The phanna chart and the new chart in the tactical discussion have both been really successful in inspiring a great degree of interest in advantages in individual character matchups, and they got me to thinking about stage advantages. A lot of people seem to have trouble figuring out which stages are their good counterpicks (let alone which stages are good to counterpick against others!), and stage legality discussions don't have anything in the way of tools to look at how stages offer advantages and disadvantages all around.
I'm proposing this as a project for us here to fill in this chart. If you want to help, please post a fair and objective analysis over a character you are familiar with's general chances on a given stage (or a set of stages). "Ignore" the opposing character in the same way a character matchup analysis tends to ignore the stage (consider playing against a wide variety of plausible characters and averaging the result). A bit of justification is useful (to both demonstrate that you know what you're talking about and to give someone looking at the chart the ability to question it competently). I'm using a 1-7 rating system.
1 - This stage is nearly unwinnable for this character in the abstract and should be avoided at all costs.
2 - This stage is substantially biased against this character and will require far more effort than usual to win on.
3 - This stage is somewhat unfavorable for this character but not in an extreme way.
4 - This stage is about neutral for this character.
5 - This stage offers somewhat of an advantage for this character but isn't extreme.
6 - This stage offers a large advantage for this character and is likely among his best picks.
7 - This stage is nearly an automatic win for this character.
Obviously 1/7 should be really rare and most ratings would be in the 3-5 range.
Do note that I know more about this than I'm posting to start; I'm just limiting myself to what I'm most confident about as I know people who main different characters and have had different experiences will likely better understand and have better insights. In order to start it with some more substance, I enlisted the help of my online friend Colin to do the Ness stuff so he can take credit (or blame?) for those.
Oh, and as a minor detail, the stages WarioWare, New Pork City, 75m, Mario Bros., and Temple are being ignored for this project. These radical stages are extremely hard to evaluate, and they will be banned in any reasonable setting.
Reasonings:
R.O.B.:
Luigi's Mansion (6): The pillars don't block his laser, and his down smash is ridiculously abuseable in the lower area. His up smash hits up through the ground as well; this stage's terrain offers him effective cover from enemy threats while not giving foes anywhere to go to defend against R.O.B.'s threats.
Castle Siege (5): The statues allow for laser spamming, and the walk-offs are above average for R.O.B. thanks to his throws. The transitions to the first and third form are especially nice for R.O.B. as he can spam safely with the knowledge that many characters would just be setting themselves up for a spike if they tried to approach. The first form also has a nearly perfect platform layout for R.O.B. as the ground is just the right degree of elevation to let him shoot straight line lasers over it, and he can up smash to hit both raised platforms.
Olimar:
Skyworld (1): This is a laughably bad stage for Olimar as he almost always is completely unable to recover when knocked down through the clouds which, against a skilled opponent, is pretty frequent.
Falco:
Bridge of Eldin (6): Falco can spam lasers across the entire stage for incredible benefit, and his chainthrow can exploit the walk offs effectively.
Jigglypuff:
Green Hill Zone (6): Jigglypuff's Rollout is nearly completely safe here due to the shape of the level and her ability to use the checkpoint as a safe haven for charging it. Her forward throw can also sometimes exploit the walk off.
Ness:
Battlefield (3): Platform layout limits use of pk thunder 2 and reduces utility of aerials. On the other hand, the yoyos can hit characters on the platforms from the ground.
Final Destination (5): Lots of room for creative use of pk thunder / pk thunder 2. Also possible to spam it from across the stage against some characters.
Delfino Plaza (5): Temporary walk off edges allow for early kills with back and forward throw. It is possible to bring pk thunder underneath the transport platform allowing for pk thunder 2 trickery. Temporary water allows for spamming of pk thunder (against some characters). Ness's spike is very dangerous in temporary water.
Luigi's Mansion (5): Pk fire can be used on the lower pillars indefinitely until the top is destroyed, making it difficult to approach Ness. The down tilt can also be used on these pillars to quickly restore all moves. If the opponent is caught in the fire, both the up tilt and the up smash are devastating, especially if the opponent missed a tech. From the centre of the bottom, pk thunder can be used to attack characters on the higher level. The back throw can kill from the centre and the edges before the house is destroyed. On the other hand, pk thunder 2 use is limited.
Mushroomy Kingdom 1-1 (3): The scrolling nature of this stage prevents camping the walk offs and the large amount of narrow pits can be devastating to be knocked into by a move with horizontal knockback.
Mushroomy Kingdom 1-2 (3): Ness cannot effectively camp the top section, cannot camp the walk offs, and cannot really use pk thunder at all due to the large amount of blocks.*
Mario Circuit (6): The edges can easily be camped allowing for low damage kills with the throws. The up aerial kills at fairly low damage from the top part of the stage. The back aerial also kills at good damage near the sides. The platform layout does not impede pk thunder 2 use and pk thunder 2 kills very early on this stage.
Rumble Falls (5): The edges are extremely near which allows for some low damage throw kills. Pk thunder 2 is surprisingly not that limited and kills at very early damage.
Bridge of Eldin (4): The walk off edges allow for low damage throw kills, but the stage is so big that you will not be that close to the walk offs all the time. Pk thunder camping is also a bit limited because of the size of the stage. Pk thunder 2 kills later than usual because of the stage size. When the stage splits, pk thunder camping is possible though.
