Why? Uh, what do you mean why?
You say that the hazards ruin fights. What is your justification for saying that? What do you mean by "ruined"? Does it have anything to do with competition? Or is it just personal preference? Because personal preference is not a good gauge of what is or is not competitively valuable.
Just wanted to share some examples of stage-related issues in Halberd and Delfino being shown in tournament...showing how hazards/low blastzones can be detrimental toward gameplay.
DVDA #10
~3:55:00: Here we see the hazards of Halberd and their extremely negative effect on gameplay. You can say ZeRo should have just been good and avoided that laser, but the bottom line is that it absolutely destroys the gameplay up until it comes out. Both players are essentially dancing around the laser and attempting to avoid it while trying to see if they can get the other player into it. This isn't really competitive because it leads to one of two scenarios. The first scenario is that the laser comes out and the player can't get out of pressure in time to avoid the laser, which is exactly what happened here. As a result of a standard Luigi combo beginning just before the laser came out, ConCon is given an excessive reward for a standard Luigi combo, bringing ZeRo up to a point where he's just about at kill percent. This isn't even a thing that only happens occassionally either; the laser regularly creates situations like this, and it's not really as simple as 'get good' and 'learn the stage'.
http://www.twitch.tv/newmetastream/b/664698550?t=3h55m21s
Yes, actually, it
is. Both players were in neutral when the laser was announced. The amount of time before it fires is known. What could ZeRo have done? Well, he could have camped. Luigi does not have good approaches, least of all against Shiek. In fact, what got him hit was overextending on a combo that was not true. Concon DI'd correctly. Then, Concon made the smart decision to keep the combo
right there, and kept Zero basically in place for a full second. Then he got hit by the laser, did not SDI well, and ate most of it. How is this a problem? Both players were basically warned for ages in advance, "Hey, this is going to happen, be careful". One player got outplayed and thrown into the laser. This is not a problem. This sort of high-risk high-reward is what makes Halberd good - or did you miss the segment
directly beforehand where ZeRo killed off the top at 100 with Shiek's uair in a combo which simply would not kill on any other stage?
~4:02:00: And here we see what Delfino looks like when players want to win. Transformations like Shine Gate in particular and even the beach in this case become campfests.
Wow,
really? The
beach? This I gotta see.
*Watches video*
...You do realize that the
only difference between that beach and FD is that the tiny curve meant that Shiek couldn't force an approach in that situation, right? That's it. There's no huge disadvantage to approaching below you, because "below you" barely registers; the slant is minuscule.
The temporary walkoff allows for a cheesy early kill. While yes, ConCon forcing ZeRo into that corner is good play on his part, the idea is that this option made getting a kill so easy.
Have you ever played or watched Street Fighter? This is a game where movement is almost infinitely limited - you can walk forward, or you can jump, and when you jump, you have
no defensive options and very few characters have anything resembling movement options in the air. A few have some escapes; the point being that when your opponent corners you, you not only have very limited control over the spacing (which is so much more crucial there), you're often
stuck, waiting for your opponent to make a mistake. And in the corner, getting knocked down can mean taking 40-50% damage on mixups. It's a
big deal. By comparison, in this case, ZeRo
willingly took the corner (instead of trying to get back to center stage like he could and probably should have), then went on offense with a really lousy read and got beat. Then ZeRo DI'd poorly (you can DI down and tech against the wall there) and died... At 110. Against Luigi. As a lightweight. And keep in mind, what he was going for probably would have led to a kill for
him - Concon's position was
really risky! He went in, got a good read, and reaped the reward. How, exactly, is this a problem?
The match finishes in other display of the issues with Delfino, with Sheik getting an insanely simple down throw -> up air kill off the absurdly low ceiling on the transformation. Everyone loves to say 'don't get grabbed', but that's not always a practical reality...if 'don't get grabbed' was always a practical reality, Ness's back throw wouldn't be such a problem and Luigi's grab kill confirms wouldn't be such a problem. The difference here is that it's the stage turning these normal grabs in the neutral into insanely powerful kill options. Sure you can wait, but you have to get onto the platforms or you just die, the opponent can easily just wait to grab or whatever they have to do to get the grab. Even ignoring that, the fact that the reward and power of the particular move is so drastically increased whenever the stage transforms is detrimental.
Yes, don't get grabbed at this specific time mentioned well in advance. If Concon had gotten the grab there, ZeRo would have died. It was a high-risk, high-reward situation. This is
not a problem. You keep on trying to point to this as a problem, but I don't understand. What, exactly, is wrong here? What's uncompetitive about this? What is making the game less competitive here?
~4:28:00: More Delfino temporary walk-off cheese. Here's the bottom line that I want to get across: just because the walk-offs are temporary doesn't mean they aren't problematic! Stuff like this happens ALL THE TIME, especially with Sheik. It's different than Smashville because Smashville requires specific platform positioning and generally significantly more fairs that are easily DI'able in order to get a cheesy fair string kill like the two in this Delfino game.
Stuff like this happens all the time. May I recommend:
A) DI better
B) Stop counterpicking Shieks to Delfino
C) Stop getting hit close to the blastzone
Any one of these might help.