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Smash Apprentice
Rather than returning to the board everysingle time I have a question about counter picking a stage, I decided to make an overall stage discussion to see what people have to say about any particular stages. I'm sorry if this has already been posted/started, but I yet to have find any relating topic in the advanced search function, aside from that, I think this can be a valuable asset to the Pit boards. If this by chance remains unclosed, I'll do my best to update it on a weekly bases.
Now the basic idea of the thread is to discuss ways of using the stage to our advantage in doubles or singles and what sort of situation would call for the stage to be a counterpick. What about the stage is proven to beneficial or a hinderance to our gameplay as Pit Players. Who would you bring to battle. Any sort of stage "tricks" would be of use as well. In your response, please rate the stage from 1-10, 1 being the worst stage of choice, 10 being the best of choice, in the end of the week, I'll average it out and post the result.
Stage Rating: 6.7
Characters to Bring: Gannondorf, Ike
Characters to Avoid: Diddy Kong, Falco , Ice Climbers, Mr. Game&Watch, Pikachu
Final Destination is one of the most commonly played neutral stage for both doubles and singles. The stage itself is long and has a flat surface and has no platforms to interfer with any sort of arrow tricks (provided if the player is skilled enough to pull them off), though some claim that the lack of platforms may be problematic depending on one's playstyle seeing how platforms are usually used as a defense of sorts to protect one's self from characters with good downward aerials.
Because of Final Destination's size, camping would be the best in forcing the opponent to approach due to the stage lacking any sort of obsticle. The issue with this is that it would be giving projectile bearing characters the same benefit so it's crucial to control the flow and not get outcamped yourself. Against characters with [poor] approaches and no projectiles such as Ike or Gannondorf, feel free to frenzy of arrows.
Because of the stage having a "lip," it is simpler to anticipate the opponent's recovery but beware of not getting caught under the lips yourself. If hanging onto the ledge and the opponent is rather headstrong, you can catch him/her with a stage spike within the very same lip.
Pit has mediocre killing potential and the high vertical and far horizontal blastzones doesn't make it any better. Chances are that you will need to put more effort into edgeguarding on this stage since characters with a good enough recovery and intelligent players will find a way to return.
Characters to avoid would include characters that can outcamp you such as R.O.B. and Falco. Characters with chain grabs such as King DeeDeeDee and Ice Climbers, and very speedy characters such as Pikachu or Fox.
Characters recommend to bring are Ike and Gannondorf. They are easy targets, but it is no que to let your guard down. There is no need for you to approach since they're the ones that need to enter their killing range while you control the stage with arrows.
Stage Rating:
Characters to Bring:
Characters to Avoid:
Now the basic idea of the thread is to discuss ways of using the stage to our advantage in doubles or singles and what sort of situation would call for the stage to be a counterpick. What about the stage is proven to beneficial or a hinderance to our gameplay as Pit Players. Who would you bring to battle. Any sort of stage "tricks" would be of use as well. In your response, please rate the stage from 1-10, 1 being the worst stage of choice, 10 being the best of choice, in the end of the week, I'll average it out and post the result.
Stage #1: Final Destination
![](http://i227.photobucket.com/albums/dd311/MikeyRules112/My%20Smash%20Pictures/FinalDestination.jpg)
Stage Rating: 6.7
Characters to Bring: Gannondorf, Ike
Characters to Avoid: Diddy Kong, Falco , Ice Climbers, Mr. Game&Watch, Pikachu
Final Destination is one of the most commonly played neutral stage for both doubles and singles. The stage itself is long and has a flat surface and has no platforms to interfer with any sort of arrow tricks (provided if the player is skilled enough to pull them off), though some claim that the lack of platforms may be problematic depending on one's playstyle seeing how platforms are usually used as a defense of sorts to protect one's self from characters with good downward aerials.
Because of Final Destination's size, camping would be the best in forcing the opponent to approach due to the stage lacking any sort of obsticle. The issue with this is that it would be giving projectile bearing characters the same benefit so it's crucial to control the flow and not get outcamped yourself. Against characters with [poor] approaches and no projectiles such as Ike or Gannondorf, feel free to frenzy of arrows.
Because of the stage having a "lip," it is simpler to anticipate the opponent's recovery but beware of not getting caught under the lips yourself. If hanging onto the ledge and the opponent is rather headstrong, you can catch him/her with a stage spike within the very same lip.
Pit has mediocre killing potential and the high vertical and far horizontal blastzones doesn't make it any better. Chances are that you will need to put more effort into edgeguarding on this stage since characters with a good enough recovery and intelligent players will find a way to return.
Characters to avoid would include characters that can outcamp you such as R.O.B. and Falco. Characters with chain grabs such as King DeeDeeDee and Ice Climbers, and very speedy characters such as Pikachu or Fox.
Characters recommend to bring are Ike and Gannondorf. They are easy targets, but it is no que to let your guard down. There is no need for you to approach since they're the ones that need to enter their killing range while you control the stage with arrows.
Stage #2: Battlefield
![](http://i271.photobucket.com/albums/jj148/dbz_maniac4_life/Battlefield_SSBB.jpg)
Stage Rating:
Characters to Bring:
Characters to Avoid: