How hard is it to shield/jump over projectiles and approach accordingly?FD strongly promotes camping on one end of the stage. To me, that's nearly as degenerate as running away.
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How hard is it to shield/jump over projectiles and approach accordingly?FD strongly promotes camping on one end of the stage. To me, that's nearly as degenerate as running away.
There are very few top-level players who can camp that well and not be successfully broken out of it by other top-level players, if there are even any at all. Even then, only Falco and maybe Snake can truly projectile camp in such a way that it's hard to hit them.I can pull up a YouTube video of a Brawl match on FD. It was very horrible to see. They were both competitive players, too.
Okay, I can't find the video x.x I feel noobish now.
The so called "better player" there is an idiot.I'm going to make this clear, as well: Stage knowledge does not equate to skill. I could watch videos of stages all day and figure out where to stand at various phases, etc. and still be a mediocre player, wheras somebody far better than me might spend all day playing on FD and just not know what happens on a stage like Pirate Ship.
If he took the same attention to learning a match-up as he did learning the stage, he would be at a clear advantage.
Reading, yays.Thiocyanide said:I'm going to make this clear, as well: Stage knowledge does not equate to skill.
Walls, walkoffs, water, and a stage with no solid bottom make it a CP.Delfino Plaza offers a shifting stage for the first match, as well as temporary water play for those that would benefit with it.
Yes, I read your opinion and disagree with it.Reading, yays.
Let's look at this from a hypothetical standpoint; all players are equally skilled in every regard, including stage knowledge, etc. Now that we've established that, let's look at stage choices.Yes, I read your opinion and disagree with it.
I fcking love you Thiocyanide <3There are very few top-level players who can camp that well and not be successfully broken out of it by other top-level players, if there are even any at all. Even then, only Falco and maybe Snake can truly projectile camp in such a way that it's hard to hit them.
I will pose this question once again to those arguing for stages on parts of the list that aren't on this one (i.e. moving something from cp to neutral, putting something on cp that's banned, etc:
Neutrals:
- Final Destination
- Battlefield
- Smashville
- Yoshi's Island: Brawl
- Lylat Cruise
Counterpicks:
- Pokemon Stadium 1
- Battleship Halberd
- Castle Siege
- Delfino Plaza
- Brinstar
- Frigate Orpheon
- Rainbow Cruise
What do the stages you intend to move to another segment either: i) In the case of the stage moving up from banned to CP or CP to neutral, bring to the game that another stage doesn't, i.e. add to the skill needed to play, or; ii) In the case of a stage moving down from neutral to CP or CP to banned, what does that stage do to detract from gameplay in which skill is tested?
I'm going to make this clear, as well: Stage knowledge does not equate to skill. I could watch videos of stages all day and figure out where to stand at various phases, etc. and still be a mediocre player, wheras somebody far better than me might spend all day playing on FD and just not know what happens on a stage like Pirate Ship.
I'm interested in seeing an answer to this, honestly, because I don't feel the stages you suggest add anything to the game except variety.
For that matter, why do we need characters other than Metaknight?Let's look at this from a hypothetical standpoint; all players are equally skilled in every regard, including stage knowledge, etc. Now that we've established that, let's look at stage choices.
Why do we, in this situation, need other stages besides the neutral stages?
Show me a video of someone winning due to water camping. Because I have yet to see one. Heck, most of the time water camping will get you killed. Why?Pirate Ship is an absolutely terrible level where you just play in the water all day which has extreme character bias and pretty high variance since instant death by comboing into the bow hazard is shockingly common and possible. The bombs being a ridiculously overpowered 55% hazard is just extra really (this stage is more hazardous than every other stage except Mario Bros. by the way). I watch people do silly things like fight on top of the ship, and I get a sense they aren't exploring the extremes of the stage. If you ignored the fact that there's no reason for whoever is better at aerials to ever leave the water whenever up or even, I guess it would be alright. It's not like Norfair which has consistent use of actual ground at all. I'm willing to play on it and would attend a tournament with it legal, but it really is awful.
