The_Jiggernaut
Smash Ace
- Joined
- Jul 7, 2008
- Messages
- 649
Introduction:
Hello and welcome to Part 2 of my thread on condensing the Omega Stage List. As it has become clear that there are tangible differences between the Omega Stages, I have been using this thread in an attempt to see how many different Omegas are required in order to express the full list. This way we can be familar with a few of them and so it will not be necessary to recall more than 40 stages and their various benefits and drawbacks by name alone. And yes, the current ruleset absolutely requires you to know all of them, so long as you play a character that is affected by Omegas.
The first part of my analysis (which can be found in a spoiler tag underneath this introduction) was done in a proof-by-contradiction style. I asked the forum for contradictions to some claims I had made in order to get the largest amount of information between the differences in the various stages. I was able to conclude using the analysis that we can objectively shrink the list down to 6 Omega stages (down from 9) without losing any strategic options in a counter-pick framework. I will be working to frame my proposed system properly, making wording changes and increasing the ease of use mainly. Once the system is complete expect a full work up explaining my system to appear on the forums. Until then, I'm going to do the middle step here, conclude my initial analysis, and confirm I'm not making any huge mistakes. Discussion will begin on post 41 and onward, most likely on the start of page 2 for you guys.
Just to Clear Things Up:
Before I get into the results, there's a few things I want to mention to confirm we're all on the same page:
Cornstalk
in this thread. Check that out or my Part 1 in the spoiler tag above for more details.
To recap, here's every archetype of stage and a link to a visual example:
Straight Walls: Onett
http://www.ssbwiki.com/images/4/47/SSB4UOnettOmega.jpg
Under Stage Walls: Boxing Ring
http://www.ssbwiki.com/images/b/b9/SSB4UBoxingRingOmega.jpg
Overhanging Walls: Bridge of Eldin
http://www.ssbwiki.com/images/f/f6/SSB4UBridgeOfEldinOmega.jpg
Rude Walls: Kalos Pokemon League
http://www.ssbwiki.com/images/0/0e/SSB4UKalosPokemonLeagueOmega.jpg
Like FD: Palutena's Temple
http://www.ssbwiki.com/images/e/e2/SSB4UPalutenasTempleOmega.jpg
Cruel Edge Floater: Pilotwings
http://www.ssbwiki.com/images/2/20/SSB4UPilotwingsOmega.jpg
Kind Edge Floater: Norfair
http://www.ssbwiki.com/images/f/f2/SSB4UNorfairOmega.jpg
Fat Lip Floater: Orbital Gate Assault
http://www.ssbwiki.com/images/e/e3/SSB4UOrbitalGateAssaultOmega.jpg
The Jerk: Lylat Cruise
http://www.ssbwiki.com/images/6/61/SSB4ULylatCruiseOmega.jpg
Results:
So our Omega stage list looks a little something like:
Like FD
Kind Edge Floater
The Jerk
Straight Walls
Rude Walls
Understage walls
Not needed on this list are:
Overhanging Walls
Fat Lip Floater
Cruel Edge Floater
Why are these 3 stages not needed? It's simply because the differences they exhibit are outclassed by other stage options. Meaning if you wanted to choose these stages for your counterpick, there are actually better options present in the stage list. We can call a stage "Outclassed" if there are 2 other stages that contain all that stage has to offer; One containing the benefits one might want to help their own recovery, and one containing the pitfalls one might want to mess up their opponent's recovery. Simply put, if there are better options for both helping yourself and pressuring your opponent on other stages, then those stages outclass that stage.
Outclassed Stages:
A) Overhanging Walls (Outclassed by + Understage Walls, - Straight Walls)
+ Understage Walls features a protruding lip above a vertical wall, which shields recovering players at every point on the wall from Villager's bowling ball, throwable items, and much more. In contrast, Overhanging Walls only protects characters below the inner lip, and only characters that can recover from this low are able to use this protection in the first place. Both stage types allow for walljumping and wall clinging at every point of the wall, but Understage Walls has far superior protection while recovering, both in amount of characters and in physical locations.
