I love this stage. It's come to be my favorite counterpick because rarely anyone actually plays this stage alot.
There are 4 phases:
- Electric
- Ground
- Flying
- Ice
1.
Electric: 8/10
You really want the position that I have in that picture. It's the campiest spot ever lol. The conveyors give the opponent a harder time to approach you, so you should throw out PK Fires, and possibly PK Freezes and PK Thunders from there. If they try to approach you, just punish them by sending them off stage. I usually see a shield, so I like pivot grabbing or using a Nair and eating their shield, then following with a jab.
If you manage to keep your spot and send them off stage, U-SMASH CANCEL.
If you U-smash (uncharged) in
position #1 (right after the slant in the conveyor belt), it should cancel just at the right moment as to make it as close to the ledge as possible. The hitbox lingers, so while you edgehog, they're forced to go onto the stage and get hit by it. Of course, you have to time it perfectly - but it's pretty cool when you pull it off.
If you lose your spot, just PK Fire your opponent in the middle (assuming that they take control of it). Grabbing is a pretty useful approach if you're trying to regain your position. Just use it right at the edge of the conveyor belt. If you grab, wait until the conveyor belt carries you near the edge, and throw them away. If you miss, you have a lower chance of getting punished, because the conveyor belt may screw up their timing.
D-smash is pretty cool on conveyor belt too. They can hit get by all 3 hitboxes.
[COLLAPSE=Electric Phase]
Electric
[/COLLAPSE]
2.
Ground: 7/10
This is a mediocre phase for us. The main problem for us is the wall. All non-tether characters have a wall infinite grab release on us, so don't hang around on the right side of the stage even though we can get an F-tilt lock on them. I usually end up waiting this phase out on the left side.
You can get pretty good range with D-smash on the very top of the hill. There was a pretty cool effect with Thundersliding at
Position #1. You just slide down the hill lol. Nothing too special I guess, but I thought it was pretty cool.
[COLLAPSE=Ground Phase]
Ground
[/COLLAPSE]
3.
Flying: 9/10
Most of you may find this phase annoying because of the low gravity, but I really like it. It's probably our best phase. If you don't know already, our air game is not the best out there, so we have an advantage over those who favor the air.
PKT1 is amazing on this phase. Just send them up, and start PKT1 chasing. They're suspended in the air for a long time, so if they try to air dodge, you can easily hit them by looping again.
This phase complements U-smash pretty well too. I usually use this against characters with little range. Wario comes into mind. Since they're falling extremely slowly, and U-smash's massive hitboxes linger forever, their airdodge is useless against this. Plus, if it hits, it'll kill early because of the low gravity.
Stalling works well on here too. If, for some odd reason, you need to time out, you can just Full Hop --> Zap Jump --> Multiple PSI Magnets. The Zap Jump sends you so high, that you're in that little bubble, and PSI Magnets give you the ability to stall quite a bit.
[COLLAPSE=Flying Phase]
Flying
[/COLLAPSE]
4.
Ice: 9/10
2x tripping rate, so just throw out random F-smashes and hope they trip into them.
D-smash is pretty awesome on here. Just Run --> Shield --> D-smash. It's like on Electric phase. It gives the smash AMAZING range, and there's always the possibility of getting 3 hits for racking up damage.
You can have a gliding F-smash too. Just charge your F-smash (using Tap -> A), and you'll start gliding.
Your PKT2 makes you glide across the whole stage.
I like using it quite a bit. It's hard to punish because you move so far in such a short time. I've had weird results with Thundersliding. Thundersliding up the left platform results in a faceplant to the floor. I can't actually Thunderslide across the stage. However, Thundersliding up the right platform results in an autosnap to the ledge. ._. Looking at the picture, the stage overall looks pretty symmetrical. A bit confusing.
[COLLAPSE=Ice Phase]
Ice
[/COLLAPSE]
Overall,
9/10. None of the phases are actually really bad for us, while some of them are actually atrocious for other characters. I really like the starting phase. The platform arrangement is nice, and there's no annoying ledge like in PS1.
I wouldn't ban this against anyone. Although Diddy can be quite annoying on this stage, but it's definitely not gonna replace Final Destination as a ban.