[FBC] Papa Mink
Smash Legend
Assuming we're using the Unity Ruleset then the main stages we will be using is:
Neutral:
Final Destination
Battlefield
Smashville
Lylat Cruise
Yoshi's Island
Castle Siege
Pokemon Stadium 1
Counterpick:
Halberd
Pokemon Stadium 2
Rainbow Cruise
Brinstar
Delphino Plaza
Frigate Orpheon
We should break down each of these staged to see what we can make a use of. I want to discuss who we should and should NOT CP to these stages, what we should ban. Everything. When we discuss stage choices in the Exports, we can put the stage choices in Collapse Boxes. Eventualy we can fill this up.
We should at least get what stages we should NOT go to against certain characters.
Diagram:
Red -- Poor Stage
Blue -- Neutral Stage
Green -- Good stage
Pros:
There are less platforms for us to be pressured on.
It is much easier for us to juggle other characters.
Using rollout on the stage leaves less options for our opponents. (still doesn't make this move safe whatsoever)
Cons:
There is no safe way for jigglypuff to land without punishment.
Characters with good stage control will reign over us.
Alof of puffs air game is limited.
Less room for rollout mindgames and ledge/platform pressure.
The stage is much longer than others, making it harder to scrooge.
Characters you may want to bring here:
It limits some characters stage and platform control. Characters such as marth have very good platform control and can punish us while being safe. Characters such as Mario can't use their projectiles as freely and makes it more difficult for the opponent. As for Ganon, it makes it easier to avoid his attacks.
Characters you don't want to see here.
For one thing, snake's mines really mess up our already poor ground game. Snake with platforms is broken, but snake not giving us a place to land safely is even more broken. The proximity mines and grenades mess with our rollout.
For Falco and Diddy they have amazing stage control. Falco can camp very easily and phantasm and lasers are incredibly effective on this stage. Diddy's bananas make this stage very difficult to keep control of.
HOWEVER.
Dapuffster says:
Watch for Grab Release characters. (for a list please reference the Grab Release Export thread)
TL;DR
This is a bad stage if you're playing a ground game character. If you're playing against a character with any grab releases, this is not the place to go. Take characters here if the character depends on platforms to perform well. That is the only reason you should be going here.
Neutral:
Final Destination
Battlefield
Smashville
Lylat Cruise
Yoshi's Island
Castle Siege
Pokemon Stadium 1
Counterpick:
Halberd
Pokemon Stadium 2
Rainbow Cruise
Brinstar
Delphino Plaza
Frigate Orpheon
We should break down each of these staged to see what we can make a use of. I want to discuss who we should and should NOT CP to these stages, what we should ban. Everything. When we discuss stage choices in the Exports, we can put the stage choices in Collapse Boxes. Eventualy we can fill this up.
We should at least get what stages we should NOT go to against certain characters.
Diagram:
Red -- Poor Stage
Blue -- Neutral Stage
Green -- Good stage
Final Destination
--Poor Stage. Character Dependent--
Pros:
There are less platforms for us to be pressured on.
It is much easier for us to juggle other characters.
Using rollout on the stage leaves less options for our opponents. (still doesn't make this move safe whatsoever)
Cons:
There is no safe way for jigglypuff to land without punishment.
Characters with good stage control will reign over us.
Alof of puffs air game is limited.
Less room for rollout mindgames and ledge/platform pressure.
The stage is much longer than others, making it harder to scrooge.
Characters you may want to bring here:
It limits some characters stage and platform control. Characters such as marth have very good platform control and can punish us while being safe. Characters such as Mario can't use their projectiles as freely and makes it more difficult for the opponent. As for Ganon, it makes it easier to avoid his attacks.
Characters you don't want to see here.
For one thing, snake's mines really mess up our already poor ground game. Snake with platforms is broken, but snake not giving us a place to land safely is even more broken. The proximity mines and grenades mess with our rollout.
For Falco and Diddy they have amazing stage control. Falco can camp very easily and phantasm and lasers are incredibly effective on this stage. Diddy's bananas make this stage very difficult to keep control of.
HOWEVER.
Dapuffster says:
And the ice climber part should be self explanatory. No where to run and hide.Anyways, even though it wouldn't be good for Jigglypuff to fight Diddy here. I'd counterpick it anyways if they had a pocket diddy or weren't playing their main diddy to encourage them to do so, cuz I like that matchup.
Besides encouraging players to use Diddy, theres no one else that I'd want to counterpick this stage against.
Watch for Grab Release characters. (for a list please reference the Grab Release Export thread)
TL;DR
This is a bad stage if you're playing a ground game character. If you're playing against a character with any grab releases, this is not the place to go. Take characters here if the character depends on platforms to perform well. That is the only reason you should be going here.