Super Smash Bros. for Nintendo 3DS/Stages

Stages are one of the unique features of Smash Bros., with each stage having unique layouts and different elements that spice up play. A major difference between the 3DS version and the Wii U version is the stages. The stages in Super Smash Bros. for Nintendo 3DS are mainly based on handheld games, although it does share some stages with Super Smash Bros. for Wii U. To be a good smasher, one must know the ins and outs of every stage, and be able to adapt to the unique challenges presented by each.

Omega Mode
New in Super Smash Bros. for Nintendo 3DS and Wii U is the Omega Mode feature available for every stage. By pressing on the stage selection screen and choosing a stage, you can play on the Omega form of said stage, which is a single, flat platform like that of Final Destination, with its size adjusted to that of Final Destination as well. These stages are not playable in For Fun, but is the only type of stage selectable in For Glory.

Omega stages usually come in either trapezoid or fully rectangular forms. The trapezoid platform is the simplest to grasp, with sloped walls that lets you wall jump off of or hug to the side of while recovering. Rectangular platforms often extend all the way down beyond the blastline. Their sides are straight, but their walls are much longer, giving you more space for wall jumping.

Battlefield
One of Smash's recurring stages, Battlefield returns with the nature and ruins aesthetic that started from Brawl. Comprised of a medium-sized base with three platforms arranged in the classic pyramid formation above the base, Battlefield's layout is simple, but allows for diverse strategy. The background cycles from bright daylight to the night over the course of two minutes, the standard time limit for a Free-For-All. Omega Battlefield removes the three platforms and enlarges the base platform, while still retaining the day-and-night cycle.

Battlefield doesn't have any gimmicks, but its platforms alone adds a layer of strategy to fighting. The two lower platforms help you approach from multiple angles and against projectiles, or let you refresh your jumps while chasing an opponent to the air, or sometimes to extend combos. Standing opponents can poke through the platforms from below, so it's not good defensive position. The top platform acts as a brief safe spot, since it is safer from attacks below and requires a bit more commitment to reach, since most characters must expend both jumps or use the lower platforms to approach. It also assists in getting KOs off the top as it is closer to the top blastline, or as a foothold when pursuing airborne foes or the Smash Ball.

Battlefield is a fairly neutral stage, and no character benefits significantly from its layout or design. Generally, characters that do better here are ones that have difficulty with projectile zoning, have a strong air game or can navigate around platforms well. The lack of any hazards puts more focus on positioning and movement. Moreso than any other stage, you should be aware of any minor positional advantages to get an edge over your foes in this stable and uneventful stage.

Final Destination
Final Destination is undoubtedly one of the series' most well-known stages, and it's also one of two original stages of Smash Bros. The redesigned Final Destination now sports and interesting contrast between the sleek, mechanical left side and the fiery, jagged right side. Despite its new look, Final Destination still sports the same layout as always, a lone, flat platform with no other features other than a magnificent view in the background. As this stage is the basis for all Omega stages, it is completely unchanged when playing on the Omega version.

Your strategy and tactics here are straightforward: face your foes directly. The total lack of dynamic stage elements or dangerous hazards lets you focus only on your enemies. A general rule of thumb is to stay close to the center, which is the point furthest away from the edges on both sides. Being near the edge makes it easier for you to get knocked off, where your foes can get extra damage or even a KO by edgeguarding. Staying at the center leaves you vulnerable to attack from more directions, but also reduces the chances of you getting knocked off the ledge.

While a flat, featureless stage sounds completely fair, certain characters have a clear advantage. The stage is moderately large, and it does not have any platforms hovering over the base. These attributes benefit projectile-reliant characters like Link, as it is harder to dodge constant projectile barrages without platforms. Characters that are strong on the ground, notably Little Mac, also fare well on this stage, as fighters will have to remain on the base platform more, giving the aforementioned characters more chances to strike and punish more aerial dominant fighters.

Dream Land

 * Unlock condition: Use a Final Smash while playing as Kirby.

Mute City

 * Unlock condition: Win 3 Smash battles with Captain Falcon.

Magicant

 * Unlock condition: Unlock the hidden character Ness.

Flat Zone 2 (SSBB)

 * Unlock condition: Unlock the hidden character Mr. Game & Watch, then unlock Challenge Panel 2 by clearing every challenge in Panel 1.

WarioWare, Inc. (SSBB)

 * Unlock condition: Unlock the hidden character Wario.

Balloon Fight

 * Unlock condition: Use Villager 3 or more times in Smash.

Pac-Maze

 * Unlock condition: Use a Final Smash while playing as Pac-Man.