TheNix
Smash Journeyman
Okay, there has been a lot of discussion about stages lately, and I think it has become clear that a lot of us may not be selecting the right stages or playing on them correctly. I figured I would start the discussion off, although I'm really hoping for some good contribution from the more well-known DKs.
If a stage has characters listed in green or red, it will tell you how those characters fare on the stage. Characters in red do very well on the stage, and you should avoid fighting them there if possible. Characters in green do not do so well, so those stages are a viable counter-pick choice for you.
I'm taking a break from Neutrals for a bit to cover a popular DK stage, Brinstar.
Brinstar
Falco
Pros
Cons
Other Tips/Facts
Pokemon Stadium 1
Pros:
Cons:
Other Tips/Facts
Battlefield
Pikachu
Marth
Pros:
Cons:
Nothing in particular.
Lylat Cruise
Falco, Fox, Wolf, Toon Link
Zero Suit Samus
Pros:
Cons:
Other Tips/Facts
Yoshi's Island(Brawl)
Lucas, Ness
Falco, ROB, Snake, Toon Link
Pros:
Cons:
Other Tips/Facts
If a stage has characters listed in green or red, it will tell you how those characters fare on the stage. Characters in red do very well on the stage, and you should avoid fighting them there if possible. Characters in green do not do so well, so those stages are a viable counter-pick choice for you.
I'm taking a break from Neutrals for a bit to cover a popular DK stage, Brinstar.
Brinstar
Falco
Pros
- Small blastzones on all sides allow DK to get some extremely early kills with all of his kill moves.
- Use the down+b on the bottom section. Not only does it cover almost the whole area, but it will separate the stage and refresh your moves.
Cons
- Small blastzones mean that we also die earlier than normal, although not nearly as early as our opponents.
- It is impossible to stage spike people, here.
Other Tips/Facts
- Once the stage is separated, DK is usually at a greater advantage. The extra space makes it easier for DK to keep people at a range, and while many characters may not be able to recover if pushed into the empty space, DK has no difficulty making it to either side.
Pokemon Stadium 1
Pros:
- The weird edge isn't a problem for us at all during recovery, but it is for many other characters.
- Low platforms allow for more lagless up+Bs.
- Stage spiking can work here, although it's a little awkward.
Cons:
- Certain stage changes can make spacing extremely difficult.
Other Tips/Facts
- Learn to tech, and get under that Windmill when it appears... if you are at a high percent, anyway. If your opponent is at a much higher % than you and is camping under the windmill, don't bother chase; it's not going to give you an advantage.
- Abuse the potential down tilt lock against a wall if possible. However, be careful not to let your opponent do the same thing as you.
- Don't be afraid to camp if a specific stage change is not in your favor. If you think your opponent has an advantage, run to a corner and wait for the stage to change again.
Battlefield
Pikachu
Marth
Pros:
- The platforms give us lots of options when recovering. Lagless up+bs are very easy, here.
- We are very good at dealing with people who land on platforms. Up tilt, uairs, bairs, etc are all great ways to hit people up there. If someone hits the platform and is forced to roll, you can chase with an up smash.
- Stage spiking with cargo throws or otherwise are very much possible here. Beware of techs.
Cons:
Nothing in particular.
Lylat Cruise
Falco, Fox, Wolf, Toon Link
Zero Suit Samus
Pros:
- Our recovery is safer here, as we can transition from an aerial to a grounded up+b if the stage is tilting correctly. We can also come higher and land smoothly on platforms.
- This stage is ideal for stage-spiking with cargo throws, or with the first hit of our aerial up+b.
Cons:
- DK head pokes through the platforms. This makes it much easier for our opponent to his us while we are below them. Watch out for Snake's explosives.
Other Tips/Facts
- You must be aware of the direction that the stage is tilting. This is very important when recovering, and can also influence your combos (especially anything involving your down tilt). Some opponents' ability to combo in some situations is also hampered, and the tilting can also mess up projectiles.
- If you use a grounded up+b on a platform and slide off, you should be able to make a lagless landing on the stage, depending on the stage's tilt.
Yoshi's Island(Brawl)
Lucas, Ness
Falco, ROB, Snake, Toon Link
Pros:
- The walls on the side of the stage can help us survive being spiked, with proper DI and teching.
- The platform doesn't bother us as much as many other characters. We don't have any problem hitting people off the platform with bairs and uairs.
- The platform allows us to recover much higher over the stage with our up+b without "falling down" after the up+b.
- The ghost platform can save us if we are spiked or footstooled too low. Just remember to back up the correct distance from the stage, "just in case".
- We can camp under the central platform by zoning with our down+b.
- Slanted edges allow more options for edge-guarding opponents, mostly with dtilts and ftilts.
Cons:
- The ghost platform can save other people just as well as it can save us.
- Characters with a good projectile game may be able to out-camp us.
- We cannot stage-spike people here, in a traditional sense. We may be able to footstool people out of cargo throws against the stage, however.
Other Tips/Facts
- Shy guys can block projectiles from opponents, and you can also use them to refresh your moves. However, they also slow down attacks that hit them. Throwing out a down smash near a shy guy is probably not a good idea, in most cases.
- Invincibility can be granted if you have proper timing when using your up+b to recover. This is an extremely safe method of recovery and is very useful on this stage. You can see a video of this in action here.