bobson
Smash Lord
- Joined
- Jul 28, 2008
- Messages
- 1,674
This is fixed when players gain basic pattern recognition and realize that if the ledge is moving in a certain direction when you first use your recovery move, it will likely be further in that direction when your recovery move ends.Lylat's tilting edges can never be seen as a legitimate hazard as the tilting can make you miss a recovery all of a sudden. It actually changes the stage grab boxes while it tilts. The stage also starts in a random position at the start each time so its not even like you can even memorize where the stage will be at any given time (like you can use the timer for Wario's fart). Plus when the stage is tilted you have the tilted ledges, and since those are never consistant dont even start telling me that you can use that **** for strategy. The stage's extreme inconsistancy is the reason that it should not be on CP in any serious tournament.
There is really absolutely no reason anyone competent enough to get past pools in a tournament should ever have any more trouble with these ledges than they would have with, say, FD's pits. It's a matter of experience with the stage and nothing else. Players being too inexperienced to know how to grab ledges is not a legitimate reason for a ban.
Because they're both in the game and offer unique experiences without unbalancing anything beyond the other viable stages in the game? They both transform, and one of the transformations in both of them has a non-solid floor and another has a low ceiling. That's where the similarities end. By this reasoning, Smashville should be banned because I should be able to ban FD and not worry about having to deal with a long stage. It's true that the stage ban system is weakened in a sense by both of them being present, but it's not anywhere near a grievance great enough to justify removing the depth that's added by having a totally unique stage.Halberd and Delphino are extremely similar. I think Halberd is a fine stage, but I dont think it should be on a good counterpicking list along with Delphino. Why should I have to use two stage bans (needless complicated as well) to ban one strategy such as sharking, or make sure that my Fox or Falco illusion doesnt get completely ****** by the stage?
Orpheon can KO you, yes, if you fail to realize that there is a giant alarm going off that covers the screen which is telling you to move into a spot where you can't be KOed or gimped. The KO/gimp spots are only in certain areas of the stage and can always be avoided when you have enough experience on the stage to know where they are unless you're in the process of getting gimped already. I've been gimped more because the balloon on Smashville spawned in front of me while I was charging Luigi's side-B than I have on Orpheon. It's not even an issue of experience; you can never play on the stage and still know exactly where you shouldn't be when the stage flips. It's just knowledge. Lack of knowledge is not a reason to ban a fine stage.Orpheon can KO you off the top or trap you under the stage. Two videos posted showing different locations and my own experience has seen it KO on the right hand side. Sure there is a big light going off when the stage is going to flip, but the flipping is entirely inconsistent.
Four times. The flip lasts about three or four seconds, so in an eight minute match, you'll spend 3% of the time moving slightly to avoid getting gimped, if it actually decides to flip that many times, which it often doesn't. Jesus, you're right, that's awful! How can I even concentrate on my opponent in such a mess?!Seen it flip four times in a row before, that comes into fighting the stage more than the opponent. If you go to a tournament and expect the stage to beat your opponent for you, then how far do you even get in tournies?
Firstly, I don't even think it's possible to get the same transformation more than once in a row on PS1. Secondly, yes, that happens sometimes. Big friggin' deal. The pros of having an extra stage with a unique dynamic outweigh the cons of sometimes having a gap in the match.Pokemon Stadium 1 is not needed as a CP (but could easily be argued as one) due to the ledges, the windmill, the rock, and the fire stage. All of those stages have areas where no matter what character you are it makes it a completely stupid idea to ever approach. This puts the match on hold for 30 seconds each time. What happens when you get the rock stage 4 times in a row? Thats a waste of two minutes.
What? The only thing that comes close to promoting camping on this stage is the second form, which disappears. The first transformation is smaller than almost every starter, and the third one is about as big as FD. Walk-off camping is also not a beneficial strategy in any way and is usually a directly bad choice because about three-fourths of the roster have projectiles that render it entirely irrelevant.Castle Siege is a fine stage, but it has the same problem as WWR. Its decently large and is great for running away and time outs (especially the second stage). Second stage also leads to walk off camping as they are semi permanent.
I've used the transformations several times to get hits or KOs on people who thought I was setting myself up for an easy gimp and forgot about the transformation.The changing stage also has the opportunity to save from KOs during transformation (which isnt strategic, or good timing)
After reading this I question if you've ever actually played on this stage VS anyone competent. Camping on Castle Siege simply doesn't work--or at least not to any greater extent than, say, camping on Rainbow Cruise. Certainly not to a bannable extent, by any reasoning.if you want a big time out stage then go play SSE Jungle since the run away and camp strategy is viable there but it isnt so retardedly easy that I could spam Sonic's "You're too slow" taunt and still win.
None of these stages "beat your opponent for you."The point of the matter is, the stage should lead to assisting a strategy or harming another not beating your opponent for you.
It makes the banning system useless in one specific instance where you're trying to avoid that specific strategy. Again, the pros of having an extra totally unique stage dynamic that benefits the game outweigh this rather whiny con.Overlapping of the same strategy on different stages makes the entire banning system useless.
You seem to have a flawed idea of what exactly is bannable, which has led to a highly inconsistent stage philosophy that considers stages like Lylat Cruise and PS1 bannable while stages like Brinstar and Rainbow Cruise are fine. A ban instituted in a competitive game is inherently a bad thing; something that should only result when a certain aspect of the game is deemed so overpowering as to ruin the possibility of competitive play, not something that should be utilized to "optimize" competitive play. The opposite is true, as well: elements that don't destroy competitive play are inherently good things, and removing them arbitrarily weakens the game's depth. Middle ground between the two, as far as ban philosophy goes, is nonexistent: an aspect is either good for competitive play, or it is bannable. One could argue that Falco's lasers and side-B hurt competitive play by giving him a powerful camping ability in some matchups, but the inherent good which those moves provide by being unique gameplay elements outweighs the potential bad of them being used to make competitive play less-than-optimal.
Ideally, no part of the game would have to be banned, but unfortunately we play a game that was built primarily for casual play, so certain aspects like circle camping and wall abuse have to be limited if you want any semblance of competition to remain in the game. But at no point should banning these things that absolutely must be banned be taken as an affirmation that anything that "hurts" competition should be banned; for one, deciding which processes "hurt" competition more than others is a largely subjective and arbitrary process, which leads to, well, lists like this. I suppose one could make the argument that Brawl+ as a project was created to "optimize" Brawl for competitive play, so the ban philosophy should follow that, but I think my points still stand even in that case. The crucial depth added by stages like Halberd, PS1 and Castle Siege is too much of a good thing to be removed because of minor problems like stage banning being less effective and matches taking a little longer. Competition, as well as the game itself, is hurt more by their exclusion than their inclusion.