- Straight walls allow players to punish vertical recoveries with a plethora of options, and a similar set of options can be used to punish these recoveries on Overhanging Walls. However, wallclingers (and to a lesser extent, walljumpers) can use the inner lip to dodge many of these options in order to aid their recovery on to the stage. So if you want a stage to most effectively punish vertical recoveries while still allowing walljumps, Straight Walls is the clear choice. (If you don't want walljumping, choose Rude Walls)
B) Fat Lip Floater (Outclassed by + Like FD, - Straight Walls)
+ Like FD provides difficult-to-punish protection while recovering from beneath the stage and also allows walljumping near the edges. Conversely, Fat Lip Floater provides a completely inferior version of this sort of protection, as characters can easily be edgeguarded while making their way up the large lip. There is actually an extremely small amount of help Fat Lip Floater provides to recoveries, and nearly any other stage would be a better option. However, it suffices to say that Like FD is a the better choice for aiding a recovery.
- Straight Walls provide many options for messing up an opponent's recovery, as described in the - case of A). Fat Lip Floater's underside and inner lip can allow dodging and subsequent recovery that would not be possible on Straight Walls. For punishing these vertical recoveries, Straight Walls is the much better option.
C) Cruel Edge Floater (Outclassed by + Kind Edge Floater, - The Jerk)
+ Kind Edge Floater has a generous guiding lip that will aid recovery from underneath the stage, significantly decreasing the precision required to make it back on stage. With a similar, yet noticeably smaller guiding lip on Cruel Edge Floaters, it's trivial to point out that the larger edge help a character's recovery more. As a side note, neither stage allows any amount of walljumping.
- The Jerk is the pinnacle in messing with an opponent's recovery. With absolutely no guiding lip or wall jumping to speak of, this stage requires your opponent to be very precise in order to recover. Cruel Edge Floaters also require precision, but simply not to the same degree. If you want to screw up opponents with limited recoveries, The Jerk is the superior choice.
Hello and welcome to Part 2 of my thread on condensing the Omega Stage List. As it has become clear that there are tangible differences between the Omega Stages, I have been using this thread in an attempt to see how many different Omegas are required in order to express the full list. This way we can be familar with a few of them and so it will not be necessary to recall more than 40 stages and their various benefits and drawbacks by name alone. And yes, the current ruleset absolutely requires you to know all of them, so long as you play a character that is affected by Omegas.
The first part of my analysis (which can be found in a spoiler tag underneath this introduction) was done in a proof-by-contradiction style. I asked the forum for contradictions to some claims I had made in order to get the largest amount of information between the differences in the various stages. I was able to conclude using the analysis that we can objectively shrink the list down to 6 Omega stages (down from 9) without losing any strategic options in a counter-pick framework. I will be working to frame my proposed system properly, making wording changes and increasing the ease of use mainly. Once the system is complete expect a full work up explaining my system to appear on the forums. Until then, I'm going to do the middle step here, conclude my initial analysis, and confirm I'm not making any huge mistakes. Discussion will begin on post 41 and onward, most likely on the start of page 2 for you guys.
Hey all, I'm going to need your help with something. I'm going to make sweeping assumptions about Omega stages, and I need you to provide counter-examples to contradict them. Sound fun? You bet it does!
The Rational:
The Ottawa Smash 4 Community (613Smash) is currently unsatisfied with the way the stagelist is approached, and so we're going to be making some changes locally. One of these will be a change in how the Omega list is handled. As it currently sits, the official stagelist implies that all 40+ Omega stages are identical, when in reality they are not. There are 9 distinct stage layouts within the list, and the differences can be rather major, depending on the matchup.
So currently, players are given an incomplete stage list and must discover (by accident through large amounts of play time, or the hard way in a tournament set) that there are these "hidden" stages. This knowledge gives an edge that has nothing to do with skill, and leads to using "noob traps" and to players feeling (and rightfully so, I believe) bitter about their experience. As we are dedicated to fostering both a strong community and the highest level play possible, we do not find this interaction is acceptable.
The Problem to Solve:
What is the smallest list of Omega stages we can make without losing any strategic options?
The exact way to include the functionally different Omega stages is to be decided, but the above question must be answered no matter which option we chose. Although 9 look different, I theorize that there might be some Omegas that are strategically equivalent. I'm going to call two omega stages strategically equivalent if they both allow for the same set of recovery options for every character.
