The stages
Arenas
Three arenas, one stolen crystal. Every fight happens somewhere in the story.
Where you fight
Every round is set in one of the arenas, and they rotate between rounds so a long session moves around. Three are open to everyone from the start. Each has its own backdrop, its own soundtrack, and its own wildlife wandering through the background.
More arenas are coming!
They also play differently. Some are wide, some are tight, and some of them have walls on their edges. The arena decides how much room a ranged fighter gets, how far a launch can carry someone, and whether there is a corner to trap them in. Learn them and you will start picking your spot before the count-in ends.
Tournament Grounds

The Tourney Grounds, where all battlers meet. A great red hall with gold trim and paper lanterns, set in front of a pine forest with the mountains rising behind. This is where the fighting started, long before anything went missing, and it is still where a fighter goes to prove something.
It is the tightest arena in the roster, and the fights are close and fast because of it. There is nowhere to run to. Projectiles cross the whole stage in a blink, so a melee is a preferred strategy here. Both edges are open, so a hard enough launch can put someone over onto the grass... Keep off the lawn!
Secret Forest

The fabled forest that hides the Crystal of Time. Deep in the woods, old stone pillars stand around a shrine, and at the centre of it sits the crystal itself, humming on its pedestal. Deer and wild hogs move through the trees. Monkeys watch from the branches. It is the quietest arena in the game, right up until the first punch.
It is also the widest. There is real room to spread out, to shoot from a distance, and to make someone chase you across it. A big room here turns into a running battle, with fighters strung out along the length of the stage and nobody quite sure where the next Chaseball is coming from. With both edges open, you may get lost if you get knocked into the forest!
This forest is Freya's home, and it is no accident. The forest is an archer's arena. If you want to beat her in it, you have to close a lot of ground with arrows coming the other way.
Wacky Jungle

Since the Crystal of Time was stolen, all manner of strange things are afoot in the Jungle. The trees are the wrong size. The river runs a little too fast. Parrots, frogs, monkeys and something with stripes all have opinions about you being there, and the tiger knows it!
Nearly as wide as the forest, with one big difference: the right-hand edge is a wall. Nobody gets knocked out that side. They get slammed into it instead, which hurts, and then they are cornered with nowhere to go. The beauty of the waterfall has its drawbacks.
This changes the whole fight. Fight with the wall behind your opponent, not behind you. Launchers that would have sent someone out of bounds anywhere else pin them here, and a cornered fighter is a fighter who has to come through you to get out.
Edges and walls
Going over an open edge is not the end of the round. You lose a chunk of health and respawn back in the arena, on the floor, with the fight already moving on without you. It is a penalty, not a knockout, but it is a penalty that keeps adding up if you let people keep doing it.
Hitting a hard wall costs health too. There is no free corner anywhere.
