Bandit
Smash Lord
Alternatives to Luigi's Mansion
Alternatives to Luigi's Mansion
The reason I have titled the topic this is because it is well known that Zelda really likes Luigi's Mansion (and Battlefield). I feel, as I told Sonic the Hedgedawg, that I believe a lot of Zeldas are using this stage as a crutch and not considering other stages for counterpicks.
Now, because I believe we Zelda mains are a bright group, I have decided to prove myself wrong and find out what counterpick stages other people are using. I'll make a top 3/5/7/10 list, depending on the amount of stages that are brought up, and we'll discuss that.
Here are my counterpick stages:
Norfair - It stands to reason to be a strong CP for Zelda. The stage is roomy, but the ceiling and walls are very short at the top platforms. All the edges make Zelda faster, bring her aerial game into play, and gives her options to approach she never had before. You have similar protection hiding under platforms that you do on Battlefield, and she is fairly ungimpable on the stage due to the lava saving her should you miss the ledge.
Positives:
- Can hide under platforms
- New approaches
- Usmash reaches platforms
- Lava can make saves
- Many recovery options
- Walls/Ceiling have very little off screen room
- Allows Zelda to rely more on off-stage air game to chase opponents
Negatives:
- Bottom platform can screw up sweet spotting ledge as it is partially permeable
Brinstar - It is a modified Battlefield with lava and a base stage that can be gone through. The walls are even shorter than Battlefield and allow her to kill even earlier. The gooey pillars can extend hit boxes along with the spheres holding the stage together. There is a small wall in the sphere area that allows for Dtilt "infinite". It isn't a true infinite because Dtilt will destroy the spheres though, on occasion this has caused my opponent to be spiked when they fall through. I find it fairly easy to camp the left side of the stage, and the top platform is a SH Uair away from a very low kill. Since the walls are so short, and the lava is ever present, the fact that you can go through the platform does not inhibit Zelda's recovery as much as say Delfino.
Positives:
- Small stage/Small Ceiling/Short Walls
- 4 different planes
- Stage works against campers
- Zelda can use platforms to force approaches
- String connectors/Sphere connectors can be used to extend hitboxes and refresh moves
- Dtilt in spheres to possible spike
- Top platform is SH Uair away from kill
- Lava can make saves should FW not sweetspot ledge
Negatives:
- Non-solid platform could lead to poor recovery if lava drops and you are left below the stage (this does not happen often)
Halberd - Zelda would love Halberd if it wasn't for the platform that takes you to the ship. If you start as Sheik there, you could switch to Zelda once the platform gets there and have a plenty of killing power.
Positives:
- Small Ceiling
Negatives:
- MUST use Sheik while the platform travels
Frigate - Frigate does not seem to gimp Zelda. Her recovery lends herself to not needing a ledge, and we get ledge-hogged anyway. Small walls and ceiling along with a moving platform that she can hold down fairly well. Plus, Dsmash rules anyone with a tether recovery.
Positives:
- Small ceiling/short walls
- DSmash on right side for easy gimps on tether recoveries
- Zelda's recovery off right side has 2 options with platform for less predictable recovery
- When stage flips, it becomes a neutral stage with smaller boundaries
Negatives:
- Recovery is punishable on right side of starting stage
- Dins/FW while stage switches and Zelda can fall to her doom
Jungle Japes - Japes is a stage I'm torn on as it has some fairly good advantages (ledgewarping, big protection platform, Dins auto-collides with the outside platforms, her spike), but it takes away from her ability to kill vertically which she does so well. A match-up like Dedede would be great here since he is awful at getting out of the water, his recovery is very spikeable, and he kills vertically as well. Also, he doesn't have a move that kicks Zelda downward, so he can't knock her into the water. This is also one of Dedede's worst stages.
Positives:
- Side walls are good for Dsmash
- Dair loves the water
- Zelda can FW to 4 different ledges from the center platform
- Zelda has a few options when FW'ing out of the water as she can usually reach center edge or side edge
Negatives:
- Hurts her vertical kill game
I have more reasons behind these, but this is the conversation starter! Discuss!
