dav3yb
Smash Journeyman
- Joined
- Dec 7, 2014
- Messages
- 431
First of all, this is not another stage listing thread, so please don't comment on specific stages unless it is for the purposes of examples.
With that out of the way, I thought I'd broaden the topic of stages for Ultimate. With there being a potentially large list of stages that could fall under "tournament viable," I figured I'd shift the discussion off of individual stages, and onto the characteristics of the stages that make them viable. I think this early in the games life, since all we have is the E3 demo, I feel like a broad topic would be more helpful in the long run, since most, if not all, of what is discussed here should be applicable to any stage, whether we've seen it or not.
To start off, I'll just state some of the obvious criteria that prevent a stage from being legal:
Some Criteria that might need more discussion or testing:
Again, please don't discuss specific stages unless it is in the context of a characteristic that would make them illegal for tournament play. Also please consider if any examples you might give that could be interpreted differently by other players (this would include using obscure terms like "jank" to describe certain aspects of a stage).
My goal for this thread is to come up with a list that we can apply to the game when it comes out and we know all of the stages, and be able to at least quickly come up with a list of stages that, on paper, should be "viable" for tournaments. Again, discussing specific stages should be kept to a minimum if at all.
Any discussion about specific stages should be directed here: https://smashboards.com/threads/discussion-of-stage-legality-in-smash-bros-ultimate.455486/
Any discussion about stage hazards and how the toggle alter's the stage should be directed here: https://smashboards.com/threads/stage-changes-when-hazard-toggle-is-on.456624/
With that out of the way, I thought I'd broaden the topic of stages for Ultimate. With there being a potentially large list of stages that could fall under "tournament viable," I figured I'd shift the discussion off of individual stages, and onto the characteristics of the stages that make them viable. I think this early in the games life, since all we have is the E3 demo, I feel like a broad topic would be more helpful in the long run, since most, if not all, of what is discussed here should be applicable to any stage, whether we've seen it or not.
To start off, I'll just state some of the obvious criteria that prevent a stage from being legal:
- Permanent Walk-offs; Stages that retain a walk-off during the entire match should not be legal. These lead to camping near the edge in an attempt to get VERY early kills by throwing someone into the blast zone. This would include stages like Colosseum, Shusaku's Castle, or Wii Fit stage.
- Permanent Hazardous Surfaces; Stages that have moving ground or area's of Lava-type hazards should not be legal. Stages such as Spirit Tracks or Big Blue.
- Permanent Caves of Life; These would be stages that have a permanent area where a player can attempt to center the fighting around aid in saying alive longer. Hyrule Temple, and the cavern section of Spear Pillar. We might need to discuss non-permanent caves of life later. Stages with destructible caves of life will probably need to be discussed separately and in more detail.
- Stages with deadly hazards; Stages that contain a hazard that is particularly deadly to a player without needing any input from the opponent, or can greatly sway the outcome of a match, should not be legal. Various Mario Kart stages/Onett/Mute City, Jungles Japes or Kongo Falls' Klaptrap, Or the Bullet Bill on Peaches Castle.
- Stages that are needlessly large in size; Stages that are far too big for 1v1 setting should not be legal. These stages can lead to faster characters playing a game of keep away with slower characters, leading to situations where the slower character simply cannot get close enough to the faster to properly engage them. Stages like Hyrule Temple, New Pork City, and Big Battlefield.
- Stages that do not have a consistent layout from game-to-game; There is really only 1 stage that I know of that falls under this, and it's Mario Maker. Every time the stage is chosen, it has a layout chosen from what I assume is a randomized list of layouts.
- Stages with AI/Boss Characters; Stages that contain additional fighters/characters not controlled by a player should not be legal. Stages like Pyrosphere with Ridley, Magicant with Flying Men, or Willy's Castles Yellow Devil.
- Stages with Alternate Win Conditions; Stages that have players kill their opponent in a way different from knocking them into blast zones should not be legal. This is mainly on a stage like Great Cave Offensive, where it's hazardous surfaces will kill a player > or = to 100%.
- ????????????? Any other's worth adding in? I'm sure i've missed some, so please chime in with some reasoning and examples, and I'll add them in here.
Some Criteria that might need more discussion or testing:
- Stages with mid-stage pits/holes; These would be stages like Saffron City, where there are tall buildings, and gaps between that characters can fall through. These might be too oppressive to characters such as Ness/Lucas due to their recoveries, or too advantageous to characters that can wall jump up the sides. A stage like Green Greens would probably not fall under this, due to it just having holes through a floating platform, so it would not interfere much with recoveries.
- Temporary or Destructible Caves of Life; As stated above, Caves of Life are generally going to get a stage banned, even if they are temporary. But some people have voiced some interest in testing out stages, such as Great Plateau, to see how much they will actually effect gameplay.
- Stages with "Campable" areas; Stages that in the past that have not been legal due to certain area's of the stage being deemed "too power" for camping/stalling might need additional testing this time around. Stages like Kongo Falls has a small rock protruding on one side, which might make it too hard to approach. Also stages like Hyrule Castle with it's high narrow platforms have been used in the past to hold position when at an advantage. The mechanical changes in ultimate might reduce the effectiveness of area's like this.
Again, please don't discuss specific stages unless it is in the context of a characteristic that would make them illegal for tournament play. Also please consider if any examples you might give that could be interpreted differently by other players (this would include using obscure terms like "jank" to describe certain aspects of a stage).
My goal for this thread is to come up with a list that we can apply to the game when it comes out and we know all of the stages, and be able to at least quickly come up with a list of stages that, on paper, should be "viable" for tournaments. Again, discussing specific stages should be kept to a minimum if at all.
Any discussion about specific stages should be directed here: https://smashboards.com/threads/discussion-of-stage-legality-in-smash-bros-ultimate.455486/
Any discussion about stage hazards and how the toggle alter's the stage should be directed here: https://smashboards.com/threads/stage-changes-when-hazard-toggle-is-on.456624/
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