Delfino Plaza
Intermission phase 1 – When you and your opponent spawns you’ll both be on a floating platform approaching Delfino Plaza. There is a large top platform with slants at the ends. With a smaller platform under it. Both of these platforms can be used to avoid/approach campers from the start of the match.
**It should be known that you can freely pass through the underside of the bottom platform, the one with the Dolphin Logo on it.
Intermission phase 2 – 3 platforms spawn. The top middle platform is horizontal while the left/ right platforms are longer, and slant inward toward the base platform.
Intermission phase 3 – As the platform rises again, 2 platforms spawn. Both are about equal in length. The one on the left is lower to the base platform and the one on the right is slightly higher.
Intermission phase 4 – 3 platforms spawn. One on the left, one the right and middle. Half of the platform on the right and left side hang out beyond the ledges of the bottom platform. These left and right most platforms are relatively smaller compared to the slightly longer one in the middle high above the base platform.
Hotel Front – When the air borne platforms recedes in front of a long hotel building with a dome structure on top of it. D3 has a lot of room to Chain Grab on this transformation. No platforms here, the bottom platform grows in size, very small inclines lead out into water on both sides. It’s also pretty easy to make a kill from the sides here.
3 Pillars Transformation – The air borne platform recedes and 3 stone pillars tipped with grass take it’s place. The pillar farthest to the right is smaller in size compared to the two on the left. The leftern most pillar being the largest. There is water, all around these pillars. There really isn’t any room to Chain Grab here. You can up+b meteor through the water here if your opponent is careless. I find that the ceiling here is a lot closer due to the pillars height. Utilt should easily kill off the top here. A well placed Bair edge-guard should also kill off to the sides. Try not to get stuck in between the pillars. Especially if your opponent has a really good Dair spike.
Hotel Roof – The air borne platform recedes and the platform now becomes the roof top of the hotel – No platforms here. The dome in the middle has 2 walls facing out which can be used to infinite on. It should be noted that there ARE NO LEDGES IN THIS TRANSFORMATION!!! The left side will allow for a walk off Chain Grab, while the right side has a bottom blast zone with no ledge. If your opponent sticks to the right side and ends up recovering low from the grove to the right, a good Bair against that wall will stage spike them. An edge guarding Bair from the air will also kill on that side fairly well.
Shine Gate – 2 walls, 2 sweet spot able edges. If your recovering from under the base platform that juts out from those walls you can pass through them. There are no floating platforms in this transformation.
Sandy Beach 1 [with a green pipe] – On this transformation, there are no platforms and this base platform has a really deep slope on both the right and left side. This is probably one of my least favorite transformations because these slopes don’t really do anything for D3. If you end up in the water these slopes make it more of a challenge to get back on the stage. Spammers and campers can be a real pain here.
Water Arch way -- There’s one platform here in the form of a red roof. There is a walk off to the right. 2 walls facing in, in the middle of the stage with water you can walk on. A water pit area to the left, plus another walk off possible to the left. This is another favorite section of mine, just like with the Hotel Roof, nice walk offs and wall infinites here. Start a Chain Grab in the water and then wall infinite them. Pretty nice stuff. If you happen to launch your opponent to the sides, as they’re coming from out of the side blast zones either; Grab and bthrow them for a nice kill or Bair/Fair them if your in the air.
Dolphin Fountain – No ledges, no platforms, no walls – 2 walk offs and 2 inclining stair wells facing each other. I think these inclines are more forgiving than the ones on Sandy Beach 1. Still allows room for good Chain Grabbing.
Sandy Beach 2 [palm tree with red man hole] – No platforms. This beach is longer than Sandy Beach 1 and has ramps that slope off into water on either side. Chain Grabbing is still pretty useful here.
Docking Port – 2 Umbrella’s are the only platforms here situated closely together close to the right. There are 2 walls on the left side facing each other in the water. It’s hard to see the leftern most wall since its hidden due to the camera. There’s a walk off to the right side. Bair’s work wonders on either the right/left sides where the blast zones are.
• Lots of opportunities to Chain Grab – both in the air during a intermission and on solid ground
• WALLS WALLS WALLS
• The only platforms you see in this stage are either during intermissions in the air, Docking Port [umbrella’s], and Water Arch Way [single red roof]. Most of these platforms are spaced out enough to give you room to move through them.
• Lots of chances to make kills from the sides. Whether it’s a walk off CG, Bair/Fair.
Side note; if your playing on this stage past the 4 minute mark, you’ll end up fighting on one of these intermission stages a little longer as the game engine stops for a brief moment before going through another transformation process again. Keep this in mind and read up on how these Intermission phase stages look/work like, because you might end up fighting on one of them for longer than usual.
Ban Against;
Meta Knight
Marth
Both of these characters have good tools to abuse the side blast zones. More so than D3 does.
Counter Pick:
Snake
While I love the hazards of Norfair, I know I’d best be spending my counter pick on Snake here. You can Chain Grab this guy and infinite him on a wall. No platforms equals no where strategicly to put his C4, Proxy Mine, even Grenades. It’d really only be useful for him to set traps during the intermission phases. Even then those do not last long, plus depending on what type of phase you get, the platforms might be too spaced out to make it effective to use traps like at Battlefield.