What I need from all of you is to point out any and all characters that recovery options that differ between the two stages I claim are equivalent. (Although one counter-example is sufficient to disprove the claim, it's important to have as many of them as possible. I'll get to why that is if I'm asked)
The bulk of the work in studying and categorizing these differences was done by @
Cornstalk
in this thread. Major shoutouts to him. I will be directly using his terms and descriptions without actually using forum-based quotes for ease of viewing, so keep that in mind.
The Stages:
Here are the 9 Omega stage archetypes and an example for each. A link to a visual is provided in a mess below each type because Smashboards handles linking REALLY weirdly:
Straight Walls: Onett
http://www.ssbwiki.com/images/4/47/SSB4UOnettOmega.jpg
Under Stage Walls: Boxing Ring
http://www.ssbwiki.com/images/b/b9/SSB4UBoxingRingOmega.jpg
Overhang Walls: Bridge of Eldin
http://www.ssbwiki.com/images/f/f6/SSB4UBridgeOfEldinOmega.jpg
Rude Walls: Kalos Pokemon League
http://www.ssbwiki.com/images/0/0e/SSB4UKalosPokemonLeagueOmega.jpg
Like FD: Palutena's Temple
http://www.ssbwiki.com/images/e/e2/SSB4UPalutenasTempleOmega.jpg
Cruel Edge Floater: Pilotwings
http://www.ssbwiki.com/images/2/20/SSB4UPilotwingsOmega.jpg
Kind Edge Floater: Norfair
http://www.ssbwiki.com/images/f/f2/SSB4UNorfairOmega.jpg
Fat Lip Floater: Orbital Gate Assault
http://www.ssbwiki.com/images/e/e3/SSB4UOrbitalGateAssaultOmega.jpg
The Jerk: Lylat Cruise
http://www.ssbwiki.com/images/6/61/SSB4ULylatCruiseOmega.jpg
I'll be using the definitions indirectly in my claims, check out the thread linked above for direct definitions
The Claims:
1) Final Destination = Like FD
This is one the general community holds to be true. There are more sharking options in Like FD, but recoveries are not affected.
Counter-examples:
2) Kind Edge Floater = Like FD
Both have generous under-stage lips that will guide you to the ledge safely. One difference is that you can't wall jump at all on Kind Edge Floaters, and you can wall jump on certain parts of Like FD. However, if you can wall jump you can also upB which is far more reliable and safe. Thus the ability to walljump is outclassed by upB and there is no strategic difference between the stages.
Counter-examples:
Although visually quite different, both prevent wall-jumping and guide your upB to the ledge. A wall you can't walljump off of is basically a giant guiding lip.
Counter examples:
Both of these allow for walljumping and reliable wall clinging (if we use Boxing Ring Omega). The only difference is a small space to avoid things thrown straight down provided by the lip in Under Stage Walls. This claim states that small alcove doesn't effect a match.
Counter-examples:
Same general shape here. Straight walls for the first bit, followed by a guiding lip curved into the stage. Overhanging Walls have straight walls at the bottom, where Fat lips Floater does not. However, whether or not you can wall jump that far down does not make a difference. You are either too far down to live, or your recovery can get you back regardless.
Counter-examples:
Here's a bit of a wilder claim. The inward curve replacing a straight wall (and the ability to walljump) does not effect the recovery of any character. If you are midway down, a walljump that low will not save you.
Counter-examples:
Both have extremely difficult ledges to grab, and are difficult for those with difficult recoveries. Yes, Cruel Edge Floater gives some recoveries more wiggle room, but if you picked it based wanting to recover, you might as well have picked Kind Edge Floater. This claim is not so much that the stages are the same, but more that Kind Edge Floaters and The Jerk both outclass Cruel Edge Floater for either reason you'd want to pick it. Therefore Cruel Edge Floater is an unneeded stage as no character benefits from the middle ground it provides.
Counter-examples:
The Rational:
The Ottawa Smash 4 Community (613Smash) is currently unsatisfied with the way the stagelist is approached, and so we're going to be making some changes locally. One of these will be a change in how the Omega list is handled. As it currently sits, the official stagelist implies that all 40+ Omega stages are identical, when in reality they are not. There are 9 distinct stage layouts within the list, and the differences can be rather major, depending on the matchup.
So currently, players are given an incomplete stage list and must discover (by accident through large amounts of play time, or the hard way in a tournament set) that there are these "hidden" stages. This knowledge gives an edge that has nothing to do with skill, and leads to using "noob traps" and to players feeling (and rightfully so, I believe) bitter about their experience. As we are dedicated to fostering both a strong community and the highest level play possible, we do not find this interaction is acceptable.
