@
Ulevo
asked me to do this, and I'm happy to provide my services. Let's discuss whether Skyloft should be a tournament legal stage and why. Skyloft is a very complex stage so this will be kinda long; I have to address 15 forms! I'm not going to pretend to be neutral in this; I am very strongly in the pro-Skyloft camp (it's my favorite stage in the game). Don't be dissuaded from making an opposing argument even though my explanation definitely will tend to suggest a pro-legality position. I'm just not a neutral party here, and I will at least do the courtesy of being honest about that.
For those unfamiliar with what this stage does, please reference the Skyloft Stage Research Thread. Please do note that this stage is Skyloft, the transforming Legend of Zelda stage. This is not Skyworld, the Kid Icarus stage with the breakable platforms. It's this stage:
The easiest way to look at Skyloft is that it's a variation on Delfino Plaza. The stage has essentially identical mechanics with the touring platform that has cyclical platform lay-outs moving around an environment landing at a variety of stops. Here's a short list of the main important differences:
-Skyloft, being set high in the air, has no swimmable water.
-Skyloft's blast zones are less close while transforming compared to Delfino (but it still has moments where they're closer than a normal stage). In general Skyloft's blast zones are a little further out than Delfino's but not by much (see this thread).
-While Skyloft is in motion, if a player comes in contact with the land mass below, that player will be hit for modest damage and knockback (if this happens on Delfino, the player passes through the land mass as though it weren't there).
-The platform lay-outs and landing stops of Skyloft are those of a different stage and thus have different particular shapes though of similar average quality. Skyloft also has 11 possible stops while Delfino only has 9.
-Delfino Plaza lingers for a transformation cycle every four stops over the "starting area", but its stops are also a bit longer on average (Skyloft's last 15 seconds while Delfino's last 18).
For the most part otherwise, Skyloft has the same basic idea. Since Skyloft is so similar to Delfino Plaza, I'm going to basically do a compare/contrast to show how as far as I can tell (factoring in my extensive experience on the stage) it should be allowed or not allowed as a partner to Delfino Plaza. Trying to be objective, I think this is the ultimate end-point of a logical analysis.
Both Skyloft and Delfino Plaza have one "janky" element: Skyloft hitting players while moving and Delfino getting super tiny blast zones when transforming. Both are obnoxious little elements that I somehow doubt were fully thought through by the development staff, but in context I think most of the community has seen that this obnoxious feature of Delfino Plaza is simply too minor to warrant banning the stage in light of what a high quality stage it is otherwise. The thing is that Skyloft's obnoxious feature is pretty similar in impact. Skyloft hitting you, while it hasn't been thoroughly mapped out on this forum, is predictable. You just kinda watch the background (which you are always doing anyway on this type of stage to know where you'll land next) and make appropriate decisions. Much as on Delfino, this particular obnoxious element doesn't factor in all that often; the vast majority of games played on this stage are not impacted by this at all even if both players play unaware of it. It is somewhat more frequent to be hit by Skyloft than to die to an early Delfino set-up, but the consequence is also drastically lower. Getting hit by Skyloft does 12% damage and often messes up your stage position but seldom actually kills whereas when Delfino's goofy blast zones become a factor it means stocks are being taken for sure. My experience is that both elements have a similar but ultimately minor negative effect on the overall quality of their respective stages, but this is definitely an area where it is always good to hear from players in other regions who have also played extensive amounts on both stages.
I have seen many players criticize Skyloft for enabling unusually slow gameplay, but as someone with substantial tournament experience here, I can say that it just isn't so. Again, I'm going to do some compare and contrast with Delfino Plaza so you might want to reference that stage's research thread to know which form is which.
