Spoilers end here. Throughout the stage are switches that toggle platforms, spikes that hurt players and climbable ladders. However, if you don't want to be the target of these combos and traps, it's best to stay where you are when the stage transforms, as the platform arrangement makes it harder for characters to approach you. Along with specific stage strategies, these stage descriptions will also provide you with information about the stage's legality in competitive tournaments, which can be useful if you're ever interested in joining one. Super Smash Bros. Brawl has one of the largest collection of stages in fighting game, and unlike most fighting games, these stages aren't just pretty backgrounds.
As it is the predecessor of Pokémon Stadium 2, it has a lot of similarities to its Brawl counterpart. You can also perform combos and traps with the windmill in the water stage. Although it is a moving stage, it moves slow enough that it shouldn't be too much of a problem if you can memorize the overall layout. The slippery ice will make movement awkward for all characters except Ice Climbers, but you can use that to your advantage by sliding across the ice while charging up smash attacks to surprise enemies. The road is obviously an extremely dangerous place to be, so never stand on it for more than a second or you'll get swept into the left blastline and lose a stock. The stage has relatively far blastline, so KOs are a bit harder. The electric type transformation has a very useful feature in that getting pushed off the conveyor belt cancels all lag, so you can perform multiple aerial attacks or a strong but slow smash attack as you reach the edge and have all the endlag cancelled out. If you don't want to be hit by these creatures, a good spot to hide would be behind the pipe entrances, as the enemies won't go beyond the pipes. Overall, the strategies for all layouts are almost the same. The stage is universally considered a Counterpick as certain characters can control certain portions of the stage very well. A Metal Gear REX, Metal Gear RAY or Gekko will sometimes destroy the back wall, but they are only a background element that does not affect gameplay. You will constantly be climbing the stage, so being able to move through the air fast is a great ability to have. The destroyable stage element has an interesting effect on your attacks, in that it will extend the duration and size of your attack hitbox. Having a reflector is very helpful on this stage, since you can reflect the powerful creatures back at your opponents, knocking them away with their own attack. After a while, the stage will break off of the mountain and slide down it, reducing gravity and causing players to take heavy damage and knockback if they touch the side of the mountain during this period. This stage is very similar in concept to the Mute City stage in SSBM. The clouds are much more tricky to deal with, primarily because they don't have grabbable ledges, which means that characters with weak or tether recoveries will get edgeguarded very easily. The stage starts out high above sea level, with clouds floating by that act as temporary platforms. Try to memorize the layout of the stage, which wouldn't be too hard once you played on it a couple of times. Two sets of these float in the middle of the stage, while three remaining ones form a bridge over a gap in the center of the stage. The mansion will regenerate once it is fully destroyed, but keeping a few sections standing will keep it from fully repairing itself. Whispy Woods will occasionally let out a strong blow, which will slowly push players in the direction he is blowing.

The Chozo Statue still likes to wander around. The arena will continue to rotate as time goes on... does the Parasite Queen have anything to do with it? The platforms make it easier to approach projectile users. Its main feature is the pool of acid below the stage that will rise and fall, damaging any player that touches it, and it can sometimes cover all the platforms except the highest. The multiple grabbable ledges means that you can repeatedly grant yourself invincibility and refresh your double jumps. The stage transitions are indicated by a Game & Watch character appearing at the side of the screen ringing a bell.

31 new stages and 10 of them are retro stages from Super Smash Bros Melee and two of them are modified from it. While Dialga's attacks are easily avoidable, Palkia can trap you in the cave with its Hyper Beam or cause a lot of confusion by reversing your controls.

The properties of this stage can cause a lot of weird effects and interesting tactics. Most stages, like Princess Peach's Castle, are derived from places in playable characters' universes. The platforms help with combos, chasing and dodging projectiles. Despite it being one of the largest stages in the game, the sheer number of platforms can make it awkward to move around, often making the stage feel cramped. This stage is generally Banned, although it has occasionally became a Counterpick. Super Smash Bros. Melee is the only game where there are placeholders for unlockable stages. The ceiling on the first floor creates a "cave of life" effect, since it stops you from getting KOed off the top, so it is a good place to stay if you're near death. The left side of the stage possesses a rock slope. The bottom platform is also advantageous as you can shark opponents on the higher platforms and because it is easy to anticipate an attack from above, but the top platforms are the safest place to be too avoid all the hazards.

