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(I'd argue about Spring) |
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The central row is depressed into the ground, connecting to the two outer rows via a small staircase which is completely passeable without any slowdown. The outer rows also feature three damageable glass cylinders on each side, opposite the stage's walls; these act as barriers. They can be broken by hitting them five times. Throwing another fighter into them breaks them instantly. | The central row is depressed into the ground, connecting to the two outer rows via a small staircase which is completely passeable without any slowdown. The outer rows also feature three damageable glass cylinders on each side, opposite the stage's walls; these act as barriers. They can be broken by hitting them five times. Throwing another fighter into them breaks them instantly. | ||
== | ==Tournament Legality and Balance== | ||
In most [[Ruleset|Rulesets]], this stage is a | In most [[Ruleset|Rulesets]], this stage is a counterpick because of its symmetrical design and minimal obstacles. There are no distracting lights or other hindrances. Because the tubes are destructible, | ||
the stage does not support defensive play | the stage does not excessively support defensive play. | ||
* [[Helix]] | DNA Lab does not favor most characters very strongly, but some can gain minor advantages from playing on the stage: | ||
* [[Helix]]; in his stretched form, his lower body is typically exposed, a weakness that the tubes make easier to mitigate. | |||
* [[Max Brass]], [[Master Mummy]], [[Min Min]], because they can buff up/Heal/Charge Dragon Arm safely behind the tubes. | * [[Max Brass]], [[Master Mummy]], [[Min Min]], because they can buff up/Heal/Charge Dragon Arm safely behind the tubes. | ||