Battlefield

Smashville

Final Destination

Castle Siege

Delfino Plaza

Duck Hunt

Halberd

Kongo Jungle (Doubles Only)

Lylat Cruise

Town and City

Omega Stages

Starters Stages

Battlefield ( Recommended – Lots of platforms)

– Lots of platforms) Smashville ( Recommended – Platform useful for Spacing and some SHFF aerial pressure)

– Platform useful for Spacing and some SHFF aerial pressure) Final Desination ( Match up dependent – No platforms means less spacing and mobility options)

Counter Pick Stages

Castle Siege ( Maybe Recommended since all platforms can be used for spacing and aerial pressure but you fight in Battlefield, A Walk section and FD)

since all platforms can be used for spacing and aerial pressure but you fight in Battlefield, A Walk section and FD) Delfino Plaza ( Maybe Recommended but very match up dependent)

but very match up dependent) Duck Hunt ( Match up dependent – Long stage and Platforms can rarely be used for spacing and mobility options)

– Long stage and Platforms can rarely be used for spacing and mobility options) Halberd ( Recommended – Long platform can be used for spacing and aerial pressure. Can also help with vertical KOs)

– Long platform can be used for spacing and aerial pressure. Can also help with vertical KOs) Kongo Jungle ( Not Recommended – Platforms won't help near ground spacing and it's not too big a stage. High vertical blast zone can make Koing even harder) Note: Doubles may be a bit more recommended depending on your partner's character and Kongo Jungle is supposed to be a doubles only stage anyways.

– Platforms won't help near ground spacing and it's not too big a stage. High vertical blast zone can make Koing even harder) Lylat Cruise ( Not Recommended – Platforms are small for spacing options and you can very easily SD near the ledges if you miss your recovery (especially with warp).

– Platforms are small for spacing options and you can very easily SD near the ledges if you miss your recovery (especially with warp). Town and City: ( Recommended – Some platforms can be used for spacing and aerial pressure while others can aid in getting vertical Kos from uair and up smashes.)

Some platforms can be used for spacing and aerial pressure while others can aid in getting vertical Kos from uair and up smashes.) Omega Stages: ( Match up dependent : Same as FD. However try to choose an omega without a solid wall to the bottom of the stage since other characters can use it to wall jump where as you cannot.)

Platforms

Stage Length

Battlefield

Platforms

Stage Length

Overall

Recommened?

Yes

Overview

Pretty good choice but allows fast characters to close in quicker due to small size

Relatively normal blast zones

Good for aerial pressure Can shffl fair and bair side platforms Can full hop nair on side platforms

Can allow extend combos from platforms Nair to Nair Nair to Fair Nair to Bair

Small size Hard to deal with faster characters



Smashville

Platforms

Overall

Recommended?

Yes

Longer than Battlefield, shorter than FD Extra room gives you more chances to space out characters and move around using your fast mobility

Single platform that goes back and forth along the stage Can save you early but can also save your opponent too Can use for Warp Ledge Canceling though it might be harder since the platform moves

Platform height Only tall enough to allow SHFF bairs, can still do full hop fair. Full hop Nair cannot auto cancel when landing onto platform Tall enough to allow some SHFF pressure from uair if they are landing on it Note: SHFF uair pressure is very slow so if you miss, they might be able to drop down and punish you



Final Destination and Omegas

Lack of Platforms

Misc Facts

Overall

Recommended?

Overview

Match up dependent, probably not the top pick for starter stage unless your opponent loves platforms with a passion.

Relatively normal blast zones

Longest length of the starting stages Allows you more room to maneuver and space out your aerials

No Platforms Bad for Light Weight custom, can be good for Super speed custom No extended combo opportunities for anyone No platform pressure from aerials



Castle Siege

First Transformation

Platforms

Stage Length

Second Transformation

Platforms

Walk offs and Stage Length

Third Transformation

Overall

Recommended?

This is a maybe stage,

Various transformations, three stages

First Good platforms allow for SHFF fair, bair and full hop auto cancel nair Small length, about battlefield size

Second Good platforms allow for SHFF fair, bair and full hop auto cancel nair Long platforms allow for better chances to land uair and up smash Great length, lots of chance to move around the battlefield It's a walk off

Third Final Destination



Delfino Plaza

Platforms

Flat parts and Walk offs

Water

Misc

Overall

Recommended?

