• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Let's discuss Rainbow Cruise(We're done with Brinstar, I guess)!

ぱみゅ

❤ ~
Joined
Dec 5, 2008
Messages
10,010
Location
Under your skirt
NNID
kyo.pamyu.pamyu
3DS FC
4785-5700-5699
Switch FC
SW 3264 5694 6605
lol that match.
Do not ask for "two high-level players on Brinstar", ask for "two people that knows how to play on Brinstar".
I'll go look for one.
 

Tesh

Smash Hero
Joined
Oct 28, 2008
Messages
9,737
Location
TX
Well to be fair Jebus, this reminds me of that match with like Atomsk vs ADHD on Norfair where they kept getting hit by lava, actually going into the capsule and even getting a shield broken if I recall.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Well to be fair Jebus, this reminds me of that match with like Atomsk vs ADHD on Norfair where they kept getting hit by lava, actually going into the capsule and even getting a shield broken if I recall.
What's your point?
 

Tesh

Smash Hero
Joined
Oct 28, 2008
Messages
9,737
Location
TX
I thought it would be obvious...

Putting 2 top players on a stage they aren't familiar with doesn't really demonstrate the best way to deal with that stage.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
I thought it would be obvious...

Putting 2 top players on a stage they aren't familiar with doesn't really demonstrate the best way to deal with that stage.
Then they should show me a video of a player who plays Brinstar at a high/top level
 
Joined
Mar 15, 2008
Messages
10,050
The acid should be considered pseudo-random. It has distinct high-rise times, but there is variation on those times. There are also mid and low rises that happen at certain points that have not yet been characterized.
I'm almost sure that Raziek's thread makes note of all the times where the acid rises.

Even if those each had 3 time ranges which fell between the high rises, you'd have 9 points of time to memorize along with the variation to consider. Nobody is going to keep that straight for a whole match and keep themselves from getting hurt.
That's their fault then for not keeping track of the acid, while putting themselves in the risk of getting punished. Like, it's not even difficult, you just have to practice the stage. The skill can be developed in no time, people just haven't put the effort into it.

Anyways, I think that a stage that actively damages players (3rd party interactions) shouldn't be legal in play. That does, in fact, extend to Halberd.
What is so wrong with the act of getting hit by a hazard that makes it unacceptable for competitive play?

Is this the best example? If it is, then it seems like not even top level players can avoid getting hit by the acid
Jebus, players are going to get hit by the acid no matter what. There's no escaping it in the long run. You will most likely never find a video where nobody gets hit by the acid, because good players are going to actively be trying to use the acid to their advantage (which includes forcing their opponent into the acid). Getting hit by the acid is not a bad thing at all. In fact, not getting hit by the acid doesn't mean that you're playing the level right. The acid is there to add an extra element to combat, just like any other stage element in Brawl, and it's only normal that the players use that extra element to their advantage. The developers WANT you to play a match while incorporating the acid into your strategy. It's nice that people want to play safe, but if nobody touches the acid, then that means that neither player made full use of the stage's tools.
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
I don't know about other players, but sometimes if I'm on the ledge, and the acid has risen high enough that it's passed the blastzone, I'll purposely throw myself into it, because it's actually a very unexpected and surprising way to recover.
 

Luigisama

Smash Champion
Joined
Jun 25, 2010
Messages
2,957
Location
New york
I am for banning brinstar

Learning the timer or pattern of the acid seems pointless imo since I think everyone has eyes and can tell when the acid is up. Even if it comes mid level and a person mistakes it for being the high level acid I don't think jumping to avoid it would be bad. But it still adds damage and it's consisent unlike a stage like halberd or frigate you're given a warning before a stage hazard is about to come. In brinstar you aren't given a warning. So the only reason a person would get hit on brinstar is because they get hit because they didn't see the acid rising, they were spiked into it, or they had no choice but to get hit.

Also I agree with some of the tatics that can be used for the acid recovery or whatever other things there could be. But doesn't mean that it is always safe. It leaves the window open for being sent near your opponent or somewhere close where you could get killed by your opponent. Sure if the person that has a stock lead does this it won't worry them, but the person who is losing and is pressured in an option to use the acid as a recovery will barely benefit from it.

