guedes the brawler
Smash Lord
Magicant NEEDS to be legal in doubles, by the way.
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A very good post. This is not a topic people can really have much of a perspective on if they do not attend tournaments and understand the scene inside out. And I do not mean this in an 'elitist' or 'exclusive' way - I mean one in a purely smpathetic and educational way. People generally understand things a lot quicker when they personally experience it themselves.to all casuals who want to play competitive smash complaining about the stage list:
i assume you want more options for the stage list because you plan on attending tournaments correct? go to a couple tournaments and see what it's like. chances are at least bomb reset forest and AM island will be legal as counter picks anyway. you will get better perspective as to why the rules are what they are.
(i am hoping the community can dicides on at least seven stages though.)
Broken record. Myself and several other smashers have shared our experiences about traveling to events with more "lax stages" It has happened, does happen and will continue to happen.A very good post. This is not a topic people can really have much of a perspective on if they do not attend tournaments and understand the scene inside out. And I do not mean this in an 'elitist' or 'exclusive' way - I mean one in a purely smpathetic and educational way. People generally understand things a lot quicker when they personally experience it themselves.
If you are not an attendee - become one, and maybe you'll begin to understand why the stage list tends to be how it is. We'd love to have you at our tournaments! You're welcome with your smash compadres.
Compete in tournaments, pay entry fees, book a hotel, play other players, play friendlies with items-on because tournaments are fun like that, and get into the whole vibe of what it means to be at a physical location to compete in a fighting game.
Because Randall is a moving platform not a stage hazard. Also i believe randall ends up on opposite sides of yoshis every 10 ish seconds.So, what IS the reason Yoshi's Island is a starter if competitive players won't tolerate randomness?
I think he means Yoshi's Island (Brawl) with the support ghost, not the one with Randall. AFAIK the former is random, or close enough to it.Because Randall is a moving platform not a stage hazard. Also i believe randall ends up on opposite sides of yoshis every 10 ish seconds.
Moving platforms have never been considered stage hazards. Damaging lava which can help people recover or not die from a spike arent.
ive played many a tourney(brawl) where brinstar was legal as a counter pick, and the stage never seemed unfair to me because the lava is very telegraph and both players have the opportunity to exploit it. i could see how the lava would be a bigger problem in goes like melee and pm where characters are less floaty, but smash 4's arial movement is more like brawl so i see no reason why brinnstar should not be a legal counter pick in smash 4.Moving platforms have never been considered stage hazards. Damaging lava which can help people recover or not die from a spike arent.
Besides being telegraphed, Brinstar's acid is also only semi-random. Assuming these same stage mechanics have been preserved in Smash 4, then it shouldn't be hard getting a feel for when the acid will rise to the important stage-covering levels.ive played many a tourney(brawl) where brinstar was legal as a counter pick, and the stage never seemed unfair to me because the lava is very telegraph and both players have the opportunity to exploit it. i could see how the lava would be a bigger problem in goes like melee and pm where characters are less floaty, but smash 4's arial movement is more like brawl so i see no reason why brinnstar should not be a legal counter pick in smash 4.
thoughts?
Moving platforms have never been considered stage hazards.
Essentially a long explaination of apex rules with the gentleman clause. If both players agree then other stages and items are fine. If both players agree.As a long-time established tournament host I am always looking for ways to make my events enjoyable by many to bring about the best experience. Unfortunately when it comes to stages there are too many people who feel they lost illegitimately due to stage hazard rather than an opponent earning the win.
Getting rid of the non-competitive stages seemed like the best response to this, but this alienated many people who wanted more "fun" than competition. So a great alternative was to allow for my attendees to go to ANY stage they AGREED to - any of them! There were a couple exceptions where I banned some stages due to time constraints (large stages or stages that can be exploited through camping/keep-away tactics). If players could not agree to a stage I would random a stage from the list of stages that were toggled "ON" - utilizing the tools the game developers gave us to play with and did not need any out-of-game rules imposed on my attendees.
This alternative was a success and the complaints went away.
I'd suggest anyone who hosts to try this out.
This time around though I have a great support with all my attendees when I introduced "FOR FUN" an event where all stages were used with items and... well, I am sure you are familiar with this concept.
The second event was, of course, "FOR GLORY" and was Final Destination only, no items.
Looks like I'm going to get an even better response using this plan :^)
Okay... I saw you post this somewhere else and kind of wrote it off... it actually isn't as bad of an idea as I thought on paper. Its a pretty neat idea...
It just has way too many variables for the results to be really accurate.
Like me versus Ed even though we use the same character and placed similarly at events we have wildly different play styles so different stages will play to those strengths skewing the results.
What if Ed is better at stages without hazards and I am better at stages with hazards? this would skew the results too.
The whole idea behind picking from different stages is that it gives not only your character, but you, a personal advantage over your opponent. I think your tests would only confirm that.
