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Battleship Halberd: an Analysis for Neutrality

Card

Smash Lord
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Post Disclaimer: Note, this is a thread regarding the TOURNAMENT WORTH of the Halberd level. There should be absolutely no discussion about it's value in the Casual Scene, nor should I hear any discussions saying "Banning stages is dumb". Thanks.

It's recently come to my attention that there are a lot of mixed reactions towards the level Battleship Halberd. After coming back from a few Brawl Smash Fests in my local area, it seemed like there was almost a 50/50 split in regards to this level being Tournament Neutral or Counter-Pick. Some players we're completely accepting of the stage, others couldn't tolerate the hazards and removed it off the bat. I'm fairly certain that I have also seen the same opinions on this level on SmashBoards itself.

I am actually part of the group of players who believe that the stage Battleship Halberd is Neutral.

At our finger tips we have ourselves a brand new game. Levels are totally new for the players to explore. Halberd is one of the stages which has such an excellent Level Design, and such a unique concept, that I would just hate to see it get canned prematurely. It's also safe to assume that it is MUCH easier for a Neutral stage to change into a Counter-pick stage, than it is for a Counter-pick stage to change into a Neutral stage. Now I'm not part of the Back Room, so I figured that this is the best method to get my voice across, and hopefully get people to see why I feel this stage deserves to be Neutral.


I'll start off by saying that I am sure we can all agree that there is a general consensus that Halberd will NOT be a Banned level. There isn't anything in this stage that is immediately ban-worthy (Such as the erratic 75m stage, or the large scale New Pork City level to name a few) The reason I started this thread is because of the controversy that there is between Halberd being a Neutral stage or a Counter-picked stage. Who knows... maybe I'm just crazy and everyone in the BRoom and on the forum thinks it should be Neutral... then I would be wasting my time :laugh: Oh well.

I took the time to perform some tests on this level, to get as accurate data as I possibly can in regards to the different forms that this stage takes. Halberd in actuality is divided into 3 stages, of which I will now go into detail. Stage 1 is the docking bay area, Stage 2 is whenever the Platform is flying around the Halberd, and Stage 3 is when you are fighting on the deck of the Halberd. Stage 1 only occurs once, while Stage 2 and 3 cycle indefinitely.


Stage 1: Docking Bay



The first stage, which I call the Docking Bay, starts the users off in a completely flat arena with walk off edges. At first this seems highly abusable, but luckily it only lasts 3 seconds. After 3 seconds, the platform rises from the ground and a huge flashing WARNING sign appears. If the user falls into the hole after it closes, they can just jump through the floor and make it onto the platform. 12 seconds later, the Platform takes off and enters Stage 2. All in all, this stage lasts only 15 seconds, and there is nothing really abusable that a player could do to get the other killed during take-off. Any smart player would just stay on the platform, and as far away as possible from the Walk-Off Ledges.

It should also be noted, that as long as the player is in the air, they will survive the take-off. Logically speaking, when the main Platform takes off anyone who is not standing on it should be left behind. But this isn't the case here, as long as you are airborne you will follow the platform on take-off.

Time Spent on Stage 1: 15 seconds of a 6-minute match.
Conclusion: Neutral. User needs to be cautious on their positioning.


Stage 2: In-Flight



Stage 2 of the Halberd Level is pretty much where the majority of the battles will be fought. The main Platform remains in flight for approximately 1 minute and 10-20 seconds (Depends on whether you are coming from Stage 1, or from Stage 3). For all it's worth, this layout is completely neutral. It has 2 edges, 1 platform in the middle, it is completely symmetrical, and it has very average sides and ceiling length. There are no walls, walk-offs, multiple edges, ceilings, or anything level specific which could be truly abusable. The only debatable issue is that it is possible to pass through the base platform from the below, but not from above.

