Dream Land Works
Smash Journeyman
- Joined
- Mar 11, 2008
- Messages
- 367
Well since I haven't seen a single one of these in the D3 section, I decided to start one. I just hope we get some good discussions going on for each stage.
So basically how this will work is each week I will update the thread with the results from a discussion about the last stage we discussed and post a new stage to discuss. The point of this thread is to tell people of what stages they could do very well on, which stages are not that good for D3, some general strategies you can pull off on the stages, and who to counter pick certain stages against.
Now for an example of how I want to template the stages are
Name:
How Good Is The Stage For Dedede (Using 1-5, 1 being terrible, 5 being amazing.):
Who To Counter Pick This Stage Against:
Who To Strike This Stage Against:
Who To Ban This Stage Against:
General Strategies On The Stage:
---
Current Stage Discussion
We are returning to the Pokémon Arena, but this time we are in the brand new version. Normal ledges, transformations that effect the game, seems like a strange trade off and it might cause this version of Pokémon Stadium to not be as great for D3 as its Melee counterpart.
---
Stages Discussed
Battlefield (Thanks to sMexy-Blu for this summary.)
Rating:
Pros:
Cons:
Counterpick Against:
Strike Against:
Ban Against:
__________
Smashville
Rating:
Pros:
Cons:
Counterpick Against:
Strike Against:
Ban Against: N/A
Yoshi's Island
Rating:
Pros:
Cons:
Counterpick Against: N/A
Strike Against:
Ban Against: N/A
NOTES: Yoshi's Island is a stage with some unique features, some which help Dedede, some that help other characters more, or some that just hurt Dedede pretty hard. The shape of the stage helps Dedede by making F-Smash kills on recovering characters easier, but the shape also makes chain grabs not as good as they could be.
The moving platform above allows for aerial setups and U-tilt setups, but it can allow characters who can be chain grabbed avoid getting grabbed. The Shy Guys that appear from time to time can be used to freshen your attacks by attacking them with aerials, but if you are trying to edgeguard a character, they can get in the way.
The ghosts with platforms on their heads are really no help to Dedede, but they help characters like Ike who have a pretty bad recovery. This makes gimping more difficult than it needs to be.
One of the major ups about this stage is that its small size allows for some good tech chasing against characters you can't chain grab. There however are better choices than this stage and with all the problems, this is one stage that is dislikable.
__________
Lylat Cruise
Rating:
Pros:
Cons:
Counterpick Against:
Strike Against:
Ban Against:
__________
Final Destination
Rating:
Pros:
Cons:
Counterpick Against:
Strike Against:
Ban Against:
NOTES: Final Destination is a long flat stage with curved lips to edges. The length of the stage allows for King Dedede to get in great chain grabs to deal in damage and the length makes Dedede's step chain grabs almost broken. The length also allows Dedede to use his spacing and ground game very well. A problem due to the length though is that characters with good camping ability are going to be able to camp from a farther distance. Another problem with the length is that characters who control the ground, such as Diddy Kong, are going to have more room to work with.
The lips under the ledges allow for some good stage spiking and other edgeguarding shinanigans plus it makes it so that characters with bad recoveries are going to have a harder time getting back to the stage.
Characters who depend on air camping or aerial control are also going to have a problem here because there are no platforms for them to use. While some D3 players like to use platforms to set up U-tilt kills, it truly isn't that difficult without them and the low ceiling of Final Destination will truly make U-tilts pay off.
__________
Pokémon Stadium 1
Rating: <-- WTF?!
Pros:
Cons:
Counterpick Against: Every character you can chain grab.
Strike Against:
Ban Against: N/A
So basically how this will work is each week I will update the thread with the results from a discussion about the last stage we discussed and post a new stage to discuss. The point of this thread is to tell people of what stages they could do very well on, which stages are not that good for D3, some general strategies you can pull off on the stages, and who to counter pick certain stages against.
Now for an example of how I want to template the stages are
Name:
How Good Is The Stage For Dedede (Using 1-5, 1 being terrible, 5 being amazing.):
Who To Counter Pick This Stage Against:
Who To Strike This Stage Against:
Who To Ban This Stage Against:
General Strategies On The Stage:
---
Current Stage Discussion
We are returning to the Pokémon Arena, but this time we are in the brand new version. Normal ledges, transformations that effect the game, seems like a strange trade off and it might cause this version of Pokémon Stadium to not be as great for D3 as its Melee counterpart.
