Ulevo
Smash Master
DISCLAIMER: Do not vote "Yes" for 5 Player Pokemon Stadium 2. This is for regular Pokemon Stadium 2 discussion only. No one will debate that 5 Player Pokemon Stadium 2 is a fine stage, and is a matter of tournament organizer discretion.
With the thread on Wuhu Island reaching a large supermajority vote, it would seem the discussion has been largely concluded. Now I wish to discuss Pokemon Stadium 2.
Pokemon Stadium 2 Research Thread
Pokemon Stadium 2 is an interesting case. On the one hand, its main transformation is excellent in layout and simplicity. On the other hand, the Lightning and Ground transformations of this stage present some potential problems with player interaction; one dissuades players from battling each other in order to avoid the risk of giving up an advantage, similarly to the Fire transformation in Pokemon Stadium 1 in Melee; one intrusively interferes with the match and offers an advantage to the player who controls centre stage.
The blast zones of the stage are identical to Smashville vertically, and larger than Final Destination horizontally by a reasonable bit. It takes 37 units to cross Pokemon Stadium 2 from ledge to ledge, with 34 on Final Destination, and 31 units to cross Battlefield. Mario will also die to a Mario forward smash at 66% at the ledge, versus Final Destinations 65%. This is quite interesting as it means Pokemon Stadium 2 has one of the largest horizontal blast zones available out of an arguably legal stage.
The transformations on this stage come every minute, and last for 30 seconds, with a 5 second warning prior to transforming and roughly 2-3 seconds of time to transform. This means that in a 6 minute game, this stage will transition through all four transformations. In addition to the 5 seconds warning, there is a visual cue on the background monitor that tells the players which transformation is coming next.
Each transformation order is random, and there is no way of predicting which transformation will come in what order.
The two least concerning transformations are the following:
Despite exhibiting unique qualities not found on any other stages, these transformations are relatively harmless, and invoke interesting gameplay. The Ice transformation provides a near frictionless floor, allowing characters to slide from actions such as dashes and shield push back. The Flying transformation accelerates upward vertical movement and stalls vertical descent.
The two more concerning transformations are the following:
The Ground transformation adds a terrain hill that, due to its placement, puts players at risk should they attempt to jump or cross over it to engage the player on the other side. This is similar to the Fire transformation in Melee in many respects.
The Electric transformation is the primary problem, and largely the reason for this discussion. This transformation contains conveyor belts on the left and right floor, excluding the middle portion underneath Pikachu. To demonstrate the relative speed of the conveyor belts, they move at a pace that prevents Jigglypuff from making any forward headway while walking full speed. Because of the placement of the belts in addition to the centre platform, this gives a large positional advantage to anyone who takes hold of centre stage. Certain characters have large difficulty regaining positional control on this transformation. It is also worth mentioning that characters, such as Pac-Man and Villager are able to use tactics that take advantage of these belts, being able to plant Tree's and Hydrants on the belts without them moving along the stage.
The stage overall exhibits desirable qualities as a competitive stage, however the impact of the Electrical transformation on a match is concerning. Due to having to fight the stage in addition to the player, it is my feeling that the Electrical transformation has the ability to influence and alter the match significantly enough to turn the tables in a manner that detracts from the skills of the players involved. Players may not encounter this transformation during a game, as the match may not last long enough for it to cycle through, but there is that consideration. While we dealt with the Fire transformation on Pokemon Stadium 1 in Melee, similarly the Ground transformation is a dock against the stage at the very least.
@ Amazing Ampharos @ ParanoidDrone
Discuss.
With the thread on Wuhu Island reaching a large supermajority vote, it would seem the discussion has been largely concluded. Now I wish to discuss Pokemon Stadium 2.
Pokemon Stadium 2 Research Thread
Pokemon Stadium 2 is an interesting case. On the one hand, its main transformation is excellent in layout and simplicity. On the other hand, the Lightning and Ground transformations of this stage present some potential problems with player interaction; one dissuades players from battling each other in order to avoid the risk of giving up an advantage, similarly to the Fire transformation in Pokemon Stadium 1 in Melee; one intrusively interferes with the match and offers an advantage to the player who controls centre stage.
The blast zones of the stage are identical to Smashville vertically, and larger than Final Destination horizontally by a reasonable bit. It takes 37 units to cross Pokemon Stadium 2 from ledge to ledge, with 34 on Final Destination, and 31 units to cross Battlefield. Mario will also die to a Mario forward smash at 66% at the ledge, versus Final Destinations 65%. This is quite interesting as it means Pokemon Stadium 2 has one of the largest horizontal blast zones available out of an arguably legal stage.
The transformations on this stage come every minute, and last for 30 seconds, with a 5 second warning prior to transforming and roughly 2-3 seconds of time to transform. This means that in a 6 minute game, this stage will transition through all four transformations. In addition to the 5 seconds warning, there is a visual cue on the background monitor that tells the players which transformation is coming next.
Each transformation order is random, and there is no way of predicting which transformation will come in what order.
The two least concerning transformations are the following:
Despite exhibiting unique qualities not found on any other stages, these transformations are relatively harmless, and invoke interesting gameplay. The Ice transformation provides a near frictionless floor, allowing characters to slide from actions such as dashes and shield push back. The Flying transformation accelerates upward vertical movement and stalls vertical descent.
The two more concerning transformations are the following:
The Ground transformation adds a terrain hill that, due to its placement, puts players at risk should they attempt to jump or cross over it to engage the player on the other side. This is similar to the Fire transformation in Melee in many respects.
The Electric transformation is the primary problem, and largely the reason for this discussion. This transformation contains conveyor belts on the left and right floor, excluding the middle portion underneath Pikachu. To demonstrate the relative speed of the conveyor belts, they move at a pace that prevents Jigglypuff from making any forward headway while walking full speed. Because of the placement of the belts in addition to the centre platform, this gives a large positional advantage to anyone who takes hold of centre stage. Certain characters have large difficulty regaining positional control on this transformation. It is also worth mentioning that characters, such as Pac-Man and Villager are able to use tactics that take advantage of these belts, being able to plant Tree's and Hydrants on the belts without them moving along the stage.
The stage overall exhibits desirable qualities as a competitive stage, however the impact of the Electrical transformation on a match is concerning. Due to having to fight the stage in addition to the player, it is my feeling that the Electrical transformation has the ability to influence and alter the match significantly enough to turn the tables in a manner that detracts from the skills of the players involved. Players may not encounter this transformation during a game, as the match may not last long enough for it to cycle through, but there is that consideration. While we dealt with the Fire transformation on Pokemon Stadium 1 in Melee, similarly the Ground transformation is a dock against the stage at the very least.
@ Amazing Ampharos @ ParanoidDrone
Discuss.
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