Time Spent on Stage 2: Approximately 2 minutes and 20 seconds of a 6-minute match
Conclusion: Neutral. Nothing Truly Abusable, No inherent & obvious disadvantages for specific characters.
Special Note: Due to the nature of the Brawl Metagame evolving, matches are beginning to last shorter and shorter. Because of this, it's possible for a Halberd match to end during the 2nd Flight of Stage 2, making it the stage where the users will fight on the longest throughout the course of a match (Because the match will never reach the 2nd Stage 3 of the cycle).


Stage 3: Halberd Deck



Alright, the real issue with this level that everyone seems to have a problem with... Stage 3's Hazards. Now before I get onto that, let's just examine the new layout. The stage has now become completely flat, with a central platform looming above. Once again, the stage is completely symmetrical as well, without any abusable walls or ceilings. The sides and ceiling of the level are also average. All these things considered, this stage is completely Neutral.

Now is when I have to talk about the bane of this level. The reason most people want to see this level gone from Neutral, the Combo Cannon


(special thanks to BrawlCentral for the image)

The Combo Cannon seems to really bother a lot of people. Whether it's because it has the chance to kill you at higher percents, or because it interrupts the flow of gameplay, or because of it's seemingly random properties, something about this Cannon just annoys the hell out of a lot of people. Don't get me wrong, I agree with all of the above points. It does interrupt flow, it does have a chance to kill, and it does have random properties. But I am here to explain that it is not nearly as bad as it seems.

To start, we all know by now that the Combo Cannon has 3 different hazards. Lazer Beam, Crane Arm, and Cannon Ball. It should be noted, that the Combo Cannon fires off 2, 3, or 4 hazards at random, when the users enter Stage 3.

Lazer Beam:
Warning: A gigantic targeting reticule appears over a player at random.
Duration of Warning: 5 seconds
Hazard Strikes: Lazer Locks on the 5th second, and Fires on the 6th second
Hazard Duration: Beam lasts 4 seconds (10 seconds total)

The Lazer Beam is arguably the most threatening of the 3 hazards.

It can kill! It can only kill in the upwards percentages, with proper DI it can be survived. It also has a very obvious and long warning time, and allows the players time to space themselves and avoid it.
It deals a lot of damage. It can be shielded completely, and it also does not go past the edges of the stage, even though the Reticule does.
It also is very large radius This is actually a GOOD thing. Otherwise opponents would be able to grab you when you are being targeted, and let you get punished. If an opponent grabs you, he will be damaged as well
It can split the battlefield in two. It lasts only 4 seconds. During that time, only a handful of characters can launch projectiles across. You could shield those projectiles as well. Charge up moves (Samus, Lucario) will be able to use this to their advantage.
It selects the target at random! It should not make a difference. It gives both users ample warning time. It should also be noted that this could actually be used as an ADVANTAGE during combat. It's possible for the player who is being targeted to allow for some crazy setups.

Note by Mic: Just to add if you're hit by the laser, you can actually DI out of it completly before the "knockback" frames kick in. (Though you won't have time to DI from one side of the laser to the other)

Cannon Ball:
Warning: The Cannon in the background flashes bright red in color and launches a Cannonball upwards
Duration of Warning: 6 seconds
Hazard Strikes: The Cannonball strikes the level after 10 seconds
Hazard Duration: The Cannonball falls from the top of the screen for 4 seconds (10 seconds Total)

It should be noted that the Cannon Ball does not aim at a player in particular. It simply shoots in a direction. The direction that the Ball will fall can be seen simply by looking at which angle the cannon is facing.

The Cannon Ball falls at a very slow rate, giving tons of time for any user to avoid it. Smart users though, would be able to use the Cannon Ball to their advantage, and try to bait their opponents into it, or toss them into it.

Crane Arm:
Warning: A loud Sound-effect cue. The Crane also begins to move erratically while pointing at a player.
Duration of Warning: 8 seconds
Hazard Strikes: Crane strikes at the 10th second
Hazard Duration: 2 seconds (10 seconds total)

The Crane selects a player at Random, and then begins to move around for 8 seconds before striking at the target. The Crane will follow the user it has selected with the tip of the crane, so by paying attention to the tip it is easy to see exactly who is being targeted. The strike can be easily shielded, air dodged, rolled, or sidestepped with proper timing.