Pirate Ship (5) - The water can be camped, using pk thunder to force the opponent to approach. The down aerial sends the opponent well before the water, and additional hits as they rise are usually forced. Pk thunder also goes through the edges of this stage, allowing for tricky kills should you choose to leave the water.
Norfair (5): It is possible to move pk thunder through the platforms allowing for the use of pk thunder 2 in a wide variety of different directions. The ceiling is low enough that the up aerial kills at low damage. The edges are near enough that the back throw kills at very early damage from the far platforms.
Frigate Orpheon (4): The flipping of this stage can screw recovery randomly, but the platform layout allows for tricky use of pk thunder.
Yoshi's Island Brawl (3): The sloped shape is problematic for pk fire as well as some other moves. The shy guys interfere with pk thunder, both in offensive use and recovery. The random ghost platform can screw pk thunder 2 recovery. The size of the stage is small enough to limit pk thunder 2 along the ground.
Halberd (4): Back throw kills at better damage than usual due to the relative size of the stage. The part of the stage in the air allows for creative use of pk thunder. Pretty negligible advantage though.
Lylat Cruise (3): Platform layout limits use of pk thunder, but not as bad as Battlefield. However, the tilting can randomly screw recovery.
Pokémon Stadium 2 (5): In the ice form, pk thunder 2 goes extremely fast along the ground and is difficult to punish. The conveyor belt form allows for the spamming of pk thunder if the centre is controlled. The halved fall speed form allows for easy pk thunder juggling.
Spear Pillar (6): Ness can effectively run the loop because of the arc his double jump takes. However, he does not really have a move that is good for peppering the opponent with damage while running away.*
Port Town Aero Dive (4): Standard pk thunder 2 trickery applies as pk thunder passes through most of the platforms on this stage. However, Ness can sometimes find himself in a position from which it is difficult to recover even though it was safe when he started using pk thunder. The occasional walk offs are dangerous and difficult to exploit.*
Castle Siege (4): The walk offs are easily camped for low damage throw kills, but the opponent isn't forced to approach unless the statues are destroyed so that pk thunder can be spammed. The statues are destroyed pretty easily though with the down tilt which also restores all of your moves. Throw kills are also possible during the transitionary form. The first and third form are pretty benign, except for the above average ceiling height on the third form which makes the up aerial kill a lot later than usual, and also the back throw easy to survive until higher damages with the proper DI.
Distant Planet (5): The walk off can be camped, but this has to stop when it starts raining. The platform layout does not impede the use of pk thunder 2. Up aerial kills at relatively low damage due to the location of the stage relative to the upper blast zone.
Smashville (4): The edges of the stage actually allow pk thunder to pass through, allowing for interesting edge guards. On the other hands, the balloons can mess with pk thunder.
Summit (4): Ness can easily be edgeguarded on this stage because he cannot sweetspot the ledges. However, pk fire has extremely high implied priority and beats out all opposing sliding forward and up smashes along the ice part of the stage.*
Skyworld (2): Ness's recovery is screwed horribly on this stage.
Flat Zone 2 (5): The near edges allow for low damage throw and pk thunder 2 kills. The up aerial kills at relatively low damage.
PictoChat (4): Pretty benign.
Hanenbow (4): Ness can keep away from the opponent fairly well, and his up aerial kills at low damage from the top left section of the stage. He cannot use pk thunder effectively, however.
Shadow Moses Island*(3): Although Ness's up aerial is a threatening vertical kill move, the ceiling is too high on this stage to use it effectively, especially since the opponent can choose to hang around on the bottom if they have the*advantage and Ness cannot force them to the top. This means that Ness is forced to destroy one of the walls in order to kill via one of his horizontal kill moves such as the back throw. The walls respawn quickly, and the opponent will always*interfere with the destruction of them.
Green Hill Zone (5): Ness can use pk thunder to camp the checkpoint.
Yoshi's Island Melee (5): The near edges allow for low damage throw kills. The low ceiling allows for low damage up aerial kills. Pk thunder 2 eats through blocks and kills at very low damage.
Jungle Japes (4): Ness has a hard if not impossible time recovering from the left of this stage, but all told that is pretty insigificant since it affects most other characters as well.
Onett (5): The left edge can be camped with pk thunder, and the up aerial kills easily. The centre platform layout does not really impede pk thunder 2 use.
Corneria (5): The lasers from passing ships can heal Ness substantially. The forward throw can kill from the edges of this stage at low damage. The up aerial kills at low damage.
Rainbow Cruise (4): Throws can kill off the sides at some parts of the stage, but pk thunder use is really limited.
Green Greens (5): Pk thunder camping on the sides is moderately effective. The up aerial kills at low damage. The back throw kills at low damage. Pk thunder 2 kills at extremely low damage. The down smash can kill on the sides of this stage at low damage.
Big Blue (4): When using pk thunder 2 to land on the cars, Ness usually lands such that he can use his get up attack ("piston kick") which makes this fairly easy to spam against some opponents. Back throw kills at fairly low damage. The landing lag of pk thunder 2 can make it difficult to survive landing on the road.
Brinstar (5): The near blast zones combined with the destructible environment give rise to extremely low damage pk thunder 2 kills, with a larger than usual hitbox thanks to said destructible environment.
Pokémon Stadium (5): Both pk thunder and the forward aerial go through this stage, allowing for interesting edge guards as well as a sure way of getting back onto the stage by dropping below and using the forward aerial *through* the stage.
Mr. Game & Watch:
Battlefield (4): This stage doesn't offer much for or against Mr. Game & Watch. The platforms allow great use of the fishbowl, but they limit the key.
