Introduction: For the past few weeks Amazing Ampharos and Xiivi have been discussing the legality of many things in Brawl, with the main focus on stages. As many of you are aware, the Smash Back Room (SBR) will not be releasing a ruleset for quite some time. The following is a ruleset we have created that we feel best fits Brawl for its current metagame and development time. However, this has no connection to the SBR and is an independent project, still ongoing. We realize that there are many diverse rulesets amongst Tournament Organizers (TOs) at this time, this is meant to be a precursor to the list the SBR will release in the future. We have put every stage to the test, playing every character and testing all potential problems with the stage we've had presented to us. The following is our results with detailed reasoning. This is meant to be a base guideline, and there will be many updates in the future as there are many more things left to be tested. If you feel there is something we may have overlooked, feel free to give input.
General Rules:
**It is recommended 160 seconds per stock with 120 seconds used for time constraints only.
***It is highly recommended that wireless controller options be discourages due to issues with interference, battery life, accidental Wii power offs, and time hinderance. If these situations occur consider bans for individual use of these controller options.
****It is up to the discretion of the TO when a technique is used to excessively stall. It is recommended that once the damage meter goes beyond 250% it is considered stalling.
*****It is up to the discretion of the TO when aerial mobility beneath the stage is being used to stall the match. It is recommended that if a character passes beneath the stage more than two times it is stalling. It is also recommended that if a character spends more than 15 seconds beneath the stage it is excessively stalling.
******Time limits are at the discretion of the TO and depend greatly on size of tournament and time contraints.
Set Format:
**Stages will be banned in order of 1-2-1. Player A will ban one stage before and after Player B bans two stages. In an event of a dispute, Player A and Player B will be determined by using the “Random” feature when selecting names. The person who randoms the name that comes first alphabetically, numbers and symbols ignored (“9Volt” would be considered “Volt”), becomes Player A.
***Opponents may instead agree on a Neutral stage.
Neutral Stage List
Super Smash Bros. Brawl: Battlefield
Super Smash Bros. Brawl: Final Destination
Super Mario Sunshine: Delfino Plaza
Yoshi's Island: Yoshi's Island
Kirby: Halberd
Star Fox: Lylat Cruise
Pokémon: Pokémon Stadium 2
Animal Crossing Wild World: Smashville
PictoChat: PictoChat
Super Mario 64: Rainbow Cruise*
Pokémon: Pokémon Stadium
Counterpick Stage List
Luigi's Mansion: Luigi's Mansion
Mario Kart: Mario Circuit*
Donkey Kong Jungle Beat: Rumble Falls
Zelda Twilight Princess: Bridge of Eldin*
Metroid: Norfair*
Metroid Prime: Frigate Orpheon
Fire Emblem: Castle Siege
Pikmin: Distant Planet
Super Mario World: Yoshi's Island*
Donkey Kong Country: Jungle Japes
EarthBound: Onett
Kirby: Green Greens
F-Zero: Big Blue*
Metroid: Brinstar
Banned Stage List
Super Mario Bros.: Mushroomy Kingdom 1-1
Super Mario Bros.: Mushroomy Kingdom 1-2
The Legend of Zelda Wind Waker: Pirate Ship
Pokémon: Spear Pillar
F-Zero: Port Town Aero Dive
WarioWare: WarioWare, Inc.
EarthBound: New Pork City
Ice Climber: Summit
Kid Icarus: Skyworld
Donkey Kong: 75m
Mario Bros.: Mario Bros.
Game & Watch: Flat Zone 2
Electroplankton: Hanenbow
Metal Gear Solid: Shadow Moses Island
Sonic the Hedgehog: Green Hill Zone
The Legend of Zelda: Temple
Star Fox: Corneria
*Stages under watch.
An easier way to see this comes from the following graphic:
Custom Stages are currently being discussed. It is currently recommended that if a TO wishes to allow Custom Stages that the TO verifies that each stage is present and identical on all Wiis at the tournament beforehand.
Additional Rule's for Double's Play:
Stage Neutrality, Counterpick, and Banishment Reasoning:
The following are not enough of a reason to move a stage to counterpick status:
Character Bias: Character bias is not enough to move a stay to counterpick status unless it is extreme. Falco vs. Ganondorf on Final Destination is an example of character bias that is not extreme enough thanks to the stage to move the stage to counterpick status.
Disruption of auto-canceling: This is not big enough of a character bias to force a stage into counterpick status at this current point in time.
Potentially being caught under the stage when attempting to recover to the ledge: This is unfamiliarity with the stage and completely in the player's control.
Temporary Walls and Walk-Offs: These are potentially avoidable until they disappear and grant not lasting positional advantage; they are not substantial enough to move a stage to counterpick status.
The following are enough of a reason to move a stage to counterpick status but not enough to move a stage to banned status:
Notable character bias: These stages favor or hinder certain character too greatly to leave the stage as neutral, however there is no match-up extreme enough to move the stage to banned status.
Interrupted Walls: These are walls where infinites can be interrupted. These favor a character enough to push it out of neutral status, however since these may be interrupted they do not warrant a ban.
Interrupted Walk-offs: These are walk-offs where infinites can be interrupted. These favor a character enough to push it out of neutral status, however since these may be interrupted they do not warrant a ban.
Other Walk-Offs and Walls: Some walk offs and walls are unique and have properties that could put them in counterpick status when they'd normally pose for a ban.
The following are enough to move a stage to banned status:
Presence of a “circle” or “loop”: Allows faster or more mobile characters to continually keep away from those with lower mobility once a lead is gained.
Radical hazards: Allows for the stage to completely turn the tide of a match with few or no actions a player can take to avoid this.
Extreme positional advantage: This is where the stage allows for a player to take a position once a lead is gained such that the other player will always be at an extreme disadvantage when attempting to approach.
Other Walk-Offs and Walls: Some walk offs and walls are unique and have properties that could put them in banned status when they'd normally pose for counterpick.
Extreme character bias: The stages allows for characters to perform actions that favor the match-up heavily enough that it is nearly impossible to beat.
Neutrality:
Super Smash Bros. Brawl: Battlefield
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Super Smash Bros. Brawl: Final Destination
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Super Mario Sunshine: Delfino Plaza
Possible Issues: Transformations resulting in walk-off edges, walls, lack of grabbable edges, and presence of water.