There is a catch with the Crane though, which perhaps not many people have noticed or realized. After testing, it's very easy to compare the Crane Arm to a weaker-Gooey Bomb. What I mean by that is, when a player who is being targeted OVERLAPS another player, the Crane will SWITCH TARGETS! Some players might think that if the Crane is targeting them, there is nothing they can do but wait for it to strike. But in actuality it's possible to cross the Crane onto their opponent, shifting the pressure on the opponent.


So as you can see, all 3 of the Combo Cannons hazards are easily avoidable, and at the same time allow for some interesting situations, none of which are highly abusable.

=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*​

One of my main points is that there isn't anything in this stage that would make you WANT to Counter-Pick this against an opponent. There is no real incentive towards choosing Halberd as a Counter-pick against your opponent.

A Quote from the SmashWiki on Counter-picking states;
Another form of counterpicking is stage counterpicking. This is mostly done based on the character that someone has chosen. For example, a Marth player will often pick the small Yoshi's Story (stage) because one of Marth's greatest shortcomings is his inability to fire any projectiles and his defense against them. This small stage will give characters that have projectiles less distance to fire them. This stage also favors non-projectile characters because the platforms are all close together, allowing non-projectile characters to close the gap much easier/faster. This stage also allows Marth to stand on the main platform, and use his forward smash to either side (having the tip of the sword connect with any characters on the bottom two platforms), giving him a huge advantage as the sweetspot of his sword reaches all of the bottom platforms.

Stage counterpicking can also mean that a player will choose a stage that is not suited well for his opponent's character. A good example of this can be seen when a player chooses Mute City when playing against Falco. When the platform is flying through the air, the ledges are not able to be grabbed and coupled with Falco's short-distance Up B move and predictable Forward B, it presents unfavorable conditions for a Falco trying to return to the stage after being knocked off.
Like I said earlier, Putting the Combo Cannon aside, this level is completely neutral. There are no obvious advantages for specific characters, and there is nothing level specific which really screws up characters. The Stage doesn't have low ceilings, it doesn't have short sides, it doesn't have walls, it doesn't have ceilings, it doesn't have low platforms, it doesn't have glitchy edges, walk off ledges, or any positional advantages for specific characters.

The bottom line is that it comes down to the Combo Cannon, but as I listed above all of it's attacks give ample warnings to both players, and only effect 1 minute of a 6 minute match. Most often, the match will never reach the 2nd cycle of Stage 3, therefore it only affects around 30 seconds of the match. I am being very generous in saying that it'll affect 30 seconds, because I am taking into account all the warnings. In actuality it only effects a mere 9 seconds (4 seconds of Lazer, 4 seconds of Cannonball drop, 1 second of Crane Arm strike) in an entire match.

Is 9 seconds of hazards really worth putting this stage out of Neutrality?


I really love this stage. In fact it is probably my favorite stage of the entire game. It is a fantastic stage, and let's face it.... If this stage ever becomes Counter-pick, it will never be chosen by anyone, because there isn't any reason to pick it as a counter. Apart from "Oh, I'm going to counter-pick this stage (as opposed to a stage which would be actually good for counter-picking) in hopes that my opponent is an idiot and gets hit by the stage hazard to give me a marginal advantage for an extremely small portion of the match" Yet at the same time this does not work because the stage hazards can also hit you!



Alright... I think I've rambled on long enough. I just hope that through this post, everyone and TO's at least gives Halberd time to stay as a Neutral Stage.
 

2.72

Smash Ace
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I agree. Frankly, this stage is going to be neutral unless the SBR decides to take a "Hazards = counterpick, serious hazards = ban" approach. I think that this would be a serious mistake because most of the hazards (with a few exceptions) are easily avoidable. Unless easily avoidable hazards make a stage counterpick-only, which makes no sense to me, I think that Halberd is good.
 

