
Mind Over Meta is a weekly series of articles on /r/SSBPM, the Project M subreddit. Written by several different authors, this series covers many of the mental aspects of playing smash and other subjects related specifically to Project M. This week user L_Pag wrote about stages. The original article can be found here. To read the rest of the series check out the Mind Over Meta Archive. Sit down, read, and enjoy.
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Hello again, and welcome to the second part of our three article feature about stages! This week, L_Pag will be talking about specific stages and their properties, how to use them, stage bans, and legal stages. The article this week is quite a whopper, perhaps our longest yet, so be prepared. Let’s jump right in!
GAME AND WATCH HAMMERS?
The idea of picking stages is something that comes up only in platform fighters, like Smash Bros. As stated in last week’s article, stages provide a whole new depth to the game, as most stages will provide a benefit to you or the opponent, based on your characters or personal preference. So, how do you decide which stages are going to be played in a match?
First off, that depends on the stage list. A stage list, in it’s most basic form, is a list of which stages you’re allowed to play on in a tournament. Stage lists consist of three categories (not including doubles only stages): Neutral stages, which is where the first game of every set is played, Counterpicks, which is a larger list of stages that is opened up for selection after game 1, and banned stages, which unless both players agree to it, are not allowed to be played on in a tournament match. These lists differ from tournament to tournament and region to region, but the general consensus for Project M is as follows: Green Hill Zone, Smashville, Battlefield, Pokemon Stadium 2, and Delfino’s Secret (usually the 5 stages in the middle of the bottom row) as the Neutral stages, and then Dreamland, Yoshi’s Story, Warioland, Final Destination, Fountain of Dreams, Yoshi’s Island, and Distant Planet as Counterpicks. The most variance in stage lists come from the counterpicks, as many regions and tournaments use different counterpicks. You can usually expect somewhere between 4 and 6 counterpicks, although most stage lists at recent large tournaments seem to favor 4 counterpicks.
Now, onto picking the actual stages. For Project M, there is a “ban system” in place. Essentially, the ban system allows players to strike off stages to narrow down the stage list, preventing any hard counters from the opponent. The ban system starts out with striking neutral stages before game 1. After both players have chosen their characters, they decide who will strike first. This is usually done with a simple game of rock paper scissors, but there are some people who prefer some different methods, such as Game and Watch hammers (highest number strikes first). After this is decided, the player who strikes first will strike one of the 5 neutral stages. Then, the player who strikes second will ban 2 more stages, and finally, the player who strikes first will strike one of the last two stages, deciding where the match will be played. After game 1, the winner will then strike 2 or 3 stages (this number depends on the stage list and rules of the current tournament, and how many counterpicks are available), and then the loser will pick the stage. After this, the players will go back to the character select and the winner will select his character, followed by the loser doing the same.
Now that we’ve got all that cleared up, ONTO THE STAGES!
NEUTRAL STAGES
Neutral stages are… well, neutral. They generally provide an even playing field for most characters, making them the go to stages for game 1. With that in mind, neutrals can still provide a huge advantage to some characters and should always be considered when counterpicking.
BATTLEFIELD
- medium blast zones
- medium ceiling
- medium size
- 3 platforms (arranged in a triangle, 2 on the bottom, one on top)
- No defined walls
As for recovery, the medium blast zones of the stage can keep that aspect fairly even as well. The platforms being close to the edge also provide new options for many characters recovering, as many characters have horizontal recoveries that can edge cancel on platforms, or vertical recoveries that can be used to land on top of the platforms as a mixup. The lack of walls on this stage will hurt some characters with a wall jump, but also make the option of recovering under the stage available to many characters.
Overall, this is a very neutral stage. Some characters will still gain a clear advantage on it, such as Ganon or Bowser, thanks to their ability to control center stage and strong platform movement. Pick this stage if you benefit from platforms, or just have an easy time controlling center stage.
SMASHVILLE
- medium blast zones
- medium ceiling
- medium-large size
- one platform (moves from left to right across the stage, extends off stage)
- no defined walls
Some characters can also benefit from controlling the platform. You can use the platform as a sort of umbrella, shielding you from certain projectiles and the aforementioned vertical approaches from air camping opponents. If you manage to get an opponent on top of the platform, you can often fight them for control of the platform, or better yet, tech chase them. The platform's size, although larger than most, still greatly limits tech options, making tech options fairly easy. If you manage to tech chase someone all the way to the end of the platform’s path (or you just happen to be on the platform at this time), you can knock them straight into the blast zone thanks to the platform’s extension off stage
Recovery on this stage is fairly simple, but has a new added depth with the moving platform. If the platform is not close to the side of the stage you’re attempting to recover from, there aren’t many mixups you can do while recovering that use the stage, making edge guards very simple. However, if the platform is off stage with you, it supplies you with several new options. In some cases, all it takes is a double jump or an air dodge to reach the platform, in other cases, you can simply up b to it. The platform can also act as a distraction to your opponent, as most people tend to cover the option of recovering to the platform more than they do the ledge.
Overall, Smashville is a pretty safe pick for most characters, but can still have it’s drawbacks. It gives projectile based characters more power thanks to its narrow escape options, and even with the platform, dealing with air campy characters can prove to be difficult.
POKEMON STADIUM 2
- medium blast zones
- low ceiling
- medium-large size
- 2 platforms (one on the left side and on the right)
- no defined walls*
The recovery aspect of this stage is pretty simple. The only walls on this stage are near it’s center, under the ledge, so there really aren’t many characters who will benefit from that. The platforms aren’t close enough to the ledges to provide new options to most characters.
