Onomanic
Heaven Piercer
Remastering thanks to ArkiveZero. Thanks Arkive XD
I will update on Christmas.
(use ctrl+F then #number to find stage information quicker)
Battlefield - #1
Final Destination - #2
Smashville - #3
Yoshi's Island - #4
Castle Siege - #5
Delfino Plaza - #6
Norfair - #7
Pokemon Stadium 1 - #8
Corneria - #9
Hanenbow - #10
Lylat Cruise - #11
Frigate Orpheon - #12
Luigi's Manison - #13
Brinstar - #14
Distant Planet - #15
Pirate Ship - #16
Pokemon Stadium 2 - #17
Green Greens - #18
Pictochat - #19
Yoshi's Island (Pipes) - #20
Green Hill Zone - #21
Onett
ADVANTAGES
* Able to strike under the platforms with Utilt and Usmash.
* Can do fair and bair on the edge of the platform
* Dsmashís range is good when both Link and opponent are on it
* Also up tossed and down tossed bombs are good in this situation as well
* Can time high Dair and land safe
* Allow for combos at higher percent
* Edges are good for nair edge guard and gale guarding
* Wonít be able to be spawned killed so easily
* Link can escape Meta Knight
* Better on the lower section of the stage
* Good on most flat stages
* More advantages against fast characters
DISADVATAGES
* Platforms can screw up your projectile game, especially jump arrows
* Linkís roll is easily spotted
* Stage Spikes
* Linkís advantage against a non projectile user is weakened
* Because Link prefers the lower section, your opponent can approach you easier because of the relatively small ground platform
MISC
* Link can avoid bombs that explode on a platform above him by crouching
* Flat ground makes spamming more successful
* Somehow for me the bair and zair are more effective
DISADVANTAGES
* The ledges
* Flat ground makes chaingrabbing and better spammers more effective
* You won't recover
* Stage spikes
ADVANTAGES
* Most neutral stage out there
* The platform is great for bombs, thrown from the platform, dropped from above the platform, and dropped from a full jump to rest unexploded on top of the platform
* The Platform. Allows Link to retreat from enemies, camp harder, attack aerial enemies easier, and recover better. Platform landing is your best friend.
* The stage is small enough for all of link's projectiles to reach and control the entire stage.
* Good horizontal DI will help you live till +140%
* Fairs, Nairs and Zairs can attack enemies on top of the platform effectively
DISADVANTAGES
* You can get gimped
*Stage Spikes
* Link's Utilit and Usmash don't do much to attack enemies up on the platform
*The platform is almost always too high to assist his recovery in the heat of battle
*D3 can CG on top platform while it's moving
ADVANTAGES
* Platform in the center allows you to mix up your game a bit and put your opponent in awkward positions
* The edges make it tougher for your opponent to edge guard Link
* The rising platforms on either sides aid Linkís poor recovery
* Uneven terrain makes spamming a little easier because of the curves allowing the arrows to fly farther
* Edges are great for gale guarding
* Main platform makes it easier to escape spawn kills
* Main platform makes combos easier
* Stage spikes are easier to tech
DISADVANTAGES
* Edges make it hard for Link to ledge hop aerials
* TLís Dsmash spike
ADVANTAGES
1st Part:
*Platforms are good escaping combos
*Link can be saved from his horrible recovery via the stage changing.
2nd Part:
*Link can kill at low percents because of the sides.
*Statues can save Link from better projectiles.
3rd Part:
*Flat and long, similar to FD, so Link has an advantage against non projectile users
*When the stage is tipped, Link can tether easier depending on how it's tipped.
*Stage change can help Link's poor recovery
DISADVANTAGES
1st Part:
Can get caught underneath either side when recovering
*Easily gimped by characters like MK and Marth.
2nd Part:
*Easily gimped by anyone on either sides.
* 2nd Part: Statues mess with Link's projectile game
* 2nd Part: Aerials are hard to do with the platforms and lag can be very punishable
3rd Part:
Only really bad thing is the fact that if the platform tips, it can totally ruin your recovery.