Card

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>_>

http://youtube.com/watch?v=VuFqUtji17o

(I agree that it should Neutral, though.)
Ike touched the ground before take-off. From what I can see, it looks like he charged his Side-B and dropped to touch the ground. Accidentally hit Side-B instead of Up-B I suppose?

Try it yourself. Take a character with multiple jumps like Kirby or Jiggs, and go as far to the side as possible and just remain off the ground. When it takes off, you'll follow with it.
 

betterthanbonds9

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>_>

http://youtube.com/watch?v=VuFqUtji17o

(I agree that it should Neutral, though.)
looks to me like he hit the ground before liftoff

agree completely on the neutrality of halberd. I have a feeling that gradually more "banned" stages will become CP and more CP will become neutral. I don't see (absent some awesome technique like waveshine) stages actually going down in rank, only up
 

Frames

DI
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I've always thought this should be a neutral, since all of the transformations are inherently neutral, there's no reason why it shouldn't be with the exception of the hazards.

As for the cannons, I've never had a problem avoiding them, they move far too slow to prove a real threat (unlike Pirate Ship's, which can cause a problem if you're not careful). The only thing that would keep it from being a neutral is the laser, and the only reason that would be a problem is that the player who is being targeted could use it to edgeguard. Typically what I do if i'm being targeted is go after the other player, knock them off, then stand by the edge and watch the laser do the work for me. This is the only potential problem I have with it, other than that it should be fine.
 

Rhambo

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I'm pretty sure that Ike had just touched the ground; also, it was kind of pathetic that he couldn't stay on the platform. But yeah, Halberd is alot of fun, has the wonderful kirby music, and a cool background. Definitely neutral worthy.
yeah the music and backgrounds are among the best in the game! There really is no reason this stage shouldn't be neutral worthy. Besides, when playing at tourney level, combo cannon shouldn't be to much of a hindrance.
 

DRaGZ

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I agree, this is a worthy neutral stage. I mean, my friends and I agree that it is rather neutral anyway.
 

DRaGZ

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I'm pretty sure the canon aims for a player before it fires. I've noticed that someone happened to be in the location that the canon was aiming for whenever it fired.
I'm not so sure. I remember having a taunt-off between myself and another guy online on the Halberd, so we were standing in place. A cannonball was shot off right between us and nothing happened.
 

Mic_128

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Just to add if you're hit by the laser, you can actually DI out of it completly before the "knockback" frames kick in. (Though you won't have time to DI from one side of the laser to the other)
 

Firestorm88

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This stage has a great chance at neutral. I would prefer it neutral rather than not, yes. I'd like to add that I didn't even know you could die on take-off ._.;;
 

shadydentist

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MIC is right, the laser is ALWAYS di-able. Sometimes I DI into and out of the laser for fun, and you'll take maybe 17 percent damage.
 

Card

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I'm pretty sure the canon aims for a player before it fires. I've noticed that someone happened to be in the location that the canon was aiming for whenever it fired.
Not true.

In the many tests I've done, both players on the stage DID NOT MOVE since the beginning of the level. This means that both characters we're located on opposite ends of the stage main platform. When the Cannon fires it shot directly in the middle a few times, even though both players have been on opposite sides, and never moved the entire match.
 

Card

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So uhh.. no one is gung-ho about Halberd being a Counter-Pick??

well... that was a lot easier than I thought :embarrass I was trying to convince people, but it seems like no one needed convincing.
 

Thinkaman

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I actually came to the stage discussion board today to, um, make this thread... Luckily, Card has done it 10 times better than I ever could.

Out of curiosity, what are your opinions on other borderline stages; namely, Castle Siege and Luigi's Mansion for Neutral, and Pirate Ship/Norfair/Summit/Distant Planet for Counter-Pick? I do not wish to start a discussion or side-track the thread of course, just wondering.
 

Mr.Lombardi34

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I don't think I've every seen someone get hit with one of this stage's hazards to tell you the truth. The lazer is pathetically easy to dodge, the cannon is also. The claw doesn't do a lot even if it does hit you, so I really think that my only problem is the first stage. How you can get killed at take off, mainly. The walkoffs are only there for a few seconds, so they aren't a problem, but I wasn't really sure about the takeoff suicide issue. Eh, it's not a problem, if you're good enough to enter a tournament, you should be able to survive everything halberd throws at you easily. Halberd for nuetral!