All four of the traveling platform lay-outs used by Skyloft are very tame. Skyloft platform 1 is nearly identical to Delfino platform 3 (except the platforms are tilted the other way which makes no significant difference); it's a top quality lay-out. Skyloft platform 2 is probably one of the most balanced platform lay-outs that any stage ever has, and I can't even imagine complaints about it. Skyloft platform 3 has that interesting "check mark" platform lay-out that in practice plays quite well. High platforms can be hard for some characters to approach (hence most complaints about Duck Hunt center around the tree), but in this case, there's always a lower platform close at hand which makes moving up toward people pretty easy. General smash gameplay dynamics still apply that overall it's really disadvantageous to be on a higher platform than your opponent, and my tournament experience confirms that the idea of "camping" the upper parts of this stage mostly plays out to be a really bad idea. If you did want to camp a transforming segment's high platform, Delfino is actually better as Delfino platform 2 has an awkwardly high center platform that is kinda far away from the side platforms... Skyloft platform 4 is the long slanted platform, and while it really has no analogue on any other stage in this game, there's really no way to abuse it at all (it plays out very similarly to the platform on Yoshi's Island Brawl for those familiar with either Brawl or the 3DS version). Note that the stage spends most of its time in motion so these platform lay-outs are the "main stage", and Skyloft's are clearly pretty high quality.
In terms of the transformations, let's drop some numbers. 5/11 of Skyloft's landing stops have walk-offs while 3/9 of Delfino's do. However, the rooftop landing site on Delfino has a blast zone so close that it's effectively a walk-off stage even if it isn't one technically, and when that is considered, both are very close in terms of total walk off presence (5/11 is very, very close to 4/9). In terms of temporary walk-offs, this makes both pretty equal in terms of acceptability no matter how you feel about temporary walk-offs. People often like to talk about which forms allow for a stall-out as well, but let's really look at that...
Skyloft transformations with significant stalling potential (5/11):
Knight Academy
Windmill
Residential District
Small Island
Waterfall Island
Delfino transformations with significant stalling potential (5/9):
Docks
Pillars
Umbrellas
Rooftop
Shine Gate
This means that Delfino actually more often has strong camping positions than Skyloft. To be fair to Delfino, it's a bit "softer" in that the Umbrellas is the weakest stalling position of these 10 locations while the Small Island is definitely the strongest (the other four in both cases are pretty similar) so in this case 5/11 actually adds up to a pretty similar amount of defensive gameplay to 5/9. In all of these cases, just because it's possible to find strong stalling positions doesn't mean it will actually happen. My experience on both stages suggests to me that stalling on these forms is merely "possible" in that between some players using some characters it will sometimes happen but for the most part active combat is happening all of the time on both stages. It's often not in the interest of either player to try to stall, and even if it is in the interest of one, the stalling positions on both stages are weak enough that an aggressive opponent can often overcome anyway. Skyloft's Small Island in specific is a blatant hard loop so that's not good as it uniquely allows for unstoppable run-away for its duration, but Skyloft balances that out by having the Isle of the Goddess landing site which is the most offensively oriented landing site of any transforming stage.
This loop is the only perfectly defensible stalling position on Skyloft:
This landing site encourages rushdown really hard, and no one realizes it:
At this point I've made an exhaustive case that Skyloft is very, very similar to Delfino in tournament quality, but not everyone loves Delfino. Some argue that Delfino's archetype of transforming is inherently disruptive, and that's a lengthy discussion we could have but one over a topic that is pretty far out of the mainstream even if it's a philosophy that is entirely self-consistent. Some seem to believe that having multiple of this style of stage is somehow bad even if one is okay, and that just doesn't make sense to me. If this style of stage is acceptable once, it's acceptable twice, and even if it wasn't, I don't see why Skyloft would be the loser instead of Delfino other than Delfino already being familiar to players since it was in Brawl but that's just an obviously terrible reason to support a stage over another one. I legitimately don't understand how we have a current national standard that has Delfino legal and Skyloft not legal; as far as I can tell, the case for both is very, very similar since they're two very similar stages. I feel the main purpose of discussion here should be to figure out either a rigorous and solid reason one is better than the other or to demonstrate what I suspect which is that one is not significantly better than the other and that something in the current standard isn't consistent.
There is one last criticism I've heard and a minor mechanic to put out there. Sometimes players fall through the stage on Skyloft and end up underneath it. As far as I can tell, it almost always happens when the stage is transitioning from the floating platform to this particular landing stop:
If you end up beneath the stage, you can just jump to land back on the stage. Like all stages, only the intended exterior of Skyloft is solid; if you ever get inside the stage, you can pass through the floor and get back on top freely. You should never, ever die to this; the only disadvantage to this rare occurrence is the small loss of time you suffer for having to jump back onto the stage. There's also not any evidence that this happens here more often than on Castle Siege, the other good stage in smash 4 with this problem. It's pretty rare all things considered.