Only Recommended if you can adapt to the stage changes and your opponent doesn't significantly benefit from walkoffs or water.

Overview

Not a bad stage for Palutena

Relatively normal blast zones

Changes from platforms to no platforms, to walk offs

Platforms may vary in terms of height Some may allow SHFF' fairs and bairs Only some may allow full hop nair onto platform (no landing lag)

Walkoffs are okay for Palutena as she has some options to make use of it Down throw to fair pressure Bair becomes more dangerous near the side

Water allows for Spikes from Palutena and long range pressure from the side thanks to... Auto Reticule (Poke them while they are floating around) Side Smash (If you are near the water and they are stuck there) Dair



Duck hunt

Platforms

Stage Length

Overall

Recommended?

Very match up dependent

Overview

Very long stage

Platforms are at sides of the stage and occasionally in the middle Left Platforms can be useful for uair pressure Right platform can be used for SHFF fair and bair but not full hop Nair auto cancel onto platform Very small platform so not too useful for spacing purposes Dog platform that appears is more disruptive than being entirely useful

Not many Warp Ledge Cancel opportunities

Essentially like Final Destination since you won't be on the platforms all too often

Halberd

Platforms

Stage Length

Stage Hazards

Overall

Recommended?

Recommended stage overall

Overview

Pretty good stage for Palutena

Pretty long length, giving you maneuverability options

Platform allows SHFF'd bairs at earlier points and fairs and nairs as well when on the Halberd itself Long length gives you more chances to land a solid uair or up smash for aerial kills

Stage hazards aren't too difficult to avoid

Kongo Jungle (Doubles Only)

Vertical KO potential

Platforms

Warp Ledge Canceling

Length and Positioning

Stage Hazards (The Barrel)

Overall

Recommended?

Not very recommended if it's a solo stage

Overview

Not the best stage for Palutena since it's small and doesn't have close platforms to give her better spacing defense.

High Vertical blastzones Hard to KO with up smash and up air unless near the platforms

No platforms near the base of the stage and not very long Like Final Destionation but shorter Allows warp ledge canceling from middle of the stage to the edge though



Lylat Cruise

Platforms

Length

Misc

Recommended?

Overview

Depends on the match up and what Up B you are using

Platforms on the sides provide... SHFF'd fairs, bairs and full hop nair autocancelled

Platform in the middle only provides... SHFF'd bair

Long length of stage gives you good chance for maneuver around the stage

Ledges are evil in this stage, you can SD very easily but so can your opponents

Town and City

Length of the stage

First Platforms Transformation

Second Platforms Transformation

Overall

Recommended?

Overview

Two Transformations but only changing platforms

Length of Smashville, not too big or too small

Platform Transformation 1 Platforms too high for proper SHFF pressure Makes spacing near the ground more akin to FD Platforms high enough for uair pressure and potential kill options Getting opponents to land on platforms gives you more changes to catch them uairs

Platform Transformation 2 Platforms just low enough to do proper SHFF pressure Can do SHFF fair, bair and full hop auto cancel nair Platforms move around Makes it spacing a bit weird and you can lose your platform protection or gain it if the platform hovers over or leaves Ledge canceling is harder If platforms are both together then you have extra ledge canceling options



