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A Discussion on Competitive Stage Criteria for the 3DS

NegaMawile

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Hi this is my second post here... I think, I don't know really. :| Name's Nicholas, Nixx for short.

I've been doing a lot of thinking about the limited, competitively viable stage selection on the 3DS version based on tournaments and after a bit of research have come to find... there's really no criteria list. That is a terrible thing because we are now being put under a ruleset of subjectivity and in the words of the Blue Blur himself, "That's no good!"

A lot of these ideas are what I've found in the Stage Analysis Discussion Thread (Under Wii U/3DS competitive discussion) and they deserve most of the credit, I think that this thread seperates itself enough to not be buried within that thread.

To start, I'd like to say that I'm not a top level player nor do I intend to act like it. What I am is versed in multiple professionalsports (e.g. Baseball, Basketball, Bowling, etc.) and I will refer to them within this Topic because, and correct me if I'm wrong, the goal of E-Sports is to be as recognized as much as minor sports at the least. Smash is not at that level at this point and this may very well be the last chance we get to achieve this goal.

I chose to focus on stages because it's one thing that competitive minded sports always have a firm grasp on and that Smash, in general does not. Basketball, Football, Darts, Bowling, Soccer, Cricket, League of Legends, Street Fighter, all more popularcompetitvely then Smash have set, static requirements for their fields of play. Smash does not have that luxary available to it, all the stages take design from their mother games and therefore there is no standard formula behind the stages, simply because Smash at it's core isn't made to be competitive, simply having winning and losiing does not make a gamecompetitive; Rock, Paper, Scissors is not a competitive game. We, the community, have made this a competitive game through eliminating and adding certain rulesets to the game, and we have (Read: The Innovators) done an adequate job of doing so but it could be much better in a competitive sense and that starts with the stage.

For this post I will not be comparing Smash to any other Smash game's Stage List (besides Brawl's banning criteria, not necessarily the viability of the stages coming from brawl). I will be starting from every stage of the stagelist and narrowing it down to a competitive few, hopefully resulting in more than we have now. If not then we have fair stagelist and a reason for it to convince the newcomers with objective rules that can be explained.

In conversation withh friends (and not just the ones in my head) I always compare Smash Bros Stages to Baseball Fields, because baseball is the only sport that has a different design for every field. The basic concepts are always the same, all bases 90 feet away the pitchers mound 60 feet away from all bases, and all of the fields facing towards east- north east. Beyond that the rest of the rules are guideline, the dimensions of the field itself differ from stadium to stadium favouring certain types of players more than others but still maintaining fair chance for all managers to succeed. As the Players we are the managers of the characters we play, we are to be given equal oppurtunitues, not the characters.

Therefore all legalization of stages should be based on the Players and not the characters. (I'M FINALLY GETTING TO THE POINT). No stage should attempt to adjust the game's core mechanics, first of all( A fastball won't suddenly boost 10 MPH if you get ten batters out or reach any criteria) that adds false difficulty to the player and is to be avoided because it isn't a skill ained by the Player themselves, but a temporary boost that doesn't serve to make them better and as such does not take skill into account in a competitive sense, Golden Plains and PAC-MAZE are removed from the equation. The stages allowed should be ones that are neutral to both players BEFORE the match starts, meaning that both players have equal oppurtunity to choose all characters and anystage. This immediatley removes stages like Wario Ware and Find Mii for the randomness and unfair advantages and disadvantages it will inevitibly bring to one player or another. This is not to say however that randomness should be removed in it's entierty, to say that would be to get rid of Mr. Game and Watch, Luigi, Peach, Brawl DeDeDe, Villager, Brawl Olimar, and essentially remove one of the main things that seperates Smash from other fighters,ENVIRONMENTAL ADAPTATION.

Environmental Adaptation does not men having all stages luck based as legal but it means having the ones that offer fair play to the person BEFORE they pick up the game. Going back to baseball, all the fields are slightly different, some might have further, home run fences (increasing the viability of small ball and line drive hittters), others closer on one side (increasing the viability of left or right handed hitters and pitchers), and some might have high or low walls, or walls shrouded with vegetation (Detrimental to both sides but still allowed), these are all hazards that teams have to account for but the game's stay fair. You also have to account for wind (Can't throw that Knuckle Ball as effectively without a breeze to back it up), if the grass is covering the baselines or clay does, or turf, (affecting run speed, hindering faster perople more than slower ones, and the ball's trajeectory on the bounce, which benefits or hinders groundball hitters and pitchers). These are all things that create diverse stages and baseball is one of the most objectively balanced sports before teams are added to the equation. We can do the same with Smash, especially the 3DS version where tournaments are overlooked in favour of the more competitively viable Wii U version.