ADVANTAGES
* The walls. The walls are great for link, they set up for easy jab locks, they work great if you capture your opponent up against the wall with zairs and jab cancels. The walls even help you live longer by DIing and teching horizontal kill moves.
* The water. Self explanatory, they cancel the lag from the dair and make link's bad recovery nonexistent. It also lets you trap your enemies in the water by spamming them
* Platforms. they stop better spammers from destroying you the entire match. they also allow for quick retreats. More mobility options helps link out a lot.
* uneven terrain. when the main platform lands, you have 5 different areas you can land on, 4/5 of these areas have uneven terrain that will let link snipe and spam at least 40%.
DISADVANTAGES
*The walls. D3 and Falco will **** you if you let them grab you, that is why you have to try your best to space them extremely well with the zair and your jabs. If you can do that then both of those matches shouldnt be so bad.
* The water. Characters that get out of the water faster will have an advantage over you.
* The main platform. this is the only time in the entire match that link's recovery falls into play. Some people say that this would make the stage anti-link, but if you use link's amazing stage control then this shouldn't be that bad. ( The only thing you have to do is control the center of the stage when the main platform isnt up. if you do this then you won't get gimped when the main platform raises.
*The Uneven Terrain. yes this makes your spam job much, much easier, but it also allows your opponent to hide and force you to take the aggressive approach, but don't do that. Control the air with your projectiles and this shouldn't be that bad of a disadvantage.
MISC
* Every pro for this map also comes with a con, whoever controls the map more will control the match from start to finish. this stage allows link to desolate opponents through projectile spam and jab tricks.
ADVANTAGES
* Platforms make a great setup for Link on some of the harder match ups
* Dair kills happen much easier with the low ceiling
* The lava forces players to certain positions on the map so your projectile game is even better
* Can be saved from edge guarding due to the higher platforms you can recover to
* The upper parts save him from falling to death
DISADVANTAGES
* Only safe place for Link is the higher platforms and being stuck up there usually isn't the best place for Link to be
* Stage isn't zair friendly
* The lava wave can kill you at low percents
* The "lava bunker" can be hard to reach for Link because Link isn't too fast
* Stage favors characters with faster aerials
* Projectiles are harder to properly use because of the platforms
* Platforms are are good height that Link is good with
* The platforms are short enough to attack opponents with Utilt/Usmash/DAC through
* Short enough to jump through in one jump
* Tall enough that he can double jump into an auto canceled Dair
* Wide enough that he can perch on them and use arrows and boomerang
* Treehouse in middle has platforms which are too tall for Link to approve of greatly
* Auto canceled Uair might work if people stand on the platforms
*Wall presents a tourney legal chance to use the infinite jab lock
* Stay to the right
All in all:
* Each stage change gives link at least one new AT. they might be as useless as the earth's zair drop to edge guard on the left side of the stage, to more mindrape inducing techniques as the water's spout sliding.
* The ledges make everybody's recovery just as bad.
* More places to run away to
* Teching off of the windmill
DISADVANTAGES
* Windmill is bad for Link. It totally screws over his projectile game
*His sword isn't the best for attacking through the windmill
* Against Marth, you are at a disadvantage because of Marth's ability to attack through the windmill efficiently
* Other character's wall infinite
* Left side is also very cramped, so play defensively
* Middle section is very cramped and awkward, like the Fire part
* Keep the fight to the right
All in all:
* The ledges
* Confined areas
ADVANTAGES
* Short boundaries on the top and sides make for easy KO's with Link's power moves
* Shenanigans with the ledge on the fin of the ship with your Zair
* You can play a high-ground/low-ground game
* Fair can kind of go through fin so you can hit you opponent if they are running to the engine thruster
DISADVANTAGES
* Can get shot by ship's laser when recovering on the front with Zair
* Wall Cg infinites.
