But how is it anti-Marth? Also, how is it so great for Fox? He has to either Over B (which lags) or Up B (which is quite predictable and easy to punish with no ledges to go for). And, Fox gets juggled by the road and cars (like on Brinstar).
While it's not great for Fox, wouldn't you say that he'd have the advantage (easy edgeguarding, no platforms, cramped stage). It's hard for Marth to do his usual zoning here, so Fox gets to take advantage of his superior pressure game.
Yes he does. On stages with low ceilings, even if you DI, you're dead quite early from tippers.
Except that landing tippers is more of a secondary method of killing, with edgeguarding being the primary method. And brinstar's ceiling is not really "low" when you consider that Marth will be doing most of his fighting on the bottom platform anyway. Now if you're on the top platform it would make a difference, but setting up tippers on that small platform is very rare and very dificult.
Brinstar is also just smallish in general, so Marth can kill both ways. Also, ever heard of U-tilt and U-air? And how does this translate into "Bad Marth stage"?
Up tilt and uair will still not be killing until past 120%, which is hardly note worthy.
Yes, but against the other characters, Marth still holds the upper hand even on Brinstar (I never argued Marth cannot be counter-picked, I argued he has few counter-pick stages and that he's not too bad off on them). And since when is Brinstar anti-Marth? How is Brinstar anti-Marth? Explain, please.
I just explained! The platforms are badly set up, the stage is too small, the "up B through the floor thing" makes edgeguarding harder, the lava saves characters from gimps, as well as forces Marth to occasionally give up his
best position on that stage (the lower platform).
These extra recovery options really aren't helping him that much, because his up B's lag is terrible.
Better for every other character though.
Not really. Jump out, Fair/Dair. How hard is it on Brinstar?
Against Fox, Falco, or Falcon? Not hard at all. Against characters who's recoveries don't suck balls? Much harder, since they can easily just recover high and land on that platform right above the edge (which is not completely in tipper range btw)
Brinstar doesn't magically make it a lot easier to recover against Marth. You're assuming that Marth won't jump off the stage to edgeguard most of the time.
The lava helps.
Also, even without gimping characters through edgeguarding, Marth is still not crippled or "counter-picked". His advantage just goes down a bit.
His advantage goes down a bit=the opponent's advantage goes up does it not?
Two of which are within Tipper range. Also, how does this make it anti-Marth?
No they're not (well, the inward edges are, but the one's near the ledge are not).
How? You have yet to mention why it's so bad for Marth besides your flawed edgeguarding-argument.
Let's see.
Edgeguarding becomes harder because of the lava and the pass through level. The platforms do not significantly help Marth and actually aid other characters in avoiding uair and fair juggles, as well as recovering. The uneven main platform makes maintaining spacing more dificult, the high upper platform helps other characters camp, the lava forces him towards those smaller platforms where he can't properly space...
I think that's reason enough for it to be a bad Marth level.
Marth can kill early on Corneria because even with DI, tippers are deadly.
Marth can kill early on Green Greens because even with DI, tippers are deadly.
He also loves the fin. It's not a super-duper auto-loss for Marth against Fox on Corneria. It also not as much as bad stage for Marth as it's a good stage for Fox. I argued that very few anti-Marth stages exist.
If a stage is better for other characters than it is for him, doessn't that mean that he's not good on those stages (comparitively).
Only for those with very lagless Up Bs. And since when is Marth an edguard-or-lose character?! Since when does making it harder to edgeguard magically cripple Marth?
Weakening a part of Marth's game=weakining Marth's game.
You can only camp Marth if you're projectile spamming, and for that, you need to be on the same platform as Marth.
Shiek can needle camp. And a lot of the platforms on Pokefloats are rather large anyway (Onyx, Lickitounge, Wheezing, ect.)
Marth likes people above him, so you'll have to be below him if you wanna be safe, as well.
Which is not that hard to do on a moving stage like Pokefloats, where there's multiple platforms to run to. So much for that idea.
Also, anti-Marth how? With the lower ceiling, Marth can easily kill people as well. The Tipper is strong enough to kill vertically at lowish %s.
Try setting up a tipper on Squirtle's head, Or on Venasuar, or on any platform of that stage in general. If by lowish %s you mean early 90s or so, then yes. You don't think that Marth will be landing tippers on the higher (and more uneven and cramped) parts of the stage do you?
Where do you get this idea that Marth's uair is strong? Marth's uair has never been a primary kill move against anyone except extremely floaty characters.
Also, what, do good Marth just camp below the floating platform on Jungle Japes?
There's not much else he can really do. Approaching the other platforms is predictable and extremely dangerous (since it's too small to actually space attacks to avoid punishment).
Again, Marth = Edgeguard or die?
If you weaken a major part of a character's game, then you weaken the character do you not?
Also, did you know, Fsmash, D-tilt, F-tilt and various aerials go under the stage, so even if you go "under him" and go for another ledge, he can still whack you?
Did you know that said ledges are so far enough appart that Marth cannot cover all of them? And that f-tilt actually does not hit under the stage (where'd you get that idea from)?
You just described a stage that's anti conventional Smash as we know it, not anti-Marth specifically.
Marth's options being limited=anti-Marth.
Oh yes, he gets a slight disadvantage. Horrible! Anti-Marth! Whoaaa! DL64 isn't even a counterpick against Marth. People think DL64 is a Peach counterpick and anti-everyone else or something. Not true.
Slight disadvantage>No disadvantage.
Also, where'd you get Peach from? I was talking about Fox and Captain Falcon.
The disadvantages they face are higher than when Marth gets CP:ed on any of your CPs besides Green Greens.
What's your point. If Marth is at a disadvantage on a stage...then it's a stage counterpick. It doesn't matter if it's a slight disadvantage or "zomg impossible stage," it's still a counterpick.
No, that's what I'm arguing.
If picking a certain stage gives you an advantage against a certain character...then you've counterpicked them. Whether it be a hugh advantage like Falcon on FoD, or be a slight advantage like Marth on Jungle Japes, it's still an advantage.
Yes, but the rest of the sentence elaborated further. I didn't ask what stages "Marth did bad on" at all. I specifically said "anti-Marth stages", as in stages that are by nature anti-Marth, not anti-Marth in one single match-up.
Stages Marth does bad on and anti-Marth stages are different?
Name these many disadvantageous match-up.s
Shiek and Falcon (kinda stage dependent though)
Compared to Fox's...Falco?
Shiek's....does she even have any (maybe Fox, though I could've sworn it's even now).
Falco's...I really don't know Falco that well, but I'll just throw Peach out there.
Notice I said
more, not
many.
You seem to think that no consideration is taken to what stages are available as neutrals and counterpicks when match-ups are written. You're wrong.
Notice that I said Falcon's advantage on Marth is stage dependant. Falco's advantage on Fox is
stage dependant. I know full well that matchups take into account stage advantages and disadvanages. But do they take
all of the neutrals and counterpicks into consideration? Do you think they take Brinstar into consideration for Fox's matchups? No, they take neutrals into consideration, not counterpicks! Why? Because counterpicks are just that, picking a stage to counter a character.
So
you're wrong. They
don't take counterpick stages into consideration when making matchups, because conterpicks are by nature a way of hindering one character while helping another, and scew the matchup as a result.