And to the above post: Ship, Norfair and distant planet should be counterpick, summit should be banned because of the fish.
 

metroid1117

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I was trying to beat All-Star mode with Bowser on this stage, when for some random reason I fell through the right side of the 2nd stage. Any explanation? o_0

Other than that, after your argument, I think that this stage should be neutral. Your point that there's no character advantage/disadvantage is convincing.
 

RedMage8BT

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I have to call counterpick. It moves and it has hazards... that seems like a counterpick to me.

You certainly make a good argument though, maybe I haven't been to enough tournaments.
 

Card

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I was trying to beat All-Star mode with Bowser on this stage, when for some random reason I fell through the right side of the 2nd stage. Any explanation? o_0

Other than that, after your argument, I think that this stage should be neutral. Your point that there's no character advantage/disadvantage is convincing.
Oh man :ohwell: If you can find a video of that, I will seriously have to reconsider my opinion on the stage.'s neutrality..

Thinkaman said:
Out of curiosity, what are your opinions on other borderline stages; namely, Castle Siege and Luigi's Mansion for Neutral, and Pirate Ship/Norfair/Summit/Distant Planet for Counter-Pick? I do not wish to start a discussion or side-track the thread of course, just wondering.
Castle Siege I do not see as being Neutral for the simple reason that there have been many awkward glitches during stage change. I've personally witnessed Nana fall through the floor to her death during stage change (even when she was just standing still next to Popo), as well as many times where two characters of equal height are falling, one goes through the floor the other one does not. It's a shame, because apart from that, I think this stage is a great Neutral. But I think if it comes down to a committee deciding what is best for the competition in a tournament, I think the chance of an awkward glitch may be the make-or-break point for this level. I also just want to say for the record, anyone who says Castle Siege cannot be Neutral because of Dedede's chain-grab is a moron.

Luigi's Mansion MAY become Neutral. Many people really do not like the Ceiling effect. It aggravates me so much because if those 2 tiny pieces of ceiling were NOT in this Level, It'd be a Neutral no questions asked. The stage can always be broken though, so honestly I don't have a problem with it becoming a Neutral stage. Perhaps it'll be a Neutral for Doubles though?

Pirate Ship Counter-Pick. Whether its because of the Water (not saying that Water = Counter-Pick), the awkward asymetric layout of the stage, or the constant shift from Sea, to Land, to Air, to Cannon, to Catapult, to Red Boat Platform, to the Ship Spiking players, not a whole lot is going for it in the Neutral category.

Norfair Reluctant Counter-Pick. I've heard many talks about it being Neutral. My reason for thinking it's a counter-pick has nothing to do with the Lava either. It has to do with the 6 edges. Many players tend to abuse the edges in this level, whenever I have played. Ike's spam Aether from the 2nd tier edge, up onto the 3rd platform. Tether characters stall around by bouncing from edge to edge without fear of losing their tether. Just the fact that the platforms are all quite small already promotes a different type of game strategy compared to the already known neutrals (battlefield, FD, smashville, yoshi)

Summit Banned... I think that stage is awful. 1-hit K.O Fish. Ice all over. Icicle Hazards. ******** Aerial Physics when the Ice burg is sliding. Plus there is an O shape for the level, which promotes a very confined, but still successful Fox Lazer Camp strategy.

Distant Planet No Comment. But I am leaning towards Counter-Pick. It's a very odd stage, I think we need a lot of people to play on it to really decide.

I have to call counterpick. It moves and it has hazards... that seems like a counterpick to me.
Technically, it is only the background which moves in this stage.
For example; Poke Floats is a stage which moves, Brinstar Depths is a stage which moves.
In Halberd, it is 2 completely neutral stage layouts which cycle in a continous loop. There is no actual MOVEMENT in the stage.

