I could never get the PSI Magnet wind-spike down at Brinstar, I just take advantage of PKFing the middle part of the stage or PKFing the side pillars in edgeguarding situations. I especially like PKFing the middle part of the stage, as you can see in my one video against a Marth, to put me in an advatgeous PKTing postition as they try to cross the gap. I will get the wind-spike down though, who does it work well against and in what situations?
... neither did I.... I just keep missing on wifi because I can't get it up fast enough.
I like burning the middle also... but I say dtilt = better, especially when luring opponents into it.
There are just some parts of SV that MK can take advantage, like when the platform is all the way to the left/right and you're on the platform. That's a free upb low percent kill opportunity.
Knowing that, don't stay on the platform too long. Boom, done.
Otherwise, I see little extreme advantage.... sure MK has the ability to land up on that platform from grounded upb and nado, but It isn't that significant...
I like taking MKs to FD or BF, depending on which stage I'm feeling, or I'll take them to Brinstar if I'm feeling ballsy and feel I can take advantage of the stage better then them, maybe Delfino too.
Brinstar is always my first pick... then either PS1, SV, Delfino, or change to Kirby, depending on the character I'm facing. each CP I have covers at least one part of my game. (Brinstar for PKfire and partly PKjump, but only really on a small area of the stage; PS1 for the overall equality, the wall, the windmill, and just enough platform on main portion of stage... also I can get lucky and get broken out of my opponent's grab chains; SV for flat and platform... also PKjump is better because of how little the platform interferes; Delfino for spikes and those who can't CG... Fthrow kills FTW!!)
PS1, idk. Not that familiar with it. I'm not that into PS1 because it's just a dumb, boring stage with the fire/rock stage transformation camping.