Maharba the Mystic
Smash Master
okay guys, it has been advocated that YI is one of pit's worst stages. however, i believe this too be a falsehood as Pit OWNS many match ups at YI and has several different stage specific techniques here that have a major impact on his gameplay in a positive way. But to start off, im going to list the few aspects that are disadvantageos for pit just to get them out of the way.
YI CONS:
-we cannot go under it, resticting our ledge options to that of the average character and making us easier to gimp.
-shy guys can mess up arrows and arrow loops
now with that out of the way, here i have compiled a list of things that are open to us at YI due to stage dynamics.
YI PROS:
-with proper placement either on the tilt of part of the stage or the platform, we can get guarenteed air releases on characters like wario and MK
-when standing on an uphill slant, like the ones on the edge, when we perform dtilt, the hitbox is altered to a major degree. it extends it's horzinantal range and gives the move significant vertical range to the degree of stopping aerial assults.
-those slants also place us where characters cannot crawl under our straight arrows.
-if you start AR about 2 lines back from the ledge (meaning the lines on the ground of the stage), when pit does AR, it is slanted downwards making a roof over the ledge that will hit the opponent hanging there. this works well for forcing people off of the ledge. and if you use this put your opponent off stage, i believe the finishing wind box pushes them farther down.
-the slant makes our dtilt spike box bull**** awesome amazing wonderful easy to hit with as we can just walk up and do a sliding dtilt and because our angle is altered it hit's a bigger area i believe downwards.
-our juggle game is only helped by the platform as we can shark it epicly and shoot up through it and keep characters above us
-killing is not that big of a problem at this stage as the blast zones are similar to other neutrals.
-hitting shyguys refreshes moves
(sidenote: ghosts can screw up our gimps, but they can also save us from being gimped. so ghost's are neither positive or negative)
so with these things in mind, now ill talk some matchups that i believe this stage can be used as an effective CP against:
1. Wario- we can air release him here into bair, we can camp those slants with dtilt effectively stopping his short hop approaches. that's really all we have to worry about when we play him anyways so this stage effectively nullifies his advantages on us.
2. Fox- the platform interupts dair combos, the ceiling is high, and we can get easy gimps with slanted AR> bair stage spike or footstool. can can camp the slants with mirror shield if we want to make him approach.
3. Falco- due to being able to camp him on the slants and abuse our dtilt, easier time gimping with roofing the ledge with AR, being able to mirror camp the slants, and the platform abuse is so great for pit with juggling and shark combos with bair both strong and sour spot (btw sour bair>crit bair is so easy when they are on the platform)
4. TL- it is believed that this stage may help us get in close to TL which is how this MU should be played. the platform helps with juggling, and the overall size helps us get kills (him as well kinda) and also lets us get in close and stay there. the dynamics of the stage also limit his camping ability.
5. Olimar- needs discusion but,
6. Kirby- slant camping takes away his best option, sh aerial approach. slanted dtilt eats through that **** so that means he has to come from above which due to his predictable approaches from that angle we have plenty of time to either reset the situation (run to the other side) or just wait and punish accordingly. be careful as his projectile can shoot down off the ledge due to the slant his rock slide's here making it hurt box (albeit very predictable) and it can slide off the ledge. however for the most part this stage helps us with it's dynamics of slant and the platform.
so there you have it guys. what's your opinion on the facts i've laid out? and please help me to keep these boards active with intelligent discussions and topics and threads.
all right team, MOVE OUT! (aka discuss)
Edit: alright guys, feel free to add whatever you would like to this just by posting it here. questions, MU specifics, ideas, whatever you want just post here and they will be addressed by myself or someone else. however since i want to keep these stage discussions moving along im going to be starting another one here in a minute so that we can keep this stuff moving along.
YI CONS:
-we cannot go under it, resticting our ledge options to that of the average character and making us easier to gimp.
-shy guys can mess up arrows and arrow loops
now with that out of the way, here i have compiled a list of things that are open to us at YI due to stage dynamics.
YI PROS:
-with proper placement either on the tilt of part of the stage or the platform, we can get guarenteed air releases on characters like wario and MK
-when standing on an uphill slant, like the ones on the edge, when we perform dtilt, the hitbox is altered to a major degree. it extends it's horzinantal range and gives the move significant vertical range to the degree of stopping aerial assults.
-those slants also place us where characters cannot crawl under our straight arrows.
-if you start AR about 2 lines back from the ledge (meaning the lines on the ground of the stage), when pit does AR, it is slanted downwards making a roof over the ledge that will hit the opponent hanging there. this works well for forcing people off of the ledge. and if you use this put your opponent off stage, i believe the finishing wind box pushes them farther down.
-the slant makes our dtilt spike box bull**** awesome amazing wonderful easy to hit with as we can just walk up and do a sliding dtilt and because our angle is altered it hit's a bigger area i believe downwards.
-our juggle game is only helped by the platform as we can shark it epicly and shoot up through it and keep characters above us
-killing is not that big of a problem at this stage as the blast zones are similar to other neutrals.
-hitting shyguys refreshes moves
(sidenote: ghosts can screw up our gimps, but they can also save us from being gimped. so ghost's are neither positive or negative)
so with these things in mind, now ill talk some matchups that i believe this stage can be used as an effective CP against:
1. Wario- we can air release him here into bair, we can camp those slants with dtilt effectively stopping his short hop approaches. that's really all we have to worry about when we play him anyways so this stage effectively nullifies his advantages on us.
2. Fox- the platform interupts dair combos, the ceiling is high, and we can get easy gimps with slanted AR> bair stage spike or footstool. can can camp the slants with mirror shield if we want to make him approach.
3. Falco- due to being able to camp him on the slants and abuse our dtilt, easier time gimping with roofing the ledge with AR, being able to mirror camp the slants, and the platform abuse is so great for pit with juggling and shark combos with bair both strong and sour spot (btw sour bair>crit bair is so easy when they are on the platform)
4. TL- it is believed that this stage may help us get in close to TL which is how this MU should be played. the platform helps with juggling, and the overall size helps us get kills (him as well kinda) and also lets us get in close and stay there. the dynamics of the stage also limit his camping ability.
5. Olimar- needs discusion but,
sounds solid.Spaced ar off the edge is god. The several slants all over the stage seem to help me vs olimar. The large covering platform helps control where he can go once we get him in the air so he becomes easier to punish. The big factor is ar. It's so good against him hear if you space it right. After the first few hits let go and the wind box pushes him off stage even more. It's small and we actually do well in CQC vs olimar. so that fact helps us cuz he can't camp as hard here. Fd is good as well picot>fd for this mu imo.
6. Kirby- slant camping takes away his best option, sh aerial approach. slanted dtilt eats through that **** so that means he has to come from above which due to his predictable approaches from that angle we have plenty of time to either reset the situation (run to the other side) or just wait and punish accordingly. be careful as his projectile can shoot down off the ledge due to the slant his rock slide's here making it hurt box (albeit very predictable) and it can slide off the ledge. however for the most part this stage helps us with it's dynamics of slant and the platform.
so there you have it guys. what's your opinion on the facts i've laid out? and please help me to keep these boards active with intelligent discussions and topics and threads.
all right team, MOVE OUT! (aka discuss)
Edit: alright guys, feel free to add whatever you would like to this just by posting it here. questions, MU specifics, ideas, whatever you want just post here and they will be addressed by myself or someone else. however since i want to keep these stage discussions moving along im going to be starting another one here in a minute so that we can keep this stuff moving along.