Board Strategies
The following lists the strategies for each board, the
distinctions of each one, and who excels and who is at a disadvantage on
each board.
Terms used
Definitions
KO ceiling
The area on each stage "above" the screen where, if you
pass through, you will die. So, for example, if you get launched
very high by Fox' flip kick, you will go off the screen, pass through the
KO ceiling and die.
KO walls
Similar to KO ceiling, these barriers exist to the left
and right of each stage off the screen. The classic Mario Brothers
stage has KO walls that are very close to the edges of the board.
Ledges and Platforms
A platform is anything that you can stand on which is
distinguishable from the rest of the board. A ledge is an edge of
a platform that you can hang from.
Yoshi's Island
Description
Yoshi's Island is a relatively small board whose distinction
is the existence of clouds to the right and left of the main board.
There is one low cloud to the left of the board and two clouds--one high,
one low--to the right of the board. Obviously, these clouds can be
jumped on and this adds a dimension to the strategy of the board.
Another twist is the fact that standing on a cloud for a couple of seconds
will cause it to disappear; it won't reappear for a couple of seconds after
that. The rest of the board is rather simplistic with 3 platforms
above a larger main platform.
Ledges? Two: Left and right side of main platform.
Platforms? Seven: Main platform, top, middle left,
and middle right platforms, and the three clouds.
Can you jump through the bottom? No.
Good to use
-
Yoshi: When launched to the right, his high durability
will keep him from hitting the right KO wall. Also, he can land on
the clouds to protect him from being attacked while in the middle of his
second jump (this negates his main weakness).
Difficult to use
Strategies
-
Use the clouds to your advantage. If you're coming
back from a launch, try to land on them so you avoid using your second
jump or Up + B move to get back to the main platform. When you have
to use your Up + B to get back to the main platform, you're much more vulnerable
to being attacked/relaunched.
-
On the other hand, here's a nasty little trick: If you or,
in case of team play, your teammate launches an opponent and you know they're
going to try to land on a cloud, jump onto that cloud. If they have
weak jump-in/downward moves, try to relaunch them; otherwise, stand on
the cloud long enough so that it disappears right before they're about
to land on it.
-
Most of the fighting will concentrate around the main platform
so, if you have good downward moves, fall through the top platform to initiate
these attacks.
-
If you have a character with low vertical comeback (e.g.
Falcon, DK) and you're knocked off the main platform to the right, try
to jump over to the low cloud on the right. Very often, if you are
launched to the right and you try to reach the right ledge, you won't even
come close.
-
Here's an obvious one: If an opponent gets a hammer,
jump to one of the clouds and keep jumping up and down (so the cloud doesn't
disappear) until the hammer runs out.
-
Try to put mines on the middle left and middle right platforms.
This way, your opponents are more likely to jump into them. Or, put
them on the clouds (avoid doing this in team play). Also, don't put
mines on the top platform as, more often than not, regenerates will blow
them up.
Link's Castle of Hyrule
Description
Good to use
Difficult to use
Strategies
Pikachu's Saffron City
Description
Saffron City consists of a number of buildings and two
moving platforms. The lower left building is close to the KO floor
and the left moving platform is close to the left KO wall. On the
other side, there is a good amount of room between the rightmost building
and the right KO wall. Periodically, Pokemon appear from the wall
of the main platform. Among the Pokemon are one that shoots lasers
and one that throws out item eggs (a complete list yet to come).
The many alleys between the buildings are the biggest danger in this board
because they are easy to fall into.
Platforms? Five: The three buildings and the two
moving platforms on the left half of the board. The main building
in the middle has a high and a low section.
Ledges? Seven: The left and right of the three
buildings and the wall which separates the high and low section of the
main building.
Can you jump through the bottom? No, since there
is no true bottom to this board.
Good to use
-
Pikachu: His Up + B move has very good vertical comeback
(since he can go directly up) which will aid him greatly when he falls
into alleys. His speed will allow him to move quickly among the buildings
and get off attacks. Finally, the lower left building and the rightmost
building are great places to use his electricity to get opponents coming
back from a launch.
