Um....I believe that Frigate Orpheon should be counterpick (I didn't look at egruntz list, I'm sorry if this is already stated there).
Is Frigate Orpheon = counterpick the general consensus around here?
Reasons being:
1. The stage layout presents no threat other than the platforms moving off screen left and right on one of the flips.
2. You can see the stage flip coming from a mile and a half away. It doesn't usually kill you unless you are in some awkward position that....really, you deserve to be killed by the flip if it gets you.
3. The flip doesn't disrupt gameplay and/or combos.
Thanks
EDIT: @egruntz, ooh, Frigate Orpheon as neutral? Great! Also, I believe Flat Zone 2 to be counterpick as well. Is the ban because of walk-off edges?
Frigate Orpheon is one of my favorite levels. The flip really doesn't cause a problem, and the layout of the stage is just wonderful. The moving platforms from the sides will sometimes move quickly, but really, all you have to do is jump and avoid it.
Flat Zone 2 is banned in my list for more than just the walk-off edges. The jail-zone of the level, as well as the parking lot and others, have hazards that will send players
flying. The jail guards and random people will damage you if you barely touch them, and the random movement of the guards makes it all more challenging. Plus, walk-off stages are still a little "meh."
I mostly agree with this, however, I have some arguements for the following stages:
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Battleship Halberd - The stage hazards are either clearly predictable or relatively easy to avoid. That, coupled with a basic stage layout, warrants neutrality.
Conclusion: n e u t r a l
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This is what I originally thought. When I posted my list, a friend of mine also questioned me on my placement of Halberd (as well as Luigi's Mansion, see below for that). So, we played on the stage for about three matches. The bombs are slow and obvious; there's no problem here. The claw, however, can sometimes hide from the eye. For me, it's difficult to notice when it's about to attack. And when it does attack, it's pretty fast and straight-forward.
Also, the laser can prove to be a difficult edgeguard. Send your opponent off the edge while the laser is locked onto them, and time is so that the laser will set off right near the edge. There's really no escape for that. Also, it's easy to grab and stall while you wait for the laser to set off.
Bridge of Eldin - The horn that announces the presence of King Bulbin lets everyone know that he's coming, so avoiding him and the barrel explosive isn't the issue here. It is possible to avoid destruction of the bridge by hitting Bulbin with a projectile just as he's about to drop the explosive. This would eliminate the possibility of getting stuck under the bridge as it's forming.
Conclusion: c o u n t e r p i c k
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The problem I have with this stage isn't so much the bomb or King Bulblin. Rather, it's the fact that there's a gigantic hole in the middle of a
gigantic stage. While the hole is there, the game pretty much stops. Players usually scatter off to their own side, and camp and start spamming projectiles. The stage is just too big, really.
Distant Planet - The hazards are fairly easy to avoid, despite the heavy flow of the water. You can just let go of the ledge beneath the current and use your recovery to stall on it. The bulborb presents a bit of a problem, but anyone with enough common sense would likely stay away from it.
Conclusion: c o u n t e r p i c k
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The main problem with this stage is the bulborb. Some times this thig is a bit hard to avoid. You can easily get meteor smashed into the mouth, and the very second that you land, it closes its mouth and walks off of the screen. The rain makes the left side of the stage a bit tricky, and can easily gimp some players in a right situation. Platforms (leaves) lower when stood on, and the main base (vines) are very very bouncy. It's just an odd stage. Although it's one of my favorites, it's just not suit for competitive play.
Hanenbow - Despite the fact that tether recovery characters are screwed, the aerial nature of the stage and the campyness of the leaves can be dealt with fairly easily.
Conclusion: c o u n t e r p i c k
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The top left leaves make the stage uneven, and the bottom left leave is just screaming "CAMP!" The rising and lowering of the leaves can mess up some attacks and combos, even unintentionally by the player performing the combo. It's just a stupid stage.
Luigi's Mansion - The pillars prevent characters from using projectile attacks effectively, and the roof can be used for camping, but this isn't much of a problem, since the house can be destroyed. The layout doesn't particularly favor any character, either.
Conclusion: n e u t r a l
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The pillars and the roof make things unfair a bit more than you think. This stage is killer against a Snake, who is solely projectile. His remote missile, grenades, motor, and other projectiles are all beaten by the pillars and the ceiling. Plus, the edges are similar to Final Destination's; that's just pushing it. It's a fun stage, but should be placed under counterpick legal. Use it against Snakes, no?
Pokémon Stadium 2 - The only real problem here is the electric transformation of the stage. It's possible to get edgeguarded to the extreme if someone knocks you onto the conveyor belt and edges you to death. Other than that, there isn't really that much of an issue.
Conclusion: c o u n t e r p i c k
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That and the flying transformation and the ice transformation. The really only fair map on this stage is the ground/rock. The others have something completely wrong with them. You've already mentioned the major problem with the electric setting. The wind map is obviously stupid, and the ice map just messes up so many attacks it's not even funny.
Is it just me, or does ice include the chances of tripping?
Other than those listed above, that list is perfectly fine by me.
Thanks for the reply.