The stage formation(not including the platforms) seems a little strange in that it is slanted. These slants change the range of moves, it can disrupt chaingrabs and grab releases. The slants can help in camping with projectlies depending on characters and it can also help some characters avoid projectlies if they crouch. Lastly breaking the stage in half can benefit some characters and hurt others completely, but taking the time to break the stage in half isn't easy for some characters so trying to do it will leave them open.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Jebus, players are going to get hit by the acid no matter what. There's no escaping it in the long run. You will most likely never find a video where nobody gets hit by the acid, because good players are going to actively be trying to use the acid to their advantage (which includes forcing their opponent into the acid). Getting hit by the acid is not a bad thing at all. In fact, not getting hit by the acid doesn't mean that you're playing the level right. The acid is there to add an extra element to combat, just like any other stage element in Brawl, and it's only normal that the players use that extra element to their advantage. The developers WANT you to play a match while incorporating the acid into your strategy. It's nice that people want to play safe, but if nobody touches the acid, then that means that neither player made full use of the stage's tools.
I wasn't talking about that. I'm talking about getting punished by the acid.

yes it does. It heavily favors ground based characters due to the neutral stage list.

:phone:
If this was true, then explain to me why the top character isn't a ground based character.
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
Just a few things...

Learning the timer or pattern of the acid seems pointless imo since I think everyone has eyes and can tell when the acid is up. Even if it comes mid level and a person mistakes it for being the high level acid I don't think jumping to avoid it would be bad. But it still adds damage and it's consisent unlike a stage like halberd or frigate you're given a warning before a stage hazard is about to come. In brinstar you aren't given a warning. So the only reason a person would get hit on brinstar is because they get hit because they didn't see the acid rising, they were spiked into it, or they had no choice but to get hit.
Just keep in mind that, since the acid only rises above the stage 3 times a match, any other time the acid rises, you can just immediately and safely assume the acid isn't going to come up to the stage to interfere with the game.

Given that, I would say it's kind of important to remember the 3 times when the acid is going to reach a critical level, and there are two cues for when the acid is going to rise at all. The screen shakes, indicating that the acid is going to rise to any level, from 1 to 9, and then from there, you can let that be your cue to scope out the background to see how high the acid is going to rise.

Idk, I guess you're right in that some people might miss it if they're not paying attention to the cues the stage is giving, but the timer, the screen shaking, and the background giving a good indication of how high the acid is rising should be enough to go on...

Also I agree with some of the tatics that can be used for the acid recovery or whatever other things there could be. But doesn't mean that it is always safe. It leaves the window open for being sent near your opponent or somewhere close where you could get killed by your opponent. Sure if the person that has a stock lead does this it won't worry them, but the person who is losing and is pressured in an option to use the acid as a recovery will barely benefit from it.
Ah, you should try it out yourself, because you get some pretty large DI angles from the knockback gives you. I'd say you can change the angle from straight up to around 45 degrees in either direction, so it can be pretty challenging for the opponent to keep up with your position. Plus, if your damage is high enough, and your opponent is hounding you at the ledge, you can go into the acid to be launched pretty damn high above your opponent, and it's kind of hard for them to chase you from there, although you're still going to have to deal with landing safely.

I'm not saying it's an amazing way to get back on the stage, but it does add to the various ways you can put yourself back on the stage. If other stages have X "get back onto the stage" options, then Brinstar definitely has X+1, for sure, and that's pretty cool.

The stage formation(not including the platforms) seems a little strange in that it is slanted. These slants change the range of moves, it can disrupt chaingrabs and grab releases. The slants can help in camping with projectlies depending on characters and it can also help some characters avoid projectlies if they crouch. Lastly breaking the stage in half can benefit some characters and hurt others completely, but taking the time to break the stage in half isn't easy for some characters so trying to do it will leave them open.
Well, these are more CP qualities over anything else. Slanted stages aren't unheard of, such as Lylat Cruise and Yoshi's Island, and I'm pretty sure stages where you can manually model the terrain don't really fall under ban criteria, either.

AFAIK, Luigi's Mansion wasn't banned on the fact that you could change up the terrain, but rather its lightly enabled circle camping, so it's kind of cool that we have a stage where the terrain can be altered, for sure.