Reason for Neutrality: The majority of the match will be played on various platform layouts when the stage has not grounded. None of these show enough character bias to push the stage to counterpick status. There are many different potential problems with the grounded portions. Walk-offs, walls, water, and lack of grabbable edges are all potential problems that would push the stage to counterpick status due to character bias. However, each transformation lasts for a minimal time. Each transformation allows for enough room for a player to avoid each of these potential problems until the transformation ends, and the various landing locations favor different characters. Because of this, there is not enough character bias to move this stage out of neutral status.
Yoshi's Island: Yoshi's Island
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Kirby: Halberd
Possible Issues: Transformations involving walk offs as well as hazards.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. The walk off at the beginning of the stage is easily avoided until the stage takes off thanks to the quick presence of a rising platform. The take off hazard is also easily avoided by simply being off the ground during the timeframe. The hazards occur very rarely and only allow for strategic use of the stage thanks to knowledge of the stage. Each hazard can be avoided in a variety of ways as well as used against an opponent with clever thinking.
Star Fox: Lylat Cruise
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Pokémon: Pokémon Stadium 2
Possible Issues: Transformations resulting in walls, altered traction, altered gravity, and conveyor belts.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. Each of the transformations offer slight advantages and disadvantages for characters; however, none are to any extreme degree that could decide the outcome of a match in the short time frame given. No form can be depended on as they all randomly occur and are not in any set order. The wall on the ground transformation is one-sided with many platforms present allowing ease in mobility avoiding the wall. The wall is also sloped in a manner such that most infinites that would normally work do not. The ice transformation also allows for platforms slanted in a manner where the buffed ground combat can be avoided. The sliding on the ice simply allows for strategic use of spacing. The wind transformation gives a buffed aerial combat; however, it is easy to navigate back to the ground quickly thanks to airdodges, where you can still perform successful low short hops and focus on ground combat. The electric transformation once again has a platform layout that allows players to avoid the conveyor belts for the duration of the transformation with ease. The conveyor belts allow for strategic gameplay requiring quick spacing and careful recovery. None of these are radical enough to push the stage to counterpick status given their short timeframes.
Animal Crossing Wild World: Smashville
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
PictoChat: PictoChat
Possible Issues: Transformations resulting in hazards and walls. Drawings potentially enclose a character giving unfair positional advantage.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. This stage has 27 transformations and will remain blank half of the time. Each transformation will last for 13.33 seconds. The majority of the transformations would be considered neutral if they were presented as stand alone stages. No transformation will repeat until all transformations have been randomly cycled through. The hazards are all very easy to avoid with very little kill potential. These hazards are similar to those of Halberd in that they only allow for strategic use by a player and will not influence the match alone. In the unlikely event of a drawing enclosing a character, the set-up of the stage allows for players to simply wait out the transformation. There is no single transformation radical enough to move the stage to counterpick status, especially when the most it could ever be in a match is 13.33 seconds.
Super Mario 64: Rainbow Cruise*
Possible Issues: Stage movement.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status. The only issue seems to be whether or not characters can safely navigate the stage while fighting. After testing characters with low horizontal and/or vertical mobility against characters with high mobility in matches, there were no problems that wouldn't normally have occurred in a match on any other neutral stage. The stage has very little influence on the game and basically exists as an ever-changing neutral layout. This stage is simply on watch as it seems it could potentially show character bias in the future enough to move it to counterpick status, however at this point there is none radical enough present.
Pokémon: Pokémon Stadium
Possible Issues: Transformations resulting in walls.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. There are three transformations resulting in walls. The fire and rock transformations are set-up such that the walls are easily avoided and your character may remain mobile. The water transformation has a windmill that simply poses as a moving wall. The wall is no different than the wall on the rock transformation other than it moves and doesn't touch the ground; the movement actually prevents it from being abused with standard wall infinites. None of these transformations are extreme enough to move this stage to counterpick status.
Counterpick:
Luigi's Mansion: Luigi's Mansion
Possible Issues: The pillars and the ceiling.
Reason for counterpick: The pillars allow for characters such as R.O.B. to effectively out camp other projectile users they normally wouldn't. The ceiling also allows for defensive characters to have a larger safety net. However this can all be quickly destroyed resulting in a pseudo-Final Destination. Nothing here is extreme; however, it is not neutral as it offers notable advantages.
Mario Kart: Mario Circuit*
Possible Issues: The hazards and the walk-offs.
Reason for counterpick: The cars pose almost no problem other than creating a sort of divide in gameplay allowing for defensive grounded gameplay. This is something to push the stage from neutral to counterpick given the layout. The only other notable concern in the walk-offs; however, when the cars pass over the top they can hit characters attempting to perform chainthrows off the side (such as King Dedede) resulting in openings that eliminate positional advantages. The stage is only on watch as the walk-offs may prove to be more broken than anticipated.
Donkey Kong Jungle Beat: Rumble Falls
Possible Issues: The spikes and the stage movement.
Reason for counterpick: The spikes are stationary hazards that deal a fair amount of damage. Many feel the spikes are instant kills; however, the 2nd and 3rd spikes won't kill until higher percentages and and the 1st spike can be easily teched every time. The spikes are also easy to navigate around. The stage movement is fine as even when the stage has sped up, lower mobility characters can easily move about the stage freely. Another note is that this stage has a wind effect that pushes characters up. An easy way to see this is to take Peach and float; she will move up along with the stage. Knowledge of this makes the stage even easier for lower mobility characters to navigate.
Zelda Twilight Princess: Bridge of Eldin*
Possible Issues: Walk-offs and hazards.
Reason for counterpick: The hazards are not too extreme and very simply to avoid. The stage simply poses as an extended version of final destination the majority of the time, however shows a more notable character advantage when the stage is broken apart. King Bulbin allows for openings to approach characters who attempt to abuse walk-offs. The stage is only on watch as the walk-offs may prove more broken than anticipated.
Metroid: Norfair*
Possible Issues: Hazards and notable character bias.
Reason for counterpick: All of the hazards are easily avoided. You can even shield or airdodge many of them. The platform layout gives notable advantages that push the stage to counterpick levels. However, one concern is that characters such as Meta Knight, Pit, and Jigglypuff can easily stall floating from platform to platform resulting in a positional advantage that can't be relinquished against more ground characters such as Fox who cannot approach safely and will result in more damage getting dished out to the offensive player and thus the stage is on watch.