---
Stages Discussed
Battlefield (Thanks to sMexy-Blu for this summary.)
Rating:
Pros:
- Platforms let you avoid projectile spam.
- Easy to land kill moves.
Cons:
- Has the highest stage ceiling out of the Neutral Stages.
- Hard recovering without being punished.
- DeDeDe gets punished easily by platforms.
- Can't exploit platforms as good as other characters.
Counterpick Against:
Strike Against:
Ban Against:
NOTES: Battlefield is rather small and it doesn't encourage projectile spamming because platforms block most. This stage is good overall against characters that love to spam their projectiles over and over again just like Pikachu and Falco but keep in mind they can abuse the platforms better than you in a lot of ways.
Some people tend to camp on the platforms to avoid King DeDeDe's chaingrab but that is a bad mistake... U-tilt hits through platforms helping you get easier kills if your opponent is above the platform so that won't be a major problem.
Recovering in this stage is a pain you almost always have to cancel SDJ early and aim it to the edge or you'll most likely get punished badly. DeDeDe can also do lagless aerials into a platform to stop aerial approaches or a enemy trying to get back to the floor, just full hop into the platform while hitting the C-stick for the aerial you want and you'll perform the attack and land on the platform without lag this can only be used with Uair or Dair. This stage isn't bad for DeDeDe but also not good for him.
Some people tend to camp on the platforms to avoid King DeDeDe's chaingrab but that is a bad mistake... U-tilt hits through platforms helping you get easier kills if your opponent is above the platform so that won't be a major problem.
Recovering in this stage is a pain you almost always have to cancel SDJ early and aim it to the edge or you'll most likely get punished badly. DeDeDe can also do lagless aerials into a platform to stop aerial approaches or a enemy trying to get back to the floor, just full hop into the platform while hitting the C-stick for the aerial you want and you'll perform the attack and land on the platform without lag this can only be used with Uair or Dair. This stage isn't bad for DeDeDe but also not good for him.
__________
Smashville
Rating:
Pros:
- King Dedede can easily abuse the moving platform.
- Long enough to allow a good chain grab.
- Length makes it easier to avoid campers.
- Dedede can use his aerials very well on the stage.
- Lowest stage ceiling in common neutrals.
Cons:
- Moving platform helps characters with vertical recoveries.
- Some characters can abuse the platform more than King Dedede.
- Long length allows characters to camp more.
Counterpick Against:
Strike Against:
Ban Against: N/A
NOTES: Smashville is a medium-long stage which allows Dedede to chain grab long enough to rack up good enough damage that could turn matches around. The moving platform can let Dedede cancel aerials so that you can abuse your aerials more and it has a low ceiling which means earlier kills.
This stage can somewhat help campers, but also gives Dedede the tools he needs to counter campers. The length can be used by campers to avoid getting attacked longer, but the moving platform allows for a safe approach against a camper. Also the stage length allows F-tilt and Waddles to counter out projectiles without letting Dedede getting too punished.
Dedede also makes use of the moving platform in other ways. Being under the platform while a character is on top of it allows for a nice U-tilt KO. Near the end of the stage while both you and your opponent are on the platform, a simple B-air, F-air, B-throw, or F-throw could KO opponents. Also if the character can be chain grabbed, Dedede can infinite grab that character in the direction the platform is moving. While the platform does allow Dedede to do much more, it can be abused more by some characters.
Overall this stage seems like a favorite to Dedede players, especially for a neutral.
__________This stage can somewhat help campers, but also gives Dedede the tools he needs to counter campers. The length can be used by campers to avoid getting attacked longer, but the moving platform allows for a safe approach against a camper. Also the stage length allows F-tilt and Waddles to counter out projectiles without letting Dedede getting too punished.
Dedede also makes use of the moving platform in other ways. Being under the platform while a character is on top of it allows for a nice U-tilt KO. Near the end of the stage while both you and your opponent are on the platform, a simple B-air, F-air, B-throw, or F-throw could KO opponents. Also if the character can be chain grabbed, Dedede can infinite grab that character in the direction the platform is moving. While the platform does allow Dedede to do much more, it can be abused more by some characters.
Overall this stage seems like a favorite to Dedede players, especially for a neutral.
Yoshi's Island
Rating:
Pros:
- Good stage against characters Dedede can't chain grab.
- The moving platform can set up aerials and U-tilts.
- Flat walls allow for a constant chance to stage spike.
- Tilted edge allows you land F-Smash easier.
Cons:
- Ghosts help characters with vertical recoveries and hurt WoP.