* Rising ground on the top fin can cause severity to Link's projectile game
* Lag aerials like the Fair and Dair can be punished badly
ADVANTAGES
* Advantage shifts to Link when against non projectile users
* Can space easily
* All in all, an incredible stage for Link
DISADVANTAGES
* Poor recover will be punished by suicide
* Fake platform is easily forgettable about
ADVANTAGES
* Platforms allow you to auto cancel, which helps you hit higher opponents
* Stage tilts to let you spam more
* Ledges equally gimp everybody
DISADVANTAGES
* If the stage is tilting while you try to zair edge guard, the claw shot won't activate and you'll SD
* Stage tilting might eat your projectiles
ADVANTAGES
1rst Part:
*None
2nd Part:
*Platforms on the side will aid link's recovery.
DISADVANTAGES
1rst Part:
*You can lose the entire match because of no edge on the right side of the stage.
*Left platform doesn't help you much
2nd Part:
*You can get caught under the stage
ADVANTAGES
* Can use Uair to poke through the ceiling and roof
* Can use the flatness and diverse lay out of the stage to his advantage
* Characters like Snake, Falco, Dedede get their projectile game messed up
DISADVANTAGES
* Projectile game gets messed up because of the support beams.
* When the stage is destroyed, chain grabbers are at the advantage
* Dair is harder to use because of the enclosed spaces
ADVANTAGES
* Zair and aerial game remain effective
* Hurts other characters' spam game
* Acid can sometimes help your recovery
DISADVANTAGES
* Uneven platforms and small main platform make it hard to use arrows
* The size of the stage make it hard to pull out bombs without being punished
* DAC acts oddly around the gooey junk holding the stage together (Link won't slide over it)
* He loses all of his projectiles
* High falling speed is bad on Brinstar
* You'll be bouncing off the acid more than riding it back to safety
* The acid helps other characters more than Link
* Link isn't the best with close quarters combat and the rising acid on stage forces it
* Because you can jump through the stage, it can lead to annoying gimps so sweet spot the ledge, because Link isn't going to get his feet above the ledge with his recovery
* Everyone's spam game is shut down because of the unevenness of the stage
* Goo messes up Usmash and the delay (lag) afterwards is actually punishable
* Don't choose Brinstar, and avoid it like death
*Link can spam projectiles from atop the bulbin.
*Bomb Planting is performable on the platforms
*There are only two main platforms, each of which support DAC
*Zair is effective on shorter characters because there is wavering ground levels
*Link can jump from the ledge grass ledge and the ground ledge and change position easily
DISADVANTAGES
*It's hard to recover without the bulbin
*Walk-Off edge can gimp Link
*Waterfall can gimp Link when it's raining
*Opponents can pick up pellets and use them against Link's bombs
* Water negates his bad recovery so he can now survive better
* May not have a good spike like Ganon but his dair is good for above the water because the water negates the lag
* When the ship is falling and gravity is low, the Dair is good because, again lag is negated
* Can gain some height for a non-landing dair or other strategic purposes by using the platforms
* Can poke Uair out from below the platforms
DISADVANTAGES
* The bombs from the towers can kill at 40%
* Limited to most A attacks other than the dair
* Stage Hazards
* Link has a hard time dodging the bombs because he isn't very agile
* The auto landed Dair isnít very easy to pull of in the midst of combat because of how high you need to get up.
ADVANTAGES
* The windy(?) part, I think is pretty useful for Link's bombs, as well as dair spamming
* The icy part doubles the length of your DAC and bombslides, but other than that, this part is kind of risky since throwing a boomerang slides you forward, and well...it's just a part of the stage you should be wary
* Right side of the rocky part you can do a jab lock infinite
* Normal part is good for projectiles
* You can space well on the normal part
* Can combo with melee attacks on the normal part
DISADVANTAGES
* A non-SHed boomerang throw on the ice part is risky because of the forward momentum
* Offstage, you're dead (gee, didn't see THAT coming)
* Rocky part, the left side messes with your projectiles
* Highish ceiling making opponent hard to kill off the top of the screen
ADVANTAGES
* Low ceiling can get easy kills (Utilt at 90% and Dair at 50%?!)