Characters getting punished for their lag by the acid. Sometimes you have nowhere to go but down as the lava rises
...you can airdodge on Frame 14 after being hit by the acid, and can perform attacks starting on Frame 26... there's no way the opponent's going to catch up with the knockback you've received from the acid before you can start acting again.
 
Joined
Mar 15, 2008
Messages
10,050
Characters getting punished for their lag by the acid. Sometimes you have nowhere to go but down as the lava rises
Sometimes you have nowhere to go but down just as Marth charges his tipper FSmash. It's your own fault you got to that position in the first place, you shouldn't have put yourself there to begin with.

All characters are both. Some characters are just more of one than they are of the other
I think you missed my point, but w/e.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Sometimes you have nowhere to go but down just as Marth charges his tipper FSmash. It's your own fault you got to that position in the first place, you shouldn't have put yourself there to begin with.



I think you missed my point, but w/e.
The difference is that one is an opponent and one is a stage. Not only that, but it's something that isn't 100% predictable.
 
Joined
Mar 15, 2008
Messages
10,050
The difference is that one is an opponent and one is a stage. Not only that, but it's something that isn't 100% predictable.
  • Opponents
    • Completely Random
    • Okay to get punished by
  • Stage
    • Pseudo-Random (Still very predictable)
    • Not okay to get punished by

I don't get it.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
  • Opponents
    • Completely Random
    • Okay to get punished by
  • Stage
    • Pseudo-Random (Still very predictable)
    • Not okay to get punished by

I don't get it.
If it was just you vs. the stage or you vs. the opponent then that would be fine, but it's not. Not only do you have to worry about the opponent, but you also have to worry about this semi-random acid hitting you. If it's so easy to avoid the acid, why is it that in every video I see with that stage being played, someone gets hit by the acid (not intentionally).
 
Joined
Mar 15, 2008
Messages
10,050
If it was just you vs. the stage or you vs. the opponent then that would be fine, but it's not. Not only do you have to worry about the opponent, but you also have to worry about this semi-random acid hitting you. If it's so easy to avoid the acid, why is it that in every video I see with that stage being played, someone gets hit by the acid (not intentionally).
We've hit our first circle:

Jebus, players are going to get hit by the acid no matter what. There's no escaping it in the long run. You will most likely never find a video where nobody gets hit by the acid, because good players are going to actively be trying to use the acid to their advantage (which includes forcing their opponent into the acid). Getting hit by the acid is not a bad thing at all. [...] The developers WANT you to play a match while incorporating the acid into your strategy.
I also want to add that getting hit by the acid is not unfair because both players are at an equal opportunity to get hit by the lava. It's all about who takes advantage of the situation the best.

Also, I directed this at Tuen, but I'd like you to answer it, using reasons that aren't in your last post.


What is so wrong with the act of getting hit by a hazard that makes it unacceptable for competitive play?
 
Joined
Mar 15, 2008
Messages
10,050
And what is so wrong with player vs. player vs. stage interaction that makes it unacceptable for competitive play?
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
And what is so wrong with player vs. player vs. stage interaction that makes it unacceptable for competitive play?
Because then it's no longer about who can beat the other player, but rather who can beat the other player while avoiding the stage hazards. If that's how it's meant to be played, then lets ban every stage except Brinstar, Halberd, PATD, GGs,and Norfair. If not, then take out every stage with stage hazards.
 

-LzR-

Smash Hero
Joined
Jan 1, 2009
Messages
7,649
Location
Finland
Lol Jebus. Can't he be banned from the stageboards already?
Everyone knows stages are one of the biggest factor in Smash after Matchups and they should be part of the game.
And it must be horriblee if someone makes a mistake and hits the lava D:
A whopping 14-something%! That's like getting grabbed by the average character, why you so broken.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Lol Jebus. Can't he be banned from the stageboards already?
Everyone knows stages are one of the biggest factor in Smash after Matchups and they should be part of the game.
And it must be horriblee if someone makes a mistake and hits the lava D:
A whopping 14-something%! That's like getting grabbed by the average character, why you so broken.
That's 14% that you would't get on every other stage that doesn't have these stage hazards. If you are trying to fight your opponent, why would you want the stage to interfere?
 