- Platform allows for evasion from chain grabs.
- The stage's steep shape and short length make it bad for chain grabs.
- Shy Guys can interfere with gimping.
Counterpick Against: N/A
Strike Against:
Ban Against: N/A
NOTES: Yoshi's Island is a stage with some unique features, some which help Dedede, some that help other characters more, or some that just hurt Dedede pretty hard. The shape of the stage helps Dedede by making F-Smash kills on recovering characters easier, but the shape also makes chain grabs not as good as they could be.
The moving platform above allows for aerial setups and U-tilt setups, but it can allow characters who can be chain grabbed avoid getting grabbed. The Shy Guys that appear from time to time can be used to freshen your attacks by attacking them with aerials, but if you are trying to edgeguard a character, they can get in the way.
The ghosts with platforms on their heads are really no help to Dedede, but they help characters like Ike who have a pretty bad recovery. This makes gimping more difficult than it needs to be.
One of the major ups about this stage is that its small size allows for some good tech chasing against characters you can't chain grab. There however are better choices than this stage and with all the problems, this is one stage that is dislikable.
__________
Lylat Cruise
Rating:
Pros:
- Second lowest ceiling out of the neutrals.
- Platforms set up kill moves.
- Large horizontal boundaries allowing Dedede to live longer than normal.
- Thin enough to allow you to use aerials through the stage.
- Large enough to rack up good damage in chain grabs.
- Tilting stage can help with gimping.
Cons:
- Tilting can interfere with chain grabs.
- Recovery can be hard if you get stuck under the stage somehow.
- Some characters do a lot better here than Dedede.
- Characters with long ranged spikes can spike you while they are on the stage.
- Good stage for characters with tether recoveries.
Counterpick Against:
Strike Against:
Ban Against:
NOTES: Lylat Cruise is a medium sized stage with three platforms and the stage tilts. This stage seems very similar to Battlefield, but when you look deeper... this stage has a lot going for it. First off, Dedede can survive on this stage for a long time. The ceiling is low which doesn't hurt D3 at all because of him being so heavy and the horizontal borders being large helps Dedede.
The platforms really help Dedede for setting up U-Tilts and aerials and they don't really help enemies camping as much as Battlefield's platforms.
The stage is long enough to allow for good chain grabs, but the tilting can mess up the chain grab at times. The tilting also helps with gimping enemies, especially those with bad recoveries. Ironic that this is a great counterpick stage against all the Star Fox characters. Defiantly ban this against Snake, but Meta Knight has some better options, so don't waste your ban on Lylat Cruise if you are playing against a MK.
The platforms really help Dedede for setting up U-Tilts and aerials and they don't really help enemies camping as much as Battlefield's platforms.
The stage is long enough to allow for good chain grabs, but the tilting can mess up the chain grab at times. The tilting also helps with gimping enemies, especially those with bad recoveries. Ironic that this is a great counterpick stage against all the Star Fox characters. Defiantly ban this against Snake, but Meta Knight has some better options, so don't waste your ban on Lylat Cruise if you are playing against a MK.
__________
Final Destination
Rating:
Pros:
- A low stage ceiling.
- Great length for chain grabbing.
- Length makes the most of out Dedede's spacing game.
- The lip on each end allows for stage spikes.
- No platforms for people to abuse.
Cons:
- Campers and projectile users have more room to avoid Dedede.
- Characters with better ground control are going to get much more advantage from the stage.
Counterpick Against:
Strike Against:
Ban Against:
NOTES: Final Destination is a long flat stage with curved lips to edges. The length of the stage allows for King Dedede to get in great chain grabs to deal in damage and the length makes Dedede's step chain grabs almost broken. The length also allows Dedede to use his spacing and ground game very well. A problem due to the length though is that characters with good camping ability are going to be able to camp from a farther distance. Another problem with the length is that characters who control the ground, such as Diddy Kong, are going to have more room to work with.
The lips under the ledges allow for some good stage spiking and other edgeguarding shinanigans plus it makes it so that characters with bad recoveries are going to have a harder time getting back to the stage.
Characters who depend on air camping or aerial control are also going to have a problem here because there are no platforms for them to use. While some D3 players like to use platforms to set up U-tilt kills, it truly isn't that difficult without them and the low ceiling of Final Destination will truly make U-tilts pay off.
__________
Pokémon Stadium 1
Rating: <-- WTF?!
Pros:
- Length allows for long chain grabs.