* Close sides make Ftilt and Fsmash deadly
* Link dominates the side platforms
* Camping stage
* Closer sides make side kills easier
* Link might recovery from the side
* Blocks make for a infinite jab lock[
* Can camp easily against slow characters
* Bomb planting is good on this stage
DISADVANTAGES
* Won't recovery upwards
* Stage's lay out doesn't compliment Link's projectile game
* Exploding blocks can be deadly
* Falling blocks can meteor spike
* Block walls can make for an infinite
* Looks like a bad stage vs Falco
ADVANTAGES
* A lot of room to projectile spam
* Hard to star K.O Link here because of his weight and high ceiling
* Easy side K.Os
* Stage hazards can help an escape from an assault
* Can recovery from sides and below
DISADVANTAGES
* Stage hazards can kill you
* Wind can push you away from the stage while recovering
* High ceiling means very high percent kills off the top
ADVANTAGES
* Chain grabbers can get easy and cheap kills off you.
* Dair will go through the bottom platform if FFed fast enough or if they're already spinning
By the way, I update with information from people who post here after the day it was updated. If you want to add on to info from a different day, I'll add it in.
Please, contribute!!
I will update on Christmas.
http://www.smashboards.com/showthread.php?t=187735
List of legal stages and counterpicks.
Index. List of legal stages and counterpicks.
(use ctrl+F then #number to find stage information quicker)
Battlefield - #1
Final Destination - #2
Smashville - #3
Yoshi's Island - #4
Castle Siege - #5
Delfino Plaza - #6
Norfair - #7
Pokemon Stadium 1 - #8
Corneria - #9
Hanenbow - #10
Lylat Cruise - #11
Frigate Orpheon - #12
Luigi's Manison - #13
Brinstar - #14
Distant Planet - #15
Pirate Ship - #16
Pokemon Stadium 2 - #17
Green Greens - #18
Pictochat - #19
Yoshi's Island (Pipes) - #20
Green Hill Zone - #21
Onett
Battlefield (#1)
* Able to strike under the platforms with Utilt and Usmash.
* Can do fair and bair on the edge of the platform
* Dsmashís range is good when both Link and opponent are on it
* Also up tossed and down tossed bombs are good in this situation as well
* Can time high Dair and land safe
* Allow for combos at higher percent
* Edges are good for nair edge guard and gale guarding
* Wonít be able to be spawned killed so easily
* Link can escape Meta Knight
* Better on the lower section of the stage
* Good on most flat stages
* More advantages against fast characters
DISADVATAGES
* Platforms can screw up your projectile game, especially jump arrows
* Linkís roll is easily spotted
* Stage Spikes
* Linkís advantage against a non projectile user is weakened
* Because Link prefers the lower section, your opponent can approach you easier because of the relatively small ground platform
MISC
* Link can avoid bombs that explode on a platform above him by crouching
Final Destination (#2)
ADVANTAGES* Somehow for me the bair and zair are more effective
DISADVANTAGES
* The ledges
* Flat ground makes chaingrabbing and better spammers more effective
* You won't recover
* Stage spikes
Smashville (#3)
* Most neutral stage out there
* The platform is great for bombs, thrown from the platform, dropped from above the platform, and dropped from a full jump to rest unexploded on top of the platform
* The Platform. Allows Link to retreat from enemies, camp harder, attack aerial enemies easier, and recover better. Platform landing is your best friend.
* The stage is small enough for all of link's projectiles to reach and control the entire stage.