Difficult to use
-
Donkey Kong: He's slow so it's hard from him to move
between the many buildings and he's got a highly horizontal Up + B move
so it's tough for him to get up out of the alleys.
-
Ness: He's slow as well and his second jump will keep
him from moving around well. If he falls into an alley, he'll need
to get back up with his second jump because it's impossible to hit himself
up with his Up + B move while in one. This will cause him to suffer
a larger number of kills than usual.
Strategies
-
Downward launchers are a huge help in this board because
of the many alleys between buildings. Try to stand near the ledges
and launch your opponents down into the alleys. Or, better yet, if
you see someone coming up out of an alley, try to launch them back down.
-
Learn to anticipate the Pokemon who appear in the wall of
the main building; when you see one coming out, jump onto the right moving
platform or the upper section of the main building.
-
Avoid the Pokemon bomb at all costs as it will launch you
at relatively low damage levels. Also, don't stand on the upper section
when you see the bomb come out because you're apt to get by the explosion
if you're there.
-
The best place to put mines is probably on the rightmost
building. Since it is easier to come back when launched to the right,
your opponents will likely come back to that building. When they
do, it will be difficult for them to land on the building without setting
off the mine.
-
If there is a player with high damage on the lower left building,
throw an item at them (preferably a star wand) or go down there and knock
them to the left. It is very difficult to come back and reach the
left ledge of the lower building when you are knocked that way and, more
often than not, the left moving platform will be too high to reach.
-
If you see a box or barrel on the rightmost platform, don't
try to pick it up unless you are DK or you are planning on throwing it
at someone who has been launched to the right. If you pick it up
with the intention of getting the item(s) inside, you will have nowhere
to throw it so that you can get them. You do have the option of just
attacking the box/barrel to open it up; just hope that a bomb's not inside.
Sector Z
Description
The Great Fox is probably the largest board from left
to right. There is a long upper level and smaller lower level.
At the very right of the upper level is the top of what we will call the
fin. Periodically, Arwings will fly by and shoot lasers at you--these
are very deadly and, though they can be blocked, can really only be blocked
once because then, either your block shield will be destroyed or it will
be so small that it won't block a second shot anyway.
Ledges? Three: Far left, top of fin, far right.
Platforms? Just the huge Great Fox itself.
Can you jump through the bottom? No.
Good to use
-
Yoshi -- His great second jump will allow him to come
back again and again especially if he's being launched to the side.
Remember to grab the ledge when coming back.
-
Fox -- His good upward attacks (esp. the flip kick)
serve him well with the low KO ceiling. Fox also has his deflector shield
(Down + B) which can be used to deflect those very deadly Arwing lasers.
However, you'll have to master the timing with a heck of a lot of practice.
-
Samus, Ness -- Both of these characters have great
forward and back throws which are great when you are fighting on the smaller
lower level of the Great Fox, since the right KO wall is very close to
the Great Fox. It is important to have two good throws because that way
you can always get a KO if you grab your opponent by just pressing press
after pressing R. It doesn't matter if you're on the left or right of your
opponent when doing this.
Difficult to use
-
Falcon -- His low comeback means he will have to avoid
the edges and stay in the middle. This will keep his kills down as
his best launchers launch to the side allowing opponents a better chance
to come back.
-
Donkey Kong -- Too slow to stay around the action
on such a large board, his opponent(s) will easily be able to keep their
distance from him. His highly horizontal Up + B move will hurt his
comeback ability and make it difficult for him to get back up to the upper
level.
Strategies
-
When you are on the lower level, knock an opponent with high
damage into the wall/fin and they will fly back to the right over the edge.
This will usually result in a kill.
-
On the upper level, if you see an Arwing flying to the left
or right, try to knock your opponent into the air. A KO is almost
certain if he gets shot by the Arwing.