I will be looking over the stages legal at Apex 2015 for Smash Wii U (And the one other legal 3DS stage). Apex is one of the biggest events for Super Smash Bros and other fighting games so for the time being I will be analyzing the stages that are allowed at this tournament. More stages will be added in the future such as Skyloft and Yoshi's Island (Brawl) from 3DS (soon!). During the analysis I will be accessing the length of the stage, blastzones, platform heights and positioning.These are my observations so far on the stages I've played on so my opinion at this time may differ from other people's experiences. Let me know if you have any different thoughts on the stage since I don't want to be misleading anyone in thinking a stage may be good when it may not be very good for Palutena.In Apex 2015 choosing a stage starts with a set of starter stages and in matches after the first you are able to pick Counterpick stages. Please read the Apex 2015 rules on the stage list to get a better understanding of stage striking and how stages are picked in tournament. I will just be covering what the stages are and how well you can do on them.Apex 2015 Ruleset: https://dl.dropboxusercontent.com/u/74563582/Apex/Apex2015_Rulebook.pdf Here is the Legal Stage List for Apex 2015.Keep in mind that while Palutena can do well on all stages, I will be listing ones she can take advantage of the most, usually being platform stages. However as I mentioned before, what's more important is the match up. You must benefit from the stage more than your opponent if you're trying to counter pick them. Even if Battlefield is good for you, if you fight someone who starts using the platforms to take you from 0% to 60%, than you might want to re-think your stage choice.I will quickly go over some of the key areas that will affect why you should choose to go or not go to certain stages.Platforms are important for Palutena because of several factors. Platforms provide an area where an opponent can land above you and when they do, they are at a disadvantage because you can provide pressure on them from your aerials. Depending on how low the platform is, you can even do SHFF'd fairs, bairs from below or full hop auto canceled nairs onto the platform. These tools allow you pressure the platform in various ways and either catch opponents with a move or keep them in shield, allowing you to mix up by following onto the platform with grabs or keeping up pressure.This danger allows you to also control your spacing even more since opponents will be more afraid to try to approach from above since it will cause them to land on the platform. That means their options, should you be using a platform for cover, will be more limited since they either have to go via platform which is dangerous or go directly towards you. The longer the platform, the less area they have to work with to potentially try to approach you from above.Another thing to note is that higher platforms can help with aerial kills as well as pressure. If opponents are landing on platforms, there is lag associated with landing. If you know when they will land you can uair them or do it earlier, forcing them to dodge. The air dodge landing lag will occur and you can hit them with a move as a result. This means opponents will want to veer away from landing on platforms since they can be trapped into air dodging and being punished as a result. When being trapped on a higher platform like that, vertical Kos will of course occur earlier.Stage length is important because it dictates how much space you have to work with and how much room you have to retreat backwards if an opponent keeps getting in too close. Due to Palutena's high mobility and her need to space, a larger stage can be better in terms of needing to space and keep the gap between characters at an optimal range.It's not always good to have a huge stage length though since KO moves if they aren't near the ledge will be harder to net a KO since it must travel the entire distance of the stage. Of course this will help you survive longer but given Palutena's low KO power, it can make it a bit more difficult if your KO moves are sending opponents to the wrong side.Battlefield is a tradeoff between lots of platform mobility and pressure from your aerials thanks to platforms, but being a relatively short stage in terms of length.With the platforms they are the right height to allow both a full hop nair to be able to land on the platform with no lag, as well as the option to use a SHFF'd fair or bair to keep up pressure. Using the platforms you can force opponents to approach you along the ground more so since they will have a disadvantage in the air. With the platforms you also have a decent amount of ledge canceling options which is also another good bonus to picking the stage.With the platforms you will also have the opportunity for some combos as well if you are able land a nair. You can land do a full hop nair, land on a platform, have no landing lag and proceed to another nair or forward air.Despite having the platforms to help your spacing and zoning game, the stage isn't very long, being the shortest of the three starter stages. As such, faster characters will be able to corner you and give you a lot of pressure more easily since you won't have as much room to weave around with dashes or aerials. If you're up against a faster character who also has great use of platforms, it may not be a good idea to go with Battlefield.Overall good stage to use the platforms with for aerial pressure and mobility. Can be troubling against faster characters who can cut the distance between you due to how small the stage is., definetely a good stage for Palutena thanks to the numerous platforms that can be used to apply SHFF aerial pressure. Keep in mind if your opponent is very good at closing the gap on you (Due to the short length) and can take advantage of the platforms for combos then