I suppose from here we can discuss, but before you comment, I'll leave you with this. If this doesn't warm your heart a bit to Skyloft, I don't even know what to say:
For those unfamiliar with what this stage does, please reference the Skyloft Stage Research Thread. Please do note that this stage is Skyloft, the transforming Legend of Zelda stage. This is not Skyworld, the Kid Icarus stage with the breakable platforms. It's this stage:
The easiest way to look at Skyloft is that it's a variation on Delfino Plaza. The stage has essentially identical mechanics with the touring platform that has cyclical platform lay-outs moving around an environment landing at a variety of stops. Here's a short list of the main important differences:
-Skyloft, being set high in the air, has no swimmable water.
-Skyloft's blast zones are less close while transforming compared to Delfino (but it still has moments where they're closer than a normal stage). In general Skyloft's blast zones are a little further out than Delfino's but not by much (see this thread).
-While Skyloft is in motion, if a player comes in contact with the land mass below, that player will be hit for modest damage and knockback (if this happens on Delfino, the player passes through the land mass as though it weren't there).
-The platform lay-outs and landing stops of Skyloft are those of a different stage and thus have different particular shapes though of similar average quality. Skyloft also has 11 possible stops while Delfino only has 9.
-Delfino Plaza lingers for a transformation cycle every four stops over the "starting area", but its stops are also a bit longer on average (Skyloft's last 15 seconds while Delfino's last 18).
For the most part otherwise, Skyloft has the same basic idea. Since Skyloft is so similar to Delfino Plaza, I'm going to basically do a compare/contrast to show how as far as I can tell (factoring in my extensive experience on the stage) it should be allowed or not allowed as a partner to Delfino Plaza. Trying to be objective, I think this is the ultimate end-point of a logical analysis.
Both Skyloft and Delfino Plaza have one "janky" element: Skyloft hitting players while moving and Delfino getting super tiny blast zones when transforming. Both are obnoxious little elements that I somehow doubt were fully thought through by the development staff, but in context I think most of the community has seen that this obnoxious feature of Delfino Plaza is simply too minor to warrant banning the stage in light of what a high quality stage it is otherwise. The thing is that Skyloft's obnoxious feature is pretty similar in impact. Skyloft hitting you, while it hasn't been thoroughly mapped out on this forum, is predictable. You just kinda watch the background (which you are always doing anyway on this type of stage to know where you'll land next) and make appropriate decisions. Much as on Delfino, this particular obnoxious element doesn't factor in all that often; the vast majority of games played on this stage are not impacted by this at all even if both players play unaware of it. It is somewhat more frequent to be hit by Skyloft than to die to an early Delfino set-up, but the consequence is also drastically lower. Getting hit by Skyloft does 12% damage and often messes up your stage position but seldom actually kills whereas when Delfino's goofy blast zones become a factor it means stocks are being taken for sure. My experience is that both elements have a similar but ultimately minor negative effect on the overall quality of their respective stages, but this is definitely an area where it is always good to hear from players in other regions who have also played extensive amounts on both stages.
I have seen many players criticize Skyloft for enabling unusually slow gameplay, but as someone with substantial tournament experience here, I can say that it just isn't so. Again, I'm going to do some compare and contrast with Delfino Plaza so you might want to reference that stage's research thread to know which form is which.
All four of the traveling platform lay-outs used by Skyloft are very tame. Skyloft platform 1 is nearly identical to Delfino platform 3 (except the platforms are tilted the other way which makes no significant difference); it's a top quality lay-out. Skyloft platform 2 is probably one of the most balanced platform lay-outs that any stage ever has, and I can't even imagine complaints about it. Skyloft platform 3 has that interesting "check mark" platform lay-out that in practice plays quite well. High platforms can be hard for some characters to approach (hence most complaints about Duck Hunt center around the tree), but in this case, there's always a lower platform close at hand which makes moving up toward people pretty easy. General smash gameplay dynamics still apply that overall it's really disadvantageous to be on a higher platform than your opponent, and my tournament experience confirms that the idea of "camping" the upper parts of this stage mostly plays out to be a really bad idea. If you did want to camp a transforming segment's high platform, Delfino is actually better as Delfino platform 2 has an awkwardly high center platform that is kinda far away from the side platforms... Skyloft platform 4 is the long slanted platform, and while it really has no analogue on any other stage in this game, there's really no way to abuse it at all (it plays out very similarly to the platform on Yoshi's Island Brawl for those familiar with either Brawl or the 3DS version). Note that the stage spends most of its time in motion so these platform lay-outs are the "main stage", and Skyloft's are clearly pretty high quality.