-
When the Arwings shoot directly at you, don't try to block
as it doesn't really do you much good; jump out of the way. However, if
the Arwings from the background shoot at you, jump into the air and stay
there. Since the laser shots from the background Arwings only hit the Great
Fox, you'll be safe if you remain in the air.
-
If you jump on an Arwing, be careful not to stay on too long.
If the Arwing takes off upward or to the side with you on it, you will
go through the KO ceiling/wall and get a suicide. Therefore, if an Arwing
takes off upward with you on it, press Down quickly as that is the best
way to get off. If you try to jump while going up, you may land on the
Arwing a second time and way too late to save yourself afterwards. However,
if an Arwing takes off to the left with you on it, simply jump because,
if you are off of the left edge, jumping will give you an easier time getting
back to the platform than falling down.
-
Team play: If one of your opponents is the only one
on the lower level, tag up on your other opponent. And, if you can
find a Pokeball or motion sensor bomb, throw it at the top of the fin to
slow his teammate's return to the upper level.
-
If you are trying to get back onto the Great Fox after a
launch and there is an Arwing below you, it is probably to your best interest
to jump on top of it. Not only will it sometimes get you back onto the
level, but it may serve another purpose. If you are being double teamed
on an edge, it is very possible that by jumping on an Arwing, you can get
over your opponents and also avoid their upward attacks. And, if you are
on the right side of the Great Fox, you'll probably be able to jump up
to the upper left onto the fin to totally avoid them.
-
If a Hammer appears on the lower right level, it is probably
best that you don't pick it up. If you do pick it up, you won't be able
to get up to the upper left area of the ship. Thus, if your opponents get
up there, you'll just be wasting time. However, there is also the more
dangerous prospect that your teammate, if you have one, will end up on
the upper left all alone and get pounded into the ground by a double team.
-
Positioning is a very powerful ally on this stage because
of where the KO walls are. The right KO wall is MUCH closer to the Great
Fox than the left KO wall. Therefore, if you are in the middle of the stage
and your opponent has high damage, launch that opponent over to the bottom
right so that you can try to finish him off. Or, you can simply attempt
to move the fight down there by going there. However, if you have high
damage and are on the bottom right, quickly jump out of there before you
get killed.
-
If you are launched to the far left side of the board and
you have over 100% damage, and then you get hit by a laser shot of an Arwing
which proceeds to kill you, don't get too mad. Just remember that, since
the Arwing just happened to hit you with a laser to kill you, that it will
count as a suicide and so your opponent will not get a kill.
Peach's Castle
Description
Peach's Castle is a pretty big board that likes to steal
a lot of launches from you. There are three platforms. The main platform
is the bridge where you start every game. Then there is a smaller platform
centered below the bridge. Finally, inside of the lower platform is a platform
that slides all the way to the left, then all the way to the right, and
repeats this cycle throughout the duration of the battle. Above the
bridge is a bumper that remains constantly during the battle as well. It
bounces you around in much the same fashion that a bumper item does. Finally,
there are two triangular solids on each side above the bridge facing towards
the center of the stage. They usually deflect outgoing characters after
a launching maneuver.
Ledges? None: There's nowhere to hang from.
Platforms? Three: The bridge, the lower platform,
and the moving platform that slides through the lower platform.
Can you jump through the bottom? Yes and no: You
can jump through the bottom of the moving platform but not through the
bottom of the lower platform.
Good to use
-
DK, Ness, Jigglypuff -- The quirk with this stage
is that you're never sure where the moving platform is going to be or in
which direction it's going to be moving when you're coming back from a
launch. Not unless you're anticipating yourself getting launched, and you
know that's probably not a good thing. Therefore, you usually need a character
with great horizontal range after getting launched to get back, just in
case. DK and Ness are two such characters with Up + B moves that can both
be utilized in a very horizontal fashion. Meanwhile, Jigglypuff, who really
needs a nice large horizontal board to avoid getting destroyed, has his
five jumps (Jump, B, Jump, B, etc.) combined with his B move to make him
the most horizontally adept character.
-
Fox -- You'll often notice when playing on this board
that you'll literally whack the heck out of your opponent with an attack.