Final Destination (4): Mr. Game & Watch doesn't really care about the most abusive projectile spammers here thanks to his bucket, but he lacks any moves that can exploit the long linearity of the stage so it really doesn't affect him much at all.
Delfino Plaza (5): The bottom of this stage allows Mr. Game & Watch a great pressure game with his up special, and the temporary water allows him to abuse the combination of his key and up special very effectively. If he can trap foes in the narrow areas of the "pillars" form, he can quickly rack up a lot of damage this way.
Luigi's Mansion (5): Mr. Game & Watch's down smash allows him to control huge amounts of space in the narrow confines of the lower area, and he can use his fishbowl to both pressure the upper rooms and to break the upper pillars should he need to do so. The "weak" hit of the down smash allows Mr. Game & Watch to score kills here even when the full mansion is still there.
Mushroomy Kingdom 1-1 (5): The very close blast zones allow Mr. Game & Watch's powerful smashes to kill even earlier than they usually do, and the scrolling stage allows Mr. Game & Watch to abuse his very slow throw animation to turn his forward and back throws into surprising kill moves. The advantage is somewhat limited by characters like Snake who can force him into unwise approaches here very easily.
Mushroomy Kingdom 1-2 (6): Mr. Game & Watch can still exploit his throws here, and the massive number of blocks both prevent him from being forced to approach and allow him to use his up special and key to maneuver in a way most of the cast cannot. Basically, he can move wherever he wants while most other characters can only make plodding progress here.
Mario Circuit (2): Mr. Game & Watch cannot use his throws to much of any gain relative to the walk off ledges while most other characters can use them well. The platform layout is poor for him to exploit the fishbowl, but it severely inhibits the key. The cars here seem to scale up knockback on low weight characters more than most other kinds of knockback so Mr. Game & Watch's low weight is more problematic here than on most other stages, and the combination of Mr. Game & Watch's long throw animation and need to tech chase out of his down throw make them more disruptive to him than to most other characters.
Rumble Falls (5): Mr. Game & Watch can use his up special to very quickly ascend the falls which allows him to stay very low on the stage completely safely if he so chooses. The close horizontal blast zones make the weak hit from the down smash especially effective at scoring kills.
Bridge of Eldin (3): Mr. Game & Watch both cannot exploit the walk offs and cannot do anything to take advantage of the huge size or the occasional divide in the stage. This leaves him vulnurable to the plethora of characters who can exploit these things, and the fact that his smashes are relatively poor at killing here is a problem for him.
Pirate Ship (7): Mr. Game & Watch can camp in the water for an absurd positional advantage; his up special makes him literally unapprochable by much of the cast. It also allows him to key with complete safety, and the ability to pass up through the bow of the ship opens up some trickery with his up special for attacking onto the stage.
Norfair (6): The small platforms allow for great abuse of the down smash, and the pass through platforms greatly help the up special. His down smash also allows him to completely control the pod for the wave of lava, and his fishbowl lets him harass opponents inside the pod should they get themselves locked in without him.
Frigate Orpheon (4): The pass through ledge on the right of the first form allows for some trickery with the up special, but the flipping can occasionally force under the stage from which he has few tools to survive. Otherwise the stage doesn't offer much to him in terms of advantages or disadvantages.
Yoshi's Island Brawl (4): The small size allows for good pressure with his smashes and generally great range, but the central platform allows some characters to camp against him with surprising effectiveness. Of course, he gains some with the ability to fishbowl through the platform so he can control it whenever he wants to, and the platform also can allow well spaced turtles to be especially threatening. The support ghost really doesn't help him at all, and it occasionally saves characters he was keeping off the ledge. All in all, everything about balances out for him here.
Halberd (5): This is a really solid level for Mr. Game & Watch as he can attack up through the platform during the aerial portion of this level, and the close blast zones greatly help his smashes. His up special allows him to avoid the claw and laser at the last moment, and his long throw animation can be used to effectively force opponents into hazards. The small dip in the aerial portion of the stage allows him to effectively duck under some linear projectiles for total impunity.
Lylat Cruise (4): The tilting doesn't really matter for him one way or another, and the platforms help some and hurt some. All in all it's very neutral for Mr. Game & Watch.
Pokemon Stadium 2 (5): It's a solid stage for Mr. Game & Watch as he gains something from all four transformations. The ground transformation allows for amazing use of the key and turtle as the barrier is spaced just right to optimize Mr. Game & Watch's space control. The flying form allows him to quickly maneuver via the key and up special while most other characters are unable to move much in the air. The electric form allows for great spamming of the Chef projectile if he controls the center, but the downside is that his throws don't work on the conveyors due to the long animation. The ice form allows for him to do incredibly deadly sliding forward and up smashes, and his turtle is very effective at punishing other characters who try to do sliding smashes.
Spear Pillar (2): Spear Pillar is a stage with a loop that focuses on horizontal mobility which is already bad for Mr. Game & Watch, but the kicker is that the ledge is just barely too high for Mr. Game & Watch to leap over without grabbing it which drastically slows down his loop running time. The general trajectory of his double jump is poor for this stage. The size of the lower area is too large for him to control nearly the whole area but too small for him to position effectively.
Port Town Aero Dive (5): His up special both exploits the pass through floors and allows him to escape from the cars quickly and safely. His long throw animation can force foes into the cars as well.