Metroid Prime: Frigate Orpheon
Possible Issues: Stage Flip
Reason for counterpick: The stage offers an almost neutral layout for both transformations. The first layout lacks a grabbable edge, hurting some characters. The second layout has platforms extending from the side that allow characters like R.O.B. to have a notable advantage against characters that can't pursue as well. The stage flip can remove the advantages gained, however they can also lead to quick gimp kills on poor recovery characters such as Olimar and Captain Falcon. Nothing is too broken, but it is not neutral as it distorts match-ups by favoring and hindering some characters.
Fire Emblem: Castle Siege
Possible Issues: Transformations resulting in walk-offs, statues, transition changes.
Reason for counterpick: The first transformation and the third transformation are highly neutral. The second transformation and the transitional sections however place this stage in the counterpick category. The statues allow for great positional advantages for characters such as R.O.B. The walk-offs and transitional portions give an advantage for characters with infinites such as King Dedede as well. However, the stage is far from broken.
Pikmin: Distant Planet
Possible Issues: Walk offs, hazards.
Reason for counterpick: The walk-off cannot pose too much of an advantage as even characters without projectiles can take advantage of the pellets that spawn on the stage and use these to force the defensive player to pursue. The rain also eliminates this problem. However, the layout of the stage allows for characters such as Wolf to take advantage of the slope for good projectile control and place this stage into the counterpick category. The Bulorb plays almost no role in any matches here.
Super Mario World: Yoshi's Island*
Possible Issues: Walk offs.
Reason for counterpick: The stage offers a layout that poses for great projectile control for characters such as Wolf and pushes this stage into the counterpick category. However, the extreme slope of the walk-off hinders many infinites and doesn't provide much of a problem, yet the stage is on watch as there is nothing to hinder the walk-off from being exploited if something is found.
Donkey Kong Country: Jungle Japes
Possible Issues: Water and Hazards.
Reason for counterpick: The platform layout allows for notable advantages for characters such as Falco and is enough to push the stage to counterpick status. The water can actually help characters survive would they normally would not have. The main concerns are stalling in the water with characters such as Jigglypuff who can float out to the far right and jump out and continue. However this is quickly fixed by the other concern which is the hazard. The hazard provides problems for attempts to stall and forces the match to proceed normally. The hazard follows a set path and cannot kill at 0% with DI. The hazard is easily avoidable and survivable and is hard to exploit.
EarthBound: Onett
Possible Issues: Hazards, Walls, and Walk-Offs.
Reason for counterpick: The cars are easily shrugged off as hazards. The cars are similar to Ness's forward throw in that they scale very slowly in knockback with damage, allowing you to survive even when being hit at 500+%. They are very, very weak. However, these cars are important as they solve the remaining problems of walk-offs and walls with the stage. Any positional advantage of hiding behind a wall or walk-off must be relinquished when a car passes, allowing for the offensive player to take advantage of the defensive player. The cars also stop infinites before they can have a huge effect on the match.
Kirby: Green Greens
Possible Issues: Hazards and Walls.
Reason for counterpick: The hazards are completely negligible and simply allow for smart play. The walls and ceiling size are far from neutral for this stage, allowing characters like Fox to score quick low percentage kills. The walls are very hard to perform infinites on as a player can keep control of the blocks destroying them from time to time as needed.
F-Zero: Big Blue*
Possible Issues: Stage movement, positional advantages.
Reason for counterpick: This stage has many “problems”; however, it lacks any actual reasons for banishment other than unfamiliarity with the stage and little knowledge. The stage gives advantages to characters and disadvantages to others, making it a counterpick candidate. The road can be easily teched and survived by all characters. However, this stage is under watch for a few reasons. The stage is random in the track layout and the car layout (it changes for every match). Thus you can't truly memorize this stage like Rainbow Cruise or Rumble Falls. During some portions, characters such as Ness are able to camp on high floating platforms giving an unfair positional advantage against other characters; however, the platform can lower sometimes or move off screen getting rid of the positional advantage. The stage does alter normal gameplay some, but how much is the question.
Metroid: Brinstar
Possible Issues: Hazards.
Reason for counterpick: The stage favors some characters with its awkward shape and terrain changing potential, however there is nothing extreme. The lava is easily avoided and can't be exploited much outside of Ganondorf's ganoncide potential which is simply a clever tactic and nothing more.
Banishment:
Super Mario Bros.: Mushroomy Kingdom 1-1
Possible Issues: Extreme positional advantage, extreme character bias, and special walls and walk-offs.
Reason for banishment: The walk offs and walls next to the pipes can pose some problems with characters performing infinites on the walls waiting for the stages walk-offs to approach and cause quick easy kills. However, to make matters worse for this stage the scrolling and layout of the stage cause strong positional advantage for the player furthest right if they have reliable projectiles, such as Snake. Characters with low mobility are unable to approach thanks to the obstacle approach provided by characters such as Snake; however, the stage forces the characters to attempt to navigate through this, resulting in taking more damage than they are able to dish out before they get hit back to the left again and forced to fight through the stage.
Super Mario Bros.: Mushroomy Kingdom 1-2
Possible Issues: Extreme positional advantage, extreme character bias, and special walls and walk-offs.
Reason for banishment: The walk offs and walls next to the pipes can pose some problems with characters performing infinites on the walls waiting for the stages walk-offs to approach and cause quick easy kills. However, to make matters worse for this stage the scrolling and layout of the stage cause strong positional advantage for the player furthest right if they have reliable projectiles, such as Snake. Characters with low mobility are unable to approach thanks to the obstacle approach provided by characters such as Snake, however the stage forces the characters to attempt to navigate through this, resulting in taking more damage than they are able to dish out before they get hit back to the left again and forced to fight through the stage. The layers of blocks cause further problems as vertical mobility also becomes a large factor. Characters such as Mr. Game & Watch are able to up special through many blocks allowing quick mobility and ability to position themselves in a spot where the opposing character will always take more damage upon approach than can be returned before the defensive player repositions.
The Legend of Zelda Wind Waker: Pirate Ship
Possible Issues: Extreme positional advantage, extreme character bias.
