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I actually wouldn't be surprised if it happens to everyone, in order to discourage stalling by staying in water and jumping every so often to reset the drowning timer. (As well as pretty much every stage with water having something to punish being there forever and/or properly open up the blast lines — sharks at Tortimer Island, the cyclone on Pirate Ship, the touring platform taking off at Delfino Plaza and Wuhu Island, the current at Jungle Japes, the fish at Summit, etc.)At the risk of diverting the current subject of conversation, I came across a weird video clip that shows Sonic taking DOT while in the water of Great Bay.
https://www.youtube.com/watch?v=NkkgAnMLFHw&feature=youtu.be&t=1020
It wouldn't surprise me if Inklings got a similar mechanic. But how would this affect the (potential) legality of any stage with water? (Off the top of my head: Delfino Plaza, Tortimer Island, Pirate Ship, Great Bay) The exact DOT seems to be roughly 1% per second total, spread out over a few ticks.
I don't think anyone took damage from being in the water during the Spanish invitational, though, and they had matches on Pirate Ship and Tortimer Island. But none of them were using Sonic.I actually wouldn't be surprised if it happens to everyone, in order to discourage stalling by staying in water and jumping every so often to reset the drowning timer. (As well as pretty much every stage with water having something to punish being there forever and/or properly open up the blast lines — sharks at Tortimer Island, the cyclone on Pirate Ship, the touring platform taking off at Delfino Plaza and Wuhu Island, the current at Jungle Japes, the fish at Summit, etc.)
AFAIK the primary concern with water (that I have yet to see played out in a real match but I digress) is that a character can use it to somehow camp while away from the stage. A DOT while in the water would attach a fairly significant penalty to this tactic, which would neatly solve the problem. However, if it only applies to specific characters (Sonic, Fire type Pokemon, possibly Inklings) then that's a slightly different kettle of fish. On the one hand, it's a clear cut stage property that can be used to inform a counterpick decision. On the other hand, I can't think of any other stage element in the series that's so selective with who it does and does not affect.Does Hannenbow’s “water” function as swimmable? I’d doubt it, but just wondering give the new state of Great Bay.
Also would this DOT thing be a mark against legality for stages with water (let’s say Delfino since that has the least problems that I can think of)? I know water is a bit touchy already, but is the selective DOT significant?
On the 3DS version of Find Mii, characters could get an attack bonus based on what colour they were. No idea if this is still a thing in the Ultimate version, and if it is it is likely disabled by the Hazzard Toggle.On the other hand, I can't think of any other stage element in the series that's so selective with who it does and does not affect.
That's likely disabled, but the huge gap in the middle may be an issue.On the 3DS version of Find Mii, characters could get an attack bonus based on what colour they were. No idea if this is still a thing in the Ultimate version, and if it is it is likely disabled by the Hazzard Toggle.
Might be a little picky here, but while the hazard would not necessarily affect all characters simultaneously, all characters were able to be affected. If water only damages/has unique interactions (see my Pikmin statement above) for a few characters, a somewhat different review is needed, namely, if that unique advantage/disadvantage is substantially different from any regular advantage/disadvantage characters may have on the same or similar stages without said unique interactions.On the 3DS version of Find Mii, characters could get an attack bonus based on what colour they were. No idea if this is still a thing in the Ultimate version, and if it is it is likely disabled by the Hazzard Toggle.
3 more? I thought it was around 4-6. Arena Ferox, Brinstar, WarioWare, Castle Siege, Kalos League, and Frigate OrpheonI just can't get behind hazard toggle being on for YS/FoD/Smashville, it feels like the only argument anyone has against it is that players are too stupid and are incapable of going back and changing a setting, which would be rough at first, yeah, but people will get used to it, and we get 3 more unique stage layouts as a result of trusting our community.
I'm saying that if we trust our community to be able to tick a menu option, we get 3 more unique stage layouts: Yoshi's Story, Fountain of Dreams, and Smashville.3 more? I thought it was around 4-6. Arena Ferox, Brinstar, WarioWare, Castle Siege, Kalos League, and Frigate Orpheon
The issue is more about the administrative issues of running a tournament and making sure it goes smoothly. Having a streamlined ruleset is useful because it better ensures that hiccups don't happen that slow down the tournament. When you have a tournament with hundreds of people, it doesn't take a lot to go wrong to cause significant delays.I just can't get behind hazard toggle being on for YS/FoD/Smashville, it feels like the only argument anyone has against it is that players are too stupid and are incapable of going back and changing a setting, which would be rough at first, yeah, but people will get used to it, and we get 3 more unique stage layouts as a result of trusting our community.
I'm familiar with the potential logistical issues. I'm saying that we may have some hiccups at first, but we can get over them and improve the overall player experience. Randall/Smashville platform shenanigans would be great for viewership, too.The issue is more about the administrative issues of running a tournament and making sure it goes smoothly. Having a streamlined ruleset is useful because it better ensures that hiccups don't happen that slow down the tournament. When you have a tournament with hundreds of people, it doesn't take a lot to go wrong to cause significant delays.
All I see is one guy saying he thinks we shouldn't be switching back and forth on a per-stage basis, whichever way we end up going (which is reasonable) and another saying they heard stuff about testing stages with hazards on which...okay, I guess, but I honestly don't expect that to go anywhere in a hurry. Hazards off seems objectively superior when considering the stage list as a whole.TFW folks in the read-only ruleset talk thread are seriously talking about going 100% hazards on
Because it's fun to speculate and/or experiment early in the meta-game.The more I think about this, the more I think this entire discussion is very dishonest.