Castle Siege (4): Nothing on this stage really affects Mr. Game & Watch all that much. The small size of the first form is helpful, the walk-offs on the second form are in the way, and the third form is nearly completely neutral for him.
Distant Planet (5): Mr. Game & Watch can pressure from below the stage amazingly effectively here with both his fishbowl and up special. The presence of that bit of land below the main platform allows him to perform far more drastic under the stage tricks than most stages allow. He can easily hit opponents who are on the leaves with a devastating up smash, and his down smash can trivially control an entire leaf. The walk off is bad for him, but the rain negates this issue.
Smashville (4): The moving platform gives him rare opportunities to apply a little extra pressure with Chef, but otherwise this stage doesn't really do much for or against Mr. Game & Watch.
Summit (6): Sliding smashes are deadly as always, and Mr. Game & Watch can jump in the water to bait the fish and then easily escape with his up special while the foe might not be able to escape at all. The key allows Mr. Game & Watch to easily navigate the low gravity section of this level.
Skyworld (7): Mr. Game & Watch's down throw spikes through the clouds which gives him an insane offensive advantage. He is also extremely adept at breaking platforms, and his great and quick vertical recovery let him recover from below the stage better than most.
Flat Zone 2 (5): The close blast zones are great for Mr. Game & Watch's smashes, and his down tilt lets him effectively set off the people on the Oil Panic form. Chef is great on the Lion form, and given the unique mechanics of the tamers, his weight ends up not hampering his survivability here at all.
PictoChat (4): He can use the wind drawing to get spikes with his down throw, and he can use his large disjointed moves to exploit a few other drawings. However, this is a pretty minimal advantage considering the sheer number of drawings; most of the time, this stage is neutral for him.
Hanenbow (5): Mr. Game & Watch's incredibly vertical mobility lets him stall here for a long time, and his ability to pressure from under leaves is of high value. However, due to his lack of ability to quickly move horizontally and his lack of a long range projectile, he is far from the best at abusing this level.
Shadow Moses Island (3): This stage is pretty bad as Mr. Game & Watch can't exploit the walls or walk-offs well at all while the walk-offs are very prone to be used against him. One might expect an Onett like effect with the teching, but the stage's ceiling is just way too high for it to be as effective as on Onett. Mr. Game & Watch's game is still playable here, but it is hindered.
Green Hill Zone (4): This stage gives some help and has some problems. Mr. Game & Watch's huge disjointed hitboxes help him play around the checkpoint better than most, and his Chef projectile is surprisingly effective from behind the checkpoint. However, to counter that, he must contend with the walk-offs which really aren't good for him, and the slopes make it harder for him to get kills. All in all, it about balances out.
Yoshi's Island Melee (3): The blocks severely restrict Mr. Game & Watch's ability to score kills while being in just such a height as to minimize his ability to control space. The very near left and right edges are a real pain for him as well, and the breakable middle area is really restrictive for the key.
Jungle Japes (5): Mr. Game & Watch loves the small platforms from which he can land many, many down smashes (especially after a down throw) and deter approaches with Chef.
Onett (5): Mr. Game & Watch can camp the lower center of this stage to effectively prevent many characters who mostly kill horizontally from finishing him while his up smash and down smash sweet spot ensure he has no trouble scoring kills himself. The down throw is good at forcing you both to be hit by cars which helps him when he is ahead.
Corneria (6): Three of the Arwing lasers in the bucket makes an instant kill Oil Panic, and he can absorb them just from standing on top of the Arwings.
Rainbow Cruise (5): Mr. Game & Watch can nimbly and adeptly maneuver around this stage while pressuring oppoents with his great air game.
Green Greens (6): Mr. Game & Watch can camp the small platforms for drastic gains and can use the spacing of the platforms to spam Chef very effectively. He can especially gain by pressuring foes on the small platforms to approach from above which is a perfect set-up for an up special. The very close blast zones also allow him to kill very early with his very powerful smashes.
Big Blue (5): The small size of the cars allows Mr. Game & Watch to abuse his down smash heavily here, and the uneven ground allows for the turtle to become an even better than usual obstacle to progress. His up special allows him to survive the track better than most.
Brinstar (3): The shape of the ground with the divide caused by the breakable terrain severely inhibits the utility of both Mr. Game & Watch's down throw and down smash. The acid helps everyone recover which hurts Mr. Game & Watch (who would have had no trouble either way), and it limits his ability to abuse the pass through floor. The breakable section of the course severely restricts the utility of the key as well.
Pokemon Stadium 1 (4): Mr. Game & Watch can camp the rock form somewhat better than most, and his duck lets him manuever around the windmill pretty well. However, in general, this stage doesn't really offer him much while simulataneously not really hurting him.
Snake:
Mushroomy Kingdom 1-1 (7): Snake can take cover around the blocks while spamming his grenades which kill at very low percentages here. The ridiculously low ceiling makes his up tilt even crazier than it usually is, especially since he is so effective at forcing approaches.
Flat Zone 2 (7): Snake can not only exploit the small size with his great tilts and fatal projectile, but he can use his mines and grenades to exploit the Oil Panic and Lion forms for drastic benefit.
Sonic:
Green Hill Zone (6): Sonic's spin moves can be spammed to a pretty stupid extent thanks to the shape of the ground, and his back throw kills early on the flat ground. His high speed allows him to seize control of the checkpoint frequently.
Rainbow Cruise (2): Sonic has almost no ground on which to run which all but erases his usual edge in mobility. This forces him to try to make more aerial approaches that rely on range, power, and priority, all of which Sonic lacks.