Here's an analogy to help you see why this is flawed: Character knowledge does not equate to skill. I could play Metaknight all day and figure out all the combos that usually work, etc. and still be a mediocre player, whereas somebody far better than me might spend all day playing with Luigi and just not know how to fight Metaknight.I'm going to make this clear, as well: Stage knowledge does not equate to skill. I could watch videos of stages all day and figure out where to stand at various phases, etc. and still be a mediocre player, wheras somebody far better than me might spend all day playing on FD and just not know what happens on a stage like Pirate Ship.
You can't watch somebody play a character all day and then go and know everything there is to know (Maybe slightly less the case in Brawl than other fighters, but if you tell me you know how to boostsmash after watch Sheik do it enough you're full of it). That's not the case with stages.Here's an analogy to help you see why this is flawed: Character knowledge does not equate to skill. I could play Metaknight all day and figure out all the combos that usually work, etc. and still be a mediocre player, whereas somebody far better than me might spend all day playing with Luigi and just not know how to fight Metaknight.
Uh. So?You can't watch somebody play a character all day and then go and know everything there is to know (Maybe slightly less the case in Brawl than other fighters, but if you tell me you know how to boostsmash after watch Sheik do it enough you're full of it). That's not the case with stages.
And... the stage setup we have now, possibly excepting Luigi's Mansion and Corneria, accomplishes that, yes? There are even a few banned stages that would still be acceptable with that goal.Once again, stages are enabled for balance. They are there to offset the fact that there are imbalances between characters. In a perfect game there would be ONE STAGE where all characters performed equally well. Since that isn't the case, we allow stages that give advantages to some and disadvantages to others with the caveat that the stage doesn't grossly overpower a character to the point that he's the only obvious choice to play on that given stage.
What? Why? The only thing I can think of offhand is Toon Link's dair when the opponent is in the water.GaW and T.Link are the two most powerful characters on Pirate Ship, and honestly I wouldn't play anybody else there; if I had to I'd just HUGS cancel the match and CP one of my own stages.
o noez! k thxP.S.: infzy chng ur loc 2 waterloooooo
Let's just turn on all stages, since I'm too dense to make any legitimate argument for anything.Let's just use thiocyanide's stage list and get it over with.
Strangely enough, I asked for amendments to my list with specific reasons behind them, and nobody has made any response directly to that question.Let's just turn on all stages, since I'm too dense to make any legitimate argument for anything.
The stage on his list have no elements that heavily tip the scales whatsoever. Why not stick to his list? I mean, these stages are not so "exotic" meaning people will FIGHT their opponent instead of using the stages for assistance. It is FIGHTING game. Hosestly, how many other fighting games do you see with things such as crocodiles jumping up for the sole purpose of chomping you in the anus on ALMOST EVERY stage?Let's just turn on all stages, since I'm too dense to make any legitimate argument for anything.
How many other fighting games have a significant air game? How many other fighting games have barely any combos? How many other fighting games even come close to the way Brawl's characters move?The stage on his list have no elements that heavily tip the scales whatsoever. Why not stick to his list? I mean, these stages are not so "exotic" meaning people will FIGHT their opponent instead of using the stages for assistance. It is FIGHTING game. Hosestly, how many other fighting games do you see with things such as crocodiles jumping up for the sole purpose of chomping you in the anus on ALMOST EVERY stage?
Maybe smash should be stripped of some of it's "uniqueness" if we want a better game.How many other fighting games have a significant air game? How many other fighting games have barely any combos? How many other fighting games even come close to the way Brawl's characters move?
The fact that you have to think about where you are and what's coming on most stages is one of the things that makes Smash unique. If you only want to play on Flatland, go play Street Fighter.
Maybe you shouldn't be playing Smash if you don't like what it offers.Maybe smash should be stripped of some of it's "uniqueness" if we want a better game.
