Woohoo982
Smash Apprentice
Reset Bomb is going to Counterpick.
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There are no counterpicks in an FLSS systemReset Bomb is going to Counterpick.
Exactly. Stage striking should go to FD, but counterpicking should go to their choice, and striking FD will strike all omegas.Do you all really think that separating FD and Omega forms is a good idea? I don't think the wall jump dynamic is so game changing as to require two strikes for essentially two FDs. Just allow Omegas throughout (including FD) especially considering there are more than Omega Forms.
We could theoretically have a separate strike for Omegas. Say FD is the decided stage it is then decided from the three main forms of OmegasExactly. Stage striking should go to FD, but counterpicking should go to their choice, and striking FD will strike all omegas.
Well you are right. But is it fair if one character doesn't really have stages that he/she is good in? Also is it a bad thing if we have 2 stages without plathforms? I mean 2/7 (or more) isn't a lot, eh? Also they are balanced stages.I'm pretty sure Little Mac would love Rainbow Road and Unova Pokemon League. Yoshi's Island isn't bad for him either.
We shouldn't (in my opinion) be basing a stage list on a single character, Little Mac is an Outlier on the graph. You don't judge based on the outlier you judge where the data is concentrated. That's why so many stages were banned in Brawl because they were based off of Metaknights performance which is only 34+ out of How many ever total match ups in Brawl.
Well I'd say its a bad thing if we lose a unique stage because of it. And to be fair the only stages that Little Mac shines in are Walkoffs. LittleMac will never get a favourable stage it's his character design mixed with competitive play.Well you are right. But is it fair if one character doesn't really have stages that he/she is good in? Also is it a bad thing if we have 2 stages without plathforms? I mean 2/7 (or more) isn't a lot, eh? Also they are balanced stages.
Unique =/= BalancedWell I'd say its a bad thing if we lose a unique stage because of it.
I think 7 stages would be good idea. I mean having way too many stages is a bad thing. Also there are 7 stages that everyone thinks are/should be legal:How can you find 13 stages to be competitively legal? I mean, even the Wii U version has like 8-10 good competitive stages.
Not looking for 13, We're looking for 9. The Wii U version also has more than 10 competitive stages. But the two are not related other than the name super smash bros.How can you find 13 stages to be competitively legal? I mean, even the Wii U version has like 8-10 good competitive stages.
7 doesn't allow for proper Full List Stage Striking.I think 7 stages would be good idea. I mean having way too many stages is a bad thing. Also there are 7 stages that everyone thinks are/should be legal:
FD/Omegas
BF
Yoshi's Island
Prism Tower
Arena Ferox
Brinstar
Reset Bomb Forest
What about 1W-2L-2W-1L -> 7th?7 doesn't allow for proper Full List Stage Striking.
1L-2W-1L -> 5th
1L-2W-2L-2W-1L -> 9th
1L-2W-2L-2W-2L-2W-1L -> 13th
etc...
Always ensures that the loser gets the final say in the stage selection. As well as giving the most neutral picks amongst all games in a set over all potential match ups.
That's unfair and biased in L's favor. I can't recall the exact theory offhand but it's fairest if the same player strikes first and last. (Something to do with a disadvantage when striking first and advantage when striking last that cancel out I think? Someone check me on this.)What about 1W-2L-2W-1L -> 7th?
It's exclusion is more political than preferential. It's an upward climb to legalise the stage to the entire community. And we have enough stages to fit our quota without relying on it. I was all for that stage and I still am, but it's just not worth it. There are a lot of stages that could be legal and I'd love them all to be included but it's not going to happen from a political standpoint.Paper Mario is a really decent stage. It's also the only stage that actively pushes you away from its walk-off, which is a big pro in its favour. Though the 3rd transformation is really obnoxious, Mac/Doc (worst recoveries imo) can wall jump off of Bowser's spinning head and grab a ledge, mitigating abuse on their otherwise poor recoveries. The biggest issue is camping/not approaching during the 3rd transformation, but otherwise I think it's overall a pretty good stage competitively.
