Also, consider that we do need a set of starters, not just one. Norfair and which other stages would be starters? Making the starters have such radically different character leanings from each other ends up making the starter selection process a little too important; just look at how tethers change in value between Norfair and Frigate Orpheon, and then just imagine a starter system that had both of them included. Stage striking would indeed greatly alleviate the problems a list with higher variance would bring, but given that there are 1296 matchups to worry about, I doubt we have any hope at all of making an extreme list actually produce fair results in all of them (fair as in the matchup doesn't deviate too far from what would be expected on an arbitrary stage). With the 7 stage striking list, I can't find even one matchup that is really damaged by it.
This.
Delfino Plaza is what I think is the best out of those four; King Dedede is really the only "problem" with that stage (stage striking easily fixes it). Also, walls are really overrated; King Dedede and Diddy Kong are pretty much the only characters who can do infinites on the short Delfino Plaza walls (and even then only infinite if you ignore that the stage will eventually move). All my experiences on this stage indicate to me that it's just a fantastically fair level.
Sound reasoning. The ceiling is really low when it lands at the pillars, but it's brief enough not to make things unbalanced.
PictoChat would be next if people didn't hate it so much. The ceiling is a bit high, but it's not radical. The Kirby rock glitch basically doesn't matter. The drawings are really very equal opportunity, and I think it's pretty obvious that in terms of character balance this is one of the top 9 stages in the game. It's not "practical" to use as a starter because a large number of players harbor an intense, irrational hatred for this stage, and it is true that once in a while really dumb things happen here (like the line being drawn at just the wrong time to erase the left ledge as you were recovering to it).
Well, Pictochat is very long. Additionally, some characters evade the opponent pretty effectively and merely avoid contact for all but the most beneficial transformations, and basically "stall" legally. To top it off, if the vertical spikes appear and DDD grabs you it's just another instance where many characters will lose a stock. Out of these, the height of the ceiling and the width of the stage are my greatest concerns. For this reason, I'm not convinced that it makes a better starter than Castle Siege.
I think Castle Siege (a stage people REALLY need to learn how to spell) is #3 in terms of character balance out of these. Chaingrabbing is a bit worse here than elsewhere, and in general the stage is a bit more radical. It's still not that bad, and as long as it got struck in the obviously more skewed matchups here, I don't think it would be a problem. I think in terms of practical application, it would be the best "9th stage".
OK, I'll spell it right henceforth.
Pokemon Stadium 2 would be great for 11 starters! Really though, it doesn't fit in with the 9 starters since it's easily the least fair of the options presented (I used to think this stage was somewhat more fair than it actually is if you want to dredge up my old posts). I don't care that everyone thinks Ness is a joke; Ness vs Jigglypuff on the wind form of Pokemon Stadium 2 is about as far from "neutral" as you will find (hint: Pk Thunder goes up several times faster than she can fastfall, and a smart Ness's Pk Thunder isn't something you can air dodge). Ness exploits the wind form to the extreme, but Pit should be able to do the same sort of thing. It's just not really fair in "extremely floaty character versus someone who can spam upward" matchups. Also, plunging down aerials are way too good on the wind form since they fall at the normal rate; I don't think my silly key spamming should really be rewarded like that on a 9 stage starter. The electric form is pretty silly too; guys like Ganon and Bowser lose horribly on it because they can barely keep up with the conveyor belts. It doesn't seem that bad messing around with it by yourself, but try being an ultra slow character on that form against a character who has no trouble navigating that form at all being used by someone who has full confidence in doing as such. It's not really very "neutral". The stage really is mostly fair; it's an excellent counterpick, and I'd agree that it's a good candidate for a starter relative to most stages. However, if we are limiting ourselves to 9 (which is as far as most of the community is willing to go, if even that far), I think it's clear that this is the stage to leave out.
I didn't think about that Ness thing. However, I
highly doubt a good Bowser will "lose horribly" because of the conveyor belts. I mean, when you have infinite jumps, why would you friggin' care? Are there really more matchups where PS2 has to be struck than where Castle Siege has to be? I can't think of that many floaty characters.
Also, about those seven stages, I don't think it's clear that Lylat Cruise and the Halberd are the "least fair" out of them. On Lylat Cruise, you can just learn the stage better to be able to recover consistently with Wolf, Ness, Lucas, Ike, or whoever else you want to, and things like Snake's "invisible C4" are just tricks on your eyes and not actual material advantages. On the other hand, the advantages Final Destination gives to chaingrabbing and projectile spamming are not something that go away when you learn the stage, especially when we remember that this game has a bunch of chaingrabs that don't work very well on or under platforms (all those jump break release grabs are about 10x as good on Final Destination than anywhere else). Ideally we'd just always use seven so this sort of argument wouldn't matter, but five is pretty popular and handled in a way that I'm not convinced is ideal. Does anyone else have thoughts on that?