That being said Environmental Adaptation needs to be part of Smash as that's what the genre itself explains itself to be, aPlatform Fighter. Platformers meaning that the game has to have the same or similar charcteristics as a basic Platformer, abusing and avoiding to the platforms and environment in a stage. The fighting aspct comes from the obvious aspect of beating each other up. To make a game competitive means to make it neutral to perfect People before the game. That means knowledge of all characters and all stages where luck does not exist, as even a perfect player can lose to a bad roll of the dice when it comes to WarioWare or Items, or Find Mii etc...

Another goal is to remove degenerate gameplay. You don't have all the baseball fields with walls 250 feet away because that degenerates the game to a home run derby, and you don't have all the walls the size of the green monster because then no one would hit a homerun consistently. Somethings simply give unfair advantages to the everybody with few exceptions, thus the exceptions are what should be overlooked in the data and not the consistent, like a line graph. I bring this up because it was a problem in Brawl where stages were banned based on Metaknight, he was an outlier in the game and not the main source of data, banning stages based off of him is absolutely stupid for that reason. Especially after his majority banning and the stages were not brought back. That leads to us only experiencing limited parts of competitive smash and not knowing who the best is at all objectively fair stages. To think otherwise is to not grasp data in the least and I assume we all passed Grade 2.

Stages that give more or less fair grounds for fighters, as well as eliminate the use of degenerate gameplay and luck based events are the stages we are using for competitive which is great :)

Battlefield
Final Destination
Prism Tower
Yoshi's Island: Brawl
Arena Ferox

But I argue that there are more in this game. The goal of a community is to grow and seeing the same three stages (It really is only three stages is a lackluster showcase for spectators interested in Smash. Watching FD again and again even with Omega Versions to spice up the field asthetically and sometimes functionally, can get ridiculously boring and we have no reason to take out certain stages because there is no criteria.

Hypothetical: Why is a stage like Brinstar not allowed? Because of acid? Well What does the acid do? Does it directly effect a PERSON playing the game BEFORE character selection? Yes it does. Does it effect both PLAYERS equally? Yes it also does this. Is it Telegraphed and avoidable by other characteristics of the stage? Yes it is, the three Upper Platforms are safe zones that are accessible to all PLAYERS of the game and do not inpeed the flow of battle to great amounts. Instakills should also be taken into account. Great Cave Offensive Danger Zones DECIDE THE EVENT THAT WILL HAPPEN TO THE PLAYER REGARDLESS OF THE PLAYER'S INPUT, that player will die no matter what, if they touch it above 100% and are always there so they cannot be waited out like the acid can. Brinstar Acid does not do this it creates an unfavorable situation yes but it could also be used to the opponents advantage as a tool like the ropes in boxing. The acid does create situations where it can kill but that has to be instigated by a player to happen, meaning it does not enable degenerate play. I can combo into the acid when it's available to get a killjust like I can combo into Rest or a Fire Jump Punch. But it has to be enacted by a player and can be avoided with competent play, and can also be used with it.

We have a lot of stages like that banned from play because of supposed random tactics. But Sports are made to embrace the random, and compitition is made to embrace the random as well as keeping the level of play high and enjoyable. Chess is Random and Chess is Chess where every move is thought out to attack four turns in advance, War is random and attacks are based on chance of weather when looking at their rate of success.

Smash is a game that embraces the random and actively lets you abuse it, that is not to say all randomness is fair, as they could lead to poor play beating out good play and that is not a good indicator of who's the best, what competition is all about. Stages that drastically divert the focus of the match should be removed (e.g. fighting the stage more than the opponent or in a way that directly interferes with engaging the opponent if you can engage at all times the fight is fair PLAYER to PLAYER while it may not be between characters), stages that encourage a game filled with degenerate tactics should be removed (e.g. Camping edges for simple kills-which would limit character choice to a select few characters while most become unviable- circle stalling etc...), and stages that force 2 v 1s should be removed (all sports have a set number of opponents,for both teams if a team breaks that rule and has more than the allowed amount they are penelized)