I'll do my best to keep it updated, and thanks in advance for criticisms, intelligent discussions, and contributions. I'd be more than happy to elaborate on any issue I was unclear on.
I'm proposing this as a project for us here to fill in this chart. If you want to help, please post a fair and objective analysis over a character you are familiar with's general chances on a given stage (or a set of stages). "Ignore" the opposing character in the same way a character matchup analysis tends to ignore the stage (consider playing against a wide variety of plausible characters and averaging the result). A bit of justification is useful (to both demonstrate that you know what you're talking about and to give someone looking at the chart the ability to question it competently). I'm using a 1-7 rating system.
1 - This stage is nearly unwinnable for this character in the abstract and should be avoided at all costs.
2 - This stage is substantially biased against this character and will require far more effort than usual to win on.
3 - This stage is somewhat unfavorable for this character but not in an extreme way.
4 - This stage is about neutral for this character.
5 - This stage offers somewhat of an advantage for this character but isn't extreme.
6 - This stage offers a large advantage for this character and is likely among his best picks.
7 - This stage is nearly an automatic win for this character.
Obviously 1/7 should be really rare and most ratings would be in the 3-5 range.
Do note that I know more about this than I'm posting to start; I'm just limiting myself to what I'm most confident about as I know people who main different characters and have had different experiences will likely better understand and have better insights. In order to start it with some more substance, I enlisted the help of my online friend Colin to do the Ness stuff so he can take credit (or blame?) for those.
Oh, and as a minor detail, the stages WarioWare, New Pork City, 75m, Mario Bros., and Temple are being ignored for this project. These radical stages are extremely hard to evaluate, and they will be banned in any reasonable setting.
Reasonings:
R.O.B.:
Luigi's Mansion (6): The pillars don't block his laser, and his down smash is ridiculously abuseable in the lower area. His up smash hits up through the ground as well; this stage's terrain offers him effective cover from enemy threats while not giving foes anywhere to go to defend against R.O.B.'s threats.
Castle Siege (5): The statues allow for laser spamming, and the walk-offs are above average for R.O.B. thanks to his throws. The transitions to the first and third form are especially nice for R.O.B. as he can spam safely with the knowledge that many characters would just be setting themselves up for a spike if they tried to approach. The first form also has a nearly perfect platform layout for R.O.B. as the ground is just the right degree of elevation to let him shoot straight line lasers over it, and he can up smash to hit both raised platforms.
Olimar:
Skyworld (1): This is a laughably bad stage for Olimar as he almost always is completely unable to recover when knocked down through the clouds which, against a skilled opponent, is pretty frequent.
Falco:
Bridge of Eldin (6): Falco can spam lasers across the entire stage for incredible benefit, and his chainthrow can exploit the walk offs effectively.
Jigglypuff:
Green Hill Zone (6): Jigglypuff's Rollout is nearly completely safe here due to the shape of the level and her ability to use the checkpoint as a safe haven for charging it. Her forward throw can also sometimes exploit the walk off.
Ness:
Battlefield (3): Platform layout limits use of pk thunder 2 and reduces utility of aerials. On the other hand, the yoyos can hit characters on the platforms from the ground.
Final Destination (5): Lots of room for creative use of pk thunder / pk thunder 2. Also possible to spam it from across the stage against some characters.
Delfino Plaza (5): Temporary walk off edges allow for early kills with back and forward throw. It is possible to bring pk thunder underneath the transport platform allowing for pk thunder 2 trickery. Temporary water allows for spamming of pk thunder (against some characters). Ness's spike is very dangerous in temporary water.
Luigi's Mansion (5): Pk fire can be used on the lower pillars indefinitely until the top is destroyed, making it difficult to approach Ness. The down tilt can also be used on these pillars to quickly restore all moves. If the opponent is caught in the fire, both the up tilt and the up smash are devastating, especially if the opponent missed a tech. From the centre of the bottom, pk thunder can be used to attack characters on the higher level. The back throw can kill from the centre and the edges before the house is destroyed. On the other hand, pk thunder 2 use is limited.
Mushroomy Kingdom 1-1 (3): The scrolling nature of this stage prevents camping the walk offs and the large amount of narrow pits can be devastating to be knocked into by a move with horizontal knockback.
Mushroomy Kingdom 1-2 (3): Ness cannot effectively camp the top section, cannot camp the walk offs, and cannot really use pk thunder at all due to the large amount of blocks.*
Mario Circuit (6): The edges can easily be camped allowing for low damage kills with the throws. The up aerial kills at fairly low damage from the top part of the stage. The back aerial also kills at good damage near the sides. The platform layout does not impede pk thunder 2 use and pk thunder 2 kills very early on this stage.
Rumble Falls (5): The edges are extremely near which allows for some low damage throw kills. Pk thunder 2 is surprisingly not that limited and kills at very early damage.
Bridge of Eldin (4): The walk off edges allow for low damage throw kills, but the stage is so big that you will not be that close to the walk offs all the time. Pk thunder camping is also a bit limited because of the size of the stage. Pk thunder 2 kills later than usual because of the stage size. When the stage splits, pk thunder camping is possible though.
Pirate Ship (5) - The water can be camped, using pk thunder to force the opponent to approach. The down aerial sends the opponent well before the water, and additional hits as they rise are usually forced. Pk thunder also goes through the edges of this stage, allowing for tricky kills should you choose to leave the water.