it could potentially benefit your opponent more than you.This stage is in between Battlefield and Final Destination. It's pretty much the median stage in between the three starters since it has a single platform vs Battlefield’s three, and it's length is between Battlefield and FD. Since Palutena likes platforms for the most part, it automatically makes this a better option than FD in most cases.The single, long platform in Smashville will move back and forth in the stage. It will never leave completely but it can go off the side, giving people a chance to recover back on using it. This applies to you as well since you can use it ledge cancel and give you more options for recovery.Height wise, it's unfortunately not short enough to hit with a SHFF'd fair but it can still hit with a bair. You will have to do a slightly higher jump with fair so it will be a bit slower unfortunately. Neutral airs when full hopped cannot be auto canceled so you will lose that option too.However just the length of the platform alone gives you a lot of room for using it cover you from above. If an opponent lands on it you can still threaten them with bairs, fairs and landing on platform to grab. Be wary of it's movement though since you can lose your advantage should it leave or make your attack miss if you don't space it properly.With the combination of the platform and a longer stage than Battlefield, this could be a better pick against faster characters due to the extra space you get. Unless the character you're facing can take a better advantage of platforms than you, this option is better than Final Destination in terms of extra space for moving around due to stage length., Palutena will be able to do well on this stage. It's a solid option since you can still do some spacing using the platform though you can't do too many extended combo follow ups, at least your opponent won't be able to as well.Final Destination and all omegas have no platforms to speak of. As such you won't have any platforms to protect you and give you more chances to space. However it's the longest starting stage in terms of length so this gives you a lot of room to weave in and out and spacing out your opponent.A lack of platforms mean you can't perform some really good SHFF'd fairs or bairs on opponents who get stuck above. It also prevents any extended combos using platforms for yourself but of course this applies to your opponent too. It also prevents most of your warp ledge cancelling antics, only allowing it near the edges of the stage which can get easily predictable. You won't have much opportunit to use that technique.In terms of some of your customs, lightweight becomes much worse on this stage due to the fact you can't refresh it any time you want since there are no platforms. However with Super Speed opponents have no options to land on platforms, giving it more chances to apply pressure due to it's hit box being able to catch landing opponents.Some Omega stages are better than others for Palutena. Ones with solid walls won't favor Palutena since she cannot wall jump so avoid those if your opponent can make use of walls in some way.Overall it's a very match up dependent stage but most likely not the one you should probably lean towards as your starter stage. Having all the breathing room to move around due to Palutena's great mobility is a plus, but the lack of platforms makes light weight worse, gives you less chances to platform pressure and prevents you from having platforms to protect you more from above when you are spacing.Only if your opponent loves platforms a lot since there won't be any for them here. Lots of room gives you lots of chance to maneuver around but you lose ledge canceling options, pressure and spacing options using platforms. The Light weight special is also worse on this level since you can't do it infinitely.Another transforming stage. This goes through three transformations so I will cover each of these quickly.All platforms in the first transformation can be SHFF fair'd, bair'd and autocancel full hop Nair. This gives you some good pressure options if opponents get caught on them. They are also on both of the edges of the map, giving you some ledge cancel options for recovery if you are coming in high.Stage isn't too large, about battlefield length. You can treat this almost like a battlefield in terms of length though there is a lip that may screw up aerial timing. The length makes it a bit difficult earlier on since you have less room to work around with.There are two platforms rising up and then two large ramps on the sides of the stage. For the two lower platforms you can performed SHFF fair, bair and full hop auto cancel nair for pressure. The platforms are also quite long, allowing you better chances to land uair and up smashes if are on them, making it easier to get those vertical Kos. As for the ramps, it also allows for you to land some easier vertical Kos due to how high up they are.The length of this stage is now the blast zone and it's quite long. Like any other walk offs, Palutena has some decent pressure options to get them off stage with fairs, bairs, down hrows into fairs, etc but nothing too significantly powerful. Due to being a walk off though she will have a lot of chance to maneuver around to space out opponents but being cornered means you are close to the edge to die a terrible death (Unless you grab them and back throw).I won't go too into depth on this one since it's pretty much Final Destination but it tilts.Like Delfino this has a lot of significant changes, each transformation being an entirely different area for the most part. The platforms in the first and second transformations are both good in that you can use all of your platform pressure aerials to their fullest extent. But you will have to factor in being a small length on the first transformation, second transformation being a walk off and the third one being