Here's a write-up from an old stage discussion thread I made for PKMN STDM.
First I will discuss the neutral area.
Just to get it out of the way, yes, you can platform Fsmash on the right and left platforms on the mid/big sized cast.
Usually I am able to pull off a quick Fsmash the first few seconds of the match because the opponent is not expecting it, and will rush towards you at the beginning of the match. That's always a nice way to discourage yr opponent from coming near you when yr on the platforms.
A good tactic to set up stage control at the beginning of the match is SH C4 drop, fall through platform, Claymore. This sets up for an explosion linking wall. If you get yr opponent on the opposite side (not in the center) of the stage where they would have to approach the platform to get back in the center, a good way to keep them at bay after yr "EL" has been set up is full hop nairs. That way if they try to return to the center from the air they will be dealt a nice 28% and be returned to the edge.
Another good tactic to keep them on that side of the stage is to cook nades. You can shield drop grenade, SH bair to pick it back up, wait a second/or just immediately throw the grenade towards the ground to ricochet into the air (depending on how high or low you want the grenade to bounce).
Of course, these platforms are small enough for easy downthrow tech chase abuse. There are only four ways they can possibly wake up. A to attack, stand up, or left and right rolls. Given that the platforms are so small it should be easy to punish them for anyone of these options even you predict wrong (so long as yr shield is up). If you end up dash grabbing yr opponent and they are hanging off the edge, you can go for either 1.) regrab, 2.), Utilt, or 3.) footstool > whatever you desire.
Lots of times yr opponent may try to tech the platforms after one of yr attacks for "safety". Unfortunately for them, wherever they are, they are surely not safe vs Snake. A full hop nair can hit them on wake-up, or if they happen to shield in time, it can push them off the platform. If they miss the tech, you can punish with Ftilt or jab > Ftilt, jab > Utilt, anything you think the situation calls for.
A good mindgame I've been able to apply in this level and a few others is that when you are recovering from the edge and position yrself above one of the platforms, yr opponent is likey to either stand beneath or to the side of the platform. Either way, if you drop a C4 and detonate it close enough to them to hit, you can FF into a Uair for a KO or around 30%.
Demonstration in this vid:
http://www.youtube.com/watch?v=KUMc0pawDP8 (
At 1:36 & 1:47)
Even if yr opponent happens to blow the initial detonation, the C4 should have lowered yr opponent's shield enough for the Uair to connect, where after you can grab them at low percents.
Anoter trick involving drop through platforms is that if you shield drop a grenade, pick it back up, and hold down to drop through the platform and throw the grenade at the same time, you will drop through but the grenade will bounce off the platform into the air.
Lastly, if you are standing on the white part of the edge and shield drop a grenade > ACSH bair/uair, you should have enough time to run to the opposite side of the stage and reach the opposite platform where you can then shield the explosion.
Fire Transition
Truthfully, there is not much I can give as far as tricks and tactics go for this transition that aren't universal now.
But I'll give it a shot:
Platform Fsmash on the house's platform works well since the wall cuts the stage in 1/3 leaving yr opponent a smaller area to move around (unless they decided to camp behind the burnt tree area).
If you stand against the wall and plant a C4 and yr opponent is in the deep part between the tree platform and wall the C4 explosion can connect.
If you can get yr opponent up against the wall and grab them, you can mash Z until they are released and regrab them. Works sorta like a CG.
If anyone wants to help me out with this one, feel free! :"P
Water Transition
This is probably my favorite transition just because there is a lot more to do here than there is the other transitions save neutral.
Let's hit it off with the Windmill. There are plenty of nice tricks to perform using this.
You can stick the windmill with a C4 so long as it is not completely vertical. Otherwise, the C4 will unfortunately fall off. This isn't necessarily THAT bad of a problem. The opponent might not notice where the C4 has fallen to on the ground, giving you an opportunity to detonate it when they least expect it.
Another windmill trick is using the pushing momentum of the windmill to approach while not actually walking forward. You can use its momentum to move forward while shielding and go in for a grab or ftilt/utilt/etc out of shield, or my personal favorite which involves using its momentum to move forward while CHARGING an Fsmash. That way, you are safely able to approach yr opponent while being able to fully charge an Fsmash It works well against opponents who are waking up from the edge or simply just near the edge. No one expects it, seriously. Anyone above 30% on that side of the stage who gets hit with his fully charged Fsmah WILL get KOd.
Otherwise, the platforms being held up by the water are easy to downthrow tech "chase" (don't really need to chase lol) on.
Rock Transition
I'm gonna use this as a diagram to show where exactly I'm talking about 'cause I'm lazy and lack enough motivation to use descriptive words:
See where the O is? That's Snake. The X is where his Fsmash explosion is. If any opponent is camping inside that small area then they can prepare to be barraged with Fsmashes.
For stage control you can shield drop grenades and C4 plant on the various platforms near the rock wall. Otherwise, it's fairly easy to dthrow tech chase on any of the platforms.
Now, the T symbol represents the area near the edge where you can't roll out of it. If you manage to catch yr opponent in a grab while in this area, you can keep them in a "lock" so long as you don't get hit out of their wake up. If they roll or stand up, downthrow. I would shield to just ensure you don't get hit out of the wake up because being caught in that area can cost them a whole stock. :"}
If yr opponent is camping on the left side of the rock wall, you can C4/nikita drop/throw grenades downwards for easy %s. That way you are completely safe, and given that the opponent has pretty much only one way to move (up) it's fairly simply to keep them at bay using this tactic.
In the center area where the X is, if you and yr opponent happen to both get caught down there, you can either dthrow to continue dthrow, or like the fire transition wall, mash Z until they are released and regrab. Personally, I'd go for the dthrow to deal more % more quickly.
Grass Transition
Really, there is not much here to take advantage of. The two wooden platforms allow for easy tech chasing.
You can Fsmash from on top of the bush platform.
And if you C4 plant the bush platform and the stage transitions to the neutral, it will appear on the right side platform.