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Smash Hero
I can agree with your reasoning about the physics and how players are able to deal with them, but is this really appropriate for a starter stage?I feel like the physics changes on PS2 can be akin to "skilled usage" as platform cancelling is on SV and Lylat.
None of them mean stupid insta death at all.
Dedede is probably the only character who can do silly things on it... but as a starter... just strike it. Like you would YI for DK and Sonic.
(Treadmill inhale to exhale understage reverse bair/suicide; down throw to dsmash on some characters on the ice, cg against wall on the earth section; however... the first one should... honestly never happen, last two may happen but are unlikely to, ice one only costs you a stock if you're at kill percent... I don't think it works on heaver characters though).
The physics changed can be used by different characters skilfully, and because of that I believe players can learn to handle them and use them effectively.
Worst case scenario is, you camp on the transformations.
I really can't think of anything the stage forces you into that drastically changes the result of the match.
Air transformation is bad for MK
Treadmill transformation is bad for MK.
Stage is large, larger than PS1. MK doesn't like that.
Has large horizontal blast zones; but a lower roof in comparison (even though it is a larger roof than say; FD - as Marth i've survived fresh snake utilts at final percent of 130%; but that's more of the horizontal blast zones than the roof).
Ice transformation at worst requires you to walk on it. There are also platforms available.
Wind transformation doesn't get you freely ***** at all by anyone on the ground (bar ... like... sonic )
Treadmill has so many tricks and strategies on it, it's ridiculous.
All transformations last 30 seconds. In an 8 minute match there will be 5 transformations, 3 will be unique, 2 will show up twice (but not before all the others show up too).
Air transformation can be "stalled" at the top off screen (but they're gainin 1% a second for it) by the likes of Fox, Marth, ROB. Fox is probably the worst here, he can stay up there after the transformation goes for a pretty long time. People should strike this against fox.
...
After thinking about it for a minute, I'd have to say that I agree that it could be used as a starter stage, but not in the same place that PS1 currently is.
Looking at the first five starters, they don't seem to add many stage specific elements of gameplay. While the layouts of platforms and angles differ, they produce largely similar gameplay (with differences caused by layout and angle taken into consideration, of course). Lylat would probably have the largest effect, as its tilt is always a factor, so that one is arguable. The other culprit would be the windmill on PS1, but again I'm not so sure it has a large effect.
However, once we go down the list to the seven and nine stage lists, we see many more stage specific skills required for play. FD is the exception here, but we know how polarizing it is; the other three are the more interesting ones. Castle Siege has the statues on the second transformation that both block projectiles and increase hitlag (and then there's also the mid-transformation, which can be planned for and utilized, though to a lesser extent), as well as the walkoffs. Delfino plaza has all sorts of stage specific skills - there are the walkoffs to abuse, the stage's "rise through" main platform can be used (used best by MK but by all characters as well, especially if the platform is lowering to an area), and the water found in several of the areas leads to stage specific gameplay as well. (While it shares the water trait with Pirate Ship [Japes is a different beast entirely], the positioning of the water in each stage leads to stage specific gameplay.) And Halberd, oho, take your pick - there's the "rise through" platform, the laser, and the bomb (the arm too, but not as much). Compared with the first five, these stages require much more stage knowledge in order to play successfully (which is, I assume, why there were designated as Starter/Counter).
When I look at the two divisions, PS2 seems like it would fit in more comfortably with the 7 and 9 stage starter lists as opposed to the additional 5 stage starter list that PS1 resides in.