Kinzer
Mammy
I'm not sure on Distant Planet's legalty, I'll have to come back to you and check that out, I don't know what would be game breaking about it though, the rushing water isn't as much of a problem as it is on JJ because you can actually grab the ledge on the left side of it...
As for the bulbob (bulborb...god anybody here play Pikmin enough to know what that thing was called again...?) MAYBE, that thing can be a little bit of a problem, it might come out of nowhere and help people recover in the case where if it wasn't there they would've died; now although that would be a nice asset to Ike if he gets lucky, I think I can see how this would be debatable. Also when the thing has it's mouth open it doesn't really help those who have been pushed quite a ways, which again Ike can get unlucky in the same place.
The hanging platforms...if you stand on them long enough will bring you down to the same height almost, and if they haven't been tampered with I think Ike can just duck to avoid most attacks that come down. Err...you know I ould go on forever with this stage but let me go check the legalty of this place so I don't potentially waste anymore time.
As for Delfino Plaza, I wasn't really concerning myself with the water spike thing, even though I do know that that can be a tactic. The platforms at times are sometiems too high for any character to try a Usmash attack, and you can probably expect some Nair/Uair assaults if you're on them.
...Yeah, wather or not Distant Planet is allowed or not, I think both DPs are at best neutral for Ike - G&W...can somebody here point me/us in the right direction for a good CP please?
Edit: Towards A2:
It's not that we don't like platforms, it's that we don't like BEING on them, when we're the ones on the assault you better be prepared to do anything not to get hit, or you will be multilated badly.
As for CPing Jungle Japes, Ike would be so much better off going FD, f*** if we get in that water we aren't likely to get back up on the stage.
Further edit: According to the sticky in the stage section of this Forum, Distant Planet is a legal counterpick.
As for the bulbob (bulborb...god anybody here play Pikmin enough to know what that thing was called again...?) MAYBE, that thing can be a little bit of a problem, it might come out of nowhere and help people recover in the case where if it wasn't there they would've died; now although that would be a nice asset to Ike if he gets lucky, I think I can see how this would be debatable. Also when the thing has it's mouth open it doesn't really help those who have been pushed quite a ways, which again Ike can get unlucky in the same place.
The hanging platforms...if you stand on them long enough will bring you down to the same height almost, and if they haven't been tampered with I think Ike can just duck to avoid most attacks that come down. Err...you know I ould go on forever with this stage but let me go check the legalty of this place so I don't potentially waste anymore time.
As for Delfino Plaza, I wasn't really concerning myself with the water spike thing, even though I do know that that can be a tactic. The platforms at times are sometiems too high for any character to try a Usmash attack, and you can probably expect some Nair/Uair assaults if you're on them.
...Yeah, wather or not Distant Planet is allowed or not, I think both DPs are at best neutral for Ike - G&W...can somebody here point me/us in the right direction for a good CP please?
Edit: Towards A2:
It's not that we don't like platforms, it's that we don't like BEING on them, when we're the ones on the assault you better be prepared to do anything not to get hit, or you will be multilated badly.
As for CPing Jungle Japes, Ike would be so much better off going FD, f*** if we get in that water we aren't likely to get back up on the stage.
Further edit: According to the sticky in the stage section of this Forum, Distant Planet is a legal counterpick.