This removes stages such as:
Wario Ware (Luck based)
Find Mii (Luck based,Fighting the Stage-Mii Monster Thing)
Magicant (Forcing 2 vs 1)
Wily Castle (Drastically Altering focus of the battle-Yellow Devil)
3D Land (Fighting the stage)
Rainbow Road* (Fighting the stage)
Gerudo Valley (Degenerate Tactic: Edge Camping, Also Fighting the Stage-Bridge closing instakill)
Golden Plains (Drastically Altering the focus of the battle-Coins-, Degenerate Tactic: Edge Camping)
Mushroomy Kingdom (Fighting the Stage)
Kongo Jungle* (Fighting the Stage)
Spirit Tracks* (Fighting the Stage)
Dreamland (Fighting the Stage)
Unova Pokemon League (Fighting the Stage, chance to stop the flow of combat Reshiram stops this stage as do stairs to some extent)
FlatZone2 (Fighting the Stage)
Distant Planet* (Fighting the Stage, degenerate tactic: sharking)
Boxing Ring (Degenerate Tactics: Edge and Circle Camping)
Gaur Plains* (Degenerate Tactics: Edge and Circle Camping)
Balloon Fight (Degenerate Tactics: Edge Camping. Fighting the Stage)
Living Room (Degenerate Tactics Edge Camping, Inpeeds the flow of battle, Fighting the Stage)
PictoChat 2 (Degenerate Tactics: Edge Camping, Fighting the Stage)
GreenHill Zone (Degenerate Tactics: Edge Camping, Post Camping, Fighting the stage (Crumbling platforms, further pushing edge camping)
PAC-MAZE (Drastially alters focus of the battle-Ghosts and Pellets)

And allows stages such as:
Battlefield
Final Destinations
Omega Forms
Paper Mario
Brinstar (Explained Above)
Yoshi's Island: Brawl
Corneria* (Stage rarely gets in the way unless camping the bottom or getting hit by the arwing which makes it questionable, the arwings attacks can be intentionally comboed into however, by both players)
Prism Tower
Mute City
Arena Ferox
Reset Bomb Forest
Tortimer Island* Beehive can question this as it may slightly impeed the flow of a battle, no more than a Bomb, Stitch Face or Mr. Saturn from Peach would in my personal opinion.)
Tomadachi Life

* Can be debated very clearlly on both sides. Questionable.

This topic is not to take what we have done from past Smash games and build upon it this is to look at the game as it's own lonely entity with fresh eyes which we have the liberty to do because of the overlooked potential of the 3DS Version of the game to be competitive. A larger variety of stages can net larger spectator, player and community support which we should be striving towards as a relatively underlooked E-Sport/Sport in general.

All Competitive Stages should:
-Be Spectator Friendly
-Be Luck Free
-Not effect the game's core mechanics
-Not add artificial dificulty
-Be considered Neutral Player to Player Before the Match
-Not allow the match to fall to degenerate tactics and succeed
-Not drastically change the focus of the game
-Not be a concern at an equal or greater level as the opponent is

I believe this serves as a solid criteria for a stage list and we get 11.5-16.5 stages out of it which is a lot better than the 6 we have now. Am I in favour of all the stages being legal? No but the ones that I've put are ones that I find can be played on while following the criteria.

The meaning of this is not the stages I've selected but the criteria that we desperatley need. Legal Stages are supposed to be neutral to both characters before the characters are picked, save stages benefitting certain characters for counter picks.

Please feel free to critique my criteria and post your opinion. We are a community after all and we can only unlock the full potential of this overlooked version and maybe change the outlook of SUPER SMASH BROS competitive community as a whole (at least regarding stages :]).

I'm Nixx, I'm a Mawile and Thank you for reading.
 

ATH_

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I can get down with this, and I wish people weren't as strict as they are about stages. I agree with a lot of this, honestly. There's a few stages I don't agree with, because another thing to consider is camping. Corneria is fairly campable due to it's size and layout.
It honestly depends on each person's strictness towards stages. I really like the part about determining whether or not a hazard effects equally like the acid. It makes sense, seriously.

I'm lenient with stages, especially when going against friends who are casuals and stuff. I'll tell them like, "Hey, I'll play on that stage, but I'll probably **** around." Since they generally like learning about getting better, as most people would.
Not sure if this belongs somewhere else but I've got an itch that it does. Otherwise, great work!
 

Pazx

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Decent write up, however I think your argument was actually stronger than it's presentation. My one qualm is that you require stages to be luck free and ignore the almost completely random hazards on Corneria.
 

ATH_

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Decent write up, however I think your argument was actually stronger than it's presentation. My one qualm is that you require stages to be luck free and ignore the almost completely random hazards on Corneria.
Corneria's layout is the larger deal here. But yeah, I agree. The arwings are quite an issue.
 

NegaMawile

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Corneria's layout is the larger deal here. But yeah, I agree. The arwings are quite an issue.
I was under the impression that they were timed this time around. If not timed then yes they are too big of an issue to be objectively fair as a stage.
 

KentaKurodani

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First, holy **** man, that's a hell of a nice argument, I can get behind this wholeheartedly. I have been waiting for a good thing to come about such as this, the tiny "viable" stage list in 3ds has been killing me since my first online tourney. As for the camping aspect on say, Corneria, I feel like while camping sucks, it's more importantly a legitimate tactic. By this, I mean that characters like, say, Duck Hunt, or the space animals with their lasers in earlier games, a large part of their meta depending on the matchup is to avoid the other player until their % is up, then go in for the kill. Again, not saying it doesn't suck, but to say that one characters style should be nerfed is unfair.
 