The Problem to Solve:
What is the smallest list of Omega stages we can make without losing any strategic options?
The exact way to include the functionally different Omega stages is to be decided, but the above question must be answered no matter which option we chose. Although 9 look different, I theorize that there might be some Omegas that are strategically equivalent. I'm going to call two omega stages strategically equivalent if they both allow for the same set of recovery options for every character.
What I need from all of you is to point out any and all characters that recovery options that differ between the two stages I claim are equivalent. (Although one counter-example is sufficient to disprove the claim, it's important to have as many of them as possible. I'll get to why that is if I'm asked)
The bulk of the work in studying and categorizing these differences was done by @

The Stages:
Here are the 9 Omega stage archetypes and an example for each. A link to a visual is provided in a mess below each type because Smashboards handles linking REALLY weirdly:
Straight Walls: Onett
http://www.ssbwiki.com/images/4/47/SSB4UOnettOmega.jpg
Under Stage Walls: Boxing Ring
http://www.ssbwiki.com/images/b/b9/SSB4UBoxingRingOmega.jpg
Overhang Walls: Bridge of Eldin
http://www.ssbwiki.com/images/f/f6/SSB4UBridgeOfEldinOmega.jpg
Rude Walls: Kalos Pokemon League
http://www.ssbwiki.com/images/0/0e/SSB4UKalosPokemonLeagueOmega.jpg
Like FD: Palutena's Temple
http://www.ssbwiki.com/images/e/e2/SSB4UPalutenasTempleOmega.jpg
Cruel Edge Floater: Pilotwings
http://www.ssbwiki.com/images/2/20/SSB4UPilotwingsOmega.jpg
Kind Edge Floater: Norfair
http://www.ssbwiki.com/images/f/f2/SSB4UNorfairOmega.jpg
Fat Lip Floater: Orbital Gate Assault
http://www.ssbwiki.com/images/e/e3/SSB4UOrbitalGateAssaultOmega.jpg
The Jerk: Lylat Cruise
http://www.ssbwiki.com/images/6/61/SSB4ULylatCruiseOmega.jpg
I'll be using the definitions indirectly in my claims, check out the thread linked above for direct definitions
The Claims:
1) Final Destination = Like FD
This is one the general community holds to be true. There are more sharking options in Like FD, but recoveries are not affected.
Counter-examples:
2) Kind Edge Floater = Like FD
Both have generous under-stage lips that will guide you to the ledge safely. One difference is that you can't wall jump at all on Kind Edge Floaters, and you can wall jump on certain parts of Like FD. However, if you can wall jump you can also upB which is far more reliable and safe. Thus the ability to walljump is outclassed by upB and there is no strategic difference between the stages.
Counter-examples:
and those with long, rising recoveries can stall a bit under a Kind Edge Floater by moving past the guiding lip before using their upB, then moving back to be guided up before their upB runs out. This isn't possible on Like FD[Both Olimar and Villager can move any direction, including not at all, during these recoveries. Therefore, they can willfully stall underneath either stage type]can move past the guiding lip under a Kind Edge Floater and stall his recovery for a few seconds by upBing into a flat ceiling before moving into the guiding lip to recover. This is not possible on Like FD as he is forced to rise[Although the timing would take getting used to, Duck Hunt can allow himself to fall a little before using his upB. This would allow for the same type of under-stage stalling, but would work on any stage]and other characters with long enough hitboxes can land hits through a Kind Edge Floater in places they couldn't on Like FD. This is presumably from on the stage, but will check for clarification. [The clarification is needed to determine whether or not this is a recovery difference]
Can walljump to extend their recoveries after using an upB on Like FD, but cannot on Kind Edge Floater
Although visually quite different, both prevent wall-jumping and guide your upB to the ledge. A wall you can't walljump off of is basically a giant guiding lip.
