♪ Hmm, two good Kirby mainers I know are here, (Asdioh and Viper JLT4GOV). I guess more will come. †
♪ Pokemon Stadum is depends on the tranfomation, Viper knows all about that stage, (because I went though hell Brawling him on it), like is Normal is... neutral when fighting, Fire is for Ike, Water Kirby can use it a lot better, Rock Kirby again, and Grass is neutral. I'll agree when facing Kirby I don't think Pokemon Stadum 1 is a huge boost but when Brawling Viper JLT4GOV it's like 100:0 Kirby's favor. >.< †
♪ Yoshi's Island and Final Destination is agruable since I think Ike as the advantage on Yoshi's Island but I'll agree on FD being in Kirby's favor. †
Awww... I get no love... Then again nobody knows me, so meh.
bold size 3 times new roman darkorchid and plum? god **** how do you remember all that... and then those crosses and music things 0.0
I just noticed your from texas though did you just move here or add your location? It feels odd not knowing that there was another texas Ike out there.
FD and PS1 just seem neutral to me. What is kirby going to do in the rock form use his own rock? If Ike just stop dodges hello free Fsmash and all he can do is break out early because a fully charged one is going to break through the rock.
And I don't see what gives kirby an advantage in FD, usually the people who do get it there are the ones that can camp well and keep people at bay but kirby doesn't fit into that.
FD does seem neutral to me, but I have to say Kirby has too many exploitable tricks on PS1 for it to be neutral.
For one, the Fire stage is one of the few places we can camp effectively, especially if we are under the tree on the right. Sure, it might not hit, but it can't really be punished since the shockwave from FC goes through the tree.
Also, we can Dtilt/grab release lock under the tree. We can probably grab release lock on the other side of the tree as well. Jabs are another good option on both sides, though you can SDI out.
On the Rock part: The bottom of the middle of the stage allows us a jab lock that you CANNOT escape, regardless of DI. The left part of the stage allows you very little room to maneuver, whereas we can go offstage to maneuver if necessary. This is also, IMO, the easiest place in the whole game to get aerial hammer hits, since the only thing you can really do down there is shield or Spotdodge, both of which get punished by that second hammer swing (well, the shield just gets hurt very badly and/or possibly broken).
Water part: We have suicide throws here, Uthrow stage spikes, and/or can generally just combo off the windmill, though you can do that last one too. Also, rock is easy to land off of that windmill since for some reason people don't seem to expect it to hurt them when it slides on/off the windmill.
Grass part: We can shark the platforms, though you probably can too. We also have a repeating stone glitch on the tree thingy.
In general: We can screw you over/gimp you fairly effectively by using the weird lip on this stage. One way is to position ourselves to Bair you into it as you reach your sword during Aether (that's when the SA's stop, right?). Starshotting under this stage is easy and devastating as well.