NegaMawile

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First, holy **** man, that's a hell of a nice argument, I can get behind this wholeheartedly. I have been waiting for a good thing to come about such as this, the tiny "viable" stage list in 3ds has been killing me since my first online tourney. As for the camping aspect on say, Corneria, I feel like while camping sucks, it's more importantly a legitimate tactic. By this, I mean that characters like, say, Duck Hunt, or the space animals with their lasers in earlier games, a large part of their meta depending on the matchup is to avoid the other player until their % is up, then go in for the kill. Again, not saying it doesn't suck, but to say that one characters style should be nerfed is unfair.

Thank you very much :] and yeah the tiny stage list is something that drive me to creating this argument and I'm glad people like it. The 3DS has a lot of untapped potential to change the entirety of Smash because its relatively overlooked for tournament viability. It should focus on more showmanship without losing the focus of skill being the deciding factor. While camping is a boring play style, you're right in saying that it is legitimate, This is where we have to decide if it is enjoyable to watch for newcomers. I remember watching Duck (Duck Hunt) Vs Rend (Bowser) on VGBC and that fight bored me so much that I couldn't finish the video and we don't want that. Because people will get turned away from the game (and possibly even smash as a whole). So we have to see if the stages are spectator friendly as well aka matches that don't bore the audience. The camping in Corneria is a factor to be looked into that we really haven't seen because no one ever plays that stage assuming its the same as it has been befor and not looking at the game independently. Once again thank you :)
 

RogersBase

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Thanks for tweeting this to me, Mawile. Here are my thoughts on the potential “legal” stage list:

Battlefield - Good
Final Destinations - Good
Omega Forms - Good though, as we discussed on the latest Japan Time, Omega stages are their own beast too.
Paper Mario - HAHAHAHAHAHAHAHA. No.
Brinstar - It’s always been a counter-pick.
Yoshi's Island: Brawl - Good
Corneria - Despite the camping issue, I’ve always thought that this should be a counter-pick as opposed to being outright banned. Among my group of local Smash friends, we treat it as such.
Prism Tower - Good
Mute City - Mute City was a counter pick when the Melee scene first erupted so...
Arena Ferox - Good but questionable.
Reset Bomb Forest - Same issue as Corneria. Camping can become an issue though I've never had a problem since Villager is one of my mains and this is his playground.
Tortimer Island - The walk-offs concern me, as do the sharks and bees, but if a good argument is presented for a counter-pick, I’d be down.
Tomadachi Life - Luigi’s Mansion was a counter pick so I don’t see why this can’t be.

Let’s be real though, none of us are ever going to touch the 3DS version again until the New 3DS comes out in North America and, even then, Smash Wii U is still going to be the one that gets my playtime.
 

KentaKurodani

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Let’s be real though, none of us are ever going to touch the 3DS version again until the New 3DS comes out in North America and, even then, Smash Wii U is still going to be the one that gets my playtime.
See, that's where you are wrong. Some of us aren't in a position to get a Wii U at the moment, but still enjoy stuff such as online tourneys and want to see the 3DS meta continue to evolve, since we either prefer it or are stuck on it and don't want to be left behind.
 

NegaMawile

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Thanks for tweeting this to me, Mawile. Here are my thoughts on the potential “legal” stage list:

Battlefield - Good
Final Destinations - Good
Omega Forms - Good though, as we discussed on the latest Japan Time, Omega stages are their own beast too.
Paper Mario - HAHAHAHAHAHAHAHA. No.
Brinstar - It’s always been a counter-pick.
Yoshi's Island: Brawl - Good
Corneria - Despite the camping issue, I’ve always thought that this should be a counter-pick as opposed to being outright banned. Among my group of local Smash friends, we treat it as such.
Prism Tower - Good
Mute City - Mute City was a counter pick when the Melee scene first erupted so...
Arena Ferox - Good but questionable.
Reset Bomb Forest - Same issue as Corneria. Camping can become an issue though I've never had a problem since Villager is one of my mains and this is his playground.
Tortimer Island - The walk-offs concern me, as do the sharks and bees, but if a good argument is presented for a counter-pick, I’d be down.
Tomadachi Life - Luigi’s Mansion was a counter pick so I don’t see why this can’t be.

