Linkshot
Smash Hero
Alright, guys. I know you're going to completely flame me for this, but I am being very serious.
RUMBLE FALLS (Fighting for Legal CP)
I was having some matches today with a D3 main that is very proficient in CG to death.
Here's the data:
Ledges: 1. There is one snap-on ledge on this entire stage. It is on the other side of the breakable wall. Most, if not all characters can make this, and cleanly avoid the death spike.
Platforms: Nearly everything here is a platform, and fall-through at that. The only up-through platform that you can't fall through is the base you start on (which will be brought back around in the cycle). This is alsoan the only honest walk-off.
Let's talk about the walk-offs while I have your attention on them.
Yes, D3 is very good at platforming on this stage. He has multiple jumps and is heavy enough to land on platforms in the fastest of situations. However, his aerial maneuverability is slow and thusly many characters can stay ahead of him and thusly prevent him from pulling off the chaingrab.
Of course, there are hazards. 3 of them.
#1: Death Spike near the beginning. This hits at a low angle with high knockback and is a pretty large hitbox. It is techable. It is easily avoidable. You are putting yourself at risk if you attempt to throw your opponent into it. Most of all, it is stationary.
#2: Spike Row in middle of cycle. Just after the plane, there is a row of 5 small diamond spikes that hit you upward with low knockback. They appear between two platforms, 1 spike between a platform and ceiling. Small characters can walk under these. Again, stationary and avoidable. They only kill if you're at the top of the camera.
#3: End Cycle Spike. This is insanely small and only spikes you into the platform a few feet beneath it. Not even worth mentioning. Hits straight down into a platform.
Now, for all of you that hate moving stages and refuse to play on them, I'll give you this tip:
You move with the camera. As the camera moves up, you move up, and your weight pushes you down the camera.
You're probably wondering what the hell this stage can bring to the metagame. Well, you'll be surprised, but it brings a lot.
This stage favours heavy characters (in fall speed). Yes, heavy.
This stage discourages projectile camping. It shuts down Falco, Pikachu, and many others.
As a result, hand-to-hand combat is promoted.
There are no infinites due to the nature of the moving camera.
Broken Tactics
The only truly broken tactic here in Kirby and MK's uThrow, and it's very situational. As well, it's very easy to simply ban doing this.
Something good to know: D3 can't chaingrab during Speed Up because the camera pulls his victim away.
I highly encourage you to have somebody go D3 and try to chaingrab you while you stay ahead of him and shut him down. As well, I encourage somebody trying to laser camp you or abuse the death spike. Use everything at your disposal to avoid them. The predator should be doing the same to attempt them.
Discuss after testing.
Thank you.
RUMBLE FALLS (Fighting for Legal CP)
I was having some matches today with a D3 main that is very proficient in CG to death.
Here's the data:
Ledges: 1. There is one snap-on ledge on this entire stage. It is on the other side of the breakable wall. Most, if not all characters can make this, and cleanly avoid the death spike.
Platforms: Nearly everything here is a platform, and fall-through at that. The only up-through platform that you can't fall through is the base you start on (which will be brought back around in the cycle). This is also
Let's talk about the walk-offs while I have your attention on them.
Yes, D3 is very good at platforming on this stage. He has multiple jumps and is heavy enough to land on platforms in the fastest of situations. However, his aerial maneuverability is slow and thusly many characters can stay ahead of him and thusly prevent him from pulling off the chaingrab.
Of course, there are hazards. 3 of them.
#1: Death Spike near the beginning. This hits at a low angle with high knockback and is a pretty large hitbox. It is techable. It is easily avoidable. You are putting yourself at risk if you attempt to throw your opponent into it. Most of all, it is stationary.
#2: Spike Row in middle of cycle. Just after the plane, there is a row of 5 small diamond spikes that hit you upward with low knockback. They appear between two platforms, 1 spike between a platform and ceiling. Small characters can walk under these. Again, stationary and avoidable. They only kill if you're at the top of the camera.
#3: End Cycle Spike. This is insanely small and only spikes you into the platform a few feet beneath it. Not even worth mentioning. Hits straight down into a platform.
Now, for all of you that hate moving stages and refuse to play on them, I'll give you this tip:
You move with the camera. As the camera moves up, you move up, and your weight pushes you down the camera.
You're probably wondering what the hell this stage can bring to the metagame. Well, you'll be surprised, but it brings a lot.
This stage favours heavy characters (in fall speed). Yes, heavy.
This stage discourages projectile camping. It shuts down Falco, Pikachu, and many others.
As a result, hand-to-hand combat is promoted.
There are no infinites due to the nature of the moving camera.
Broken Tactics
The only truly broken tactic here in Kirby and MK's uThrow, and it's very situational. As well, it's very easy to simply ban doing this.
Something good to know: D3 can't chaingrab during Speed Up because the camera pulls his victim away.
I highly encourage you to have somebody go D3 and try to chaingrab you while you stay ahead of him and shut him down. As well, I encourage somebody trying to laser camp you or abuse the death spike. Use everything at your disposal to avoid them. The predator should be doing the same to attempt them.
Discuss after testing.
Thank you.