But the third transformation has no grabbable ledges at all iirc. It's totally obnoxious, lends itself to SDs, has a stage hazard, has no solid ground, and makes it incredibly easy to camp. Pretty much all transforming/moving stages are only ever legal because they have a really strong neutral stage underneath everything that balances out the really strange transformations/hazards (Halberd, Pokémon Stadium, Delfino Plaza, Lumiose City, Castle Siege, etc). Paper Mario has nothing of the sort. One transformation has a walkoff, a spring, and wind. The second transformation is pretty large, with a rocking stage and moving closer to the upper blast zone. And the last transformation is garbage. There is good counterpick material in there with the first and second transformations, but no solid neutral to balance out the garbage that is the third transformation.Paper Mario is a really decent stage. It's also the only stage that actively pushes you away from its walk-off, which is a big pro in its favour. Though the 3rd transformation is really obnoxious, Mac/Doc (worst recoveries imo) can wall jump off of Bowser's spinning head and grab a ledge, mitigating abuse on their otherwise poor recoveries. The biggest issue is camping/not approaching during the 3rd transformation, but otherwise I think it's overall a pretty good stage competitively.
My issue with your list of 8 standard stages is that Paper Mario is a more competitive stage than Rainbow Road, and fits quite well over it. I claim it's a more competitive stage because despite not being static, it's both completely predictable and there are no stage hazards that attack the players, unlike Rainbow Road. Personally I love Rainbow Road, but it has a a transformation without safe spots from the Shy Guys, which makes it less desirable for competition in my eyes.We only need one of those to make the previous list (Battlefield/Omega Destination/Rainbow Road/Brinstar/Yoshi's Island/Prism Tower/Arena Ferox/Reset Bomb Forest) 9 which reaches a requirement for FLSS.
The floating platforms on either side of Bowser have grabbable edges, actually. I agree the third transformation is obnoxious, but the first and second transformations are solid. Everything about the stage, including the minor randomness of whale/blooper and Bowser's spin, is on a strict timer, making it all very easy to predict and play on. I wouldn't put it over Battlefield, but it's a good choice for counterpick.But the third transformation has no grabbable ledges at all iirc. It's totally obnoxious, lends itself to SDs, has a stage hazard, has no solid ground, and makes it incredibly easy to camp.
I agree that the first two transformations are good stages, but they are good counterpick stages. The stage needs a solid neutral around which the transformations are centered. The rock transformation in Pokémon Stadium works because the default layout is just so good. Walkoffs in Delfino are fine because the default layout is really solid. Caves of life in Arena Ferox work because it is Final Destination in between the bad stuff. Paper Mario is acceptable to acceptable to bad, whereas the ones that do work are great to acceptable/bad.The floating platforms on either side of Bowser have grabbable edges, actually. I agree the third transformation is obnoxious, but the first and second transformations are solid. Everything about the stage, including the minor randomness of whale/blooper and Bowser's spin, is on a strict timer, making it all very easy to predict and play on. I wouldn't put it over Battlefield, but it's a good choice for counterpick.
Every transformation on Rainbow Road has safe zones from the Shy Guys, and the only transformation I can think of without a safe zone has the shy guys showing where they'll come from. You also have the benefit is seeing where you will be going next by just looking at the stage. The Shy Guys don't kill until late, unless they're at the top of the screen where they obviously kill earlier.My issue with your list of 8 standard stages is that Paper Mario is a more competitive stage than Rainbow Road, and fits quite well over it. I claim it's a more competitive stage because despite not being static, it's both completely predictable and there are no stage hazards that attack the players, unlike Rainbow Road. Personally I love Rainbow Road, but it has a a transformation without safe spots from the Shy Guys, which makes it less desirable for competition in my eyes.
http://smashboards.com/threads/rainbow-road-research-notes.374070/ The area labelled 'Ramp' doesn't have safe spots.Every transformation on Rainbow Road has safe zones from the Shy Guys, and the only transformation I can think of without a safe zone has the shy guys showing where they'll come from.
Paper Mario like I said is a great stage and I love it. But it has just as much going against it as it does going for it. I'm well aware that everything is on a timer. Except Bowser's head closing shut, but Rainbow Road is the more competitive stage, when looking at it as a whole instead of hazard vs hazard. It offers areas that the whole cast can succeed in as opposed to Paper Mario which is more volatile to the whole cast.
I'm fine with I I'm just playing devils advocate.http://smashboards.com/threads/rainbow-road-research-notes.374070/ The area labelled 'Ramp' doesn't have safe spots.