There is a 12 second transition time between Stage 2 (In-Flight) and Stage 3 (Halberd Deck) every 1:10 and 2:00~ respectively throughout a match. If you are standing on the platform, you can focus entirely on the match with the exception of the 5 seconds of transition. It is not like PokeFloats where the player spends MORE time focused on jumping from platform to platform throughout the course of a match.

For more information, a transition in the cycle takes 12 seconds total. It takes 5 seconds for the Platform to Appear/Disappear on stage, and then it takes another 7 seconds of just "Waiting time" until the Level either takes-off or completely disappears. I would also like to reaffirm that getting ONTO or OFF OF the platform is not difficult at all. It follows a set pattern, and is very large and easy to access. So actually, you could even just say it takes 5 seconds of Transition time, because once you are ON or OFF the platform, there really isn't any difference in the cycle.



and about Hazards.. well I addressed that in my OP.
 

wWw Dazwa

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I love this thread. I really hope Halberd makes it as a neutral because it's easily my favorite stage in the entire game.

Good work, Card.
 

Wyvern

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Wow, people are a lot more supportive of this than I thought.

I've always been a fan of Halberd for neutral as well. You'd have to be completely brain-dead to get hit by the laser or cannon on your own, and the laser is borderline harmless anyway thanks to repeated smash DI. The crane is the only one that can sort of sneak up on you, but even then you have plenty of warning and it isn't very strong. The only way for the hazards to really come into play is if the players actively throw each other into them...and if it's completely under the players' control, it's not really random, now is it? And even then, only the cannon is really going to earn you an assisted KO.

I also just want to say for the record, anyone who says Castle Siege cannot be Neutral because of Dedede's chain-grab is a moron.
Uh, could you explain that one for me? Total domination of the main platform for 1/3 of the time seems like a pretty serious advantage to me. If you step down there with most characters, you're only a grab away from instant death. You can prevent it by hiding up on the far-up diagonal platforms, but since the Dedede has no real impetus to try to approach you way up there with his sluggish aerial movement, it just winds up promoting stalling matches for a minute at a time. And walk-off edges tend to promote really campy gameplay in general, if I remember correctly. It might not totally break the stage, but it seems like enough of a problem to have a valid argument for counterpick status. Not that I have a whole lot of experience with the matter...
 

Puffs

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Wow, people are a lot more supportive of this than I thought.

I've always been a fan of Halberd for neutral as well. You'd have to be completely brain-dead to get hit by the laser or cannon on your own, and the laser is borderline harmless anyway thanks to repeated smash DI. The crane is the only one that can sort of sneak up on you, but even then you have plenty of warning and it isn't very strong. The only way for the hazards to really come into play is if the players actively throw each other into them...and if it's completely under the players' control, it's not really random, now is it? And even then, only the cannon is really going to earn you an assisted KO.



Uh, could you explain that one for me? Total domination of the main platform for 1/3 of the time seems like a pretty serious advantage to me. If you step down there with most characters, you're only a grab away from instant death. You can prevent it by hiding up on the far-up diagonal platforms, but since the Dedede has no real impetus to try to approach you way up there with his sluggish aerial movement, it just winds up promoting stalling matches for a minute at a time. And walk-off edges tend to promote really campy gameplay in general, if I remember correctly. It might not totally break the stage, but it seems like enough of a problem to have a valid argument for counterpick status. Not that I have a whole lot of experience with the matter...
Maybe we could just ban *******s who abuse things like that?
 

Prince of Pain

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First the excellent Pokémon Trainer guide, now this. I love you, Card.

In my opinion, people are just nervous about the hazards, but they can easily effect either player equally, regardless of character. None of the sections favor any particular character or group of characters, so the only real non-neutral argument are the hazards. Now, since they damage all characters equally (albeit randomly in selection) it really has no grounds for being counterpick. It's possible that it could be banned, but the hazards aren't anywhere near serious enough to warrant that. I don't see anything but neutral for the Halberd. The fact that the stage has awesome music and a background able to rival Lylat Cruise just makes it all the more beautiful.
 
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