight at the same time, as if it were
nothing at all! And unlike Jigglypuff's rollout, Squirtle's Withdraw
can be stopped quickly enough to avoid death and get back into the
fray, though this does require some skill at controlling Squirtle's
Withdraw. And with enemies constantly falling, it's the ideal place to
use Squirtle's Water Gun, to give opponents that extra push off the
stage. Squirtle is quick enough that he should be able to get to the
blocks pushed off to the side and charge his Water Gun, before leaving
himself open to being attacked.
The only down side to Squirtle is that he will eventually get tired,
so once this happens switch out to Ivysaur for a couple minutes and
quickly switch back to Squirtle while on the stationary blocks.
Ivysaur is as decent and average as most characters are on this stage,
so you should be able to hold your ground long enough with him to give
Squirtle the time he needs to rest.

Also keep in mind that ledge grabbing cannot be achieved on falling
blocks, so be sure to pick a character with a good recovery, making
the Star Fox characters less than ideal (as you can clearly see in the
gameplay video. XD).

Also good to use here is Toon Link, as he is pretty strong and fast,
and is pretty deadly when used properly. The only caution you may need
to take with him is that the platform underneath you doesn't fall
while performing his final smash. If it does, you will hover during
the technique, but you will fall afterwards, and the game won't let
you use your B-Up move to recover. And like I said before, you cannot
ledge grab the falling platforms.

Now, the last exception to the quick and flying characters is Sonic.
Why not Sonic? I mean, he is the fastest character in the game.
However, it takes an incredible amount of skill to control Sonic here.
He moves so fast that he may be difficult to stop before falling off a
ledge. Also his homing attack, may betray you by causing you to chase
your enemy off the stage. And his final smash, being as difficult to
control as it is may leave you in a tight spot once it wears off.
Think about it. Super Sonic will be charging into opponents, and most
characters will be in a constant struggle to stay afloat here. That
means, you may need to go under the falling blocks to get your kill.
But when Super Sonic attacks, it sends them upwards, so you may have
actually just saved your enemy! And then, what happens if your final
smash wears off while you were under the falling blocks going after
the other players? You die, and it'll go down as a SD. So, you may end
up saving your opponents and killing yourself! Kinda defeats the
purpose of Super Sonic, doesn't it?

But let's say Sonic is your absolute best character than you may be
able to pull it off using him. But remember all the dangers I just
mentioned about using Sonic. It takes a player with extreme skill and
control to use Sonic effectively in this course. So, while it isn't
impossible, I would not recommend using Sonic in this course.

Who would I use?
I'm keep this one short and sweet because there ain't much else to say
about this one.
I myself would use Toon Link, for his unique combination of strength
and agility. Just be sure to watch out for the aftershock of his final
smash.


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