Norfair (5): It is possible to move pk thunder through the platforms allowing for the use of pk thunder 2 in a wide variety of different directions. The ceiling is low enough that the up aerial kills at low damage. The edges are near enough that the back throw kills at very early damage from the far platforms.
Frigate Orpheon (4): The flipping of this stage can screw recovery randomly, but the platform layout allows for tricky use of pk thunder.
Yoshi's Island Brawl (3): The sloped shape is problematic for pk fire as well as some other moves. The shy guys interfere with pk thunder, both in offensive use and recovery. The random ghost platform can screw pk thunder 2 recovery. The size of the stage is small enough to limit pk thunder 2 along the ground.
Halberd (4): Back throw kills at better damage than usual due to the relative size of the stage. The part of the stage in the air allows for creative use of pk thunder. Pretty negligible advantage though.
Lylat Cruise (3): Platform layout limits use of pk thunder, but not as bad as Battlefield. However, the tilting can randomly screw recovery.
Pokémon Stadium 2 (5): In the ice form, pk thunder 2 goes extremely fast along the ground and is difficult to punish. The conveyor belt form allows for the spamming of pk thunder if the centre is controlled. The halved fall speed form allows for easy pk thunder juggling.
Spear Pillar (6): Ness can effectively run the loop because of the arc his double jump takes. However, he does not really have a move that is good for peppering the opponent with damage while running away.*
Port Town Aero Dive (4): Standard pk thunder 2 trickery applies as pk thunder passes through most of the platforms on this stage. However, Ness can sometimes find himself in a position from which it is difficult to recover even though it was safe when he started using pk thunder. The occasional walk offs are dangerous and difficult to exploit.*
Castle Siege (4): The walk offs are easily camped for low damage throw kills, but the opponent isn't forced to approach unless the statues are destroyed so that pk thunder can be spammed. The statues are destroyed pretty easily though with the down tilt which also restores all of your moves. Throw kills are also possible during the transitionary form. The first and third form are pretty benign, except for the above average ceiling height on the third form which makes the up aerial kill a lot later than usual, and also the back throw easy to survive until higher damages with the proper DI.
Distant Planet (5): The walk off can be camped, but this has to stop when it starts raining. The platform layout does not impede the use of pk thunder 2. Up aerial kills at relatively low damage due to the location of the stage relative to the upper blast zone.
Smashville (4): The edges of the stage actually allow pk thunder to pass through, allowing for interesting edge guards. On the other hands, the balloons can mess with pk thunder.
Summit (4): Ness can easily be edgeguarded on this stage because he cannot sweetspot the ledges. However, pk fire has extremely high implied priority and beats out all opposing sliding forward and up smashes along the ice part of the stage.*
Skyworld (2): Ness's recovery is screwed horribly on this stage.
Flat Zone 2 (5): The near edges allow for low damage throw and pk thunder 2 kills. The up aerial kills at relatively low damage.
PictoChat (4): Pretty benign.
Hanenbow (4): Ness can keep away from the opponent fairly well, and his up aerial kills at low damage from the top left section of the stage. He cannot use pk thunder effectively, however.
Shadow Moses Island*(3): Although Ness's up aerial is a threatening vertical kill move, the ceiling is too high on this stage to use it effectively, especially since the opponent can choose to hang around on the bottom if they have the*advantage and Ness cannot force them to the top. This means that Ness is forced to destroy one of the walls in order to kill via one of his horizontal kill moves such as the back throw. The walls respawn quickly, and the opponent will always*interfere with the destruction of them.
Green Hill Zone (5): Ness can use pk thunder to camp the checkpoint.
Yoshi's Island Melee (5): The near edges allow for low damage throw kills. The low ceiling allows for low damage up aerial kills. Pk thunder 2 eats through blocks and kills at very low damage.
Jungle Japes (4): Ness has a hard if not impossible time recovering from the left of this stage, but all told that is pretty insigificant since it affects most other characters as well.
Onett (5): The left edge can be camped with pk thunder, and the up aerial kills easily. The centre platform layout does not really impede pk thunder 2 use.
Corneria (5): The lasers from passing ships can heal Ness substantially. The forward throw can kill from the edges of this stage at low damage. The up aerial kills at low damage.
Rainbow Cruise (4): Throws can kill off the sides at some parts of the stage, but pk thunder use is really limited.
Green Greens (5): Pk thunder camping on the sides is moderately effective. The up aerial kills at low damage. The back throw kills at low damage. Pk thunder 2 kills at extremely low damage. The down smash can kill on the sides of this stage at low damage.
Big Blue (4): When using pk thunder 2 to land on the cars, Ness usually lands such that he can use his get up attack ("piston kick") which makes this fairly easy to spam against some opponents. Back throw kills at fairly low damage. The landing lag of pk thunder 2 can make it difficult to survive landing on the road.
Brinstar (5): The near blast zones combined with the destructible environment give rise to extremely low damage pk thunder 2 kills, with a larger than usual hitbox thanks to said destructible environment.
Pokémon Stadium (5): Both pk thunder and the forward aerial go through this stage, allowing for interesting edge guards as well as a sure way of getting back onto the stage by dropping below and using the forward aerial *through* the stage.
Mr. Game & Watch:
Battlefield (4): This stage doesn't offer much for or against Mr. Game & Watch. The platforms allow great use of the fishbowl, but they limit the key.
Final Destination (4): Mr. Game & Watch doesn't really care about the most abusive projectile spammers here thanks to his bucket, but he lacks any moves that can exploit the long linearity of the stage so it really doesn't affect him much at all.