Let’s be real though, none of us are ever going to touch the 3DS version again until the New 3DS comes out in North America and, even then, Smash Wii U is still going to be the one that gets my playtime.
Thanks for replying to this Roger, it means a lot :]

But I'd like to know what makes a stage bannable in your opinion, specifically for Paper Mario. If you main Villager wouldn't that be the ideal place for him to thrive? As well as Peach, Yoshi, Wario, Game and Watch, ROB, Duck Hunt, Jiggly, Kirby, Metaknight, ZSSamus, Pikachu, Pit(too), Shiek, Luigi, DeDeDe, RosaLuma, PacMan, Olimar, Lucario, Zelda, Falcoand maybe more and definitley more play adequatley in it as well it can be struck as a stage when selecting it It's an aerial fighters favourite stage and it is not unfair when going from player to player.

Tortimer's Island also doesn't have a walk off, Kapp'n can pull you off but you can't walk off. The bee's serve as a problem but they'r ridiculously rare though they might bring upon degenerate play, and the two Mute Cities in question are different, unless I'm just dumb and forgetful and this is more for people like me who can only afford or even only want the single portable version of smash and this givs us more freedom with our consensual stage selection.
 

ATH_

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I agree partially with Roger. Tortimer is bad due to the ledge mechanics. And RNG trees.
Corneria may be okay. And I like mute city. I am alright with the rest of the list :p
 

NegaMawile

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I agree partially with Roger. Tortimer is bad due to the ledge mechanics. And RNG trees.
Corneria may be okay. And I like mute city. I am alright with the rest of the list :p
Yeah tortimer island is defintley debateable witht trees as it encourages camping the trees but it's not about the list it's about the criteria that it leads to.
 

NegaMawile

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Double posting because I do what I want.

Competitive sports with unfair stages include but are not limited too.

Baseball
Fields to Fenway park give an exclusive advantage to 10-20% of players (Lefties) yet is still legal for professional play, Angels stadium gives an advantage to light hitters because of the far walls. There are more examples too.
Bowling
Different oil patterns effect a bowling balls effectiveness (I've lost many a tournament due to this as I only play with one ball) having access to multiple types of bowling balls gives a person the chance to adapt to the oil pattern much like having multiple characters in smash makes it easier to adapt to the stage. Like smash, I can still perform on the lane adequately but it will be an uphill battle.

Chess.
Choosing Black allows me to 2-turn check mate my opponent, white does not allow this option.

Golf
Every course is different. All are competitively played on.

I think a lot of the flack that comes from banning stages occurs when people do not want to learn more than one or two characters. We are in no way limited to the roster access we have and have the ability to choose any character.

Smash (as a PLATFORM FIGHTER) should focus on stage match up as much as it does character match up. That's what separates it from other fighting games and should be used to our advantage when comparing ourselves to traditional fighting games, if I want to see two guys fight on a flat stage I could go to Street Fighter instead, but if I want to see two guys fight on a stage with dynamic (but not overcentralising characteristics) I watch Smash. It's literally our biggest selling point and we're ignoring it and it's stunting our growth as a community.
 

HavocThunder

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I'm wondering, how do you definitively prove a stage has circle camping? Or show that a stage actually doesn't have circle camping?

If I were to argue: "You can circle camp on Battlefield, I think it should be banned." Everyone knows I'm wrong (I guess?), but how would you prove that? Can we take this same criteria and apply it to other stages?

The acid does create situations where it can kill but that has to be instigated by a player to happen, meaning it does not enable degenerate play.
You can take this same argument and apply it to Great Cave Offensive, too. It's a known fact that getting hit into a fiery wall at 100% means death. Nothing will ever change about that. To cause this death, a player has to hit/grab the other player and hit them into this wall, at 100%. The players have to create situations where the fiery wall will kill, just like with the acid with Brinstar. If you're near 90%-ish, you should expect to die if you get hit. Yes, it's harsh, but is it unfair to both players? Nope, because the wall will kill both of them at 100%. It's a matter of playing on the stage more and feeling comfortable with it. We might not like it, but someone out there might feel right at home here, and that person should be allowed to use their knowledge to get an upper hand.

Same thing with Wily's Castle. The Yellow Devil always comes and does the same thing every match. You see it coming from the background, it comes in, you have some time to hit it, if you take too long it'll close it's eyes, shoot 3 times, and move over to the other side. It does this a couple times then leaves. You should probably kill it so you can own the explosion when it dies. Yes, the explosion when you kill it is powerful, but how can you use that to your advantage? If the other player isn't just going to walk into the explosion, you need to do something to get them there. That's quite some player interaction and should be encouraged!

I have no issue with the philosophy that stage aspects with equal input but unpredictable and unreactable outcomes should be banned, and I think the easiest argument is something like WarioWare, where two players win a minigame but different results happen with no warning. It's not performance based or anything. I wish the stage was like that, but it's not. (Someone prove me wrong please!) Another example is Find Mii's powerups from the Dark Emperor, where the recipient, the upgrade/downgrade, and the type of powerup are all decided randomly by the game with no player input, with no heads up at all.