Joined
Mar 15, 2008
Messages
10,050
Because then it's no longer about who can beat the other player, but rather who can beat the other player while avoiding the stage hazards. If that's how it's meant to be played, then lets ban every stage except Brinstar, Halberd, PATD, GGs,and Norfair. If not, then take out every stage with stage hazards.
Okay, um...

What is so wrong with playing a game of "who can beat the other player while avoiding the stage hazards" that makes it unacceptable for competitive play?
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Okay, um...

What is so wrong with playing a game of "who can beat the other player while avoiding the stage hazards" that makes it unacceptable for competitive play?
There's nothing wrong with it. Just like there's nothing wrong with playing with items. I don't see how that has anything to do with anything. Until we have a proper definition of what competitive is, all we are going to have are opinions. If you want player vs player vs. stage, ban all static stages. If you want Player vs. player, ban all stages with stage hazards.
 

ぱみゅ

❤ ~
Joined
Dec 5, 2008
Messages
10,010
Location
Under your skirt
NNID
kyo.pamyu.pamyu
3DS FC
4785-5700-5699
Switch FC
SW 3264 5694 6605
Is actually Player vs Player on a given stage.
If you know the stage and what can happen on it, the odds of it "screwing" your game are very low, if any.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Is actually Player vs Player on a given stage.
If you know the stage and what can happen on it, the odds of it "screwing" your game are very low, if any.
It's not that easy since there is no way of always knowing whats going to happen next
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
Jebus, it's not a matter of whether or not the stage has hazards or not, but rather how interfering, random, or otherwise threatening the hazards are in the first place.

Halberd, for example, has very powerful hazards, but you get like 5 hours to react to them and get out of the way. The stage is legal because the hazards are hardly a problem there, but rather something the players can work with to turn in their favor.

PTAD has cars that come without warning on some of the phases and kill you at really low percents.
GGs has random bomb blocks raining down from the sky that do 30% and considerable knockback, as well as the exploding apple and wall of fire glitches.
Norfair is borderline, but the reason it's banned is due to the fact that the lava wall can actually kill you at modest percentages, the hazards tend to cause some weird box-in scenarios sometimes, and the lava plumes are very hard to act against and can kill you.

Having hazards isn't what invalidates a stage. If Spear Pillar(Dialga or Palkia, not Cresselia), for example, didn't have circle camping enabled on its stage, one could easily make an argument for its legality because the only hazard, the laser beam, doesn't happen all that often, has some windup, can be shielded, avoided by grabbing the ledge, and SDI'd out of(There's also Dialga jumping onto the stage, but that's given away by a roar with nothing happening immediately afterwards).

In Brinstar's case, the acid rises above the stage a mere 3 times a match, at around the same time every time. You can see it coming from the background, and you're forewarned to its coming by the screen shaking.
It's not that easy since there is no way of always knowing whats going to happen next
Except we do know, because given the facts we know about the stage, the best way to go about handling the acid would be to watch for the screen shake around the times when the acid is going to rise to a Level of 7, 8, or 9, which means you know when the acid rises at that time, you have to move out of the way. From there, all you need to do is watch the background to approximate when the acid will reach your position, and then act appropriately to it, as well as your opponent's movements.

Screwing up here gives you only 15% damage which doesn't even kill, a little bit of hitstun which you can act out of very quickly, and it sometimes puts you at a disadvantageous position, but you can use the heavy DI enabled by the acid to cope with this. What's important to remember, though, is that the match is only interrupted by this hazard only THREE times a match. We've seen matches on other stages, such as Delfino and Pokemon Stadium interrupted due to some of the transitional phases for some time now, so why is it suddenly so taboo on Brinstar when the interruption factor is not even as severe?
 

ぱみゅ

❤ ~
Joined
Dec 5, 2008
Messages
10,010
Location
Under your skirt
NNID
kyo.pamyu.pamyu
3DS FC
4785-5700-5699
Switch FC
SW 3264 5694 6605
It's not that easy since there is no way of always knowing whats going to happen next
No stage in Brawl offers completly unavoidable situations.
You either have a warning, a trigger, or a timer (or in Pictochat case, a safe zone).
You probably do not know what's going to happen next, but you can always prepare for it.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Jebus, it's not a matter of whether or not the stage has hazards or not, but rather how interfering, random, or otherwise threatening the hazards are in the first place.