Delfino Plaza (5): The bottom of this stage allows Mr. Game & Watch a great pressure game with his up special, and the temporary water allows him to abuse the combination of his key and up special very effectively. If he can trap foes in the narrow areas of the "pillars" form, he can quickly rack up a lot of damage this way.
Luigi's Mansion (5): Mr. Game & Watch's down smash allows him to control huge amounts of space in the narrow confines of the lower area, and he can use his fishbowl to both pressure the upper rooms and to break the upper pillars should he need to do so. The "weak" hit of the down smash allows Mr. Game & Watch to score kills here even when the full mansion is still there.
Mushroomy Kingdom 1-1 (5): The very close blast zones allow Mr. Game & Watch's powerful smashes to kill even earlier than they usually do, and the scrolling stage allows Mr. Game & Watch to abuse his very slow throw animation to turn his forward and back throws into surprising kill moves. The advantage is somewhat limited by characters like Snake who can force him into unwise approaches here very easily.
Mushroomy Kingdom 1-2 (6): Mr. Game & Watch can still exploit his throws here, and the massive number of blocks both prevent him from being forced to approach and allow him to use his up special and key to maneuver in a way most of the cast cannot. Basically, he can move wherever he wants while most other characters can only make plodding progress here.
Mario Circuit (2): Mr. Game & Watch cannot use his throws to much of any gain relative to the walk off ledges while most other characters can use them well. The platform layout is poor for him to exploit the fishbowl, but it severely inhibits the key. The cars here seem to scale up knockback on low weight characters more than most other kinds of knockback so Mr. Game & Watch's low weight is more problematic here than on most other stages, and the combination of Mr. Game & Watch's long throw animation and need to tech chase out of his down throw make them more disruptive to him than to most other characters.
Rumble Falls (5): Mr. Game & Watch can use his up special to very quickly ascend the falls which allows him to stay very low on the stage completely safely if he so chooses. The close horizontal blast zones make the weak hit from the down smash especially effective at scoring kills.
Bridge of Eldin (3): Mr. Game & Watch both cannot exploit the walk offs and cannot do anything to take advantage of the huge size or the occasional divide in the stage. This leaves him vulnurable to the plethora of characters who can exploit these things, and the fact that his smashes are relatively poor at killing here is a problem for him.
Pirate Ship (7): Mr. Game & Watch can camp in the water for an absurd positional advantage; his up special makes him literally unapprochable by much of the cast. It also allows him to key with complete safety, and the ability to pass up through the bow of the ship opens up some trickery with his up special for attacking onto the stage.
Norfair (6): The small platforms allow for great abuse of the down smash, and the pass through platforms greatly help the up special. His down smash also allows him to completely control the pod for the wave of lava, and his fishbowl lets him harass opponents inside the pod should they get themselves locked in without him.
Frigate Orpheon (4): The pass through ledge on the right of the first form allows for some trickery with the up special, but the flipping can occasionally force under the stage from which he has few tools to survive. Otherwise the stage doesn't offer much to him in terms of advantages or disadvantages.
Yoshi's Island Brawl (4): The small size allows for good pressure with his smashes and generally great range, but the central platform allows some characters to camp against him with surprising effectiveness. Of course, he gains some with the ability to fishbowl through the platform so he can control it whenever he wants to, and the platform also can allow well spaced turtles to be especially threatening. The support ghost really doesn't help him at all, and it occasionally saves characters he was keeping off the ledge. All in all, everything about balances out for him here.
Halberd (5): This is a really solid level for Mr. Game & Watch as he can attack up through the platform during the aerial portion of this level, and the close blast zones greatly help his smashes. His up special allows him to avoid the claw and laser at the last moment, and his long throw animation can be used to effectively force opponents into hazards. The small dip in the aerial portion of the stage allows him to effectively duck under some linear projectiles for total impunity.
Lylat Cruise (4): The tilting doesn't really matter for him one way or another, and the platforms help some and hurt some. All in all it's very neutral for Mr. Game & Watch.
Pokemon Stadium 2 (5): It's a solid stage for Mr. Game & Watch as he gains something from all four transformations. The ground transformation allows for amazing use of the key and turtle as the barrier is spaced just right to optimize Mr. Game & Watch's space control. The flying form allows him to quickly maneuver via the key and up special while most other characters are unable to move much in the air. The electric form allows for great spamming of the Chef projectile if he controls the center, but the downside is that his throws don't work on the conveyors due to the long animation. The ice form allows for him to do incredibly deadly sliding forward and up smashes, and his turtle is very effective at punishing other characters who try to do sliding smashes.
Spear Pillar (2): Spear Pillar is a stage with a loop that focuses on horizontal mobility which is already bad for Mr. Game & Watch, but the kicker is that the ledge is just barely too high for Mr. Game & Watch to leap over without grabbing it which drastically slows down his loop running time. The general trajectory of his double jump is poor for this stage. The size of the lower area is too large for him to control nearly the whole area but too small for him to position effectively.
Port Town Aero Dive (5): His up special both exploits the pass through floors and allows him to escape from the cars quickly and safely. His long throw animation can force foes into the cars as well.
Castle Siege (4): Nothing on this stage really affects Mr. Game & Watch all that much. The small size of the first form is helpful, the walk-offs on the second form are in the way, and the third form is nearly completely neutral for him.