final destination. You'll find the tide of battle will change a lot depending on the strengths of your opponent's character.If you can handle the stage changes then it can be a decent option but it probably won't significantly counter pick any character.do it if you're comfortable the transformations since you at least have access to some good platforms. You're essentially going through battlefield, then big walk off stage with nice platforms, then final destination.This is a transformation stage and has various different sets of platforms that will appear. The stage can go from being very short when on the main stage, to being extremely long (even a walk off at certain points). This combination will give you a mix of both platform pressure opportunities, as well as chances to run away and space out your opponents due to a long flat stage at certain points.One thing to note about the platforms is that many set ups have different heights for the platforms. You will find that you can SHFF fair and bair some platforms, whilst not being able to full hop nair. Others you can only SHFF bair, and will have to do a higher jump to fair. You should go through each of these transformations to get a feel for which platforms you will be able to perform these moves since it will be critical to keeping up aerial pressure.Like other flat stages, the long length will give you a lot of room to maneuver and the walk offs don't tend to favor or go against Palutena too significantly. It means bair pressure near the side from you is even more dangerous if you get them to the corner. Down throws to fairs can push them there and back throws can be more dangerous. However if you're up against someone like Sheik who can throw into fair, or throw into bouncing fish, it can benefit them a lot more than you.One more intersting thing to note is that water portions of the level. Should you get an opponent stuck in the water, you will have a short chance to use a dair to spike them though this will be difficult to land. Since it comes out so early, if you land in the water besides them and immediately jump and dair, you should be able to spike. Having the benefit of a spike in this area can be useful against characters who don't have too many options near the water.The main part of the stage isn't a completely solid object, meaning you can warp through it. Since warp has no hit box there is not much point into doing this since you will go up and just land on the ground with some landing lag. This can also spell trouble if you warp but you don't go enough through the stage to land on it. You will simply just fall through as a result and die.Overall not a bad stage for Palutena since it will mix up a lot of different stage types into one. Water can be useful for you so if you know your opponent can make use of it well, then Delfino will be more in your favor. Delfino is all about your ability to adapt to the stage environment.If you feel uncomfortable moving around like this or feel like your opponent will get too many advantages as it changes, avoid this stage. You should avoid this stage if the other character really likes walkoffs since you have some tools but they aren't the best at taking advatange of walk offs. If you are not comfortable with the water either then you should avoid this too or if your opponent can take huge advantage of the water and still be able to do well in the platforms or flat portions of the stage.A very long stage and complete with a lot of trees and bushes but most of them are far off to the side. A platform can appear in the form of the dog whenever the ducks in the background either die or escape after a certain period.The platforms on this stage are very tricky to use since it's hard to tell where you can actually land on them. There are a set of platforms in the form of a tree on the left, and a small bush on the right. As mentioned earlier, the dog can appear as well.The tree on the left is very high and the only way you will be able to catch someone up there is with full hopped aerials. Thankfully Palutena can jump high and has good priority on aerials such as uair and bair so it won't be hard to pressure anyone trying to camp up there. It's hard to tell where you can ledge cancel on these platforms and you will only be able to do so when you are jumping from the tree or are coming back from the stage from really far away. I personally haven't gotten the distances and timing for the tree branches yet for Warp Canceling but it looks like you could have a ton of potential branches to land on depending on your position, which can give you some tricky mix ups.The bush on the right is not very long so chances are that your opponent won't be landing on it very often. If they do though, you can SHFF fair and bair the platform but won't be able to full hop nair auto cancel onto it. Of course you can just do a normal full hop nair and not land on the platform too. The bush isn't really that useful overall since it's not long enough to give you some extra cover by hiding under it while you try to space out your opponent.The dog is a tricky platform as well. As long as you keep your eye out on when the ducks are defeated, you will know when he will rise up. You can tell where he will rise depending on where the last duck was taken down. If no ducks were taken down, he will appear in the middle of the stage. Height wise, he is too tall for any SHFF aerial pressure so if opponents do end up on it you will have to use full hop aerials.This stage is very large and so you will have plenty of room to maneuver around. It's longer than Final Destination so it's actually one of the longer stages available for play. This means if you're comfortable spacing on Final Destination without the need for a lot of platforms, then you will be right at home on this stage.Pretty much a longer Final Destination with some quirky platforms around. You won't find much use for