Alright fair enough, how would you guys design such an experiment?Yeah it's sort of ridiculous. It doesn't even test how various characters take to the different stages but rather whether you specifically struggle to make it work. It's silly because you'd attribute you losing to a bot/friend to a stage being bad rather than you being unfamiliar with the stage.
Agreed on all counts, although this unfortunately means the meat of the experimentation and testing will have to wait until October 3, since most of us don't have a Japanese copy and are getting most of our information from streams and word of mouth.The best way to test stages is scientifically, exploring the variables and how they play out:
- Walk off Camping: Test to see how easy it is for a gimp KO from a walk-off camp in the given stage by playing to that style. Someone who is very good at camping plays against a pro player, in that stage, and record/keep track of the results.
- Walls: Wall-infinites were a reason to remove stages like Corneria in Brawl, see if those can still be achieved in Sm4sh.
- Damage Hazards: Test how devastating the hazard is when it hits (Brinstar vs. Norfair), how predictable/readable the hazard is (any damage hazard vs. Warioware), and how commonly they happen. Not all hazards are created equally.
- Platform Hazards: Test how the hazards interrupt various easily gimped recoveries (Ness) and if they are actually a concern for most players. Usually they aren't but I have some doubts about Paper Mario's third form.
- Scrolling: In past titles the scrolling stages were moving too fast in places to allow combat (Rainbow Cruise), do any of the scrolling stages in Sm4sh move fast enough to unseat combat. Are the Blast lines too narrow and abuseable?
- Size: This is really the only one that can be... well, eyeballed. Most large stages allow for too much chase slanting the meta heavily in favor of fast characters doing hit and runs against slow characters. If a stage feels tooRidleybig, then I can see that as a viable concern.
Doing this in tournaments might not be best, but if we want to explore a bigger stage pool, then we would need to actually play the stages or we get nothing but hot air and opinions. Which don't do much.
Agreed with basically everything besides this. Rainbow Cruise was a common counterpick in Brawl (unsure about Melee, though I have seen a handful of matches there). A better example I think would be Rumble Falls or Infinite Glacier, which sped up to truly ludicrous speeds that would completely overshadow combat. In the latter two "traveling" stages, you had to constantly keep up with the stage, while with Cruise, it wasn't an unmanageable speed, and even had a "neutral" period on the boat where there was no footwork at all.- Scrolling: In past titles the scrolling stages were moving too fast in places to allow combat (Rainbow Cruise)
I've tried suggesting this on other threads regarding the topic, however I've found that there are people out there that absolutely refuse to play on stages like this no matter what the circumstances are. We even seen this on this very thread. Thats why instead I started to push the idea of an experiment instead, as it would provide critics proof that they're ok to play on.Have tournaments where more stages are legal and look at what happens.
If you wanted to force the issue then make a goofy tournament where only questionable stages were allowed in. Like in such a tournament you could only play, say, Tortimer's Island, Reset Bomb Forest, Rainbow Road, Jungle Japes, Paper Mario, Mute City and Spirit Tracks. I think it would be interesting to find out not just how the matches went but by the end of the tournament which ones of those 7 were people using as neutral picks? Which one of them were they using as counterpicks? If you have stage bans which stages soaked them up? This in addition to how the matches went would be great information to have.
Cruise was a reasonable stage to play on, yet it still got banned in melee. (Idk about brawl) Anyone know why?Agreed with basically everything besides this. Rainbow Cruise was a common counterpick in Brawl (unsure about Melee, though I have seen a handful of matches there). A better example I think would be Rumble Falls or Infinite Glacier, which sped up to truly ludicrous speeds that would completely overshadow combat. In the latter two "traveling" stages, you had to constantly keep up with the stage, while with Cruise, it wasn't an unmanageable speed, and even had a "neutral" period on the boat where there was no footwork at all.
This would be less of a factor with an online tournament wouldn't if?I've tried suggesting this on other threads regarding the topic, however I've found that there are people out there that absolutely refuse to play on stages like this no matter what the circumstances are. We even seen this on this very thread. Thats why instead I started to push the idea of an experiment instead, as it would provide critics proof that they're ok to play on.
However if there's anyone here who's a TO this wouldn't be a bad idea to try, not to mention it sounds like a lot of fun.
Actually, the way I've heard it the removal of stages like Rainbow Cruise actually made certain high-tiers even more high-tier by removing counterpick stages that worked against them. Mute City got banned because Armada as Peach once destroyed a Falco there. That's hardly banworthy, it's just a counterpick. One doesn't simply ban stages to stop a character from getting owned on them unless the match-up is borderline unwinnable. And even then, you can simply ban players from taking that character to that stage, like Ness and Saffron City in Smash 64.Rainbow Cruise got banned because after like 2008 people got tired of playing on Stages that weren't flat and hazardless. Same reason Mute City, Brinstar, and Pokefloats got banned. There's even been a lot of discussion for banning PS1 in Melee despite being a good stage just because Rock Formation is a thing. People just are not flexible with stage lists like they were in the early 00s
Those stages having a few very polarizing match-ups had something to do with it, sure, but those arguments were more justifying the bans rather than being the reason in itself.