It's cool that if you destroy it you get a powerup, since that required player input. If 2 players just sit there and don't destroy him, the DE will powerup/down whoever he wants. (Maybe it's a good tactic to always kill him to guarantee the powerup, and I agree! But maybe that's another discussion for another time)

I say unreactable because if there's a sign/it's reactable, you can develop a strategy around it with some smart thinking. Most stages in Smash 3DS/Wii U are really good about this. For example, at a certain point, 3D Land has objects coming from the background that destroy or tilt platforms at random. BUT, if you look in the background, you can see them coming. Using this knowledge, you can hit/throw enemies into breaking platforms, adjust your recovery, or move out the way so you don't get hit yourself. You can also take advantage if your opponent isn't paying attention. This requires player interaction and stage awareness!

I don't believe there's a pattern to Brinstar's acid (someone prove me wrong!), but it's possible to tell how high the acid will go if you glance at the background. There's rumbling in the background and the acid takes a second to rise, giving players a chance to adjust their strategies. That should be enough to allow it, and let the strategies develop over time.

With this approach of looking for signs, we can use the stage itself and it's characteristics as evidence to determine whether it should be banned, not because it's too weird/funky/janky/unlikeable. Both Smash 3DS and Wii U are both very good about providing signs before stage hazards if you take some time to find them.

I think an interesting question is "How reactable is reactable?" I brought up some examples with WarioWare and Find Mii where there's no time to react at all, but I think that would make some interesting discussion. Tortimer Island is interesting because you technically have the whole match to get used to the layout, and there are clear rules behind the generation of the trees.
 

NegaMawile

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I'm wondering, how do you definitively prove a stage has circle camping? Or show that a stage actually doesn't have circle camping?

If I were to argue: "You can circle camp on Battlefield, I think it should be banned." Everyone knows I'm wrong (I guess?), but how would you prove that? Can we take this same criteria and apply it to other stages?



You can take this same argument and apply it to Great Cave Offensive, too. It's a known fact that getting hit into a fiery wall at 100% means death. Nothing will ever change about that. To cause this death, a player has to hit/grab the other player and hit them into this wall, at 100%. The players have to create situations where the fiery wall will kill, just like with the acid with Brinstar. If you're near 90%-ish, you should expect to die if you get hit. Yes, it's harsh, but is it unfair to both players? Nope, because the wall will kill both of them at 100%. It's a matter of playing on the stage more and feeling comfortable with it. We might not like it, but someone out there might feel right at home here, and that person should be allowed to use their knowledge to get an upper hand.

Same thing with Wily's Castle. The Yellow Devil always comes and does the same thing every match. You see it coming from the background, it comes in, you have some time to hit it, if you take too long it'll close it's eyes, shoot 3 times, and move over to the other side. It does this a couple times then leaves. You should probably kill it so you can own the explosion when it dies. Yes, the explosion when you kill it is powerful, but how can you use that to your advantage? If the other player isn't just going to walk into the explosion, you need to do something to get them there. That's quite some player interaction and should be encouraged!

I have no issue with the philosophy that stage aspects with equal input but unpredictable and unreactable outcomes should be banned, and I think the easiest argument is something like WarioWare, where two players win a minigame but different results happen with no warning. It's not performance based or anything. I wish the stage was like that, but it's not. (Someone prove me wrong please!) Another example is Find Mii's powerups from the Dark Emperor, where the recipient, the upgrade/downgrade, and the type of powerup are all decided randomly by the game with no player input, with no heads up at all.

It's cool that if you destroy it you get a powerup, since that required player input. If 2 players just sit there and don't destroy him, the DE will powerup/down whoever he wants. (Maybe it's a good tactic to always kill him to guarantee the powerup, and I agree! But maybe that's another discussion for another time)

I say unreactable because if there's a sign/it's reactable, you can develop a strategy around it with some smart thinking. Most stages in Smash 3DS/Wii U are really good about this. For example, at a certain point, 3D Land has objects coming from the background that destroy or tilt platforms at random. BUT, if you look in the background, you can see them coming. Using this knowledge, you can hit/throw enemies into breaking platforms, adjust your recovery, or move out the way so you don't get hit yourself. You can also take advantage if your opponent isn't paying attention. This requires player interaction and stage awareness!

I don't believe there's a pattern to Brinstar's acid (someone prove me wrong!), but it's possible to tell how high the acid will go if you glance at the background. There's rumbling in the background and the acid takes a second to rise, giving players a chance to adjust their strategies. That should be enough to allow it, and let the strategies develop over time.

With this approach of looking for signs, we can use the stage itself and it's characteristics as evidence to determine whether it should be banned, not because it's too weird/funky/janky/unlikeable. Both Smash 3DS and Wii U are both very good about providing signs before stage hazards if you take some time to find them.