* Good horizontal DI will help you live till +140%
* Fairs, Nairs and Zairs can attack enemies on top of the platform effectively
DISADVANTAGES
* You can get gimped
*Stage Spikes
* Link's Utilit and Usmash don't do much to attack enemies up on the platform
*The platform is almost always too high to assist his recovery in the heat of battle
*D3 can CG on top platform while it's moving
Yoshi's Island (#4)
* Platform in the center allows you to mix up your game a bit and put your opponent in awkward positions
* The edges make it tougher for your opponent to edge guard Link
* The rising platforms on either sides aid Linkís poor recovery
* Uneven terrain makes spamming a little easier because of the curves allowing the arrows to fly farther
* Edges are great for gale guarding
* Main platform makes it easier to escape spawn kills
* Main platform makes combos easier
* Stage spikes are easier to tech
DISADVANTAGES
* Edges make it hard for Link to ledge hop aerials
* TLís Dsmash spike
Castle Siege (#5)
1st Part:
*Platforms are good escaping combos
*Link can be saved from his horrible recovery via the stage changing.
2nd Part:
*Link can kill at low percents because of the sides.
*Statues can save Link from better projectiles.
3rd Part:
*Flat and long, similar to FD, so Link has an advantage against non projectile users
*When the stage is tipped, Link can tether easier depending on how it's tipped.
*Stage change can help Link's poor recovery
DISADVANTAGES
1st Part:
Can get caught underneath either side when recovering
*Easily gimped by characters like MK and Marth.
2nd Part:
*Easily gimped by anyone on either sides.
* 2nd Part: Statues mess with Link's projectile game
* 2nd Part: Aerials are hard to do with the platforms and lag can be very punishable
3rd Part:
Only really bad thing is the fact that if the platform tips, it can totally ruin your recovery.
Delfino Plaza (#6)
* The walls. The walls are great for link, they set up for easy jab locks, they work great if you capture your opponent up against the wall with zairs and jab cancels. The walls even help you live longer by DIing and teching horizontal kill moves.
* The water. Self explanatory, they cancel the lag from the dair and make link's bad recovery nonexistent. It also lets you trap your enemies in the water by spamming them
* Platforms. they stop better spammers from destroying you the entire match. they also allow for quick retreats. More mobility options helps link out a lot.
* uneven terrain. when the main platform lands, you have 5 different areas you can land on, 4/5 of these areas have uneven terrain that will let link snipe and spam at least 40%.
DISADVANTAGES
*The walls. D3 and Falco will **** you if you let them grab you, that is why you have to try your best to space them extremely well with the zair and your jabs. If you can do that then both of those matches shouldnt be so bad.
* The water. Characters that get out of the water faster will have an advantage over you.
* The main platform. this is the only time in the entire match that link's recovery falls into play. Some people say that this would make the stage anti-link, but if you use link's amazing stage control then this shouldn't be that bad. ( The only thing you have to do is control the center of the stage when the main platform isnt up. if you do this then you won't get gimped when the main platform raises.
*The Uneven Terrain. yes this makes your spam job much, much easier, but it also allows your opponent to hide and force you to take the aggressive approach, but don't do that. Control the air with your projectiles and this shouldn't be that bad of a disadvantage.
MISC
* Every pro for this map also comes with a con, whoever controls the map more will control the match from start to finish. this stage allows link to desolate opponents through projectile spam and jab tricks.
Norfair (#7)
* Platforms make a great setup for Link on some of the harder match ups
* Dair kills happen much easier with the low ceiling
* The lava forces players to certain positions on the map so your projectile game is even better
* Can be saved from edge guarding due to the higher platforms you can recover to
* The upper parts save him from falling to death
DISADVANTAGES
* Only safe place for Link is the higher platforms and being stuck up there usually isn't the best place for Link to be
* Stage isn't zair friendly
* The lava wave can kill you at low percents
* The "lava bunker" can be hard to reach for Link because Link isn't too fast
* Stage favors characters with faster aerials
* Projectiles are harder to properly use because of the platforms
Pokemon Stadium 1 (#8)
ADVANTAGESNuetral:
* Platforms are are good height that Link is good with
* The platforms are short enough to attack opponents with Utilt/Usmash/DAC through
* Short enough to jump through in one jump
* Tall enough that he can double jump into an auto canceled Dair
* Wide enough that he can perch on them and use arrows and boomerang
Woods:
* Treehouse in middle has platforms which are too tall for Link to approve of greatly
* Auto canceled Uair might work if people stand on the platforms
Water:
* Platforms on right side are standard fare, which is probably a good thing for LinkFire:
* Right side is good for Link. Stay to the right!*Wall presents a tourney legal chance to use the infinite jab lock
Earth:
* Infinite jab lock* Stay to the right
All in all:
* Each stage change gives link at least one new AT. they might be as useless as the earth's zair drop to edge guard on the left side of the stage, to more mindrape inducing techniques as the water's spout sliding.
