[FBC] ESAM
Smash Legend
Hey Pikas, its ESAM here, just thought we could collaborate on a counterpick stage thread to see which are good for pika, neutral for pika, and bad for pika. I am currently in school making this, so i cannot go in as great detail as i would like, but i will update as soon as possible. Let's get started!!
Delfino Plaza: (I recently two stocked a respectable falco here)
Pros
Thunder Jolt abuse in the water
Some transformations have walk-off sides, aka chaingrab heaven
Moving part we have a multitude of recovery options, sweetspotting, going above, going below.
Platforms can hinder opponents comboing
Platforms can help us for FF fairs to continue comboes.
Cons:
Can easily be spiked through water
Walkoff parts of stage can become camping match: Beware ROB.
Don't get caught swimming during a transformation change!
Overall: Good counterpick
Good against
Neutral against
Bad against
Castle seige
Pros
First part is a good combo place, and forces close combat (beware marth)
Second part has both walkoff edges.
Third part has edgeguard abuse since some recoveries can get caught under the rock
During the transormations there are walkoff edges. Abuse CG and make them go far out and recover
Statues can refresh moves if opponents are dead. Bair ftw.
Cons
2nd part is huuuuuge, hard to kill in any way but CG deaths
3rd part tilts, don't get caught offguard when trying to chaingrab. You WILL be punished
Overall: Good against most characters
Good against
Neutral against
Bad against
Luigi's Mansion:
Pros
Small separation can be abused with U-air.
Ceiling between 1st and 2nd floor can be abused with u-tilt and u-throw comboes
Pillars can block campers from just staying away
Cons:
Large stage overall, hard to kill with thunder
Running away is a common strategy for most characters since pillars block T-jolt, you MUST approach if you are losing.
Overall: I don't advise it. It can mess up your opponent, but it can mess you up equally as bad.
Good against
Neutral against
Bad against Olimar, MK
Halberd
Pros
Low ceiling allows for easy U-smash and Thunder kills.
Multitude of recovery options on moving part, just like Delfino.
Short sides so you can get a easy sweetspot forward smash kill
T-jolts can make even more distraction when opponent wants to avoid claw/laser/blue ball of death
B-throw easily can throw people into those obstacles
Pikachu can easily tap DI out of laser
Can camp pretty well on all parts
Cons
Short sides and ceiling + pika's lightness leads to quick deaths
Can be camped on the stationary part
Overall: Your knowledge, or lack thereof of this stage is what will determine whether or not it is a good CP for you.
Norfair
Many things on this level are good for pika, but bad for pika at the same time such as
Camping
Survival
SOOOOOO many recovery options
Also, the lava spouts that come and the wall can be very annoying to gameplay. If you choose to counterpick here, your opponent will hate you forever. Be confident in your camping, and don't relent on it.
Overall: Gay
Good against anybody without a projectile
Bad against Rob, Falco, MK
Pokemon Stadium (Melee)
Pros
Flat, which is good for chaingrabbing
Tail can hit through the lip at the edge
D-tilt (not 100% if it works) and jab lock (only on large characters) in the middle section of the rock formation
Platforms mess up a lot of characters comboing, but doesn't really affect pikachu's
Pikachu can cover the whole stage quickly with QAC for constant pressure and edgeguarding.
Platforms somewhat negate camping and diddy's banana ****
Cons
Transformations can split the stage and put you in an unfavorable position
Lip on the edge can mess you up when trying to recover low or ledgehop
GREAT counterpick, one of my favorites as pikachu.
Frigate Orpheon
Helpful Hint: When you hear the alarm go off, that means that the stage is about to flip. It will then zoom out. When it zooms out, JUMP. If you do, then you will not be affected that much by the flip. If you are on the ground still from lag from an attack, it will be very weird for you.
Also, on the 2nd part, when the platforms come out on the side, get off of them if you see them retracting. I have lost matches because i was hit onto them and then it started retracting. Try your hardest NOT to land on those
When the level flips for the first time, that terrain has a dip in the middle, i call it the pit. Whoever has the pit will have the advantage. Projectiles will normally go over them, and will force the opponent to approach. And if the opponent is a falco or rob, they can camp with lasers very well because of the depth of the pit. Try to get in that pit as pikachu. T-jolt spam when you do, and when they get close, just grab.
Pros:
No edge on first part on the right so abuse of edgeguarding is very useful
Fairly large blast zones so pika will not die easily
Platform in 2nd part can help combo
Pikachu can go under the level to escape ledge pressure
Strange layout is great for T-jolts
Pikachu's recovery makes it difficult for the non-ledged part of the level to really affect him/her
COLOR="Red"]Cons
Level is fairly dark, so watch out for C4s and grenades. They can be tricky to see
Weird ledges can trap pikachu when recovering
[/COLOR]
Overall: I like this level as a counterpick for pikachu. Pikachu can abuse of the no ledge, the pit, and everything this level has to offer. The player who knows this level better will probably do better in that match.