Why are we discussing stages? What does it matter if 15-20 stages are perfectly viable for competition?
By next year the entire community will be playing on the same set of 5-6, so why are we bothering with this?
I love the variety and viability offered this time around, but history isn't kind on the subject and I don't have any hope for the future of said variety.
Because we don't want to keep playing on the same set of 5 or 6?The more I think about this, the more I think this entire discussion is very dishonest.
Why are we discussing stages? What does it matter if 15-20 stages are perfectly viable for competition?
By next year the entire community will be playing on the same set of 5-6, so why are we bothering with this?
I love the variety and viability offered this time around, but history isn't kind on the subject and I don't have any hope for the future of said variety.
I think the point is to change history, really.The more I think about this, the more I think this entire discussion is very dishonest.
Why are we discussing stages? What does it matter if 15-20 stages are perfectly viable for competition?
By next year the entire community will be playing on the same set of 5-6, so why are we bothering with this?
I love the variety and viability offered this time around, but history isn't kind on the subject and I don't have any hope for the future of said variety.
we've never had this many viable stages before, closest was PM which has what, 11 stages? we could easily see something in that range for ultimate. we all have our own opinions on the stage list and feel strongly about it, and we're discussing it because we genuinely care. sure, it's possible some are only paying lip service to the idea of a larger, more diverse stagelist, but i'm not, and i don't believe most of the people in this thread are. take your nihilism somewhere else.The more I think about this, the more I think this entire discussion is very dishonest.
Why are we discussing stages? What does it matter if 15-20 stages are perfectly viable for competition?
By next year the entire community will be playing on the same set of 5-6, so why are we bothering with this?
I love the variety and viability offered this time around, but history isn't kind on the subject and I don't have any hope for the future of said variety.
Because if the system gets changed, then that trend can changeThe more I think about this, the more I think this entire discussion is very dishonest.
Why are we discussing stages? What does it matter if 15-20 stages are perfectly viable for competition?
By next year the entire community will be playing on the same set of 5-6, so why are we bothering with this?
I love the variety and viability offered this time around, but history isn't kind on the subject and I don't have any hope for the future of said variety.
this ruleset makes me sad
3-2-1 is a decent idea. I like it and "3-1" a lot. A big concern of mine, though, is finding a solution for game one, which 3-2-1 doesn't really offer.So the 3-2-1 system is just going to be ignored or something?
The community seemed to like it... why is it being ignored? TOs are the ones who came up with the idea in the first place so this isn't even a matter of ignoring the community...
If I were to guess, I'd say more people want regular striking and that people here are overrepresented when it comes to more "liberal" ideas. Weren't people here fairly pro-customs as well for Smash 4? Yet in the end we ended up with customs banned.So the 3-2-1 system is just going to be ignored or something?
The community seemed to like it... why is it being ignored? TOs are the ones who came up with the idea in the first place so this isn't even a matter of ignoring the community...
Depends on how large they are, you can't chaingrab anymore so infinites are way less common. Rainbow Cruise may be an issue but Dracula's walls seem low enough that they won't be an issue.what does everyone think of stages with permanent walls? brinstar and rainbow cruise are the ones people have been floating around as viable, but i'm not so sure; i think they'll need significant labbing to see if degenerate strategies are possible on them
Nice meme.
yeah those things on brinstar are unbreakable so i thought they'd become walls, but i just checked and you can go right through em apparently so my bDepends on how large they are, you can't chaingrab anymore so infinites are way less common. Rainbow Cruise may be an issue but Dracula's walls seem low enough that they won't be an issue.
Brinstar doesn't have any walls, that's Brinstar Depths which has major camping issues.
A wall always creates some opportunity for techs to extend lives, but there's always tech-chasing for cases like that, regardless of the wall size. But of course, there needs to be a bit more testing in the new engine.what does everyone think of stages with permanent walls? brinstar and rainbow cruise are the ones people have been floating around as viable, but i'm not so sure; i think they'll need significant labbing to see if degenerate strategies are possible on them
That’s how I saw it. I get some stages are less preferred with hazards off but with them off, more stages with more unique layoutsAll I see is one guy saying he thinks we shouldn't be switching back and forth on a per-stage basis, whichever way we end up going (which is reasonable) and another saying they heard stuff about testing stages with hazards on which...okay, I guess, but I honestly don't expect that to go anywhere in a hurry. Hazards off seems objectively superior when considering the stage list as a whole.
walls are a big problem in melee and with lower landing lag in ultimate i'd be worried about infinitesA wall always creates some opportunity for techs to extend lives, but there's always tech-chasing for cases like that, regardless of the wall size. But of course, there needs to be a bit more testing in the new engine.
Personally, I don't mind, but I'm the guy who keeps my friends having to learn "unusual" stages.
So with all the BF clones and everything you want Midgar as the one to represent BF? Just curious if that’s what you meant. Just curious about why no Kalos and why Delphino. Guess if Unova doesn’t work Stadium could be there. Overall fun and legit listNice meme.
Here would be my ideal stagelist. Assume all have hazards off
Starter
Battlefield style stage (Pls be Midgar)
FD style stage (pls be Wily's)
Static two platform stage (Id love Unova but for real it might be too dark)
Town and City
Yoshi's/Smashville
Lylat
WarioWare
Counterpick
Castle Siege
Brinstar
Frigate Orpheon
Skyloft
Duck Hunt
Arena Ferox
Rainbow Cruise
Halberd
Delphino
New Donk
Prism Tower
Draculas Castle
I honestly feel that most of these stages are pretty solid. In my opinion, only a few need a real look. (Delphino, New Donk, Rainbow Cruise)