Distant Planet (5): Mr. Game & Watch can pressure from below the stage amazingly effectively here with both his fishbowl and up special. The presence of that bit of land below the main platform allows him to perform far more drastic under the stage tricks than most stages allow. He can easily hit opponents who are on the leaves with a devastating up smash, and his down smash can trivially control an entire leaf. The walk off is bad for him, but the rain negates this issue.
Smashville (4): The moving platform gives him rare opportunities to apply a little extra pressure with Chef, but otherwise this stage doesn't really do much for or against Mr. Game & Watch.
Summit (6): Sliding smashes are deadly as always, and Mr. Game & Watch can jump in the water to bait the fish and then easily escape with his up special while the foe might not be able to escape at all. The key allows Mr. Game & Watch to easily navigate the low gravity section of this level.
Skyworld (7): Mr. Game & Watch's down throw spikes through the clouds which gives him an insane offensive advantage. He is also extremely adept at breaking platforms, and his great and quick vertical recovery let him recover from below the stage better than most.
Flat Zone 2 (5): The close blast zones are great for Mr. Game & Watch's smashes, and his down tilt lets him effectively set off the people on the Oil Panic form. Chef is great on the Lion form, and given the unique mechanics of the tamers, his weight ends up not hampering his survivability here at all.
PictoChat (4): He can use the wind drawing to get spikes with his down throw, and he can use his large disjointed moves to exploit a few other drawings. However, this is a pretty minimal advantage considering the sheer number of drawings; most of the time, this stage is neutral for him.
Hanenbow (5): Mr. Game & Watch's incredibly vertical mobility lets him stall here for a long time, and his ability to pressure from under leaves is of high value. However, due to his lack of ability to quickly move horizontally and his lack of a long range projectile, he is far from the best at abusing this level.
Shadow Moses Island (3): This stage is pretty bad as Mr. Game & Watch can't exploit the walls or walk-offs well at all while the walk-offs are very prone to be used against him. One might expect an Onett like effect with the teching, but the stage's ceiling is just way too high for it to be as effective as on Onett. Mr. Game & Watch's game is still playable here, but it is hindered.
Green Hill Zone (4): This stage gives some help and has some problems. Mr. Game & Watch's huge disjointed hitboxes help him play around the checkpoint better than most, and his Chef projectile is surprisingly effective from behind the checkpoint. However, to counter that, he must contend with the walk-offs which really aren't good for him, and the slopes make it harder for him to get kills. All in all, it about balances out.
Yoshi's Island Melee (3): The blocks severely restrict Mr. Game & Watch's ability to score kills while being in just such a height as to minimize his ability to control space. The very near left and right edges are a real pain for him as well, and the breakable middle area is really restrictive for the key.
Jungle Japes (5): Mr. Game & Watch loves the small platforms from which he can land many, many down smashes (especially after a down throw) and deter approaches with Chef.
Onett (5): Mr. Game & Watch can camp the lower center of this stage to effectively prevent many characters who mostly kill horizontally from finishing him while his up smash and down smash sweet spot ensure he has no trouble scoring kills himself. The down throw is good at forcing you both to be hit by cars which helps him when he is ahead.
Corneria (6): Three of the Arwing lasers in the bucket makes an instant kill Oil Panic, and he can absorb them just from standing on top of the Arwings.
Rainbow Cruise (5): Mr. Game & Watch can nimbly and adeptly maneuver around this stage while pressuring oppoents with his great air game.
Green Greens (6): Mr. Game & Watch can camp the small platforms for drastic gains and can use the spacing of the platforms to spam Chef very effectively. He can especially gain by pressuring foes on the small platforms to approach from above which is a perfect set-up for an up special. The very close blast zones also allow him to kill very early with his very powerful smashes.
Big Blue (5): The small size of the cars allows Mr. Game & Watch to abuse his down smash heavily here, and the uneven ground allows for the turtle to become an even better than usual obstacle to progress. His up special allows him to survive the track better than most.
Brinstar (3): The shape of the ground with the divide caused by the breakable terrain severely inhibits the utility of both Mr. Game & Watch's down throw and down smash. The acid helps everyone recover which hurts Mr. Game & Watch (who would have had no trouble either way), and it limits his ability to abuse the pass through floor. The breakable section of the course severely restricts the utility of the key as well.
Pokemon Stadium 1 (4): Mr. Game & Watch can camp the rock form somewhat better than most, and his duck lets him manuever around the windmill pretty well. However, in general, this stage doesn't really offer him much while simulataneously not really hurting him.
Snake:
Mushroomy Kingdom 1-1 (7): Snake can take cover around the blocks while spamming his grenades which kill at very low percentages here. The ridiculously low ceiling makes his up tilt even crazier than it usually is, especially since he is so effective at forcing approaches.
Flat Zone 2 (7): Snake can not only exploit the small size with his great tilts and fatal projectile, but he can use his mines and grenades to exploit the Oil Panic and Lion forms for drastic benefit.
Sonic:
Green Hill Zone (6): Sonic's spin moves can be spammed to a pretty stupid extent thanks to the shape of the ground, and his back throw kills early on the flat ground. His high speed allows him to seize control of the checkpoint frequently.
Rainbow Cruise (2): Sonic has almost no ground on which to run which all but erases his usual edge in mobility. This forces him to try to make more aerial approaches that rely on range, power, and priority, all of which Sonic lacks.
I'll do my best to keep it updated, and thanks in advance for criticisms, intelligent discussions, and contributions. I'd be more than happy to elaborate on any issue I was unclear on.