- Walls allow for infinite wall grabs while they are on the stage.
- Some transformations allow for Dedede to avoid spammers.
- King Dedede can F-tilt through a lot of the obstacles.
- The strange ledges effect enemies a lot more than they do D3.
Cons:
- Average ceiling height.
- Some transformations force Dedede into close combat.
Counterpick Against: Every character you can chain grab.
Strike Against:
Ban Against: N/A
NOTES: This stage is one of the best stages for King Dedede, depending on who your opponent is using. The stage length allows for good chain grabs, but the average height of the ceiling doesn't allow for the early kills that we crave so much.
The neutral version of this stage and all the transformations have platforms which allow for set ups to U-tilts or an aerial. Also, two of the transformations have walls, which allow for infinite grabs on each character that you can chain grab as long as that wall is there.
All of the transformations have some sort of obstacle that Dedede can use to avoid campers or Diddy Kong's bananas and he can also put his hammer through the obstalces by using F-tilt. A problem with some obstacles is that they force Dedede into close combat. If the enemy is better at close combat, then they rack up a lot of damage on you and even get a kill if you don't find a way to avoid it.
Finally, the ledges cause some strange gimps due to them being places at the angle as the walls and if they angle the recovery wrong, they can get trapped under the stage. King Dedede doesn't have to worry about this as much as other characters and this also allows for more gimping options, such as getting the enemy under the stage and then making your way back up.
Truly a good stage to pick, but if your opponent is a character you can't CG, you may run into more problems than you usually would against them.
__________
Delfino Plaza
Rating:
Pros:
Cons:
Counterpick Against:
Ban Against:
NOTES: Call it laziness if you want (me just putting this for notes), but this is an amazing summary for the stage http://www.smashboards.com/showpost.php?p=7135504&postcount=88.
__________
Halberd
Rating:
Pros:
Cons:
Counterpick Against:
Ban Against: N/A
NOTES: As the stage starts off, you will be at the launching point for the Halberd. At this point, there is a walk off, which if you are quick enough to exploit, you can CG an enemies or get a horizontal kill in another fashion to get a quick kill from the start.
Once the Halberd launches, you will be on a platform with ledges and a platform above it. Here you can attack through the both platforms which can be very helpful for a surprise attack with U-air, B-air, or F-air. You can also you the normal platform above you to set up for U-tilt kills. The short length of intermission can also allow for easier tech chasing, but some characters that can out fight you in close combat can take advantage of the small length if you aren't careful.
When you finally arrive to the Halberd ship itself, there will be a short moment of time where you can drop off onto the ship and attack your enemy through the intermission platform before it goes under the stage. At this point, you will have a long stage to work with and you still keep the normal platform from the intermission, meaning more U-tilt setups. The long stage allows for you to avoid close combat, but characters that can out camp Dedede can take advantage of this. The length also allows for longer chain grabs.
When you can get an enemy off the stage, you can gimp them using the strange lip to trap them under the stage or to get a stage spike. There are also two attacks the stage performs. The first one has an arm that will single out a player and attack them. You can use by staying close to your opponent and then shielding when it attacks so that you block the hit while your enemy gets attacked. The second attack is a laser cannon. The laser aims for the character with the higher percent of damage. If the laser is being aimed at you, chase after an opponent until the laser fires off and then throw your enemy into the laser. If your opponent is the target, try to keep a distance and if they avoid the laser when it goes off, try to throw them into it.
Overall this is a good stage for Dedede and has the 3rd highest ceiling allowing for early kills, which is always great for us.
__________
Castle Siege
Rating:
Pros:
Cons:
Counterpick Against:
Ban Against:
NOTES: The first part of the stage is on top of the castle. Here there are two platforms, a slope, and a strange set up under the stage. This part isn't that great for Dedede and seems like an even smaller Battlefield, but you can use the set up of the ledges and the walls under the stage to land some fairy easy gimps.
After this part of the stage, you will go through a falling intermission where you have a wide open stage with walk offs and no platforms. This will be a good place to land CG and other sort of throw kills.
Once you reach the second stage, try to keep your enemy grounded so they don't platform camp to avoid King Dedede. You may have a hard time KO'ing characters vertically here, but you still have walk offs which you should use to your advantage.
From here you will go to the second intermission. This is the same as the first, but at the end of movement if King Dedede is holding an opponent, he and the oppenent with fall through the third stage. You can fix this though by down throwing the enemy which will cause them to get stuck under the stage and fall to their death.