* The ledges make everybody's recovery just as bad.
* More places to run away to
* Teching off of the windmill
DISADVANTAGES
Neutral:
* NoneWoods:
*NoneWater:
* Windmill is bad for Link. It totally screws over his projectile game
*His sword isn't the best for attacking through the windmill
* Against Marth, you are at a disadvantage because of Marth's ability to attack through the windmill efficiently
Fire:
* Left side is awkward to play on for Link* Other character's wall infinite
* Left side is also very cramped, so play defensively
Earth:
* Game hits stalemate when someone stands on the far left part of the stage because no one can approach anyone else safely* Middle section is very cramped and awkward, like the Fire part
* Keep the fight to the right
All in all:
* The ledges
* Confined areas
Corneria (#9)
* Short boundaries on the top and sides make for easy KO's with Link's power moves
* Shenanigans with the ledge on the fin of the ship with your Zair
* You can play a high-ground/low-ground game
* Fair can kind of go through fin so you can hit you opponent if they are running to the engine thruster
DISADVANTAGES
* Can get shot by ship's laser when recovering on the front with Zair
* Wall Cg infinites.
* Rising ground on the top fin can cause severity to Link's projectile game
* Lag aerials like the Fair and Dair can be punished badly
Hanenbow (#10)
* Advantage shifts to Link when against non projectile users
* Can space easily
* All in all, an incredible stage for Link
DISADVANTAGES
* Poor recover will be punished by suicide
* Fake platform is easily forgettable about
Lylat Cruise (#11)
* Platforms allow you to auto cancel, which helps you hit higher opponents
* Stage tilts to let you spam more
* Ledges equally gimp everybody
DISADVANTAGES
* If the stage is tilting while you try to zair edge guard, the claw shot won't activate and you'll SD
* Stage tilting might eat your projectiles
Frigate Orpheon (#12)
1rst Part:
*None
2nd Part:
*Platforms on the side will aid link's recovery.
DISADVANTAGES
1rst Part:
*You can lose the entire match because of no edge on the right side of the stage.
*Left platform doesn't help you much
2nd Part:
*You can get caught under the stage
Luigi's Mansion (#13)
* Can use Uair to poke through the ceiling and roof
* Can use the flatness and diverse lay out of the stage to his advantage
* Characters like Snake, Falco, Dedede get their projectile game messed up
DISADVANTAGES
* Projectile game gets messed up because of the support beams.
