Maharba the Mystic
Smash Master
Brinstar Pros:
-we can stand behind the fleshy pole on the right side of the stage and shoot arrows through it due to our bow animation putting the arrow tip just on the other side but it doesn't let other projectiles come in making a great camping area.
-the hitbox distortion properties here combined with pit's multihit moveset is beast
-we can shark this stage all day quite effectively with our nair, uair, fair, and bair
-small blast zones make killing much easier especially when combined with sharking. this allows us to land our bair on heavies more successfully and the small blast zones make them die sooner.
-certain parts of the stage (including the right side platform when it's separated from the flesh pole) give us the slanted dtilt which is always nice.
-mulitiple platform layout makes juggling some character's much easier and gives us more sharking opportunity
-dash attack and dair are made into viable kill moves
Brinstar Cons:
-the small blast zones also allow us to die sooner
-the smaller fighting area limits our camping ability a good amount against a lot of characters
-Metaknight's existence
-character's with overpowered moves (Dk's fsmash for example) combined with hitbox distortion is epic scary with small blast zones
Brinstar Neutral:
it is a hazard stage. the lava here:
-can stop your gimps and save you from being gimped
-racks up damage on both players
-can kill either player
-limits player fighting space and forces air camping and cqc which is good and bad based on the matchup.
Okay guys you know the drill, time to discuss who we can counter pick here and why it is a counter pick against them. ill start us off with one i have experiance in.
Falco- we can camp the right side of the stage safely. he can't shoot us through the flesh wall, we can shoot him though. thus we take away the biggest part of his game. platform height allow us to circle camp more effectively here as well. since he has a hard time landing kill moves and is forced to box all match we should always get kills before him. however his usmash is a little buffed here due to the low ceiling so be sure to avoid it more than normal. while his jab makes boxing easier for him, good spacing combined with utilt, dtilt, slanted dtilt, and jab along with careful sharking (due to his spike) and hitbox distortion in our favor make this a viable CP on flack-oh. the only real draw back is lava stopping gimps and limiting our mobility but this can be worked around or just waited with wing refresh air camping until the lava is gone.
Diddy Kong- he can't nana combo you if you're sharking, he can't catch you if you're circle camping. you can shark crit bairs, you can't get hit by nanas behind the flesh pole. just don't be dumb and avoid his highly predictable spike when you're sharking.
DDD- he is too slow to catch us when we circle camp. sharking owns his soul. earlier kills on him because of the small blast zones. just be careful of dat utilt and avoid his on stage game. oh yeah im pretty sure that keeping the separated is great for messing up his CG, even though it's messed up already by the bubbles.
ICE CLIMBERS- they can't do anything about sharking and circle camping. timing them out and not getting grabbed is made really easy here. brinstar stuff. nuff said.
Olimar- like flack-oh, we outcamp him. that pole finally forces olimar to approach. since most olimars are based off of punishing approaches, and we win the cqc fight, this puts him at a disadvantage. plus sharking circle camping brinstar stuff. oh yeah the shape of the stage hella jacks up his grab game and if we keep the stage separated he has to put himself offstage to come to us which gives us a great gimping opportunity.
Pikachu-
Thank you FYRE for this sumarry you found on brinstar's acid: http://www.smashboards.com/showthread.php?t=278839
okay guys, discuss!
-we can stand behind the fleshy pole on the right side of the stage and shoot arrows through it due to our bow animation putting the arrow tip just on the other side but it doesn't let other projectiles come in making a great camping area.
-the hitbox distortion properties here combined with pit's multihit moveset is beast
-we can shark this stage all day quite effectively with our nair, uair, fair, and bair
-small blast zones make killing much easier especially when combined with sharking. this allows us to land our bair on heavies more successfully and the small blast zones make them die sooner.
-certain parts of the stage (including the right side platform when it's separated from the flesh pole) give us the slanted dtilt which is always nice.
-mulitiple platform layout makes juggling some character's much easier and gives us more sharking opportunity
-dash attack and dair are made into viable kill moves
The single best thing about Brinstar HANDS DOWN, is that we can refresh our moves with wingdash. Just wingdash by the pillars or the blocks on the ground and VOILA, all you're moves are 100% fresh.
Brinstar Cons:
-the small blast zones also allow us to die sooner
-the smaller fighting area limits our camping ability a good amount against a lot of characters
-Metaknight's existence
-character's with overpowered moves (Dk's fsmash for example) combined with hitbox distortion is epic scary with small blast zones
Brinstar Neutral:
it is a hazard stage. the lava here:
-can stop your gimps and save you from being gimped
-racks up damage on both players
-can kill either player
-limits player fighting space and forces air camping and cqc which is good and bad based on the matchup.
Okay guys you know the drill, time to discuss who we can counter pick here and why it is a counter pick against them. ill start us off with one i have experiance in.
Falco- we can camp the right side of the stage safely. he can't shoot us through the flesh wall, we can shoot him though. thus we take away the biggest part of his game. platform height allow us to circle camp more effectively here as well. since he has a hard time landing kill moves and is forced to box all match we should always get kills before him. however his usmash is a little buffed here due to the low ceiling so be sure to avoid it more than normal. while his jab makes boxing easier for him, good spacing combined with utilt, dtilt, slanted dtilt, and jab along with careful sharking (due to his spike) and hitbox distortion in our favor make this a viable CP on flack-oh. the only real draw back is lava stopping gimps and limiting our mobility but this can be worked around or just waited with wing refresh air camping until the lava is gone.
Diddy Kong- he can't nana combo you if you're sharking, he can't catch you if you're circle camping. you can shark crit bairs, you can't get hit by nanas behind the flesh pole. just don't be dumb and avoid his highly predictable spike when you're sharking.
DDD- he is too slow to catch us when we circle camp. sharking owns his soul. earlier kills on him because of the small blast zones. just be careful of dat utilt and avoid his on stage game. oh yeah im pretty sure that keeping the separated is great for messing up his CG, even though it's messed up already by the bubbles.
ICE CLIMBERS- they can't do anything about sharking and circle camping. timing them out and not getting grabbed is made really easy here. brinstar stuff. nuff said.
Olimar- like flack-oh, we outcamp him. that pole finally forces olimar to approach. since most olimars are based off of punishing approaches, and we win the cqc fight, this puts him at a disadvantage. plus sharking circle camping brinstar stuff. oh yeah the shape of the stage hella jacks up his grab game and if we keep the stage separated he has to put himself offstage to come to us which gives us a great gimping opportunity.
Pikachu-
ill add more character CP summaries (someone describes against peach, or watevs. i don't know those MUs very well)-The small size of the stage makes it easier to hit Pikachu
-Pika dies earlier
-Jolts get canceled out by the breakable parts of the stage
-The lava can break your cg
-The breakable middle part of the stage can stop your fthrow cg and your ground approaches
-It's harder to get gimp/edge guard kills because the lava can save the opponent
^ Quoted directly from Kprime. Pikachu just doesn't flow here, Pit has the advantage. There aren't any cps that we would prefer specifically for pikachu so brinstar would be good vs Pika.
Thank you FYRE for this sumarry you found on brinstar's acid: http://www.smashboards.com/showthread.php?t=278839
okay guys, discuss!