Okay I figure I might as well post some stuff on this stage.
There are a few up-B canceling tricks on this stage due to the top platform. For instance, if you’re below the top platform, if you grounded up-B and immediately glide up after the grounded up-B you’ll land on the top platform with no lag. It’s a good mixup to make it harder for your opponent to punish you. And there’s another spot below the top platform where if you grounded up-B below it, you’ll end up gliding into the edge of the top platform causing you to have the getup lag, but the forward momentum will slide you off the platform. It can be a really good bait.
There are the drill rush cancels, but I can’t think of a single time I’ve used those in tournament to my advantage. They’re incredibly situational, but w/e, an option is an option, I guess.
You can pressure people on the platforms really hard when they’re shielding with uairs and nairs. A good option that screws some people up is hitting someone’s shield (probably with an SHFF nair or something like that) when they’re close to the edge of a platform so that they fall off; often people won’t tech it or do anything, which sets you up for a Dtilt lock.
But be careful of the same thing happening to you. Other characters can do it, as well; I’ve seen Larry get the laser lock from doing this a LOT (even against really good players like M2K).
Watch your spacing when you try and reverse shuttle loop onto the stage from below it, the lower platform likes to catch you and cause you to go higher than expected, and you’re still in a glide. I’ve SD’d a few times due to this… just learn the spacing of the reverse SL without hitting the lower platform.
This is mostly useless, but it could be a good bait, I guess. From the lower platform, if you DC and go immediately to the area in the middle with no platforms (no up or down, just straight horizontal) it’ll auto-cancel on the main ground. Every once in a while you can get a punish from doing that, making them want to punish what looks like a really stupid laggy DC and then, BAM, no lag.
And the platforms stopping you from getting grab release combo’d is nice, but that’s not at all exclusive to this stage.
There’s not much more I can think of right now, MK is just all around good here. This is a really good stage in some matchups, and depending on how many starters you have, you might end up here a lot due to stage striking. Practice here and get comfortable, you’ll probably play here a LOT.