Halberd, for example, has very powerful hazards, but you get like 5 hours to react to them. That's why the stage is legal.

PTAD has cars that come without warning on some of the phases and kill you at really low percents.
GGs has random bomb blocks raining down from the sky that do 30% and considerable knockback, as well as the exploding apple and wall of fire glitches.
Norfair is borderline, but the reason it's banned is due to the fact that the lava wall can actually kill you at modest percentages, the hazards tend to cause some weird box-in scenarios sometimes, and the lava plumes are very hard to act against.

Having hazards isn't what invalidates a stage. If Spear Pillar(Dialga or Palkia, not Cresselia), for example, didn't have circle camping enabled on its stage, one could easily make an argument for its legality because the only hazard, the laser beam, doesn't happen all that often, has some windup, can be shielded, avoided by grabbing the ledge, and SDI'd out of(There's also Dialga jumping onto the stage, but that's given away by a roar with nothing happening immediately afterwards).

In Brinstar's case, the acid rises above the stage a mere 3 times a match, at around the same time every time. You can see it coming from the background, and you're forewarned to its coming by the screen shaking.

Except we do know, because given the facts we know about the stage, the best way to go about handling the acid would be to watch for the screen shake around the times when the acid is going to rise to a Level of 7, 8, or 9, which means you know when the acid rises at that time, you have to move out of the way. From there, all you need to do is watch the background to approximate when the acid will reach your position, and then act appropriately to it, as well as your opponent's movements.

Screwing up here gives you only 15% damage which doesn't even kill, a little bit of hitstun which you can act out of very quickly, and it sometimes puts you at a disadvantageous position. But what's important to remember is that the match is only interrupted by this hazard only THREE times a match. We've seen matches on other stages, such as Delfino and Pokemon Stadium interrupted due to some of the transitional phases for some time now, so why is it suddenly so taboo on Brinstar when it's not even as severe?
It's different when you have an opponent though. You have to worry about both the stage and the opponent at once and sometimes, you're either going to get hit by one or the other (or both). That's what I mean by there's no way of knowing what will happen next. A bunch of things can go wrong on stages with hazards. You could get unlucky and have the acid rise as you are recovering.
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
Well, of course you're not going to win every exchange you attempt as you try to compete with your opponent as the acid proceeds to rise to levels 7 to 9, but this can apply to a lot of scenarios, as well.

You've got people competing over the safe areas in Pokemon Stadium and Pokemon Stadium 2's transformations, and you've got people competing over simple positional advantages in most stages, like Battlefield and Yoshi's Island(aka dead center).

Positional battles are all too common in Brawl, and losing one of those battles has you standing to take some damage from your opponent and losing your positional advantage. In Brinstar's case, however, instead of losing a positional advantage, you stand to take 15% extra damage upon losing the positional battle, and since the acid doesn't kill you until about 200%, that's a perfectly fine punishment to be taking.

As far as the acid deciding to rise when you're recovering, I admit that's gay, but this does happen on other stages, too. Lylat tilting out of the way to screw up your recovery, YI:B's support ghost killing Ness and Lucas' recoveries, Smashville's(random) platform not being there to aid in your recovery, etc. There are plenty of lame things some stages do to characters while they're trying to recover, and tbh, Brinstar only causing 15% damage to you is pretty damn tame compared to what some of the other legal stages can do.
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,565
  • Opponents
    • Completely Random
    • Okay to get punished by
  • Stage
    • Pseudo-Random (Still very predictable)
    • Not okay to get punished by

I don't get it.
Yes. This is how many people in this community think. You can't ban Peach or G&W or Luigi just because they're random; they aren't good enough to warrant it and players main a character.
You do not main a stage, however, and stages have been banned for less reasons.

If you think we have to justify it rather than just get a majority opinion (which I'm pretty sure we have at this point for these two stages) to ban something, then bug URC to unban Meta Knight.
 

SaveMeJebus

Smash Master
Joined
Apr 29, 2010
Messages
4,371
Well, of course you're not going to win every exchange you attempt as you try to compete with your opponent as the acid proceeds to rise to levels 7 to 9, but this can apply to a lot of scenarios, as well.

