Kinzer
Mammy
Perhaps I don't remember correctly, but don't the lips on the 3rd transformation actually work in the same way FD's lip does...?
For some really I really dislike the stage's 2nd transformation. Something about the wrong mix of the top platform, uneven terrain, and the main platform not having a whole solid level that can't be passed through. Characters like Meta Knight (perhaps only him) can make sharking really annoying due to the raised platform not being high enough to keep you safe like the lift-off portion on Delfino Plaza's is. That may be character-dependent/personal preference, but I just really don't like it that much if people are being unusually campy. For edgegaurding, I believe Sonic is unaffected. Recovery-wise, there's different options. You know how you can Walljump off the walls of FD, BF, and Yoshi's Isle (Brawl); well here if you find recovering normally a pain, you're now given the option to come from below and play accordingly. You shouldn't ever feel you'll end up short, Spring Jump goes really high.
Meh, I didn't go over the first transformation first, but since it's only on the stage for like 15 seconds and never comes up again, it's not that important... Just, don't be on the ground when the platform takes off obviously... If you manage to get a grab in the last seconds of take-off, Down-Throw. Yes, your opponent can tech it, yes you can die as a result, but the worst case scenario is that you ans your opponent both lose a stock, or your opponent has a quicker option than you out of a tech and hits you into the air with it, thus resulting in anything but a death. Best case scenario is that you get a major lead, always appreciated...
I love the third transformation. There's a lot of ground to work with, and camping is reduced in some way thanks to the hazards. We have the Combo Cannon, the Bomb, and the Claw to work with. the Claw is unpredictable and goes for whoever it wants to, meaning if you're not prepared you can get hit. There is, however, a lot of warning time, so you should be able to see it coming 95% of the time (the remaining 5% is due to you being very preoccupied from the opponent, or you and your opponent being on the right side, and out of sight of the claw) and either dodge or shield it.
The Combo Cannon is the giant laser that puts a cursor on somebody and follows you for some time until it stops to fire. If you're caught in it, you can SDI out of it. If your opponent is caught in it, follow their DI and attack them out of the cannon. If you can't do that, then probably they didn't SDI enough and will get sent flying away, in which case either let them do so, or hit them with an aerial follow-up. If an opponent is being obnoxiously campy and you have the lazer pointing at you, just charge at them when it's about to fire, something will have to happen then.
Then you have the giant bomb. Not as much warning time as the other hazards, and where it drops will be unpredictable; but you should still be able to see it coming and dodge as it's coming down. If you're given the opportunity, throw your opponents towards the bomb, again, get in any extra damage you can, it may just be the deciding factoron who wins.
There's a lot of flat ground to move around on (did I mention that already?), and although I may be wrong on this, you can get stuck under the lips, but nothing you're not already used to (assuming your a FD fanatic). Edgeguarding is made easy here since it's a one of two ways opponents will recover: One being over the ledge, the other shooting for the ledge. If you can cover the ledge, they'll have no choice but to overshoot, and you'll be in perfect position to attack them coming back down.
As for character counterpicks, I would avoid taking characters who have an easier time killing vertically. Examples would be Luigi and Snake. I'm not sure who I would recommend counterpicking here, but Sonic should go even or have a slight favor against everybody else. Specifically Meta Knight is a gamble, if you're feeling confident/lucky, then by all means take him here, but if you can go to Final Destination, I would pick that stage over Halberd any day...
That's my report for now.
For some really I really dislike the stage's 2nd transformation. Something about the wrong mix of the top platform, uneven terrain, and the main platform not having a whole solid level that can't be passed through. Characters like Meta Knight (perhaps only him) can make sharking really annoying due to the raised platform not being high enough to keep you safe like the lift-off portion on Delfino Plaza's is. That may be character-dependent/personal preference, but I just really don't like it that much if people are being unusually campy. For edgegaurding, I believe Sonic is unaffected. Recovery-wise, there's different options. You know how you can Walljump off the walls of FD, BF, and Yoshi's Isle (Brawl); well here if you find recovering normally a pain, you're now given the option to come from below and play accordingly. You shouldn't ever feel you'll end up short, Spring Jump goes really high.
Meh, I didn't go over the first transformation first, but since it's only on the stage for like 15 seconds and never comes up again, it's not that important... Just, don't be on the ground when the platform takes off obviously... If you manage to get a grab in the last seconds of take-off, Down-Throw. Yes, your opponent can tech it, yes you can die as a result, but the worst case scenario is that you ans your opponent both lose a stock, or your opponent has a quicker option than you out of a tech and hits you into the air with it, thus resulting in anything but a death. Best case scenario is that you get a major lead, always appreciated...
I love the third transformation. There's a lot of ground to work with, and camping is reduced in some way thanks to the hazards. We have the Combo Cannon, the Bomb, and the Claw to work with. the Claw is unpredictable and goes for whoever it wants to, meaning if you're not prepared you can get hit. There is, however, a lot of warning time, so you should be able to see it coming 95% of the time (the remaining 5% is due to you being very preoccupied from the opponent, or you and your opponent being on the right side, and out of sight of the claw) and either dodge or shield it.
The Combo Cannon is the giant laser that puts a cursor on somebody and follows you for some time until it stops to fire. If you're caught in it, you can SDI out of it. If your opponent is caught in it, follow their DI and attack them out of the cannon. If you can't do that, then probably they didn't SDI enough and will get sent flying away, in which case either let them do so, or hit them with an aerial follow-up. If an opponent is being obnoxiously campy and you have the lazer pointing at you, just charge at them when it's about to fire, something will have to happen then.
Then you have the giant bomb. Not as much warning time as the other hazards, and where it drops will be unpredictable; but you should still be able to see it coming and dodge as it's coming down. If you're given the opportunity, throw your opponents towards the bomb, again, get in any extra damage you can, it may just be the deciding factoron who wins.
There's a lot of flat ground to move around on (did I mention that already?), and although I may be wrong on this, you can get stuck under the lips, but nothing you're not already used to (assuming your a FD fanatic). Edgeguarding is made easy here since it's a one of two ways opponents will recover: One being over the ledge, the other shooting for the ledge. If you can cover the ledge, they'll have no choice but to overshoot, and you'll be in perfect position to attack them coming back down.
As for character counterpicks, I would avoid taking characters who have an easier time killing vertically. Examples would be Luigi and Snake. I'm not sure who I would recommend counterpicking here, but Sonic should go even or have a slight favor against everybody else. Specifically Meta Knight is a gamble, if you're feeling confident/lucky, then by all means take him here, but if you can go to Final Destination, I would pick that stage over Halberd any day...
That's my report for now.