Surprised there isn't already a thread to discuss this. How do you feel each the tourney viable stages (mostly FD, BF, Yoshi and Prism Tower) affect Little Mac's viability?
For all the talk of Mac being so much worse outside FD, I haven't actually found that claim to hold much ground during playtesting (except possibly Prism Tower, which I didn't play much on) unless playing the clock becomes a more serious issue during actual tournaments. Little Mac's fast fall is so good he might just as well be able to teleport straight to the ground - the biggest issue is safely getting up there without wavelanding.
Battlefield: the platforms help us avoid combos and sometimes provide a much needed extra option when recovering. We can hit people standing on the side platforms with Up Smash and short hopped or well spaced Haymaker. Good for tech chases. Platforms make Up B juggling much safer by letting us fall through them, and that move reaches just hit enough to deny the top platform as a safe landing option.
However, I don't think there is much we can do to prevent our opponent from taking a nap on the top platform as soon as they gets the lead.
Yoshi's Island: the ghost helps us much more than it helps our opponents, we can hit people on the platform from below with Haymaker, and jumping up there actually helps us a lot in dealing with projectile spam. The whole "teleport to the ground" thing combined with our ridiculous dash actually makes that platform a pretty good place to be. Be aware that slopes make your Haymaker go bananas. I don't think camping will be much of an issue, we can dashdance below the platform and threaten with a quick, safe short hop Haymaker.
Haven't tested Prism Tower enough yet. Biggest issue might be the size of the ground making one particular transformation dangerous. Besides that, you never have to actually engage your opponents on platform when you can just wait them out.
Overall, if we strike BF to prevent camping, then possibly Prism Tower for counterpicks, I don't think we're really hit all that hard by platforms. Thoughts?
For all the talk of Mac being so much worse outside FD, I haven't actually found that claim to hold much ground during playtesting (except possibly Prism Tower, which I didn't play much on) unless playing the clock becomes a more serious issue during actual tournaments. Little Mac's fast fall is so good he might just as well be able to teleport straight to the ground - the biggest issue is safely getting up there without wavelanding.
Battlefield: the platforms help us avoid combos and sometimes provide a much needed extra option when recovering. We can hit people standing on the side platforms with Up Smash and short hopped or well spaced Haymaker. Good for tech chases. Platforms make Up B juggling much safer by letting us fall through them, and that move reaches just hit enough to deny the top platform as a safe landing option.
However, I don't think there is much we can do to prevent our opponent from taking a nap on the top platform as soon as they gets the lead.
Yoshi's Island: the ghost helps us much more than it helps our opponents, we can hit people on the platform from below with Haymaker, and jumping up there actually helps us a lot in dealing with projectile spam. The whole "teleport to the ground" thing combined with our ridiculous dash actually makes that platform a pretty good place to be. Be aware that slopes make your Haymaker go bananas. I don't think camping will be much of an issue, we can dashdance below the platform and threaten with a quick, safe short hop Haymaker.
Haven't tested Prism Tower enough yet. Biggest issue might be the size of the ground making one particular transformation dangerous. Besides that, you never have to actually engage your opponents on platform when you can just wait them out.
Overall, if we strike BF to prevent camping, then possibly Prism Tower for counterpicks, I don't think we're really hit all that hard by platforms. Thoughts?