Reason for banishment: Once a lead is gained characters can easily camp within the water. Characters such as Game and Watch and Ike are able to instantly and safely use their up-specials out of the water and quickly return. Characters without projectiles are forced to approach as the stage transformations cannot effectively end this tactic. The rock still has a side of watch to camp in and when the ship fires bombs characters such as Game and Watch are able to use down airs to submerge themselves safely below the water. The only transformation that can come close to ending this is the tornado, which lasts for a short time and cannot be depended on within a match. The low gravity also allows for the stalling characters to float off of the stage until the water returns. Once a character is forced to pursue in the water, the number of usable moves quickly deteriorates and some character have no options against the tactic.
Pokémon: Spear Pillar
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks to the loop present.
F-Zero: Port Town Aero Drive
Possible Issues: Radical hazards present.
Reason for banishment: The cars on this stage cross the line simply. The cars give a very low warning, with some portions of the stage offering no warning. The cars kill at low percentages, clocking in kills on middleweight Mario as low as 55%! There are portions of the track where lower mobility characters are unable to move out of the way of the cars given first warning. This forces characters to either risk death at any point due to the stage or constantly assume the worst that the cars are coming and fight at the far edges of many portions of the track. What ultimately put the ban mark on the stage was when it was found the cars can hit you when the main platform hasn't even landed and you are still traveling along the stage.
WarioWare: WarioWare, Inc.
Possible Issues: Radical hazards present.
Reason for banishment: Hazards may not be the best word when considering the rewards system, however that's simply for classification purposes. The stage would be perfectly fine, perhaps neutral, even with the minigames. However, the rewards system is simply faulted. There are many times where both you and your opponent pass a minigame, however one player gets the star invincibility while the other becomes larger. This radically favours one player and was entirely the stage's decision.
EarthBound: New Pork City
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Ice Climber: Summit
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks to the loop present.
Kid Icarus: Skyworld
Possible Issues: Extreme positional advantage, extreme character bias.
Reason for banishment: Mr. Game & Watch is able to stay on the bottom and continually use down airs to destroy the platforms quickly and effectively. He simply needs to wait for a grab at which point his down throw will spike through the clouds, resulting in instant kills on any character that cannot return such as Olimar. Many other characters are able to follow the same strategy with moves that spike. The solid platforms above allow for quick techs that allow characters to perform the spikes anyway. Thus, the characters don't need to relinquish the positional advantage in the area.
Donkey Kong: 75m
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Mario Bros.: Mario Bros.
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Game & Watch: Flat Zone 2
Possible Issues: Radical hazards present, extreme character bias, extreme positional advantage.
Reason for banishment: At first this stage actually appeared playable, with the Fire and Chef transformations being rather tame and Oil Panic being decent. However, the Lion poses as a radical hazard. Normally one could wait out such a transformation; however, some characters are able to use these transformations to make them nearly unbeatable by abusing powerful projectiles. Snake especially is able to force approach during the Oil Panic and Lion forms. Once a character is forced to approach, Snake is able to set-off the hazards a variety of ways making him impossible to touch as well as forcing opponents to sustain large amounts of damage quickly. This, coupled with Snake’s strong tilts and the fairly small edges on the stage, can quickly force the opponent into kill percentage and take advantage of the unfair positional advantage given by the transformations.
Electroplankton: Hanenbow
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Metal Gear Solid: Shadow Moses Island
Possible Issues: Walls and walk-offs.
Reason for banishment: Unlike other stages with walls and walk-offs, this stage is defined by them. There is simply no place to avoid them safely. The walls are replaced by walk-offs if you destroy them, and the walk-offs replace themselves with walls when they respawn. Simply put, the stage does not allow for characters who cannot exploit these to win against characters who can which is aided by the majority of the match depending on high percentage kills due to the box-like shape of the stage.
Sonic the Hedgehog: Green Hill Zone
Possible Issues: Extreme positional advantage, walk-offs, and extreme character bias.
Reason for banishment: The walk-offs are the smallest problem with this stage, especially since they can't be forced into and most characters cannot infinite up the slope of the stage. The next problem comes from character bias and positional advantage that stem from the checkpoint. The checkpoint allows for characters to maintain a positional advantage where they can always dish out more damage than they take. Characters such as Jigglypuff and Sonic are able to take advantage of the unique shape of the stage and their spinning moves to quickly move from one point of the stage to the next, making them hard to approach, especially when the checkpoint is used to aid this. Other characters such as Fox are able to control the checkpoint from a distance thanks to projectiles and also force approach towards the checkpoint with these projectiles. When the stage divides this only furthers the problem as it further limits the approaching options of the offensive player. Once a lead is gained characters who can effectively control the checkpoint have the advantage they will never lose the remainder of the match. The checkpoint simply centralizes and degenerates gameplay in addition to these problems for characters who cannot effectively control it.
The Legend of Zelda: Temple
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Star Fox: Corneria
Possible Issues: Hazards and the wall on the fin.
Reason for banishment: The hazards are not a problem and the layout of the stage allows for a good counterpick layout. However, the wall on the fin causes many more problems for gameplay than possible in the previous game. There are many forced infinites on the fin that can easily result in an entire stock from 0%. Once a character who can perform an infinite, of which there are many, gains a lead the player can simply wait by the fin, giving an extreme positional advantage. A simple shieldgrab of a character attempting to approach can result in an infinite. Eventually the gameplay deteriorates into a game of attempting to infinite your opponent first. If you are not playing a character with an infinite and lose the lead the match is lost.
General Rules:
- Items are set to “None” with each individual item turned “Off”.*
- Stock matches will be used with stock set to 3.
- The time limit is set to a minimum of 120 seconds per stock.**
- All sets are best of three matches.
- In an event of a dispute, controller ports will be selected by using the “Random” feature when selecting names. The person who randoms the name that comes first alphabetically, numbers and symbols ignored (“9Volt” would be considered “Volt”), chooses first.
- Custom controls and all controller options are legal***. Rumble is also able to be turned on or off at a player's discretion.
- No player may choose a stage they have won on during the current set.
- Ties will be broken by lives, then percentages. In the event of an exact tie, the one stock sudden death will be played.
- Infinites such as King Dedede's standing chaingrab are allowed except when used to excessively stall the match.***
- Techniques such as Sonic's homing attack stall under the stage are banned when used to stall the match.