Good point, once the WiiU releases probably the only 3DS tournaments that are going to be around are online ones, so that point is going to be completely void on critics part. In fact I wonder if online friendlies are going to be the key to spotting stage abuses.This would be less of a factor with an online tournament wouldn't if?
Course then again some of these dynamic stages present issues for the "match begins after streaming ref suicides and everyone waits until then" solution for tournament streams. Hmm.
Rainbow Cruise got banned because after like 2008 people got tired of playing on Stages that weren't flat and hazardless. Same reason Mute City, Brinstar, and Pokefloats got banned. There's even been a lot of discussion for banning PS1 in Melee despite being a good stage just because Rock Formation is a thing. People just are not flexible with stage lists like they were in the early 00s
Those stages having a few very polarizing match-ups had something to do with it, sure, but those arguments were more justifying the bans rather than being the reason in itself.
Even if either or both of those are true they're still incredibly shallow reasons to ban stages. That's like banning omega forms because lil Mac has the advantage in them. I'm starting to wonder if there's ever been a fair method of determining stage bans.Actually, the way I've heard it the removal of stages like Rainbow Cruise actually made certain high-tiers even more high-tier by removing counterpick stages that worked against them. Mute City got banned because Armada as Peach once destroyed a Falco there. That's hardly banworthy, it's just a counterpick. One doesn't simply ban stages to stop a character from getting owned on them unless the match-up is borderline unwinnable. And even then, you can simply ban players from taking that character to that stage, like Ness and Saffron City in Smash 64.
That was kind of my point exactly. Those reasons for stage bans are incredibly shallow if not outright invalid.Even if either or both of those are true they're still incredibly shallow reasons to ban stages. That's like banning omega forms because lil Mac has the advantage in them. I'm starting to wonder if there's ever been a fair method of determining stage bans.
Rainbow Cruise got banned because after like 2008 people got tired of playing on Stages that weren't flat and hazardless. Same reason Mute City, Brinstar, and Pokefloats got banned. There's even been a lot of discussion for banning PS1 in Melee despite being a good stage just because Rock Formation is a thing. People just are not flexible with stage lists like they were in the early 00s
Those stages having a few very polarizing match-ups had something to do with it, sure, but those arguments were more justifying the bans rather than being the reason in itself.
Players who are inspired by a skill-first ruleset with no stage hazards are the players who get good enough and masterful at the game (whose success is dictated only by their skill, as they can't depend on anything else). And those masterful players are the players who attract sponsors and viewers, which fund large tournaments,Honestly It hink it's a different era now to then. In the 00s I can see a focus on catering to players rather than to viewers because that was before Twitch even existed. However now, especially with the advent of reasonably solid online Smash Bros, we are in an era of catering to viewers.
That said I totally agree. All that's needed to start down this path is a reasonably charismatic streamer with a capture kit and some reasonably good people who are down to throw down.
That is what will happen. What this thread is arguing is that not playing on hazards is bad for the meta, which is an unproven point and, if anything, already clearly incorrect due to the level of skill that exists in competitive fighting game scenes - none of which include stage hazards. It's not a necessary element, and one that players have experiences unfairness and boredom in in the past. Viewers also grow tired of it, because they want to watch a player who depends fully on their own skills, and not jumping around the stage to utilize a stage mechanic. That is what side events and side tournaments are for, as well as online tournaments.Can we just have a wider list at the beginning and narrow it from there based on stages that don't work well?
After all, we don't have enough knowledge about the game to go crazy banning things right now. This is the same reason I would like 3 stocks. It's easier to get rid of bad stages than to add ones that aren't that bad.
Your post implies the OP and this thread is specifically about "timed hazards that do little damage." I can't really make much of a response to that reframing of the discussion.@ Conda . You state that Stage Hazzards "takes the spotlight" away from the competition. That is far from the truth. Guess what genius! Smash is all about movement. This is how characters react to different positions. Why don't we all just play on Final Destination? Well, it is completely unfair to multiple characters as @Amazing Ampharos will definitely agree too. If stage hazards are easily telegraphed, what is the problem? It just provides extra mastery of the stage to compete in it. What is wrong with that? If a hazard comes on a timer then competitors will merely have to watch the clock. If they fail(for most stages in Smash 4), a little damage is dealt. Most of them aren't even lethal(In Smash 4). And if our top players such as M2King are willing to do it, why not us? It will draw in more people to the community, far more than the Melee community and it will create an overall stronger Meta with a more balanced cast with diverse stages.
I'll agree that some stages are awful and should be avoided, I just would rather it not be assumed which ones they are when the only danger is one or two "ruined" competitions. Breaking eggs and so on.That is what will happen. What this thread is arguing is that not playing on hazards is bad for the meta, which is an unproven point and, if anything, already clearly incorrect due to the level of skill that exists in competitive fighting game scenes