the platforms in terms of spacing near the ground, but the tree on the left might help with some aerial pressure, especially from uairs for a potential kill. Due to the quirky platforms though, you will find very rare cases you can Warp Ledge Cancel on them so most of your options will be like FD which is to Ledge Cancel near the edges of the stage.and pretty much the same reasons as Final Destination. If opponents do worse on flat stages than you, than this will be a good counter pick to go with. Go here for anyone who gets crazier options than you can on platforms.Like Delfino Plaza this is another transformation stage. However this stage is always in a set order and always has the same platform present.There is only one platform on this stage and has two different heights. While you are flying around the Halberd, it will be only tall enough to allow a SHFF'd bair. When you finally land on the halberd you can do a SHFF'd fair and bair now. Keep this in mind when you are trying to apply pressure on opponents on the platform above.Due to having only one platform it gives you limited options for ledge canceling, however you can still apply aerial pressure from short bairs from below the entire time. It's quite long too so this can be a very helpful spacing option to have despite not being able to SHFF fair it. If they land on it, you can pressure from below or land above and grab them if they shield a lot.The stage is relatively long, longer than battlefield so it actually have some good options in terms of movement around the field. Both the platform and the base of the stage are reasonably long so you have some good room maneuverability . Combined with the platform, you can have some good chances for zoning and spacing when you are below it.The stage hazards in here are quite predictable and only occur during the part where you land on the Halberd. Just watch out for them and see if you can lure your opponent into them. Not much else to say on that. Another hazard is the same as Delfinos, in that you can teleport into the stage but not go all the way through and end up SD'ing.Pretty good stage for Palutena despite more limited options for ledge canceling. Just having the one platform above can provide for some SHFF'd bair pressure and at certain points, SHFF'd fair pressure as well as full hop nair landing pressure. Good length for maneuverability as well.since the platform can be useful for your spacing game and applying pressure. Hazards aren't too difficult to deal with.As it currently stands this is a doubles only stage in Apex 2015 but this stage has seen use in other tournaments as a single's stage so I will cover it like I would for a normal stage.This is the legal stage with the highest ceiling in the game which can be a major factor if your opponent likes their Up kills. You have some powerful vertical kill options and the platforms present in the stage can work well with your chances to use them. Since there is so much vertical room there is actually a good chance for you to to land an up air more since if they fast fall down, they might end up on a platform, giving you a chance to land a kill move. However if you are trying to kill from the base of the level, it's going to be a lot harder so keep that in mind.Aside from that it has some platforms that go around but none of them allow for you to do much aerial pressure except for the ones that rotate in the middle. Even then, those move around quite a bit, making it hard to do things such as a full hop nair onto the platform (though you can still do it and not land on the platform) and SHFF fairs and bairs may not be consistent depending on how comfortable you are with spacing it properly.For Ledge cancelling you can teleport right from the middle of the stage, aiming right or left and ledge canceling to either side. This can give you some good mobility options if you need to escape quickly or close in on someone. In teams this can especially be surprising since you can be at either side of the stage in a second. Warp ledge cancelling can be difficult to perform on the rotating platforms due to how they are moving so it may not be worth the risk trying on those if you are trying to use it offensively unless you can master the distance and timing.The stage isn't very lengthy though so it can be hard to keep faster opponents at bay. Combined with no platforms above you that can help limit an opponent's approaches and it can become like Final Destination but shorter when you are fighting on the main part of the stage. Despite being able to warp from the middle to any side, this will only serve to put you in a corner against faster characters and there are no platforms you can ledge cancel to nearby if you jump up from the ledge, making escape difficult.One final thing to note is the barrel at the bottom of the stage. When you enter it, press A again to launch yourself out of them. In doing so you will have a hit box as long as you are spinning which has the potential to KO at higher percents. It also lasts a surpsingly long amount of time and you will be invincible for the entire duration.Don't try to use this to hit your opponents since it can be avoided easily but if your oppnent should try this, try to get under them and wait a bit before their hit box should end. At that point you can use an up air and since it lasts so long you should be able to catch them before they can perform a dodge.It's an okay stage for Palutena but certainly not the best. No platforms and limited options on the ground part of the stage makes it like Final Destination except you have less room to maneuver around, giving you less options. The platforms above can help with your ability to KO vertically but trying to KO from down below is difficult due to the high ceiling. This makes your up smash even less useful since it will have overall reduced KO power unless you are positioned on one of the platforms.. Up