- Characters with easy mobility traveling under stages such as Jigglypuff, Pit, Meta Knight, etc... may do so only for recovery purposes and avoiding edgeguards. These may not be used to excessively stall the match.****
- Players who are late for matches will receive a warning followed by a loss of game followed by a loss of the set.*****
- Disqualifications for improper rule procedure are to be handled by TOs.
- Double Elimination play should be used with Pools play strongly recommended for larger tournaments.
- Loser's Finals, Winner's Finals, and Grand Finals should all at least be best of five matches.
**It is recommended 160 seconds per stock with 120 seconds used for time constraints only.
***It is highly recommended that wireless controller options be discourages due to issues with interference, battery life, accidental Wii power offs, and time hinderance. If these situations occur consider bans for individual use of these controller options.
****It is up to the discretion of the TO when a technique is used to excessively stall. It is recommended that once the damage meter goes beyond 250% it is considered stalling.
*****It is up to the discretion of the TO when aerial mobility beneath the stage is being used to stall the match. It is recommended that if a character passes beneath the stage more than two times it is stalling. It is also recommended that if a character spends more than 15 seconds beneath the stage it is excessively stalling.
******Time limits are at the discretion of the TO and depend greatly on size of tournament and time contraints.
Set Format:
- Opponents choose their characters for the first match.*
- Each player is allowed to ban two stages for the entirety of the set.**
- The first stage will be played at random from the Neutral Stage List.***
- The loser of the previous match announces the next match's stage from either the Neutral Stage List or the Counterpick Stage List.
- The winner of the previous match chooses his character.
- The loser of the previous match chooses his character.
- Repeat steps 4-7 for all proceeding matches.
**Stages will be banned in order of 1-2-1. Player A will ban one stage before and after Player B bans two stages. In an event of a dispute, Player A and Player B will be determined by using the “Random” feature when selecting names. The person who randoms the name that comes first alphabetically, numbers and symbols ignored (“9Volt” would be considered “Volt”), becomes Player A.
***Opponents may instead agree on a Neutral stage.
Neutral Stage List
Super Smash Bros. Brawl: Battlefield
Super Smash Bros. Brawl: Final Destination
Super Mario Sunshine: Delfino Plaza
Yoshi's Island: Yoshi's Island
Kirby: Halberd
Star Fox: Lylat Cruise
Pokémon: Pokémon Stadium 2
Animal Crossing Wild World: Smashville
PictoChat: PictoChat
Super Mario 64: Rainbow Cruise*
Pokémon: Pokémon Stadium
Counterpick Stage List
Luigi's Mansion: Luigi's Mansion
Mario Kart: Mario Circuit*
Donkey Kong Jungle Beat: Rumble Falls
Zelda Twilight Princess: Bridge of Eldin*
Metroid: Norfair*
Metroid Prime: Frigate Orpheon
Fire Emblem: Castle Siege
Pikmin: Distant Planet
Super Mario World: Yoshi's Island*
Donkey Kong Country: Jungle Japes
EarthBound: Onett
Kirby: Green Greens
F-Zero: Big Blue*
Metroid: Brinstar
Banned Stage List
Super Mario Bros.: Mushroomy Kingdom 1-1
Super Mario Bros.: Mushroomy Kingdom 1-2
The Legend of Zelda Wind Waker: Pirate Ship
Pokémon: Spear Pillar
F-Zero: Port Town Aero Dive
WarioWare: WarioWare, Inc.
EarthBound: New Pork City
Ice Climber: Summit
Kid Icarus: Skyworld
Donkey Kong: 75m
Mario Bros.: Mario Bros.
Game & Watch: Flat Zone 2
Electroplankton: Hanenbow
Metal Gear Solid: Shadow Moses Island
Sonic the Hedgehog: Green Hill Zone
The Legend of Zelda: Temple
Star Fox: Corneria
*Stages under watch.
An easier way to see this comes from the following graphic:
Custom Stages are currently being discussed. It is currently recommended that if a TO wishes to allow Custom Stages that the TO verifies that each stage is present and identical on all Wiis at the tournament beforehand.
Additional Rule's for Double's Play:
- Life Stealing is legal.
- Team Attack is set to “On”.
- Stage changes for Doubles Play are currently being discussed.
Stage Neutrality, Counterpick, and Banishment Reasoning:
The following are not enough of a reason to move a stage to counterpick status:
Character Bias: Character bias is not enough to move a stay to counterpick status unless it is extreme. Falco vs. Ganondorf on Final Destination is an example of character bias that is not extreme enough thanks to the stage to move the stage to counterpick status.
Disruption of auto-canceling: This is not big enough of a character bias to force a stage into counterpick status at this current point in time.
Potentially being caught under the stage when attempting to recover to the ledge: This is unfamiliarity with the stage and completely in the player's control.
Temporary Walls and Walk-Offs: These are potentially avoidable until they disappear and grant not lasting positional advantage; they are not substantial enough to move a stage to counterpick status.
The following are enough of a reason to move a stage to counterpick status but not enough to move a stage to banned status:
Notable character bias: These stages favor or hinder certain character too greatly to leave the stage as neutral, however there is no match-up extreme enough to move the stage to banned status.
Interrupted Walls: These are walls where infinites can be interrupted. These favor a character enough to push it out of neutral status, however since these may be interrupted they do not warrant a ban.
Interrupted Walk-offs: These are walk-offs where infinites can be interrupted. These favor a character enough to push it out of neutral status, however since these may be interrupted they do not warrant a ban.
Other Walk-Offs and Walls: Some walk offs and walls are unique and have properties that could put them in counterpick status when they'd normally pose for a ban.
The following are enough to move a stage to banned status:
Presence of a “circle” or “loop”: Allows faster or more mobile characters to continually keep away from those with lower mobility once a lead is gained.
Radical hazards: Allows for the stage to completely turn the tide of a match with few or no actions a player can take to avoid this.
Extreme positional advantage: This is where the stage allows for a player to take a position once a lead is gained such that the other player will always be at an extreme disadvantage when attempting to approach.
Other Walk-Offs and Walls: Some walk offs and walls are unique and have properties that could put them in banned status when they'd normally pose for counterpick.