If it didn't have random Shy guys, it wouldn't be arguing against it, but as it is they are a random hazard that both interrupts the match and can kill players, which is why I would rather have a different stage. And the whole cast can succeed Paper Mario, even Mac. Mac can take full advantage of wall jumping during the third transformation to deal edge guarding, and he also enjoys the close quarters of the smaller platforms.
In any case, you have Paper Mario as the possible 9th stage in your list, so why can't it be included?
The only thing Prism Tower and Rainbow Road have in common are that they are Travel/Transforming and they both have an FD like phase.While I don't think either Paper Mario or Rainbow Road should be the 9th stage (don't understand why they are the only ones being discussed at this point, as I've expressed in earlier posts Tortimer and Unova seem to be better picks), Rainbow Road seems to be less intrusive matchups wise. Sure most of the transformations are safe when you are in the air, and that seems to benefit more mobile characters, but there are also platforms that permit even less mobile characters to stay safe. Unova, however, seems to be an upgrade to Rainbow Road. Both have hazards that take away from the overall stage, but Unova is less affected by hazards and still maintains a unique platform layout that isn't degenerate to competitive play. We already have Lumiose which is basically Rainbow Road minus hazards and with fewer degenerate layouts (only one section of walkoffs vs most sections in Rainbow Road), so Unova seems to be a better fit. Tortimer Island as well, despite the size, still seems to be a good fit over Rainbow Road.
I think the reasoning behind Brinstar is that the acid stays for a much shorter time the higher up the acid goes. The acid barely gets all the way up before sinking back down for the highest level. Also, I'm not sure why you're concerned with "bs saves" when you are okay with Mute City, which has those the entire time. I'm sure someone else would be able to explain it better than I, but I do think Brinstar is a viable stage.What's up with everyone considering Brinstar as a sure stage? I... don't like it. It's mostly the fact that the when the acid goes all the way up it leaves almost nor room to fight. Also it can cause bs saves, and it's incredibly difficult to tell and a bit arbitrary when the acid is technically on-screen or no. I don't like it.
Why would anyone competent get grabbed at the top platform against Sonic?A stage (Tomadachi Life) is not well suited for competitive play if Sonic can uthrow -> uair on the top platform and kill almost immediately.
- Really digging Reset Bomb Factory right now. The platform placement on both transformations are weird, but interesting as well. The diagonal platforms on the second transformation take a bit of getting used to, but aren't really problematic. I noticed when playing Pikachu that his movement is really great on this stage complemented with Quick Attack. The weird spiky dragon hazard thing on the bottom of the second transformation is mostly irrelevant tbh. The sides have lower blast zones than the average stage, which is good for characters with good back and forward throws. Definitely a good counterpick stage imo.
- Rainbow Road is really fun. Cars are easily to avoided, especially for characters like Greninja with good mobility. Most of the stage's layouts are really cool. However, the section where you're basically forced into a corner with the diagonal ramp with cars above you is kind of awkward to fight on and the stage does change which sections you go to every other time (thankfully there are only two patterns though). Other than those things, I like this stage and would like to see it as a counterpick.
- Brinstar seems okay. Once you get used to the gap on the base platform, it's cool to fight on. The blastzone on the top is kind of low, but not too low, which is cool for characters with vertical k.o. moves like Mewtwo. Lava is almost a non-issue. Only real problem I have with this stage is that characters with poor recoveries are screwed if they're caught in the gap when it breaks, but this can be solved with a little adaptation really. I support this stage as a counterpick.
- Feelings on Mute City are still the same. Characters can fight pretty normally for the most part on the two platforms and the two cars aren't problems. The hazardous road isn't too difficult to fall onto, though characters with recoveries that aren't too quick to activate or are punishable can struggle to recover because they will either hit the road or get punished on the platform since there are no ledges. Overall this is a fun stage with great music and I hope it becomes a counterpick, but it does have a couple issues or weird things that may need to be adjusted to.
It was primarily banned because of the lack of grabbable ledges that made Jigglypuff and peach ridiculously powerful on that stage. The ledges can be grabbed in rainbow road, but the carts are much more invasive than the f zero racers ever were.Of the three I'm advicating for Rainbow Road but if UPL is included I'm fine with losing Rainbow Road. Does anybody know why the F-Zero stage in Melee was banned? Like the specific reasoning and if it applies to both Smash 4 and Rainbow Road.