He'll start flying off to the side and then ram into one of the triangular
solids on the side and just bounce off very lightly allowing him to get
back to the stage rather easily. Therefore, what you need on this stage
is a character who has a number of strictly vertical launchers. Fox has
his flip kick and double flip kick which work very well on this stage.
Note that DK and Jigglypuff fit this description too and so they make even
better choices for this stage.
Difficult to use
-
Link, Falcon -- Link and Falcon are basically the
antithesis of the two points discussed above in the "Good to use" section.
First of all, both Link and Falcon have poor horizontal range and, so,
if they get launched to the side and miss the triangular solids, they might
have a lot of trouble getting back. If the moving platform is moving away
from them or is just all the way on the other side of them, they're pretty
much done for. However, Link and Falcon's problems are multiplied on this
board by the fact that they both are strictly horizontal launcher characters.
Thus, they'll often lose out on kills just because those darn triangular
solids get in the way.
Strategies
-
When you see that a character has a lot of damage, pay special
attention to the moving platform below you. And then, what you obviously
want to do is launch your opponents in the opposite direction that the
platform is moving. This strategy will work especially well with characters
who have two good throws such as Ness. Since you can wait a second before
throwing someone after pressing R and grabbing him, after you do so, quickly
look down after you grab someone and then press in the opposite direction
as the platform is moving.
-
The following is an inadvertent consequence but it is nonetheless
a strategy. Since you should be using a character with good vertical launchers
anyway, remember to use them wherever you are on the board. If you are
on the moving platform when you do so, you might just get lucky enough
to have your opponent hit the bottom of a triangular solid and then bounce
straight down off of it into the KO floor to earn you an automatic kill.
Kirby's Dream Land
Description
Good to use
Difficult to use
Strategies
Samus' Planet Zebes
Description
Good to use
Difficult to use
Strategies
Donkey Kong's Congo Jungle
Description
Congo Jungle is a very symmetric board with a few twists:
a floating barrel below the main platform which you can jump into and blast
yourself out of (a la Donkey Kong Country) and two platforms above the
main platform that move around in a circle. The board is small so
it's easy to lose yourself especially with four players duking it out.
Pay close attention because, sometimes, you won't see yourself falling
to your death as so much is going on.
Platforms? Five: The main platform, the two moving
platforms, and the stationary platforms above the left and right edges
of the main platform.
Ledges?
Can you jump through the bottom? Yes.
Good to use
-
Donkey Kong: He has four great locations to do downward
launchers. The board is small so he won't have a hard time getting
around and the moving platforms aid upward attacks. Finally, because
DK's Up + B move has great horizontal range, he'll have a good shot at
reaching the barrel anytime he's launched.
Difficult to use
Strategies
-
Downward launchers can be a huge help on this board.
There are four great locations to try them: the left edge and right edges
of the main platform, the left edge of the left platform and the right
edge of the right platform. You can try to launch someone downward
if they're coming back from below the main platform or from above it.
-
The existence of the left and right platforms is good for
characters with high vertical comeback and it gives them more choice as
where to land. Mix it up to make yourself less predictable: land
on the high platform, then the main platform, then in the barrel, etc.
This will help keep down relaunching.
-
The moving platforms will interfere with many downward attacks
because, if you're intending to do such an attack to someone on the main
platform, you most likely will land on one of the moving platforms instead.
For this reason, don't start downward attacks above the moving platforms
but land on them first and fall through to initiate a downward attack.
-
Because the barrel's sole purpose is to increase the chances
of coming back from a launch, try to launch your opponents in the opposite
direction that the barrel is moving.
-
When someone shoots themselves out of the barrel and back
onto the board, they are very vulnerable to attack. Take advantage
of this fact by going after barrel ejectees.
-
If your opponent gets a hammer, your best bet may be to jump
in the barrel and hide there for a few seconds. Remember not to stay
in there too long though because, after a couple of seconds, the barrel
will automatically eject you.
