Fortress
Smash Master
Discuss stagelists that you use, are accustom to, or would like to experiment with. Be it the current APEX standard, or what you're using at your locals and weeklies. Feel free to pitch what you're using or would like to use, and why. I'll go ahead and start us off.
Total Doubles Stages: 7
Doubles-Only: Distant Planet, Castle, Dracula's Castle
Doubles Starters: Dreamland, Final Destination, Distant Planet, Pokemon Stadium 2
Doubles Counters: Distant Planet, Castle, Battlefield
Total Singles Stages: 9
Reasonings:
Tried to keep starters set up such that no two choices were too similar in layout or size. Two larger stages that suit different types of characters with different boundaries that help and hinder different character types. Two triangle formation stages with the same key differences as the larger ones in boundaries, benefiting varying character types. Lastly, one transforming stage with boundaries that aren't too extreme one way or the other, potentially benefiting any character type at any point in the match.
For counter picks, I felt that a very tight selection of stages with a wide array of differences would help to make more thoughtful picks and bans, and put a stronger influence on counterpicking and matchup dependency. A balanced stage in Stadium 2, a sizable arena in Lylat that benefits certain types of recoveries over others among other things, a close-quarters slugfest with Metal Cavern, and a similar style with Wario Ware with a heavy influence on platform play.
The way I figure it, having a smaller stage pool with more prominent differences between them will make for more interesting sets overall. Doubles has a similar focus, with a natural focus on larger stages.
So, what are you all used to? What would you experiment with if you wanted to? Do you feel the APEX standards are fine as is? Too many stages? Too little? Discuss here.
Doubles-Only: Distant Planet, Castle, Dracula's Castle
Doubles Starters: Dreamland, Final Destination, Distant Planet, Pokemon Stadium 2
Doubles Counters: Distant Planet, Castle, Battlefield
Total Singles Stages: 9
Reasonings:
Tried to keep starters set up such that no two choices were too similar in layout or size. Two larger stages that suit different types of characters with different boundaries that help and hinder different character types. Two triangle formation stages with the same key differences as the larger ones in boundaries, benefiting varying character types. Lastly, one transforming stage with boundaries that aren't too extreme one way or the other, potentially benefiting any character type at any point in the match.
For counter picks, I felt that a very tight selection of stages with a wide array of differences would help to make more thoughtful picks and bans, and put a stronger influence on counterpicking and matchup dependency. A balanced stage in Stadium 2, a sizable arena in Lylat that benefits certain types of recoveries over others among other things, a close-quarters slugfest with Metal Cavern, and a similar style with Wario Ware with a heavy influence on platform play.
The way I figure it, having a smaller stage pool with more prominent differences between them will make for more interesting sets overall. Doubles has a similar focus, with a natural focus on larger stages.
So, what are you all used to? What would you experiment with if you wanted to? Do you feel the APEX standards are fine as is? Too many stages? Too little? Discuss here.