kill game is mostly nerfed, barrels will help people with bad recoveries more than you and worse options than FD on the base part of the stage. It can work well in doubles though.This is one of the few stages that tilts around during the course of the match. The result is that it can throw off aerial timing and screw up recoveries which is just terrible in general but worse for some characters.There are three platforms. The two at the sides allow for SHFF''d fairs, bairs and our full hop nair auto cancel. The middle one only allows for a SHFF'd bair. This means your pressure options are much greater when near the sides. If you corner your opponent near the ledge, having the platform above makes it safer from aerial approaches since you can bair through it. Of course this applies against you too, making it harder to get back from the ledge.The side platforms are really close to the edges of the stage though, making it a possible recovery option to ledge cancel onto a side platform or warp to just the ledge. This gives you a few more recovery options to work with. Due to tilting though it can be trickier to land a ledge canceled warp on these platforms.The stage is a good length though and you will have a lot of room to move around. Having the platforms at the various points in the stage can be useful to prevent attacks coming down from above. The stage also angles at the tips of the stage though, so be careful about warp ledge canceling to the edges since if the ship tips a certain way, you could be sent over the edge more easily and SD.Despite what sounds like a good stage, it's the ledges that are a killer for Palutena. The way they are angled is such that its EXTREMELY easy to get the wrong angle for Palutena. Most stages have a lip that curves back towards the stage, meaning if you miss it will curve you back up to grab the ledge. However this stage does the opposite and so if you don't aim right, you will die, guaranteed due to the way Palutena's warp works. This becomes even worse factoring in that the stage tilts as well, making it even harder to aim the warp.However if you are using Jump Glide or Rocket Jump, these moves tend to keep going vertically for a much longer duration than warp, meaning if you do miss the ledge at first, you have a bit of time to correct yourself and grab the ledge. This means that people who have recoveries that don't go vertical and hang for a bit are at a disadvantage on this stage, so keep this in mind.Depends. In terms of platforms and spacing, this is actually a pretty good stage for Palutena. You should choose it only depending on two factors, what Up B you are using and who your opponent is. If you use warp, this could spell trouble if can't aim your warp as well but the other two up b options have a better chance of grabbing the ledge.If your opponent has an instant up b option or one that can die as easily as Palutena missing her warp, then that can also be to your benefit. So a Rob or Sonic would work better against you while a Diddy Kong can miss the ledge if the ship decides to tilt at the wrong moment.This stage has a flat surface that's pretty long, about the same length as Smashville. Unlike Smashville though, the platform isn't consistent. There are instead two transformations that occur that will bring in different platforms. The first consists of three platforms, two at the sides and one in the middle. The second will have two platforms that are lower and be at equal height, going side to side across the stage before going away.Provides for a good distance to be able to maneuver, better than Battlefield but not quite as good as final destination. But with proper use of the platforms, your spacing game can be even better.Unlike most platforms for the legal stages, every single one of these is too high to perform any of our SHFF aerial pressure. You can still pressure with full hop aerials but obviously you can't do as much pressure. One trick though is that you can pressure with a full hop uair, and as soon as it ends, use your second jump to lead into another uair. However most of the time opponents can simply jump off the platform to avoid it, but it's a potential mix up option.Since the platforms are so high this means your spacing options will be more limited since the platforms won't really protect you close to the ground. You thankfully can get some extra pressure to be able to use your uair, potentially leading to more kills. For example if they should land on the platform predictably, you can time your uair as they land to either catch their landing lag, or dodge if they air dodge that close to the ground. So we lose some spacing pressure from SHFF moves to gaining some more uair kill potential.Think of these platforms like the Smashville platforms. They together are about the same size as the length of the Smashville platform but they are at a lower height. This means you can use SHFF fair and bair as well as full hop nair auto cancel. During this transformation you will lose that extra uair kill potential for your spacing pressure against people on platforms once again.The moving platforms can throw you off though so you will need to be careful about how you do follow up combos or pressure. It will also be harder to warp ledge cancel onto the platforms but since there are two, when they are close together you have even more options to warp ledge cancel at any given moment.This is a pretty good stage for Palutena. Both transformations can still benefit Palutena since the first transformation can give more KO opportunities while the second option will give you back more spacing options. If you take advantage of these changes and try to focus on racking up damage on one, then killing with the other, then this stage will work out well.A good stage for Palutena as long as you can take advantage of the changes in the stage. It's a better option for her than Smashville is in my opinion.