Alternatives to Luigi's Mansion
The reason I have titled the topic this is because it is well known that Zelda really likes Luigi's Mansion (and Battlefield). I feel, as I told Sonic the Hedgedawg, that I believe a lot of Zeldas are using this stage as a crutch and not considering other stages for counterpicks.
Now, because I believe we Zelda mains are a bright group, I have decided to prove myself wrong and find out what counterpick stages other people are using. I'll make a top 3/5/7/10 list, depending on the amount of stages that are brought up, and we'll discuss that.
Here are my counterpick stages:
Norfair - It stands to reason to be a strong CP for Zelda. The stage is roomy, but the ceiling and walls are very short at the top platforms. All the edges make Zelda faster, bring her aerial game into play, and gives her options to approach she never had before. You have similar protection hiding under platforms that you do on Battlefield, and she is fairly ungimpable on the stage due to the lava saving her should you miss the ledge.
Positives:
- Can hide under platforms
- New approaches
- Usmash reaches platforms
- Lava can make saves
- Many recovery options
- Walls/Ceiling have very little off screen room
- Allows Zelda to rely more on off-stage air game to chase opponents
Negatives:
- Bottom platform can screw up sweet spotting ledge as it is partially permeable
Brinstar - It is a modified Battlefield with lava and a base stage that can be gone through. The walls are even shorter than Battlefield and allow her to kill even earlier. The gooey pillars can extend hit boxes along with the spheres holding the stage together. There is a small wall in the sphere area that allows for Dtilt "infinite". It isn't a true infinite because Dtilt will destroy the spheres though, on occasion this has caused my opponent to be spiked when they fall through. I find it fairly easy to camp the left side of the stage, and the top platform is a SH Uair away from a very low kill. Since the walls are so short, and the lava is ever present, the fact that you can go through the platform does not inhibit Zelda's recovery as much as say Delfino.
Positives:
- Small stage/Small Ceiling/Short Walls
- 4 different planes
- Stage works against campers
- Zelda can use platforms to force approaches
- String connectors/Sphere connectors can be used to extend hitboxes and refresh moves
- Dtilt in spheres to possible spike
- Top platform is SH Uair away from kill
- Lava can make saves should FW not sweetspot ledge
Negatives:
- Non-solid platform could lead to poor recovery if lava drops and you are left below the stage (this does not happen often)
Halberd - Zelda would love Halberd if it wasn't for the platform that takes you to the ship. If you start as Sheik there, you could switch to Zelda once the platform gets there and have a plenty of killing power.
Positives:
- Small Ceiling
Negatives:
- MUST use Sheik while the platform travels
Frigate - Frigate does not seem to gimp Zelda. Her recovery lends herself to not needing a ledge, and we get ledge-hogged anyway. Small walls and ceiling along with a moving platform that she can hold down fairly well. Plus, Dsmash rules anyone with a tether recovery.
Positives:
- Small ceiling/short walls
- DSmash on right side for easy gimps on tether recoveries
- Zelda's recovery off right side has 2 options with platform for less predictable recovery
- When stage flips, it becomes a neutral stage with smaller boundaries
Negatives:
- Recovery is punishable on right side of starting stage
- Dins/FW while stage switches and Zelda can fall to her doom
Jungle Japes - Japes is a stage I'm torn on as it has some fairly good advantages (ledgewarping, big protection platform, Dins auto-collides with the outside platforms, her spike), but it takes away from her ability to kill vertically which she does so well. A match-up like Dedede would be great here since he is awful at getting out of the water, his recovery is very spikeable, and he kills vertically as well. Also, he doesn't have a move that kicks Zelda downward, so he can't knock her into the water. This is also one of Dedede's worst stages.
Positives:
- Side walls are good for Dsmash
- Dair loves the water
- Zelda can FW to 4 different ledges from the center platform
- Zelda has a few options when FW'ing out of the water as she can usually reach center edge or side edge
Negatives:
- Hurts her vertical kill game
I have more reasons behind these, but this is the conversation starter! Discuss!