Extreme character bias: The stages allows for characters to perform actions that favor the match-up heavily enough that it is nearly impossible to beat.
Neutrality:
Super Smash Bros. Brawl: Battlefield
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Super Smash Bros. Brawl: Final Destination
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Super Mario Sunshine: Delfino Plaza
Possible Issues: Transformations resulting in walk-off edges, walls, lack of grabbable edges, and presence of water.
Reason for Neutrality: The majority of the match will be played on various platform layouts when the stage has not grounded. None of these show enough character bias to push the stage to counterpick status. There are many different potential problems with the grounded portions. Walk-offs, walls, water, and lack of grabbable edges are all potential problems that would push the stage to counterpick status due to character bias. However, each transformation lasts for a minimal time. Each transformation allows for enough room for a player to avoid each of these potential problems until the transformation ends, and the various landing locations favor different characters. Because of this, there is not enough character bias to move this stage out of neutral status.
Yoshi's Island: Yoshi's Island
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Kirby: Halberd
Possible Issues: Transformations involving walk offs as well as hazards.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. The walk off at the beginning of the stage is easily avoided until the stage takes off thanks to the quick presence of a rising platform. The take off hazard is also easily avoided by simply being off the ground during the timeframe. The hazards occur very rarely and only allow for strategic use of the stage thanks to knowledge of the stage. Each hazard can be avoided in a variety of ways as well as used against an opponent with clever thinking.
Star Fox: Lylat Cruise
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
Pokémon: Pokémon Stadium 2
Possible Issues: Transformations resulting in walls, altered traction, altered gravity, and conveyor belts.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. Each of the transformations offer slight advantages and disadvantages for characters; however, none are to any extreme degree that could decide the outcome of a match in the short time frame given. No form can be depended on as they all randomly occur and are not in any set order. The wall on the ground transformation is one-sided with many platforms present allowing ease in mobility avoiding the wall. The wall is also sloped in a manner such that most infinites that would normally work do not. The ice transformation also allows for platforms slanted in a manner where the buffed ground combat can be avoided. The sliding on the ice simply allows for strategic use of spacing. The wind transformation gives a buffed aerial combat; however, it is easy to navigate back to the ground quickly thanks to airdodges, where you can still perform successful low short hops and focus on ground combat. The electric transformation once again has a platform layout that allows players to avoid the conveyor belts for the duration of the transformation with ease. The conveyor belts allow for strategic gameplay requiring quick spacing and careful recovery. None of these are radical enough to push the stage to counterpick status given their short timeframes.
Animal Crossing Wild World: Smashville
Possible Issues: None
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status.
PictoChat: PictoChat
Possible Issues: Transformations resulting in hazards and walls. Drawings potentially enclose a character giving unfair positional advantage.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. This stage has 27 transformations and will remain blank half of the time. Each transformation will last for 13.33 seconds. The majority of the transformations would be considered neutral if they were presented as stand alone stages. No transformation will repeat until all transformations have been randomly cycled through. The hazards are all very easy to avoid with very little kill potential. These hazards are similar to those of Halberd in that they only allow for strategic use by a player and will not influence the match alone. In the unlikely event of a drawing enclosing a character, the set-up of the stage allows for players to simply wait out the transformation. There is no single transformation radical enough to move the stage to counterpick status, especially when the most it could ever be in a match is 13.33 seconds.
Super Mario 64: Rainbow Cruise*
Possible Issues: Stage movement.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset. Any character bias is minimal and not to a degree that would push the stage to counterpick status. The only issue seems to be whether or not characters can safely navigate the stage while fighting. After testing characters with low horizontal and/or vertical mobility against characters with high mobility in matches, there were no problems that wouldn't normally have occurred in a match on any other neutral stage. The stage has very little influence on the game and basically exists as an ever-changing neutral layout. This stage is simply on watch as it seems it could potentially show character bias in the future enough to move it to counterpick status, however at this point there is none radical enough present.
Pokémon: Pokémon Stadium
Possible Issues: Transformations resulting in walls.
Reason for Neutrality: This stage lacks any potential problems not already addressed by the ruleset the majority of the time. Any character bias is minimal and not to a degree that would push the stage to counterpick status the majority of the time. There are three transformations resulting in walls. The fire and rock transformations are set-up such that the walls are easily avoided and your character may remain mobile. The water transformation has a windmill that simply poses as a moving wall. The wall is no different than the wall on the rock transformation other than it moves and doesn't touch the ground; the movement actually prevents it from being abused with standard wall infinites. None of these transformations are extreme enough to move this stage to counterpick status.
Counterpick:
Luigi's Mansion: Luigi's Mansion
Possible Issues: The pillars and the ceiling.
Reason for counterpick: The pillars allow for characters such as R.O.B. to effectively out camp other projectile users they normally wouldn't. The ceiling also allows for defensive characters to have a larger safety net. However this can all be quickly destroyed resulting in a pseudo-Final Destination. Nothing here is extreme; however, it is not neutral as it offers notable advantages.
Mario Kart: Mario Circuit*
Possible Issues: The hazards and the walk-offs.
Reason for counterpick: The cars pose almost no problem other than creating a sort of divide in gameplay allowing for defensive grounded gameplay. This is something to push the stage from neutral to counterpick given the layout. The only other notable concern in the walk-offs; however, when the cars pass over the top they can hit characters attempting to perform chainthrows off the side (such as King Dedede) resulting in openings that eliminate positional advantages. The stage is only on watch as the walk-offs may prove to be more broken than anticipated.
Donkey Kong Jungle Beat: Rumble Falls
Possible Issues: The spikes and the stage movement.
Reason for counterpick: The spikes are stationary hazards that deal a fair amount of damage. Many feel the spikes are instant kills; however, the 2nd and 3rd spikes won't kill until higher percentages and and the 1st spike can be easily teched every time. The spikes are also easy to navigate around. The stage movement is fine as even when the stage has sped up, lower mobility characters can easily move about the stage freely. Another note is that this stage has a wind effect that pushes characters up. An easy way to see this is to take Peach and float; she will move up along with the stage. Knowledge of this makes the stage even easier for lower mobility characters to navigate.
Zelda Twilight Princess: Bridge of Eldin*
Possible Issues: Walk-offs and hazards.