* When the stage is destroyed, chain grabbers are at the advantage
* Dair is harder to use because of the enclosed spaces
Brinstar (#14)
* Zair and aerial game remain effective
* Hurts other characters' spam game
* Acid can sometimes help your recovery
DISADVANTAGES
* Uneven platforms and small main platform make it hard to use arrows
* The size of the stage make it hard to pull out bombs without being punished
* DAC acts oddly around the gooey junk holding the stage together (Link won't slide over it)
* He loses all of his projectiles
* High falling speed is bad on Brinstar
* You'll be bouncing off the acid more than riding it back to safety
* The acid helps other characters more than Link
* Link isn't the best with close quarters combat and the rising acid on stage forces it
* Because you can jump through the stage, it can lead to annoying gimps so sweet spot the ledge, because Link isn't going to get his feet above the ledge with his recovery
* Everyone's spam game is shut down because of the unevenness of the stage
* Goo messes up Usmash and the delay (lag) afterwards is actually punishable
* Don't choose Brinstar, and avoid it like death
Distant Planet (#15)
ADVANTAGES*Bomb Planting is performable on the platforms
*There are only two main platforms, each of which support DAC
*Zair is effective on shorter characters because there is wavering ground levels
*Link can jump from the ledge grass ledge and the ground ledge and change position easily
DISADVANTAGES
*It's hard to recover without the bulbin
*Walk-Off edge can gimp Link
*Waterfall can gimp Link when it's raining
*Opponents can pick up pellets and use them against Link's bombs
Pirate Ship (#16)
ADVANTAGES* May not have a good spike like Ganon but his dair is good for above the water because the water negates the lag
* When the ship is falling and gravity is low, the Dair is good because, again lag is negated
* Can gain some height for a non-landing dair or other strategic purposes by using the platforms
* Can poke Uair out from below the platforms
DISADVANTAGES
* The bombs from the towers can kill at 40%
* Limited to most A attacks other than the dair
* Stage Hazards
* Link has a hard time dodging the bombs because he isn't very agile
* The auto landed Dair isnít very easy to pull of in the midst of combat because of how high you need to get up.
Pokemon Stadium 2 (#17)
* The windy(?) part, I think is pretty useful for Link's bombs, as well as dair spamming
* The icy part doubles the length of your DAC and bombslides, but other than that, this part is kind of risky since throwing a boomerang slides you forward, and well...it's just a part of the stage you should be wary
* Right side of the rocky part you can do a jab lock infinite
* Normal part is good for projectiles
* You can space well on the normal part
* Can combo with melee attacks on the normal part
DISADVANTAGES
* A non-SHed boomerang throw on the ice part is risky because of the forward momentum
* Offstage, you're dead (gee, didn't see THAT coming)
* Rocky part, the left side messes with your projectiles
* Highish ceiling making opponent hard to kill off the top of the screen
Green Greens (#18)
* Low ceiling can get easy kills (Utilt at 90% and Dair at 50%?!)
* Close sides make Ftilt and Fsmash deadly
* Link dominates the side platforms
* Camping stage
* Closer sides make side kills easier
* Link might recovery from the side
* Blocks make for a infinite jab lock[
* Can camp easily against slow characters
* Bomb planting is good on this stage
DISADVANTAGES
* Won't recovery upwards
* Stage's lay out doesn't compliment Link's projectile game
* Exploding blocks can be deadly
* Falling blocks can meteor spike
* Block walls can make for an infinite
* Looks like a bad stage vs Falco
Pictochat (#19)
* A lot of room to projectile spam
* Hard to star K.O Link here because of his weight and high ceiling
* Easy side K.Os
* Stage hazards can help an escape from an assault
* Can recovery from sides and below
DISADVANTAGES
* Stage hazards can kill you
* Wind can push you away from the stage while recovering
* High ceiling means very high percent kills off the top
Yoshi's Island (Pipes) (#20)
DisadvantagesJust tried the old Yoshi's Island tonight and I love it. Lots of opportunities for jab locks, and really easy kills. UpB at the top of the large pipe kills at like 50-60%, and everything kills off the right side after about 75%. First time I played on it I got a "stage spike" with dsmash, off the right platform blocks down the middle pit
EVERYTHING sets up jab locks here off the blocks, Dtilt even does it at 0% if they don't tech. Even Link's Dash attack does at mid-to-high percents.
Another thing I like about it is that horizontal recovery doesn't really matter at all, and Link has good vertical recovery, especially as the only places you can fall off have walls to stage bomb on.
* Chain grabbers can get easy and cheap kills off you.
* Dair will go through the bottom platform if FFed fast enough or if they're already spinning
By the way, I update with information from people who post here after the day it was updated. If you want to add on to info from a different day, I'll add it in.
Please, contribute!!