Overall, Pokemon Stadium 2 tends to be very neutral for characters who don’t have a strong projectile or spacing game, but besides that, can lean in some character’s favors (especially Samus, with her ability to platform cancel her missiles with ease here). Go here if you have a strong spacing/dash dance game, solid projectile game, or can kill off the top easily.
GREEN HILL ZONE
- small blast zones
- medium-high ceiling
- small size
- 1 Platform (swings across the stage in a parabola)
- walls
Recovery on this stage isn’t really anything special. The platform allows for some new options, but not as often as it would on Smashville, since the platform is so high when it goes near the ledge. The walls on the sides of this stage provide a new option to a lot of characters who have wall jumps, but can also be used to DI into and tech the stage in some situations.
Overall, GHZ still greatly benefits characters who have large hitboxes. The stage also benefits characters with weak horizontal recovery, thanks to it’s small blastzones and high ceiling. Go here if you’re a fatty, have poor recovery, or are Ike.
DELFINO’S SECRET
- medium blast zones
- high ceiling
- large size
- 3 platforms (constantly changing formation)
- walls
Similar to GHZ, recovery is nothing special here. The platforms don’t often arrange themselves in a formation that’ll help with recovery. The stage’s walls will lend a lot of characters a hand with recovery, though.
Overall, the concept of this stage is fairly similar to GHZ. It generally benefits characters with projectiles, but the platforms can make it easy to escape, while GHZ benefits characters with larger hitboxes and has a platform that breaks up the action. Pick this stage if you have a good projectile/dash dance game and don’t wanna die off the top.
COUNTERPICKS
This is where things get interesting. Counterpicks aren’t really made to be neutral in any way, so they generally lean towards one type of character’s advantage.
DREAMLAND
- large blast zones
- extremely high ceiling
- large size
- 3 platforms (arranged like battlefield, but spaced farther apart)
- no defined walls
Overall, this stage HEAVILY benefits floaties and projectile characters. Basically, don’t let Peach or Samus go here.
YOSHI’S STORY
- small blast zones
- extremely low ceiling
- small size
- 3 platforms (arranged like Battlefield), and Randall
- walls
Recovery on this stage is strange. You won’t go very far thanks to the blast zones, so the walls aren’t exactly going to make or break your recovery. This gets interesting with the addition of Randall, however. Randall opens up a plethora of recovery options. Similar to the Smashville platform, you can jump on top of, air dodge onto, or platform cancel off of Randall. If you’re good enough, you can even air dodge onto him as he appears. Also, quick rule of thumb: When the “tens” part of the seconds timer is on an even number and the “ones” of the seconds hits 5, Randall will appear from the right side of the stage, and when the tens spot is odd, Randall will appear from the left side when the ones hits 5.
Overall, if you’re playing a large character with larger hitboxes, or just have large platforms in general, go here. If neither you or your opponent are playing those characters, but you have good movement, this can also be a good option.
WARIOLAND
- extremely small blast zones
- small ceiling
- small size
- 4 platforms (two large on either side, with one small platform above each of them)
- walls
As for recovery, the walls and the platforms on this stage allow you to mix up your recovery in a lot of different ways. The small size of this stage will limit your chances at recovery, however.
Overall, this stage is great for characters who can control center stage, and bad for characters who have good strong recoveries and projectile games.
FINAL DESTINATION
- medium-large blast zones
- low-ish ceiling
- large size
- no platforms
- no defined walls
Overall, FD isn’t the best stage for most characters, but provides clear advantages to characters who can camp or chain grab. Avoid going here against Marth, particularly as a fastfaller.
FOUNTAIN OF DREAMS
- small-medium blast zones
- medium ceiling
- small size
- 3 platforms (arranged like Battlefield, but they sink into the ground every few seconds)
- walls*
As for recovery, the only dynamic besides the platform is the stage’s walls. The shape of the walls on this stage allow you to wall jump, but many characters will find it difficult to do so at certain points of the stage (usually where the bowl hits the stand)
Overall, this stage is a great counterpick for specific characters, characters with fast platform movement, or anyone who would benefit from Yoshi’s Story.
YOSHI’S ISLAND
- medium blast zones
- medium ceiling
- large size
- 1 platform (not including the blaargwiches)
- walls
Recovery on this stage is made unique with the addition of the blaargwiches. They can provide you with new options to recover by letting you land close to the ledge, saving you from falling, or refreshing your jumps. The wall on this stage also provides assurance for some characters if there is no blaargwich appearing. Pay attention to the white shy guys on the periphery of the stage -- they signal the approach of blaargwiches, which now appear regularly (unlike the random nature of the stage’s Brawl counterpart)!
Overall, this is a bit of a weird one. This stage benefits characters who can poke through platforms, characters that have strong platform movement, and characters with a good dash dance game.
DISTANT PLANET
- medium blast zones
- high ceiling
- large size
- 4 platforms (leaves drop when stood on)
- walls
Overall, most characters who benefit from Delfino’s will benefit from this stage, but projectile based characters will benefit even more.
NORFAIR
- medium blast zones
- low-ish ceiling
- large size
- 2 platforms (moving and changing layout constantly)
- no defined walls
Overall, this stage is really similar to Delfino’s, but will probably favor dash dance and movement heavy characters more.
CONCLUSION
Stages are an essential part of competitive Smash. They provide each player with distinct advantages and disadvantages, and knowing which one to pick is incredibly important.
Anyhow, join us next week for part three of our article series, where we’ll detail banned stages, why they're banned, and what can be done to make them competitively viable. Thanks to /u/orangegluon for editing and proofreading (he takes blame for any remnant mistakes)!
Until next time,
L_Pag & the Mind Over Meta team.