A
1
2
Battlefield
3
The platforms in this stage really benefit Dragon Lunge. For starters, they help with recovering or when being pressured to the ledge since pins to the edge of a platform can quickly propel Corrin to the center of the stage. Jumping after a pin is very useful here and less risky than on other stages since Corrin can land on a platform after use. The platforms also improve Corrin's juggling game by refreshing the double jump on the platforms. Opponents are given extra landing options as a consequence of the platforms; however, Corrin's attack do cover the platform landings well. There are character who can juggle or cover the platforms better than Corrin which can make landing an issue for Corrin in certain match ups. It's a smaller stage, so Corrin does not have to much distance to cover. The blast zones are the largest here than on any other legal stage so account for that before using kill options.
4
5
Final Destination
6
This stage can greatly benefit Corrin in match ups where maintaining the disadvantageous state via juggling with frame and landing traps is essential. Landing options are limited which both Corrin and the opponent can abuse. The absence of platforms also severely limit on stage recovery for both Corrin and the opponent; however, the combination of Corrin's great ledge options and forcing opponents into ledge recovery is largely beneficial. Characters which have quick escape options from Corrin's juggles place this stage in their favor as they are able to neutralize the primary benefit Corrin gets from the stage. FD is also bit wide so there's a some distance to cover on the ground.
7
8
Smashville
9
A standard stage seen often in competitive play. The moving platform has advantages such as strengthening Corrin's recovery when the platform is offstage; however, opponents also have a similar advantage when recovering and provide opponents a position to escape from Corrin's juggling pressure. In addition when the platform is offstage it can also aid the opponent in camping as Corrin has limited options to pressure an opponent when the platform is in that position. The motion of the platform can allow for the stage to transition from FD style and platform style gameplay. Always take note of where the platform is position, whether its behind you or your opponent as it will influence how you and your opponent will be playing.
10
11
Town and City
12
The occasional platforms are helpful with movement and recovery. The low ceiling makes it much easier for Corrin to KO with Up Throw, Uair and Counter. While the stage aids in both movement and killing for Corrin, many characters get greater benefits from the platform arrangements and ceiling. As such generally avoid this stage against opponents with better vertical kill options and take highly mobile characters here with caution as the platform layouts and stage size do benefit camping. There are three transformations to the stage: tri-platform reverse of battlefield (the middle platform is lower than the side platforms), bi-platform both low to the ground and moving like smashville, and platform-less like final destination. As such the general advice stated for Battlefield and Smashville is applicable.
13
14
Lylat Cruise
15
The tilting of the stage really messes with Dragon Lunge, especially instapin, which can noticeably worsen Corrin's neutral game; however, the tilting also can assist in landing the tipper hitbox of Dragon Lunge. When going for a pin always remember to pin on an up hill slant or else the pin will fail. While pinning is restricted, the tilt does improve the act of pin since a kick away will travel a further distance before landing on the ground and sometimes without endlag which can make it more difficult for an opponent to punish. The platforms can also be helpful and make up for the restrictions on pin, aiding in juggling as Corrin's attacks can completely cover the platforms. Corrins with experience on Lylat can get much benefit from choosing the stage.
16
17
Dreamland 64
18
Read the advice for Battlefield as most of that applies to Dreamland as well. The primary difference from Battlefield is that this stage has the blast zones shifted downward so that the top blast zone is lower and the bottom blast zone is further away from the stage. Due to the change in blast zones, the top platform is closer to the ceiling, which improves vertical kill options. The last minor difference is that the tri-platforms are positioned higher off the ground which can force characters with bad initial jumps to double jump to reach the platforms (e.g. Little Mac and Mii Swordfighter). Pay attention to which way the tree is blowing and be careful when recovering low as to not get trapped underneath the stage.
19
20
Duck Hunt
21
Lowered visibility is a double-edged sword. Dragon Lunges and instapins can be messed up by the dog appearing. The stage is large and it gives opponents much room to avoid Corrin's range. In combination with Corrin's slow movement speed, characters with higher movement options can be especially annoying and camping. The tree aids in the camping as Corrin has very limited options to punish it. The tree can also allow characters an option to escape Corrin's juggling. The bush on the right is a positive as Corrin can use the standard juggling options and escape ledge pressure with a pin on it. The vertical ledges do provide an additional recovery option by pinning the wall and jumping just remember that the jump out of pin does not auto snap the ledge. Out of the legal stages, this is a good go to ban unless your opponent has a stage more advantageous to be avoided.