Classic Mario
Brothers
Description
This stage consists of two sections: the left side has
a large platform with a pipe on the top right; the
right side has three platforms (one above the other) with a pipe on
level ground. In the middle are two platforms that
hang as if from a scale; if you stand on one while
the other is empty, it will plummet into the hole below. Stand
with someone on the other and it won't move. You can
warp from one pipe to the other but you must be careful
as, occasionally, you will pop out halfway down the hole
in the middle. Finally, POW blocks periodically appear in three different
areas on the board: above the left warp pipe, directly in the middle of
the board, and above the second platform on the right side of the screen.
They can be hit to send everyone on the ground flying.
Ledges? Three: Two, one above the other on the left
and one on the right.
Platforms? Four: The two in the middle that balance
off one another and two more on the right side of the level.
Can you jump through the bottom? No.
Good to use
-
Ness, Fox, Samus, Link, Mario, Luigi, Pikachu -- This
is probably the ultimate throw board. Since it is very easy to get very
close to the KO walls, you'll definitely want a character with two good
throws to get very easy, quick kills. All these characters have two throws
that are powerful and very horizontal which will result in great kills.
Samus also has the added bonus of being able to grab people over the right
pipe with her throw. If you do so while Samus is on the right of the pipe
and then throw your opponent backwards, it's almost a guaranteed kill.
Difficult to use
-
Donkey Kong -- Donkey Kong will fail again on this
board because he is very slow. Therefore, if there's a race for a POW block,
you gotta figure that DK is going to lose that race unless it appears right
next to him. That will make him lose out on some easy kills. The fact that
he's slow will also hinder him if he gets a DK Hammer for example. This
will be damaging since he will have an impossible time keeping up with
someone who keeps warping back and forth between warp pipes to avoid him.
Finally, it will hurt, especially with his large body size, if he ends
up near a KO wall. You can bet he'll have a very difficult time getting
away from a KO wall if he gets pinned on one and, thus, will most likely
end up dead before anything else. Finally, because of his rather horizontal
Up + B move, he will have a hard time getting back up if he falls down
the hole in the middle of the board.
-
Jigglypuff -- This character is one of the, if not
the, most easily tossed around characters in the game. He is launched
so often and travels very far when hit with smash attacks. Therefore, he
will often die unnecessary deaths just because he gets hit so far and happens
to be near a KO wall.
Strategies
-
Keep the fight in the center of the board. If you don't,
you're bound to end up getting whacked into or walking into the KO walls
and dying.
-
Warp from pipe to pipe to avoid those with a hammer or invincibility.
Be careful though as occasionally you will be placed halfway down the hole
and, if you don't jump out, you will get a suicide.
-
Be discreet when you are using the POW blocks making sure
that your opponents are on the ground and that any
of your teammates aren't on the ground when you hit it. Also, don't
hit it when your opponents are under the platform
on the left (they will merely hit their heads on the
bottom of the platform and won't be launched). The logic therefore follows
that, if you see an opponent waiting on hitting a POW block and you're
fighting over on the left side, position yourself under the ledge until
after they hit it. Otherwise, just get into the air. And, if you happen
to kill your teammate, that's ok...at least you'll get the kill instead
of your opponents.
-
If you have a good throw, stay towards the edges and try
to throw as many people through the KO walls as you
can. On the right side, stand right next to the
pipe on either side; if someone appears on the other side of the pipe,
grab them over the pipe and throw them to the right.
Works amazingly (annoyingly) well with Samus.
-
If a barrel or box appears on one of the middle platforms
that balances each other, don't grab it. If you do, you're going to plunge
to your death very quickly. And, if you try to get a teammate to balance
you on the other side, you'll both just be sitting ducks. So, just forget
about the barrels and boxes on the middle platforms.
-
Be careful about using your Up + B moves near the center
of the board. At any moment, the platforms in the center might fall off
of the board with you following them. However, the other problem is that,
though it doesn't look like it, there is a little space in between the
platforms that you can fall through. It's instant death unless someone
is stupid enough to hit you as you're falling down that hole.