You've got people competing over the safe areas in Pokemon Stadium and Pokemon Stadium 2's transformations, and you've got people competing over simple positional advantages in most stages, like Battlefield and Yoshi's Island(aka dead center).

Positional battles are all too common in Brawl, and losing one of those battles has you standing to take some damage from your opponent and losing your positional advantage. In Brinstar's case, instead of losing a positional advantage, however, you stand to take 15% extra damage upon losing the positional battle, and since the acid doesn't kill you until about 200%, that's a perfectly fine punishment to be taking.

As far as the acid deciding to rise when you're recovering, I admit that's gay, but this does happen on other stages, too. Lylat tilting out of the way to screw up your recovery, YI:B's support ghost killing Ness and Lucas' recoveries, Smashville's(random) platform not being there to aid in your recovery, etc. There are plenty of lame things some stages do to characters while they're trying to recover, and tbh, Brinstar only causing 15% damage to you is pretty damn tame compared to what some of the other legal stages can do.
Ness and Lucas won't get killed by the ghost if they recover directly under it. Besides, this only effects two characters.

Smashville's platform is not random.

In all those other examples you gave, there's a difference. The opponent is punishing you. Not the stage.
 

z00ted

The Assault of Laughter ﷼
Joined
Apr 18, 2010
Messages
10,800
Jebus, so you're telling me you watch the Smasvhille platform the entirety of the match and only get hit offstage when you know it will be coming back to aid your recovery?
 
Joined
Mar 15, 2008
Messages
10,050
What is so wrong with the act of getting hit by a hazard that makes it unacceptable for competitive play?
It goes from player vs. player to player vs. player vs. stage.
And what is so wrong with player vs. player vs. stage interaction that makes it unacceptable for competitive play?
Because then it's no longer about who can beat the other player, but rather who can beat the other player while avoiding the stage hazards. If that's how it's meant to be played, then lets ban every stage except Brinstar, Halberd, PATD, GGs,and Norfair. If not, then take out every stage with stage hazards.
Okay, um...

What is so wrong with playing a game of "who can beat the other player while avoiding the stage hazards" that makes it unacceptable for competitive play?
There's nothing wrong with it. Just like there's nothing wrong with playing with items. I don't see how that has anything to do with anything. Until we have a proper definition of what competitive is, all we are going to have are opinions. If you want player vs player vs. stage, ban all static stages. If you want Player vs. player, ban all stages with stage hazards.
Read the bolded. At the end, you presented playing a game of "who can beat the other player while avoiding the stage hazards" as a problem, yet, when I asked you why it was a problem to you, you said there's nothing wrong with it, effectively invalidating it as a concern. If there's nothing wrong with playing a game of "who can beat the other player while avoiding the stage hazards", then there's nothing wrong with any of the bolded quotes above, because all of your concerns invalidate each other from the ground up. My question still stands then: What is so wrong with the act of getting hit by a hazard that makes it unacceptable for competitive play?






To be fair though, in the non-bolded parts, you suggested this:

Because then it's no longer about who can beat the other player, but rather who can beat the other player while avoiding the stage hazards. If that's how it's meant to be played, then lets ban every stage except Brinstar, Halberd, PATD, GGs,and Norfair. If not, then take out every stage with stage hazards.
...then lead it up to this in your last post...

There's nothing wrong with it. Just like there's nothing wrong with playing with items. I don't see how that has anything to do with anything. Until we have a proper definition of what competitive is, all we are going to have are opinions. If you want player vs player vs. stage, ban all static stages. If you want Player vs. player, ban all stages with stage hazards.
The direction that I'm going in with this is exactly the same direction that Kyo took you to. There is no such thing as Player vs. Player combat in Brawl. It's always going to be Player vs. Player vs. Stage (or Player vs. Player on a given Stage, as Kyo put it). So in other words, if the game is meant to be played PvPvS (which it is, btw), then we should legalize Brinstar, Halberd, PTAD, GGs, and Norfair just like you said. However, we don't have to ban the static stages like you said we should because in reality, they don't pertain to the PvP group. They're in the PvPvS group just like Brinstar, just with less focus on the stage aspect.
 
Top Bottom