The third stage is pretty simple and seems like a slightly smaller Final Destination, but it tilts. Use your general gameplay strategies here that will keep Dedede in the advantage.
Once again you will go through an intermission that is exactly like the first one. You can try to get an enemy on the outer reaches of this intermission to make them unable to recover when you reach the first stage again.
__________
Norfair
Rating:
Pros:
Cons:
Counterpick Against:
Ban Against:
NOTES: Norfair is a stage that is very platform based so unless you really like going into to the air with Dedede (like me ) you will have a lot of issues and even if you are comfortable with Dedede's air game there are characters who are just better characters when it comes to platforms.
Never go to the safety pod because just like everyone else, Dedede will get punished for going there. If an enemy does go inside the pod, U-airs, F-tilts, and F-Smash are all decent ways to punish.
Due to Dedede's WoP and throws, you can knock your enemy into the lava walls pretty easily which can be helpful to get kills. Dedede also gets easy kills due to the low ceiling.
This stage allows for simple tech chases since your opponent will be stuck on the platform you use your down throw on (unless you Down Throw too close to the edge) so you can get another grab in or use the Buuman Trap.
Finally, a glitch on this stage allows for you to rack up damage. See this post http://www.smashboards.com/showpost.php?p=7252628&postcount=112 and/or this video http://www.youtube.com/watch?v=mzdKALKnTog for details.
__________
Pirate Ship
Rating:
Pros:
Cons:
Counterpick Against: N/A
Ban Against:
NOTES: Coming...after Apex .
The neutral version of this stage and all the transformations have platforms which allow for set ups to U-tilts or an aerial. Also, two of the transformations have walls, which allow for infinite grabs on each character that you can chain grab as long as that wall is there.
All of the transformations have some sort of obstacle that Dedede can use to avoid campers or Diddy Kong's bananas and he can also put his hammer through the obstalces by using F-tilt. A problem with some obstacles is that they force Dedede into close combat. If the enemy is better at close combat, then they rack up a lot of damage on you and even get a kill if you don't find a way to avoid it.
Finally, the ledges cause some strange gimps due to them being places at the angle as the walls and if they angle the recovery wrong, they can get trapped under the stage. King Dedede doesn't have to worry about this as much as other characters and this also allows for more gimping options, such as getting the enemy under the stage and then making your way back up.
Truly a good stage to pick, but if your opponent is a character you can't CG, you may run into more problems than you usually would against them.
__________
Delfino Plaza
Rating:
Pros:
- Walls allow for infinite wall grabs while you are a part of the stage with them.
- Walk offs allow for chain grabs to deaths.
- King Dedede's recovery is good enough to keep up with the intermissions if you don't get on them right away.
- Some of the platforms allow for U-tilt kills.
- Dedede can spike unsuspecting enemies with the Super Dedede Jump at the deep water parts of the stage.
- Close borders on the sides allow for early KO's.
Cons:
- Enemies with aerial spikes will have an easier time spiking Dedede under the water.
- Faster enemies will be avoid you on the longer parts of the stage.
Counterpick Against:
Ban Against:
NOTES: Call it laziness if you want (me just putting this for notes), but this is an amazing summary for the stage http://www.smashboards.com/showpost.php?p=7135504&postcount=88.
__________
Halberd
Rating:
Pros:
- Low ceiling allows for early kills.
- You can attack through the moving platform that takes you to the Halberd ship.
- The launch point has a walk off.
- The ship has a lot of room to Chain Grab.
- There's a platform to set up U-Tilt kills.
- The lips on the ship allow for easier gimps.
Cons:
- Some characters have vertical kill moves that can kill D3 faster.
- Fast enemies can abuse the small length of the moving platform to force you into close combat.
Counterpick Against:
Ban Against: N/A
NOTES: As the stage starts off, you will be at the launching point for the Halberd. At this point, there is a walk off, which if you are quick enough to exploit, you can CG an enemies or get a horizontal kill in another fashion to get a quick kill from the start.
Once the Halberd launches, you will be on a platform with ledges and a platform above it. Here you can attack through the both platforms which can be very helpful for a surprise attack with U-air, B-air, or F-air. You can also you the normal platform above you to set up for U-tilt kills. The short length of intermission can also allow for easier tech chasing, but some characters that can out fight you in close combat can take advantage of the small length if you aren't careful.