Reason for counterpick: The hazards are not too extreme and very simply to avoid. The stage simply poses as an extended version of final destination the majority of the time, however shows a more notable character advantage when the stage is broken apart. King Bulbin allows for openings to approach characters who attempt to abuse walk-offs. The stage is only on watch as the walk-offs may prove more broken than anticipated.
Metroid: Norfair*
Possible Issues: Hazards and notable character bias.
Reason for counterpick: All of the hazards are easily avoided. You can even shield or airdodge many of them. The platform layout gives notable advantages that push the stage to counterpick levels. However, one concern is that characters such as Meta Knight, Pit, and Jigglypuff can easily stall floating from platform to platform resulting in a positional advantage that can't be relinquished against more ground characters such as Fox who cannot approach safely and will result in more damage getting dished out to the offensive player and thus the stage is on watch.
Metroid Prime: Frigate Orpheon
Possible Issues: Stage Flip
Reason for counterpick: The stage offers an almost neutral layout for both transformations. The first layout lacks a grabbable edge, hurting some characters. The second layout has platforms extending from the side that allow characters like R.O.B. to have a notable advantage against characters that can't pursue as well. The stage flip can remove the advantages gained, however they can also lead to quick gimp kills on poor recovery characters such as Olimar and Captain Falcon. Nothing is too broken, but it is not neutral as it distorts match-ups by favoring and hindering some characters.
Fire Emblem: Castle Siege
Possible Issues: Transformations resulting in walk-offs, statues, transition changes.
Reason for counterpick: The first transformation and the third transformation are highly neutral. The second transformation and the transitional sections however place this stage in the counterpick category. The statues allow for great positional advantages for characters such as R.O.B. The walk-offs and transitional portions give an advantage for characters with infinites such as King Dedede as well. However, the stage is far from broken.
Pikmin: Distant Planet
Possible Issues: Walk offs, hazards.
Reason for counterpick: The walk-off cannot pose too much of an advantage as even characters without projectiles can take advantage of the pellets that spawn on the stage and use these to force the defensive player to pursue. The rain also eliminates this problem. However, the layout of the stage allows for characters such as Wolf to take advantage of the slope for good projectile control and place this stage into the counterpick category. The Bulorb plays almost no role in any matches here.
Super Mario World: Yoshi's Island*
Possible Issues: Walk offs.
Reason for counterpick: The stage offers a layout that poses for great projectile control for characters such as Wolf and pushes this stage into the counterpick category. However, the extreme slope of the walk-off hinders many infinites and doesn't provide much of a problem, yet the stage is on watch as there is nothing to hinder the walk-off from being exploited if something is found.
Donkey Kong Country: Jungle Japes
Possible Issues: Water and Hazards.
Reason for counterpick: The platform layout allows for notable advantages for characters such as Falco and is enough to push the stage to counterpick status. The water can actually help characters survive would they normally would not have. The main concerns are stalling in the water with characters such as Jigglypuff who can float out to the far right and jump out and continue. However this is quickly fixed by the other concern which is the hazard. The hazard provides problems for attempts to stall and forces the match to proceed normally. The hazard follows a set path and cannot kill at 0% with DI. The hazard is easily avoidable and survivable and is hard to exploit.
EarthBound: Onett
Possible Issues: Hazards, Walls, and Walk-Offs.
Reason for counterpick: The cars are easily shrugged off as hazards. The cars are similar to Ness's forward throw in that they scale very slowly in knockback with damage, allowing you to survive even when being hit at 500+%. They are very, very weak. However, these cars are important as they solve the remaining problems of walk-offs and walls with the stage. Any positional advantage of hiding behind a wall or walk-off must be relinquished when a car passes, allowing for the offensive player to take advantage of the defensive player. The cars also stop infinites before they can have a huge effect on the match.
Kirby: Green Greens
Possible Issues: Hazards and Walls.
Reason for counterpick: The hazards are completely negligible and simply allow for smart play. The walls and ceiling size are far from neutral for this stage, allowing characters like Fox to score quick low percentage kills. The walls are very hard to perform infinites on as a player can keep control of the blocks destroying them from time to time as needed.
F-Zero: Big Blue*
Possible Issues: Stage movement, positional advantages.
Reason for counterpick: This stage has many “problems”; however, it lacks any actual reasons for banishment other than unfamiliarity with the stage and little knowledge. The stage gives advantages to characters and disadvantages to others, making it a counterpick candidate. The road can be easily teched and survived by all characters. However, this stage is under watch for a few reasons. The stage is random in the track layout and the car layout (it changes for every match). Thus you can't truly memorize this stage like Rainbow Cruise or Rumble Falls. During some portions, characters such as Ness are able to camp on high floating platforms giving an unfair positional advantage against other characters; however, the platform can lower sometimes or move off screen getting rid of the positional advantage. The stage does alter normal gameplay some, but how much is the question.
Metroid: Brinstar
Possible Issues: Hazards.
Reason for counterpick: The stage favors some characters with its awkward shape and terrain changing potential, however there is nothing extreme. The lava is easily avoided and can't be exploited much outside of Ganondorf's ganoncide potential which is simply a clever tactic and nothing more.
Banishment:
Super Mario Bros.: Mushroomy Kingdom 1-1
Possible Issues: Extreme positional advantage, extreme character bias, and special walls and walk-offs.
Reason for banishment: The walk offs and walls next to the pipes can pose some problems with characters performing infinites on the walls waiting for the stages walk-offs to approach and cause quick easy kills. However, to make matters worse for this stage the scrolling and layout of the stage cause strong positional advantage for the player furthest right if they have reliable projectiles, such as Snake. Characters with low mobility are unable to approach thanks to the obstacle approach provided by characters such as Snake; however, the stage forces the characters to attempt to navigate through this, resulting in taking more damage than they are able to dish out before they get hit back to the left again and forced to fight through the stage.
Super Mario Bros.: Mushroomy Kingdom 1-2
Possible Issues: Extreme positional advantage, extreme character bias, and special walls and walk-offs.
