Daimonster
Smash Journeyman
I'm going to snip your replies in respect to each category that you quoted.
Norfair: Example 1: Player 1 edgeguarding player 2. Lava fire (the one that shoots from the background onto the stage) appears in front of player 1. PLayer 1 is now forced to shield or use invunerability frames on the platforms to dodge fire. Player 2 is granted an easy recovery due to the fire attacking player 1.
Example 2: Player 1 smashes player 2 (with high %) with a move sending player 2 horizontally to the right. Lava wall forms at the same time saving player 2 from death and giving him a chance to recover.
These are simply 2 hypothetical scenarios that take place frequently on this stage.
I agree with you on green Greens. I forgot to add in that aspect of the map. I'll edit my post about green greens.
After brief thought, I agree with your thoughts on Onett. I'll also edit that into my post over onett.
Skyworld does not add anything to characters rather than it limits other character's recovery. This stage does not necessarily benefit a character rather than hurt other characters. I'm wishy washy about skyworld, but if I had the choice...i'd ban it.
Rainbow cruise is a good map. This map makes air control a strong factor. If your opponent has a very strong ground game...take them here. This map forces players to play in the air more often than many other maps. That is a GOOD reason for a counterpick stage. Not "take this character here because his character sucks here".
As for the PS1 glitch...it happened in melee and was allowed forever. Nothing is going to change in brawl.
Norfair: Example 1: Player 1 edgeguarding player 2. Lava fire (the one that shoots from the background onto the stage) appears in front of player 1. PLayer 1 is now forced to shield or use invunerability frames on the platforms to dodge fire. Player 2 is granted an easy recovery due to the fire attacking player 1.
Example 2: Player 1 smashes player 2 (with high %) with a move sending player 2 horizontally to the right. Lava wall forms at the same time saving player 2 from death and giving him a chance to recover.
These are simply 2 hypothetical scenarios that take place frequently on this stage.
I agree with you on green Greens. I forgot to add in that aspect of the map. I'll edit my post about green greens.
After brief thought, I agree with your thoughts on Onett. I'll also edit that into my post over onett.
Skyworld does not add anything to characters rather than it limits other character's recovery. This stage does not necessarily benefit a character rather than hurt other characters. I'm wishy washy about skyworld, but if I had the choice...i'd ban it.
Rainbow cruise is a good map. This map makes air control a strong factor. If your opponent has a very strong ground game...take them here. This map forces players to play in the air more often than many other maps. That is a GOOD reason for a counterpick stage. Not "take this character here because his character sucks here".
As for the PS1 glitch...it happened in melee and was allowed forever. Nothing is going to change in brawl.