When you finally arrive to the Halberd ship itself, there will be a short moment of time where you can drop off onto the ship and attack your enemy through the intermission platform before it goes under the stage. At this point, you will have a long stage to work with and you still keep the normal platform from the intermission, meaning more U-tilt setups. The long stage allows for you to avoid close combat, but characters that can out camp Dedede can take advantage of this. The length also allows for longer chain grabs.
When you can get an enemy off the stage, you can gimp them using the strange lip to trap them under the stage or to get a stage spike. There are also two attacks the stage performs. The first one has an arm that will single out a player and attack them. You can use by staying close to your opponent and then shielding when it attacks so that you block the hit while your enemy gets attacked. The second attack is a laser cannon. The laser aims for the character with the higher percent of damage. If the laser is being aimed at you, chase after an opponent until the laser fires off and then throw your enemy into the laser. If your opponent is the target, try to keep a distance and if they avoid the laser when it goes off, try to throw them into it.
Overall this is a good stage for Dedede and has the 3rd highest ceiling allowing for early kills, which is always great for us.
__________
Castle Siege
Rating:
Pros:
- Gimps can be pulled off pretty easily on the first part of the stage.
- There are walk offs during the intermissions and the second stage.
- The length on the second and third parts of the stage allow you to avoid projectile spam.
- The third stage allows for decent sized chain grabs and gimping.
- Down Throw spikes on the intermission to the third stage is another easy kill.
Cons:
- Some characters can platform camp on the second stage.
- Second stage has a high ceiling.
- Enemies can abuse the statues on the second stage to extend hitboxes.
Counterpick Against:
Ban Against:
NOTES: The first part of the stage is on top of the castle. Here there are two platforms, a slope, and a strange set up under the stage. This part isn't that great for Dedede and seems like an even smaller Battlefield, but you can use the set up of the ledges and the walls under the stage to land some fairy easy gimps.
After this part of the stage, you will go through a falling intermission where you have a wide open stage with walk offs and no platforms. This will be a good place to land CG and other sort of throw kills.
Once you reach the second stage, try to keep your enemy grounded so they don't platform camp to avoid King Dedede. You may have a hard time KO'ing characters vertically here, but you still have walk offs which you should use to your advantage.
From here you will go to the second intermission. This is the same as the first, but at the end of movement if King Dedede is holding an opponent, he and the oppenent with fall through the third stage. You can fix this though by down throwing the enemy which will cause them to get stuck under the stage and fall to their death.
The third stage is pretty simple and seems like a slightly smaller Final Destination, but it tilts. Use your general gameplay strategies here that will keep Dedede in the advantage.
Once again you will go through an intermission that is exactly like the first one. You can try to get an enemy on the outer reaches of this intermission to make them unable to recover when you reach the first stage again.
__________
Norfair
Rating:
Pros:
- You can use the inhale glitch to build up damage.
- Easy tech chasing due to the stage and platforms being small.
- Dedede can force enemies into lava fairly easily.
- Low ceiling.
Cons:
- A lot of characters can abuse the platforms more than Dedede.
- You won't be able to use your ground game much.
- You will be forced into close combat unless you camp.
Counterpick Against:
Ban Against:
NOTES: Norfair is a stage that is very platform based so unless you really like going into to the air with Dedede (like me ) you will have a lot of issues and even if you are comfortable with Dedede's air game there are characters who are just better characters when it comes to platforms.
Never go to the safety pod because just like everyone else, Dedede will get punished for going there. If an enemy does go inside the pod, U-airs, F-tilts, and F-Smash are all decent ways to punish.
Due to Dedede's WoP and throws, you can knock your enemy into the lava walls pretty easily which can be helpful to get kills. Dedede also gets easy kills due to the low ceiling.
This stage allows for simple tech chases since your opponent will be stuck on the platform you use your down throw on (unless you Down Throw too close to the edge) so you can get another grab in or use the Buuman Trap.
Finally, a glitch on this stage allows for you to rack up damage. See this post http://www.smashboards.com/showpost.php?p=7252628&postcount=112 and/or this video http://www.youtube.com/watch?v=mzdKALKnTog for details.
__________
Pirate Ship
Rating:
Pros:
- King Dedede can stage spike with B-air on the front of the ship.
- When the ship crashes, you can infinite grab enemies against walls.
- The Red Lion allows for infinite wall grabs into a B-Throw kill.
- Length allows long chain grabs.
Cons:
- Enemies can water camp you.
- Characters with bad recoveries are helped by water.
- Characters with spikes can spike you under water.
Counterpick Against: N/A
Ban Against:
NOTES: Coming...after Apex .