Counter examples:
Spring,
Fire Hydrant,
Bowling Ball, Tree
etc with spawnable items can punish recoveries a little easier on Rude Walls, as the being guided by the wall makes recoveries easy to aim at. [I'm not entirely sure this is a very meaningful difference. Characters have different edge guarding options on each stage, so being on a Kind Edge Floater wouldn't prevent edge guarding from the mentioned characters. We are supposed to be looking at recovery options, and edge guarding options seem beside the point]
Both of these allow for walljumping and reliable wall clinging (if we use Boxing Ring Omega). The only difference is a small space to avoid things thrown straight down provided by the lip in Under Stage Walls. This claim states that small alcove doesn't effect a match.
Counter-examples:
Spring,
Fire Hydrant,
Bowling Ball, Tree
etc with spawnable items Are all at a disadvantage on Under Stage Walls, as their opponent can dodge these moves by virtue of the lip.
Same general shape here. Straight walls for the first bit, followed by a guiding lip curved into the stage. Overhanging Walls have straight walls at the bottom, where Fat lips Floater does not. However, whether or not you can wall jump that far down does not make a difference. You are either too far down to live, or your recovery can get you back regardless.
Counter-examples:
can use upB to hide out under a Fat Lip Floater, where as Overhanging Walls prevent him from physically going under the stage. [however, he might be just as safe under the guiding lip on both stages, needs some testing]
Can recover using a walljump from the bottom of an Overhanging Wall, then a jump to upB, and then another walljump to grab the edge. This is not possible on a Fat LIp Floater.
wallclingers (are there any more?) can wall cling to the very bottom of a Straight Wall and recover from there. Presumably, this implies that wallclingers can recover from the lowest part of an Overhanging Wall, but lack the ability to do so on a Fat Lip Floater. [needs testing, speculation]
Here's a bit of a wilder claim. The inward curve replacing a straight wall (and the ability to walljump) does not effect the recovery of any character. If you are midway down, a walljump that low will not save you.
Counter-examples:
can use upB to hide out under the stage of a Fat Lip Floater or even hide under the lip itself, where as Straight Walls prevent him from doing both
and possibly others can recover with a walljump starting from lower than Fat Lip Floater allows
Can recover using a walljump from the bottom of a Straight Wall, then a jump to upB, and then another walljump to grab the edge. This is not possible on a Fat LIp Floater.
and anyone else with a walljump can use it to stall and avoid hitboxes from edge guarders in more places on Straight Walls than on Fat Lip Floater[After some testing, I found that you can actually walljump just fine off of the guiding lip. Walljumping to stall is very much a thing, it's just able to be preformed on both stages]wallclingers can wall cling to the very bottom of a Straight Wall and recover from there, but there are no such walls that low on Fat Lip Floater. [still need to test for Diddy, but cling>jump>walljump>upB should work]
Both have extremely difficult ledges to grab, and are difficult for those with difficult recoveries. Yes, Cruel Edge Floater gives some recoveries more wiggle room, but if you picked it based wanting to recover, you might as well have picked Kind Edge Floater. This claim is not so much that the stages are the same, but more that Kind Edge Floaters and The Jerk both outclass Cruel Edge Floater for either reason you'd want to pick it. Therefore Cruel Edge Floater is an unneeded stage as no character benefits from the middle ground it provides.
Counter-examples:
- Theoretically, there could be a where the middle ground works for one, but not the other. I will need an example of a matchup where this is true.
Just to Clear Things Up:
Before I get into the results, there's a few things I want to mention to confirm we're all on the same page:
- The proposed rule change would be to allow only 6 Omega stages be selectable when someone counterpicks FD/Omega in order to normalize the list and cut out the unnecessary memorization the rules currently require
- This proposed rule would NOT replace the rule that Banning FD bans all Omegas. It would be working in combination with it
- This proposition is NOT advocating to add 6 stages to the stagelist. That would certainly cause more harm then good.
- The Claims made in part 1 were intentionally incorrect and full of holes because they were meant to be contradicted. In contrast, I'm actually making these following claims in good faith. If you see a problem with them, feel free to let me know, but I'm not openly asking for counter-examples this time around
- Grass stages will be accounted for in the final formulation but as this analysis did not include them, they will not be discussed here
- I won't get into it much, but the final formulation will allow regions and TO's to choose which stages they want to have as each archetype's representative.

