^lol really? why is that?
edit: about green greens
1) there are too many ledges close together : obvious - easy planking, not obvious - the ability to "attack" from under the level leads to rediculous camping... MK is already 'air planking', imagine him doing that under the level, with any of 6 ledges to grab? I play rob, he can do it too... so can, well, most entire cast
2) forced air approach : while not entirely game-braking, this leads to camping... even though norfair has this same type of forced situation, you can't approach from below on GG, so you are _forced_ into a worse position (less options) than your opponent if you are approaching
3) the bombs/apples : people say this isn't a biggie, but this isn't just about the glitch... again, if you're approaching an opponent, you now lose a tonne of options just from dealing with the spawning of hazards between the two of you...
4) small side-platforms : this isn't a huge deal, but it really adds another huge adv/disadv to a large portion of characters... char's with horizontal or vertical based recovery (ike, dk, falco, fox, etc.. not both like rob, mk, d3, pit, pika etc..) are basically forced to grab the outside edge when recovering from a decent distance, and with the small platforms / hazards behind a properly positioned defender, the stage control is too epic to get around... characters that can bypass the outside edge will have a VERY large advantage compared to those who can't
if all of these points were kind of spread out, i really wouldn't mind, but they all lead to one thing... excessively defensive play... I can see top-tier matches going to time on this level (close matches) more than any other 'legal' level, despite the small stage size...
fun level to play for the lolz for sure, not so much when there's a couple-hundred bucks on the line...