I think an interesting question is "How reactable is reactable?" I brought up some examples with WarioWare and Find Mii where there's no time to react at all, but I think that would make some interesting discussion. Tortimer Island is interesting because you technically have the whole match to get used to the layout, and there are clear rules behind the generation of the trees.
First of all thank you for replying! Second of all you raise some interesting points.

I'd like o be the first to say that my argument regarding Great Cave Offensive was a weak one. Yes identical tactics can be used when compared to Brinstar, but there is a lot more wrong with the stage then that one thing, especially when money is involved. But you are correct that the criteria fits both.

Regarding Wily's Castle however, and boss stages in general, the boss serves to change the focus of the battle entirely. It's not competitive and hating to the competitive spectators eye. Even if the stage is fair it has to remain competitive in nature and all sports (and e-sports, as well as games like chess) have a single focus throughout the entirety of the match. The players focus should not go from attacking the opponent to attacking this guy to attack my opponent, it causes an awkward break in the action and not just a change of flow but a change in ideal during a singular stage.

Tossing somebody into an instakill is generally uncompetitive in its nature, and also can possibly promote camping the pillars, like a more deadly version of the special stage gate in Green Hill, it's a degenerate strategy that could decide a battle in its own right with minimal skill from the player, reactable or not, we're still looking for the most skilled smash player and we have to look at stages that eliminate strategies that fail to compliment skilled play. Brinstar a acid once again does not change the focus, the ideal is still to fight your opponent, but the pillars in 3D land stop the focus and state dodge me as the focus instead.

Perhaps hazards of the likes that do damage should be removed all together, but with the likes of Brinstar and even Reset Bomb Forest the hazards simply cut off options, like the green monster in Fenway park. They don't change the game's dynamic.
 

lordvaati

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Not that much diff from my own personal list.

my nutes were FD, BF, Yosh, Prism, Omegas.

My CPs were Reset Forest and Tomadachi, though I wanted to argue for Brin and Corn to come back too.
Mute City I wanted SO HARD as a CP, but the floor can kill characters probably easier then any other variant of an F-Zero stage not named Big Blue. Tort is just buggered up by the coconuts, which act just like the apples from Green Greens in Melee.

but yeah, I am down with this.
 

NegaMawile

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Not that much diff from my own personal list.

my nutes were FD, BF, Yosh, Prism, Omegas.

My CPs were Reset Forest and Tomadachi, though I wanted to argue for Brin and Corn to come back too.
Mute City I wanted SO HARD as a CP, but the floor can kill characters probably easier then any other variant of an F-Zero stage not named Big Blue. Tort is just buggered up by the coconuts, which act just like the apples from Green Greens in Melee.

but yeah, I am down with this.
My personal Stage List would be:
Neutrals:
Final Destination
BattleField
Yoshi's Island
Prism Tower

Counter Picks
Reset Bomb Forest
Tomadachi Life
Brinstar
Arena Ferox
Paper Mario
Cornaria (Maybe)
Tortimer (Maybe)
Mute City (Maybe)
 

Gunla

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My personal stage list for 3DS Singles?

Neutral:
FD-Standard- The lighting is not as bad as the Wii U version's by far.
FD-Square- FD square is much different in helping characters like MM recover easier (IE: Pictochat, Golden Plains)
FD-Ferox- Unique design on the bottom is different.
Battlefield- Always will be.
Yoshi's Island: Brawl- Good neutral.
Prism Tower- Short walkoff, no intrusive transitions that kill, and a set pattern.

Counters:
Reset Bomb Forest- Can be campy and has one hazard, but it's unintrusive.
Tomodachi Life- Much like Luigi's Mansion: Brawl.
Brinstar- It's been a counter before and it can be again.
Arena Ferox- Statue form is intrusive upon projectiles, and low ceiling. However, the stage is otherwise fantastic.

-I personally find camping to be worse on Corneria, enough to warrant a ban, but play it for fun on occasion.
-Tortimer Island has the coconuts (which also explode on occasion). That alone make me keep it banned.
-Mute City's ground hits you, unlike Mute City: Melee, all the time. Because of that, it makes it so dunking is a supreme tactic because it can kill.
-Paper Mario's third section alone. This video is a good example of the main issue with that third section at least in my opinion.
 
Last edited:

HavocThunder

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HavocThunder
First of all thank you for replying! Second of all you raise some interesting points.

I'd like o be the first to say that my argument regarding Great Cave Offensive was a weak one. Yes identical tactics can be used when compared to Brinstar, but there is a lot more wrong with the stage then that one thing, especially when money is involved. But you are correct that the criteria fits both.

