Villi
Smash Lord
Alright, folks, it's time for Zelda and Sheik's stage discussion and analysis. Discussion will be organized into categories of stage qualities (helpers/hazards), zoning, traps, edge guarding, recovery, pressure, defense, and miscellaneous properties. They'll be ranked from best to worst as we go along. Zelda and Sheik(/Zelda) will be separated for convenience.
We'll get the neutrals out of the way first and then go on to popular counterpick stages. Stages will change as soon as discussion halts. The OP will be updated regularly so any new and useful information for old stages will be added to the front page.
Explanation of terms:
Stage Rankings:
We'll get the neutrals out of the way first and then go on to popular counterpick stages. Stages will change as soon as discussion halts. The OP will be updated regularly so any new and useful information for old stages will be added to the front page.
Explanation of terms:
Stage Qualities: Stage occurences such as the ship weapons on halberd, the ghost platform on Yoshi's Island, the water on Delphino, the reappearance of Luigi's Mansion will all be discussed here. Platform heights, blast zones, and occurences will be up for analysis.
Zoning/brick-walling: Positions on the stage you want to be in to maximize your potential to keep your opponent at a disadvantage. Methods you can use to limit your opponent's options and strategies for punishing attempts to escape your wall.
Traps: Attacks you can use to put your opponents in disadvatageous positions. Methods you use to place your foe in a position to be zoned.
Edge Guarding: Stage specific maneuvers for edge guarding your opponent. Ways to use the layout of the stage to make it difficult for your opponent to recover while aiding you in your edge guard, e.g., using platforms to help you gain height against high recoveries. Methods for limiting its options of landing on the stage from off-stage or from on the ledge.
Recovery: Using properties of the stage to aid you in your recovery after being sent off the stage.
Pressure: Ways you can use your positional advantages on the stage to effectively approach your opponent to cause damage to it or its shield.
Defense: Ways you can use the stage to defend yourself from enemy approaches or projectiles.
Miscellaneous: Random, stage specific information that hasn't been covered by the above categories. Free summaries of your stage experiences.
Zoning/brick-walling: Positions on the stage you want to be in to maximize your potential to keep your opponent at a disadvantage. Methods you can use to limit your opponent's options and strategies for punishing attempts to escape your wall.
Traps: Attacks you can use to put your opponents in disadvatageous positions. Methods you use to place your foe in a position to be zoned.
Edge Guarding: Stage specific maneuvers for edge guarding your opponent. Ways to use the layout of the stage to make it difficult for your opponent to recover while aiding you in your edge guard, e.g., using platforms to help you gain height against high recoveries. Methods for limiting its options of landing on the stage from off-stage or from on the ledge.
Recovery: Using properties of the stage to aid you in your recovery after being sent off the stage.
Pressure: Ways you can use your positional advantages on the stage to effectively approach your opponent to cause damage to it or its shield.
Defense: Ways you can use the stage to defend yourself from enemy approaches or projectiles.
Miscellaneous: Random, stage specific information that hasn't been covered by the above categories. Free summaries of your stage experiences.
Stage Rankings:
Zelda:
Battlefield
Yoshi's Island
Yoshi's Island
Sheik(/Zelda):
Battlefield
Current Discussion: SMASHVILLE
Onto Smashville! It's a flat, small stage. The moving platform adds a little bit of variety.