To recap, here's every archetype of stage and a link to a visual example:
Straight Walls: Onett
http://www.ssbwiki.com/images/4/47/SSB4UOnettOmega.jpg
Under Stage Walls: Boxing Ring
http://www.ssbwiki.com/images/b/b9/SSB4UBoxingRingOmega.jpg
Overhanging Walls: Bridge of Eldin
http://www.ssbwiki.com/images/f/f6/SSB4UBridgeOfEldinOmega.jpg
Rude Walls: Kalos Pokemon League
http://www.ssbwiki.com/images/0/0e/SSB4UKalosPokemonLeagueOmega.jpg
Like FD: Palutena's Temple
http://www.ssbwiki.com/images/e/e2/SSB4UPalutenasTempleOmega.jpg
Cruel Edge Floater: Pilotwings
http://www.ssbwiki.com/images/2/20/SSB4UPilotwingsOmega.jpg
Kind Edge Floater: Norfair
http://www.ssbwiki.com/images/f/f2/SSB4UNorfairOmega.jpg
Fat Lip Floater: Orbital Gate Assault
http://www.ssbwiki.com/images/e/e3/SSB4UOrbitalGateAssaultOmega.jpg
The Jerk: Lylat Cruise
http://www.ssbwiki.com/images/6/61/SSB4ULylatCruiseOmega.jpg
Results:
So our Omega stage list looks a little something like:
Like FD
Kind Edge Floater
The Jerk
Straight Walls
Rude Walls
Understage walls
Not needed on this list are:
Overhanging Walls
Fat Lip Floater
Cruel Edge Floater
Why are these 3 stages not needed? It's simply because the differences they exhibit are outclassed by other stage options. Meaning if you wanted to choose these stages for your counterpick, there are actually better options present in the stage list. We can call a stage "Outclassed" if there are 2 other stages that contain all that stage has to offer; One containing the benefits one might want to help their own recovery, and one containing the pitfalls one might want to mess up their opponent's recovery. Simply put, if there are better options for both helping yourself and pressuring your opponent on other stages, then those stages outclass that stage.
Outclassed Stages:
A) Overhanging Walls (Outclassed by + Understage Walls, - Straight Walls)
+ Understage Walls features a protruding lip above a vertical wall, which shields recovering players at every point on the wall from Villager's bowling ball, throwable items, and much more. In contrast, Overhanging Walls only protects characters below the inner lip, and only characters that can recover from this low are able to use this protection in the first place. Both stage types allow for walljumping and wall clinging at every point of the wall, but Understage Walls has far superior protection while recovering, both in amount of characters and in physical locations.
- Straight walls allow players to punish vertical recoveries with a plethora of options, and a similar set of options can be used to punish these recoveries on Overhanging Walls. However, wallclingers (and to a lesser extent, walljumpers) can use the inner lip to dodge many of these options in order to aid their recovery on to the stage. So if you want a stage to most effectively punish vertical recoveries while still allowing walljumps, Straight Walls is the clear choice. (If you don't want walljumping, choose Rude Walls)
B) Fat Lip Floater (Outclassed by + Like FD, - Straight Walls)
+ Like FD provides difficult-to-punish protection while recovering from beneath the stage and also allows walljumping near the edges. Conversely, Fat Lip Floater provides a completely inferior version of this sort of protection, as characters can easily be edgeguarded while making their way up the large lip. There is actually an extremely small amount of help Fat Lip Floater provides to recoveries, and nearly any other stage would be a better option. However, it suffices to say that Like FD is a the better choice for aiding a recovery.
- Straight Walls provide many options for messing up an opponent's recovery, as described in the - case of A). Fat Lip Floater's underside and inner lip can allow dodging and subsequent recovery that would not be possible on Straight Walls. For punishing these vertical recoveries, Straight Walls is the much better option.
C) Cruel Edge Floater (Outclassed by + Kind Edge Floater, - The Jerk)
+ Kind Edge Floater has a generous guiding lip that will aid recovery from underneath the stage, significantly decreasing the precision required to make it back on stage. With a similar, yet noticeably smaller guiding lip on Cruel Edge Floaters, it's trivial to point out that the larger edge help a character's recovery more. As a side note, neither stage allows any amount of walljumping.
- The Jerk is the pinnacle in messing with an opponent's recovery. With absolutely no guiding lip or wall jumping to speak of, this stage requires your opponent to be very precise in order to recover. Cruel Edge Floaters also require precision, but simply not to the same degree. If you want to screw up opponents with limited recoveries, The Jerk is the superior choice.
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