I think they are talking about the platforms off the stage on Yoshi's Island that foil my spike attempts every time. Not positive, though.
I have found Green Greens to be extremely advantageous for DK, even though it is a notorious camping stage. Firstly, he can hide behind the blocks and charge up the DK punch, as already mentioned here. This is a pretty big point here since the stage is so small that the punch is almost a sure KO, especially with super armor. Also, cargo dthrow is certain death off the stage; cargo, jump off the stage, dthrow. It's puts every character past the boundaries of the stage every time for an easy KO at any %. If they try to stop you from charing t3h punch, a simple shield grab can kill them.
In addition to that, there's also the cargo dthrow chain grab against the block walls and dtilt infinite. When the blocks are all there, you can ftilt/dtilt all but the top one or two rows away for an easy cargo fthrow stage spike. I have never seen it teched before, but it may be possible. Either way, it basically sends them straight down the hole. If they live you can either ledge stall between the two on either side of the hole with the spinning kong or just go for a spike. Lastly, there's also a real low ceiling and platforms for an easy uair/utilt/usmash/dsmash KO. You could even cargo uthrow KO if you jump from the platforms.
This is how I see this stage for DK: if the enemy is on the platforms, they're dead. If they're on the center platform on the ground and blocks exist, they're dead. If some of the blocks are gone but the top rows exist, they're dead. If they're on the side platforms after you are, they're dead. I really do think this is one of DK's best stages.
Also, I agree with whoever mentioned Distant Planet. A walk-off edge on the left is bait for the cargo dthrow KO, and you can easily feed bug with the same throw, as Brahma mentioned earlier. Plus it's a fairly small stage so it's tough to get camped on. I like it a lot.