"You can't walkoff camp because it moves"?
Walk forwards.
that sounds hella depthy
A stage where you have to move to keep your stage control, so your opponent knows that you have to commit to moving.
Walkoff camping on the left would be more risky than it's worth, because you're far more limited in your options. Walkoff camping on the right wouldn't be so bad, but it'd be mentally committing because your opponent knows you have to commit no matter what to keep your advantage, so your opponent can work from the knowledge of knowing that you're gonna commit, which limits your options in itself. Being in the middle instead of on the outside has its advantages, in that you're free in where you want to be, you're not limited to staying in a spot to have positional control, and that spot in itself gives a disadvantage in that you have to commit to something.
The mindgames sound so deep, and that's just analyzing stage control. Mushroomy Kingdom 1-1 for depthiest stage, this stage is BETTER than RC
well next to PS2
Grab does not beat walloff, good option but it's not a guaranteed way to stop it.
Wait so THESE are the arguments from people saying that Jebus' arguments are ****ty?
So maybe you phrased that badly, or I misunderstood, but if I do understand correctly, the implications from what you're saying would be that: the tactic isn't fair, and it makes the stage banworthy, because there's no guaranteed way to stop it?
Walkoff camping isn't an issue in the same vein it's not an issue on Mario Bros (although I suppose to a lesser extent). Hell it's more of an OPTION, not an overcentralyzing issue.
Under-opponent-camping is more of an issue on RC, because sharking your opponent the whole time is FAR better than the alternatives. Sharking IS an overcentralizing strategy because there's frankly no reason not to. Walk-off camping on Mushroomy Kingdom isn't the same, it's an option that has a completely different risk:reward ratio, in which I'd say that the risk may even grow faster than the reward does.
Think about it like this. Your reward is lowered for being near the blast zone, because all of your attacks send your opponent towards the opposite blast zone from the furthest possible point. The exception to this is a back throw, that's your only high-reward option.
Now your opponent, who's in the center, isn't limited in options space-wise, and his rewards are even higher, in that he has even MORE options than you do that give the same reward. Let's use MK as an example.
His Dthrow Fthrow and Uthrow all put the opponent near the blast zone in a really bad spot, or automatically kill depending on the DI. His Dsmash and Fsmash are likely to kill at the same percents your opponent's back throw would kill. His fair would kill much earlier, and so would his tippered rising dair (now I'm not sure quite yet how the movement of the stage would effect the effectiveness of his dair camping. I'd be inclined to say it'd strengthen it, but I'm not entirely sure, and this is just for an example of why walk-off camping wouldn't be overcentralizing, and why it'd be, at best, an added option). His nair would kill earlier, and it's one of his best out of shield moves. His aerial shuttle loop would kill much earlier, and his grounded one would set up a VERY bad position for the opponent (that's also the difference in risk:reward, followups are strengthened on someone who's close to a blast zone, because they have fewer options, and they're more likely to die because they're so close to the blast zone). Ftilt and Dtilt wouldn't kill any earlier, but both of them would become stronger because the followups after they hit get stronger.
There's no way that walkoff camping would be an overcentralizing strategy. And if it's not overcentralizing, wouldn't it just be an option that's not on other stages? A unique part of the stage that adds depth? Isn't that what you guys are looking for?
This stage is more fair than RC, and has a lot of similar qualities to it, although it doesn't have that quality of MK being at an inherently advantaged position for 6 out of the 8 minutes. And it gives certain characters counterpicks. Someone like Falco would likely do better against MK here.
This stage would add more good qualities to tournaments than RC does.