Will update and add more later. Feel free to add any information.
Delfino Plaza: (I recently two stocked a respectable falco here)
Pros
Thunder Jolt abuse in the water
Some transformations have walk-off sides, aka chaingrab heaven
Moving part we have a multitude of recovery options, sweetspotting, going above, going below.
Platforms can hinder opponents comboing
Platforms can help us for FF fairs to continue comboes.
Cons:
Can easily be spiked through water
Walkoff parts of stage can become camping match: Beware ROB.
Don't get caught swimming during a transformation change!
Overall: Good counterpick
Good against
Neutral against
Bad against
Castle seige
Pros
First part is a good combo place, and forces close combat (beware marth)
Second part has both walkoff edges.
Third part has edgeguard abuse since some recoveries can get caught under the rock
During the transormations there are walkoff edges. Abuse CG and make them go far out and recover
Statues can refresh moves if opponents are dead. Bair ftw.
Cons
2nd part is huuuuuge, hard to kill in any way but CG deaths
3rd part tilts, don't get caught offguard when trying to chaingrab. You WILL be punished
Overall: Good against most characters
Good against
Neutral against
Bad against
Luigi's Mansion:
Pros
Small separation can be abused with U-air.
Ceiling between 1st and 2nd floor can be abused with u-tilt and u-throw comboes
Pillars can block campers from just staying away
Cons:
Large stage overall, hard to kill with thunder
Running away is a common strategy for most characters since pillars block T-jolt, you MUST approach if you are losing.
Overall: I don't advise it. It can mess up your opponent, but it can mess you up equally as bad.
Good against
Neutral against
Bad against Olimar, MK
Halberd
Pros
Low ceiling allows for easy U-smash and Thunder kills.
Multitude of recovery options on moving part, just like Delfino.
Short sides so you can get a easy sweetspot forward smash kill
T-jolts can make even more distraction when opponent wants to avoid claw/laser/blue ball of death
B-throw easily can throw people into those obstacles
Pikachu can easily tap DI out of laser
Can camp pretty well on all parts
Cons
Short sides and ceiling + pika's lightness leads to quick deaths
Can be camped on the stationary part
Overall: Your knowledge, or lack thereof of this stage is what will determine whether or not it is a good CP for you.
Norfair
Many things on this level are good for pika, but bad for pika at the same time such as
Camping
Survival
SOOOOOO many recovery options
Also, the lava spouts that come and the wall can be very annoying to gameplay. If you choose to counterpick here, your opponent will hate you forever. Be confident in your camping, and don't relent on it.
Overall: Gay
Good against anybody without a projectile
Bad against Rob, Falco, MK
Pokemon Stadium (Melee)
Pros
Flat, which is good for chaingrabbing
Tail can hit through the lip at the edge
D-tilt (not 100% if it works) and jab lock (only on large characters) in the middle section of the rock formation
Platforms mess up a lot of characters comboing, but doesn't really affect pikachu's
Pikachu can cover the whole stage quickly with QAC for constant pressure and edgeguarding.
Platforms somewhat negate camping and diddy's banana ****
Cons
Transformations can split the stage and put you in an unfavorable position
Lip on the edge can mess you up when trying to recover low or ledgehop
GREAT counterpick, one of my favorites as pikachu.
Frigate Orpheon
Helpful Hint: When you hear the alarm go off, that means that the stage is about to flip. It will then zoom out. When it zooms out, JUMP. If you do, then you will not be affected that much by the flip. If you are on the ground still from lag from an attack, it will be very weird for you.
Also, on the 2nd part, when the platforms come out on the side, get off of them if you see them retracting. I have lost matches because i was hit onto them and then it started retracting. Try your hardest NOT to land on those
When the level flips for the first time, that terrain has a dip in the middle, i call it the pit. Whoever has the pit will have the advantage. Projectiles will normally go over them, and will force the opponent to approach. And if the opponent is a falco or rob, they can camp with lasers very well because of the depth of the pit. Try to get in that pit as pikachu. T-jolt spam when you do, and when they get close, just grab.
Pros:
No edge on first part on the right so abuse of edgeguarding is very useful
Fairly large blast zones so pika will not die easily
Platform in 2nd part can help combo
Pikachu can go under the level to escape ledge pressure
Strange layout is great for T-jolts
Pikachu's recovery makes it difficult for the non-ledged part of the level to really affect him/her
COLOR="Red"]Cons
Level is fairly dark, so watch out for C4s and grenades. They can be tricky to see
Weird ledges can trap pikachu when recovering
[/COLOR]
Overall: I like this level as a counterpick for pikachu. Pikachu can abuse of the no ledge, the pit, and everything this level has to offer. The player who knows this level better will probably do better in that match.
Will update and add more later. Feel free to add any information.