In terms of the transformations, let's drop some numbers. 5/11 of Skyloft's landing stops have walk-offs while 3/9 of Delfino's do. However, the rooftop landing site on Delfino has a blast zone so close that it's effectively a walk-off stage even if it isn't one technically, and when that is considered, both are very close in terms of total walk off presence (5/11 is very, very close to 4/9). In terms of temporary walk-offs, this makes both pretty equal in terms of acceptability no matter how you feel about temporary walk-offs. People often like to talk about which forms allow for a stall-out as well, but let's really look at that...
Skyloft transformations with significant stalling potential (5/11):
Knight Academy
Windmill
Residential District
Small Island
Waterfall Island
Delfino transformations with significant stalling potential (5/9):
Docks
Pillars
Umbrellas
Rooftop
Shine Gate
This means that Delfino actually more often has strong camping positions than Skyloft. To be fair to Delfino, it's a bit "softer" in that the Umbrellas is the weakest stalling position of these 10 locations while the Small Island is definitely the strongest (the other four in both cases are pretty similar) so in this case 5/11 actually adds up to a pretty similar amount of defensive gameplay to 5/9. In all of these cases, just because it's possible to find strong stalling positions doesn't mean it will actually happen. My experience on both stages suggests to me that stalling on these forms is merely "possible" in that between some players using some characters it will sometimes happen but for the most part active combat is happening all of the time on both stages. It's often not in the interest of either player to try to stall, and even if it is in the interest of one, the stalling positions on both stages are weak enough that an aggressive opponent can often overcome anyway. Skyloft's Small Island in specific is a blatant hard loop so that's not good as it uniquely allows for unstoppable run-away for its duration, but Skyloft balances that out by having the Isle of the Goddess landing site which is the most offensively oriented landing site of any transforming stage.
This loop is the only perfectly defensible stalling position on Skyloft:
This landing site encourages rushdown really hard, and no one realizes it:
At this point I've made an exhaustive case that Skyloft is very, very similar to Delfino in tournament quality, but not everyone loves Delfino. Some argue that Delfino's archetype of transforming is inherently disruptive, and that's a lengthy discussion we could have but one over a topic that is pretty far out of the mainstream even if it's a philosophy that is entirely self-consistent. Some seem to believe that having multiple of this style of stage is somehow bad even if one is okay, and that just doesn't make sense to me. If this style of stage is acceptable once, it's acceptable twice, and even if it wasn't, I don't see why Skyloft would be the loser instead of Delfino other than Delfino already being familiar to players since it was in Brawl but that's just an obviously terrible reason to support a stage over another one. I legitimately don't understand how we have a current national standard that has Delfino legal and Skyloft not legal; as far as I can tell, the case for both is very, very similar since they're two very similar stages. I feel the main purpose of discussion here should be to figure out either a rigorous and solid reason one is better than the other or to demonstrate what I suspect which is that one is not significantly better than the other and that something in the current standard isn't consistent.
There is one last criticism I've heard and a minor mechanic to put out there. Sometimes players fall through the stage on Skyloft and end up underneath it. As far as I can tell, it almost always happens when the stage is transitioning from the floating platform to this particular landing stop:
If you end up beneath the stage, you can just jump to land back on the stage. Like all stages, only the intended exterior of Skyloft is solid; if you ever get inside the stage, you can pass through the floor and get back on top freely. You should never, ever die to this; the only disadvantage to this rare occurrence is the small loss of time you suffer for having to jump back onto the stage. There's also not any evidence that this happens here more often than on Castle Siege, the other good stage in smash 4 with this problem. It's pretty rare all things considered.
I suppose from here we can discuss, but before you comment, I'll leave you with this. If this doesn't warm your heart a bit to Skyloft, I don't even know what to say:
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