I have the same thoughts on that as you. Honestly, I'm starting to think that Lylat Cruise is fairer than FD and YI. It's funny that just a week ago mains of characters with bad recoveries had me thinking that PS1 was more fair than LC.
Define "deeply hurt one character or another".
Ok, making the chance of that character winning decrease by 15% or more.
See, this is the problem - there isn't a good definition of this. Is one character "deeply hurt" if the matchup isn't 50-50? Or is the other character "deeply hurt" if they're "supposed" to have an advantage, but don't?
Not necessarily; yes, often.
This is why this doesn't work. I would tend to say "fair" is "equal chances of winning", which means you'd want a stage wherein the matchup was 50-50. The problem is that there is no practical system for doing this; different characters have different numbers of stages which favor/disfavor them versus other characters, and thus a universal list is impossible; even if you had every stage in the game on the list, you wouldn't end up on an "even" stage.
Yes, but you can end up with a stage that is most representative of how the characters generally do against each other.
How are "simple" stages fairer than "complex" stages?
Answer: They aren't.
There's nothing about FD which inherently makes it fair, yet it is a "neutral" stage.
They make factors like starting location less important.
The point was you don't have an objective standard for fair.
Let's say there was a stage which gave Yoshi a 50-50 matchup against MK. Would that be fair (because it is a 50-50 matchup) or unfair (because MK is supposed to have the advantage vs Yoshi)?
Let's stop talking about it in terms of "fair" and "unfair" but in terms of "biased" and "unbiased." In that case, that stage would be biased.
But that average changes depending on which stages are legal in the first place, so its not an objective nor reasonable definition.
On the contrary, there are very few stages that only some good players think should be legal but not other ones. Sooner or later the metagame will be developed enough that people will realize Skyworld and Port Town Aero Drive are fair, and that Mario Circuit, Green Hill Zone, and Corneria are not. Regardless, the average BARELY changes even as those stages vary; Skyworld makes DK, Ike, and tethers a bit worse while making MK better, while MC, GHZ, Corneria, and PTAD mostly just make DDD better.
Plus, you can't just drop CF into a graduated cylinder and say "Oh, 2 mL of goodness."
Indeed, but his matchups are quantifiable when there is an established set of legal stages, and barely vary as stage legality changes within reason.
I disagree. Heck, people have commented on how many stages have hazards and similar things, which really makes them greatly unrepresentative, rather than representative.
Count the number of non-******** stages with hazards and compare it to the number of non-******** stages without hazards and you will see that this is wrong.
Seven starters is not better or worse than five starters for fairness in any way. This is based on flawed assumptions.
Let's say we had the following stages:
Yoshi +4
Yoshi +1
MK +1
MK +3
MK +4
Now, we add an MK +2 and a MK +3 stage. Now, the stage that Yoshi ends up on, rather than being MK +1, is MK +2. Conversely, if we added two Yoshi-favoring stages, then we'd end up on Yoshi +1 rather than MK +1.
This is the fundamental problem I pointed out above - a stage which advantages neither character may lie more towards one end than the other.
Well, I would estimate an actual scale of advantages for the stages in the Yoshi/Mk matchup to be:
Battlefield +2 MK
Final Destination +4 Yoshi
Smashville +1 Yoshi
Yoshi's Island +3 MK
Pokémon Stadium 1 +1 Yoshi
or
Lylat Cruise +1 MK
So for 5 it is either +1 Yoshi or +1 MK
For 7, both LC and PS1 are used, and Halberd is added so it results in +1 MK
(Halberd +2 MK)
When 9 stages are used, these are added, and it stays +1 MK
Castle Siege +4 Yoshi
Delfino Plaza +4 MK
In this instance, they are equally effective. If you'd like, I can provide examples where more starters are superior.
I
think thought the best setup is:
Starter
Battlefield
Final Destination
Halberd
Lylat Cruise
Pokémon Stadium 1
Smashville
Yoshi's Island
Starter/Counter
Castle Siege*
Delfino Plaza*
Pictochat**
Pokémon Stadium 2**
Counter
Brinstar
Distant Planet
Jungle Japes
Frigate Orpheon
Luigi's Mansion
Norfair
Onett
Pictochat
Pirate Ship
Pokémon Stadium 2
Port Town Aero Drive
Rainbow Cruise
Skyworld
Yoshi's Island (Melee)
Counter/Banned
Green Greens
Norfair*
*For 9 or more starters
**For 11 starters
*Tbh I don't know the mechanics of the timing of the fire torrents and whether it's random well enough to decide this.
It is important that both Skyworld and YI(M) are legalized simultaneously, as Skyworld by itself would make MK have insane matchups.
That said, I have specific ideas for rulesets as well, but that's not related to this thread.