Regarding Wily's Castle however, and boss stages in general, the boss serves to change the focus of the battle entirely. It's not competitive and hating to the competitive spectators eye. Even if the stage is fair it has to remain competitive in nature and all sports (and e-sports, as well as games like chess) have a single focus throughout the entirety of the match. The players focus should not go from attacking the opponent to attacking this guy to attack my opponent, it causes an awkward break in the action and not just a change of flow but a change in ideal during a singular stage.

Tossing somebody into an instakill is generally uncompetitive in its nature, and also can possibly promote camping the pillars, like a more deadly version of the special stage gate in Green Hill, it's a degenerate strategy that could decide a battle in its own right with minimal skill from the player, reactable or not, we're still looking for the most skilled smash player and we have to look at stages that eliminate strategies that fail to compliment skilled play. Brinstar a acid once again does not change the focus, the ideal is still to fight your opponent, but the pillars in 3D land stop the focus and state dodge me as the focus instead.

Perhaps hazards of the likes that do damage should be removed all together, but with the likes of Brinstar and even Reset Bomb Forest the hazards simply cut off options, like the green monster in Fenway park. They don't change the game's dynamic.
Yes! No problem! I really want to help the push for more unconventional stages into the standard stagelist.

I believe it's misrepresenting the stage to say Yellow Devil's explosion is an instakill. Think about everything it takes to actually kill someone with it. Someone had to sit there and put in the work to avoid an opponent's attacks, put enough damage onto the Devil to get the last hit, AND get you in there before the explosion disappears! There's no way that's easy against an opponent who's aware of your strategy.

If the stage is fair and predictable, it's competitive by definition already and should be allowed. There's nothing to be surprised about on Wily's Castle at all. The ultimate goal of the match never changed from "kill your opponent or win by timeout". Smashville's moving platform can be exploited. FD's flat nature can be exploited. So Yellow Devil should be exploited, too. People pick and ban stages in sets because they want to exploit something in a stage. Both camping and being aggressive are reasonable strategies. Looking for degenerate strategies and getting around them is the very nature of a competitive game, otherwise how are you going to win anything?

If this is about the spectators, it's the commentators job to explain what changed in the dynamic of the match, what the players are doing about it, and get everyone hyped because something big might happen! That seems like a reasonable expectation.

If you were tossed into Yellow Devil's explosion, that was a mistake by you. What did you do to get grabbed? Why didn't you attack it and kill it yourself? Were you shielding and let the opponent have their way with you? If you get spiked and die at 30%, why did you put yourself into a position to get spiked? If you get shieldgrabbed and get killed by Ness b-throw, why did you jump into his shield? Mistakes when playing can happen, what can you do to learn from them? Dying early can happen on any stage, but you have to keep your head in the game.

Note: You can't ask yourself any of this with WarioWare's literally random awards.
 

NegaMawile

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Yes! No problem! I really want to help the push for more unconventional stages into the standard stagelist.

I believe it's misrepresenting the stage to say Yellow Devil's explosion is an instakill. Think about everything it takes to actually kill someone with it. Someone had to sit there and put in the work to avoid an opponent's attacks, put enough damage onto the Devil to get the last hit, AND get you in there before the explosion disappears! There's no way that's easy against an opponent who's aware of your strategy.

If the stage is fair and predictable, it's competitive by definition already and should be allowed. There's nothing to be surprised about on Wily's Castle at all. The ultimate goal of the match never changed from "kill your opponent or win by timeout". Smashville's moving platform can be exploited. FD's flat nature can be exploited. So Yellow Devil should be exploited, too. People pick and ban stages in sets because they want to exploit something in a stage. Both camping and being aggressive are reasonable strategies. Looking for degenerate strategies and getting around them is the very nature of a competitive game, otherwise how are you going to win anything?

If this is about the spectators, it's the commentators job to explain what changed in the dynamic of the match, what the players are doing about it, and get everyone hyped because something big might happen! That seems like a reasonable expectation.

If you were tossed into Yellow Devil's explosion, that was a mistake by you. What did you do to get grabbed? Why didn't you attack it and kill it yourself? Were you shielding and let the opponent have their way with you? If you get spiked and die at 30%, why did you put yourself into a position to get spiked? If you get shieldgrabbed and get killed by Ness b-throw, why did you jump into his shield? Mistakes when playing can happen, what can you do to learn from them? Dying early can happen on any stage, but you have to keep your head in the game.

Note: You can't ask yourself any of this with WarioWare's literally random awards.
The problem with the YD and all stage bosses is that it drastically changes the focus of the event. Think of the same thing happening in a Baseball, Chess, or anything like that becaus it can drastically alter th course of the game, It acts purly indpndnt of it's own and that's why it is uncomptitive as it directly effects both parties, that's what makes it uncomptitive it brings in a random third party into the mix.
 
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