The main reason Luigi's Mansion is debatable is because of how easy it is to stall out the timer. Matches there generally take longer anyway due to the huge blastzones, and this combined with the projectile blockers to prevent forcing approaches and the pseudo cave of immortality and circle camping effects mean the timer almost always runs out against a campy opponent (and it's Brawl, so most opponents should be campy).Or Luigi's Mansion...why is this considered as a ban at all? There's destructable walls. You can destroy the rooms by just hitting the pillars, if the long survival rate is bugging you that much. This is a stage where I honestly don't understand why it's banned, so someone please inform me.
Eh, I was just talking about KamiKaze*. But for that matter, it seems that a few of us did reply to your post, just not "directly to that question"; because instead we were arguing against the premises behind it. You said that (in my words), having skill at dealing with unique stage properties is not a legitimate dimension of player skill, and I simply disagree. Amongst other things, I guess.Strangely enough, I asked for amendments to my list with specific reasons behind them, and nobody has made any response directly to that question.
I'm being led to believe your quote is more the case for you than myself, good sir.
As a TO, they've already been proven guilty in my eyes, and nobody's done anything to change my (evident?) misconceptions about them.I'm all for "innocent until proven guilty" like AA. Some people just look at a stage and write it off; some with good reason, like Eldin, but debatable ones like Pictochat, Pirate Ship, Norfair, etc., just get banned instead of tested. Really, I've never died solely from the stage in Norfair and I play on it a lot; I've died once or twice by someone throwing me into the lava coming from the side, but I was already at a high percent that I could have died a different way.
But this is the problem, they're using the STAGE to help lead them to victory instead of FIGHTING to help lead them to victory. It is a FIGHTING game.if your opponent is trying to abuse the lava by throwing you into it, just don't get grabbed.
So, maps affect character ability. Win the first game so you don't have to worry about the stage.But this is the problem, they're using the STAGE to help lead them to victory instead of FIGHTING to help lead them to victory. It is a FIGHTING game.
Knowledge is a part of skill. You cannot be skillful in an area if you do not have knowledge in said area. A skillful punisher requires the knowledge of which moves are punishable.And for the last time, knowing when and where certain things that disrupt play are going to happen on a stage is not skill. It's knowing something. A non-smash player can know stage patterns and intricacies. I'm never going to compromise on that point, and neither is the Atlantic North, most likely.
So?!But this is the problem, they're using the STAGE to help lead them to victory instead of FIGHTING to help lead them to victory. It is a FIGHTING game.
But the character is the only one doing the damage when it comes to chain grabbing or tilting. Which is how a FIGHTING game should be.The stage is a tool to use against your opponent. If you classify throwing your opponent into the lava as "not fighting" because the stage allowed it by having hazards, then I classify chaingrabbing as "not fighting" because the stage allowed it by being flat. I also classify Snake's tilts as not fighting because he can only use them due to the stage having ground.
Knowledge is a part of skill as aforementioned, although honestly since we have different opinions of words, I doubt we're going to agree here. However, whether it's part of skill or not isn't that important. It takes like all of five minutes to learn a stage like Mansion or Norfair, and if someone isn't willing to do that because they don't like the stage, it's their problem.As a TO, they've already been proven guilty in my eyes, and nobody's done anything to change my (evident?) misconceptions about them.
And for the last time, knowing when and where certain things that disrupt play are going to happen on a stage is not skill. It's knowing something. A non-smash player can know stage patterns and intricacies. I'm never going to compromise on that point, and neither is the Atlantic North, most likely.
Smash is different than other fighting games. Throwing your opponent into the side-lava in Norfair (which is really one of the only places where someone can abuse the stage) could be argued that it's like Dair spiking someone into the ground/wall of any other stage....just that the lava is untechable and you take damage.But the character is the only one doing the damage when it comes to chain grabbing or tilting. Which is how a FIGHTING game should be.
Well I say that shouldn't be how a FIGHTING game should be, so NYEAH NYEAH NYEAH.But the character is the only one doing the damage when it comes to chain grabbing or tilting. Which is how a FIGHTING game should be.