The 'Shroom:Issue LXXXI/Brawl Tactics
What's up, Brawlers? FunkyK38 here with y'all this month for another edition of BRAWL TACTICS!
This month, I will be covering the stage Castle Siege from the Fire Emblem series!
Castle Siege is an interesting stage with three different battlefields, all three of which I will go over in detail below! So, let's get started!
You begin your battle, where else, on the roof of a castle under siege. This part of the stage has quite deep sides and a deep bottom, which are only intensified by how small the roof itself is. You don't get very much room to run around here, especially if you're playing with more than one opponent. Use this small stage to your advantage and knock your opponents off, and keep them off. If you like to use a character that fights especially well in the air, as I do, use this to your advantage when trying to force an opponent off the sides. Knock them around a bit, then use your range of flight to keep them from getting back to the main stage. If you can keep them from reaching the stage with their recovery jump, you should be good to go. If you haven't already figured it out, this part of the stage is perfect for Final Smashes that have a limited range, like Luigi's or Donkey Kong's, and also for Final Smashes where you have to chase down your opponent and target them, like Ike's or Meta Knight's.
The second part of this stage has you falling through the roof to land in the throne room of the palace. All of the platforms in this part of the stage are fall-though except for the ground, obviously, so if you need to chase your opponent around here, it'll take you a bit longer than usual. The sides on this part of the stage are very deep, and the nice thing about them is you can force your opponent into them with ease, and you can keep fighting well off-screen as long as you keep track of how close you're getting to the cut-off. I've gotten KOs here when my opponent was at full health just by forcing them into a situation where I was the only thing standing between them and escaping me. Imagine what you can do if your character attacks with a lot of launch power and force! This part of the stage favors Final Smashes that cover a range in a beam, such as Samus' and Mario's, and this is one stage that will favor Marth's Final Smash as well, if you miss your opponent, Marth will still be on the ground and won't fall down. Just be careful not to cross the center of the screen or you'll go too far and KO yourself!
The final part of this stage takes place underground inside a cavern filled with lava. Once again, you are on a platform, but this is a single platform with no other levels to cross. It is medium length, between the lengths of the first and second parts of the stage, and the sides and bottom are quite deep, again. Use these deep sides to your advantage again! Knock your opponent away, and once you send them falling to their demise, you can watch as they struggle and fail to reach the platform, only to get a KO in the process. There is one thing I must warn about, however. This platform is NOT a freely levitating platform. Much like Pokémon Stadiums 1 and 2, there is a rock formation under it that holds it in place. This means if you are playing with a character such as Sonic or Diddy Kong and you activate their Final Smash, you need to be careful not to get stuck under the stage. I've had it happen too many times to me, and it is not fun to watch your character fall as their Final Smash wears off and you can't scramble back to the top of the platform. Not surprisingly, this part of the stage favors Final Smashes of the StarFox crew, as the flat platform is good for steering LandMasters around on, doing barrel rolls, and firing cannons on. It is also great for the Legend of Zelda characters, as you will have a straight shot most of the time with you bow and arrow to take your opponents out with.
That's all for me this month, Brawlers! Hope you go off to place a castle of your own choosing under siege with these tips! See you all next month, on BRAWL TACTICS!