Reason for banishment: The walk offs and walls next to the pipes can pose some problems with characters performing infinites on the walls waiting for the stages walk-offs to approach and cause quick easy kills. However, to make matters worse for this stage the scrolling and layout of the stage cause strong positional advantage for the player furthest right if they have reliable projectiles, such as Snake. Characters with low mobility are unable to approach thanks to the obstacle approach provided by characters such as Snake, however the stage forces the characters to attempt to navigate through this, resulting in taking more damage than they are able to dish out before they get hit back to the left again and forced to fight through the stage. The layers of blocks cause further problems as vertical mobility also becomes a large factor. Characters such as Mr. Game & Watch are able to up special through many blocks allowing quick mobility and ability to position themselves in a spot where the opposing character will always take more damage upon approach than can be returned before the defensive player repositions.
The Legend of Zelda Wind Waker: Pirate Ship
Possible Issues: Extreme positional advantage, extreme character bias.
Reason for banishment: Once a lead is gained characters can easily camp within the water. Characters such as Game and Watch and Ike are able to instantly and safely use their up-specials out of the water and quickly return. Characters without projectiles are forced to approach as the stage transformations cannot effectively end this tactic. The rock still has a side of watch to camp in and when the ship fires bombs characters such as Game and Watch are able to use down airs to submerge themselves safely below the water. The only transformation that can come close to ending this is the tornado, which lasts for a short time and cannot be depended on within a match. The low gravity also allows for the stalling characters to float off of the stage until the water returns. Once a character is forced to pursue in the water, the number of usable moves quickly deteriorates and some character have no options against the tactic.
Pokémon: Spear Pillar
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks to the loop present.
F-Zero: Port Town Aero Drive
Possible Issues: Radical hazards present.
Reason for banishment: The cars on this stage cross the line simply. The cars give a very low warning, with some portions of the stage offering no warning. The cars kill at low percentages, clocking in kills on middleweight Mario as low as 55%! There are portions of the track where lower mobility characters are unable to move out of the way of the cars given first warning. This forces characters to either risk death at any point due to the stage or constantly assume the worst that the cars are coming and fight at the far edges of many portions of the track. What ultimately put the ban mark on the stage was when it was found the cars can hit you when the main platform hasn't even landed and you are still traveling along the stage.
WarioWare: WarioWare, Inc.
Possible Issues: Radical hazards present.
Reason for banishment: Hazards may not be the best word when considering the rewards system, however that's simply for classification purposes. The stage would be perfectly fine, perhaps neutral, even with the minigames. However, the rewards system is simply faulted. There are many times where both you and your opponent pass a minigame, however one player gets the star invincibility while the other becomes larger. This radically favours one player and was entirely the stage's decision.
EarthBound: New Pork City
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Ice Climber: Summit
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks to the loop present.
Kid Icarus: Skyworld
Possible Issues: Extreme positional advantage, extreme character bias.
Reason for banishment: Mr. Game & Watch is able to stay on the bottom and continually use down airs to destroy the platforms quickly and effectively. He simply needs to wait for a grab at which point his down throw will spike through the clouds, resulting in instant kills on any character that cannot return such as Olimar. Many other characters are able to follow the same strategy with moves that spike. The solid platforms above allow for quick techs that allow characters to perform the spikes anyway. Thus, the characters don't need to relinquish the positional advantage in the area.
Donkey Kong: 75m
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Mario Bros.: Mario Bros.
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Game & Watch: Flat Zone 2
Possible Issues: Radical hazards present, extreme character bias, extreme positional advantage.
Reason for banishment: At first this stage actually appeared playable, with the Fire and Chef transformations being rather tame and Oil Panic being decent. However, the Lion poses as a radical hazard. Normally one could wait out such a transformation; however, some characters are able to use these transformations to make them nearly unbeatable by abusing powerful projectiles. Snake especially is able to force approach during the Oil Panic and Lion forms. Once a character is forced to approach, Snake is able to set-off the hazards a variety of ways making him impossible to touch as well as forcing opponents to sustain large amounts of damage quickly. This, coupled with Snake’s strong tilts and the fairly small edges on the stage, can quickly force the opponent into kill percentage and take advantage of the unfair positional advantage given by the transformations.
Electroplankton: Hanenbow
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Metal Gear Solid: Shadow Moses Island
Possible Issues: Walls and walk-offs.
Reason for banishment: Unlike other stages with walls and walk-offs, this stage is defined by them. There is simply no place to avoid them safely. The walls are replaced by walk-offs if you destroy them, and the walk-offs replace themselves with walls when they respawn. Simply put, the stage does not allow for characters who cannot exploit these to win against characters who can which is aided by the majority of the match depending on high percentage kills due to the box-like shape of the stage.
Sonic the Hedgehog: Green Hill Zone
Possible Issues: Extreme positional advantage, walk-offs, and extreme character bias.
Reason for banishment: The walk-offs are the smallest problem with this stage, especially since they can't be forced into and most characters cannot infinite up the slope of the stage. The next problem comes from character bias and positional advantage that stem from the checkpoint. The checkpoint allows for characters to maintain a positional advantage where they can always dish out more damage than they take. Characters such as Jigglypuff and Sonic are able to take advantage of the unique shape of the stage and their spinning moves to quickly move from one point of the stage to the next, making them hard to approach, especially when the checkpoint is used to aid this. Other characters such as Fox are able to control the checkpoint from a distance thanks to projectiles and also force approach towards the checkpoint with these projectiles. When the stage divides this only furthers the problem as it further limits the approaching options of the offensive player. Once a lead is gained characters who can effectively control the checkpoint have the advantage they will never lose the remainder of the match. The checkpoint simply centralizes and degenerates gameplay in addition to these problems for characters who cannot effectively control it.
The Legend of Zelda: Temple
Possible Issues: The “circle” or “loop” present on the stage.
Reason for banishment: This stage is very large and the layout allows for characters with more mobility to keep away from their opponent the entirety of the match thanks for the multiple paths and circles present.
Star Fox: Corneria
Possible Issues: Hazards and the wall on the fin.
Reason for banishment: The hazards are not a problem and the layout of the stage allows for a good counterpick layout. However, the wall on the fin causes many more problems for gameplay than possible in the previous game. There are many forced infinites on the fin that can easily result in an entire stock from 0%. Once a character who can perform an infinite, of which there are many, gains a lead the player can simply wait by the fin, giving an extreme positional advantage. A simple shieldgrab of a character attempting to approach can result in an infinite. Eventually the gameplay deteriorates into a game of attempting to infinite your opponent first. If you are not playing a character with an infinite and lose the lead the match is lost.