Characters can swim in the water surrounding the boat, but will slowly be carried to the right by the current. Each stage has its own unique layout and features that spices up gameplay. Apart from the deadly wall of lava and rising tides, flaming geysers tend to often spout from the lake and shower down from above. Destroying the stalks will make the platforms slant toward the outer edge. The stage takes place in the intersection at the center of the track, with one long stretch of ground, two ramps on either side and one floating platform in the middle. When it comes to hazards, Dialga's attacks are much less threatening than Palkia's or Cresselia's. This stage is mostly Banned, but it is sometimes seen as a Counterpick. A good example is Fox, who can rack up bits of damage with his lasers while running away from his enemies, only going for KOs when their health is high enough. The arwings shouldn't be too much of a problem to avoid. If you need to survive, always remember this area. Every detail of the stage remains, from the lurking Chozo Statue to the odd gigantic brain in the background. These blocks can be destroyed with attacks, though bomb blocks will explode upong being detroyed, dealing moderate damage and knockback to nearby players. You should pick an aerial character if you want to have an advantage, as there isn't much ground especially when the lava reaches its peak. Lastly, fireballs will randomly appear from each side on all levels. Characters like Fox and Falco can use their side specials to quickly pass between platforms, and they can do so underneath the stage without touching the water, making them very difficult to hit. Characters can shark below the main hovering platform, which can be difficult to deal with. A smaller platform hovers above the low ground. This whimsical stage returning from Melee consists of a main platform with two gaps at each end and two smaller platforms above the main one. Shy Guys will occasionally fly in carrying food items, though they won't carry anything if food is turned off in the options menu. Occasionally, a bulblin will follow behind King Bulblin and gets knocked off as it reaches the bomb. Depending on the tint of the stage, certain legendary Pokemon may appear that can create adverse effects and hazards. It gives no obvious advantages to any character, and has no hazards at all. Brinstar is either seen as a Counterpick stage or is Banned, due to the advantage aerial characters get on the stage. The stage can be split into three sections, the top-left, top-right and the bottom section. From: Super Mario World 2: Yoshi's Island. The fiery depths of Norfair play host to five immobile floating platforms arranged in a V-formation above a vast underground lava lake. From the stable static platform that is Final Destination to an all out war on Mario Bros., it each stage requires a certain strategy in order to take advantage of its dynamics and avoid its hazards. One interesting but cheap technique is rudder camping, in which a character with a stall-then-fall down aerial, most notably Mr. Game & Watch, can fall into the water, under the rudder and stay there indefinitely. You can also chaingrab with certain characters into the blastline as another easy way to get KO, but it is generally considered a cheap tactic.

This stage layout includes a main platform that can be passed through from below but not above, with a lower middle section. The ship has a temporary wall which can be used to perform wall-infinites and chaingrabs. Occasionally, two vertically moving platforms will appear off the edge of the stage. It is easier to escape the river than in Melee, since characters can now swim in the river. It dissapears after three uses, and reappears in exactly 30 seconds. With all the freedom to run this stage offers, you may pass some time chasing your opponent. The geometry of the ship can create weird interactions with certain objects such as Mario's fireballs and Snake's grenades. Final Smash attacks encompassing large regions often work wonders here - with a relatively small arena and little cover, attackers have the clear advantage. The flying type stage favors aerial characters like Metaknight, who have better aerial attacks and mobility in the air. This stage is universally considered a Counterpick, but it can be seen as a Starter stage for tourneys with large starter stage lists.
This stage is universally Banned in tourneys due to its walkoffs, small size and high threat of its hazards. This stage is universally Banned due to the closeness of the blastlines and the presence of a walkoff to the right of the stage, which leads to walkoff camping. Starter stages are stages that give minimal advantages to any character, and are the only stages that can be picked in the first match of a set. The stage has water, but it is only a cosmetic feature and cannot be swam in. The wave might do a lot of knockback, but a simple shield or dodge can overcome it. The time of day changes during gameplay, with the sun rising and setting at regular intervals. The permanent walls can also be exploited to perform wall infinites. Below are all the possible layouts. Watch out when an enormous wall of lava rises from the deep - it'll slowly consume half of the stage. The platform will make stops at certain locations and drop players off. The Brinstar stage from Super Smash Bros. Melee returns. Now, players will have a continous stretch of ground which can be passed from underneath, with several floating platforms and donut blocks along the way. It can also serve as a barrier against physical attacks, as enemies are more hesitant to attack you when you're separated by a huge beam. When it is blue, Dialga has a chance to appear, while Palkia can appear when it is purplish-pink. Quickly evacuate to the opposite side, and try to knock some of your foes back into the vortex. Overall, you want to pick an aerial character when fighting on this stage, as ground-based characters will be at an obvious disadvantage.