Supermodel From Paris
Smash Hero
whatI used to be liberal
Then I witnessed how stupid the Halberd claw is, and how liberal ideology makes Mario Bros. legit.
Fun times.
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whatI used to be liberal
Then I witnessed how stupid the Halberd claw is, and how liberal ideology makes Mario Bros. legit.
Fun times.
NOT MEI don't think having starters or full stage striking is bad. Should be left up to the TO's to decide which one to use.
Regardless people are just going to agree to smashville game 1 anyways
Midwest did a "gay stages tournament" like this once. I think it's been done a few other times too.If I ever ran a tournament the starters would be Hanenbow, Pictochat, Rainbow Cruise, Mushroomy Kingdom, Temple, Corneria, and Mario Bros.
The counterpicks would be Green Greens, Spear Pillar, Rumble Falls, Mario Circuit, Bridge of Eldin, Pirate Ship, Norfair, WarioWare, 75M, Flatzone 2, and Big Blue.
That's probably why I'm not a TO.
Stages should never be banned just because of one single character.I thought it was because MK can uair-uair and kill someone at any time lol
oh well
Wow, some of them are actually very hype.You can find some videos of it here: http://www.youtube.com/playlist?list=PLZKRYeOVm4UboQmo5DcFecGyV348FSkz_
It was extremely hyped!Wow, some of them are actually very hype.
Bunny Ear Brawl looks legit
The hazards are predictable, there's significant character diversity on the stage, camping isn't an issue (circle camping is impossible against someone who sets up the hazards properly) and it's not like people live to unreasonable %s, because you can't continuously tech everything (though there's a bigger emphasis on teching than on other stages)what
Reflectors make throwing them at people dangerous, and they can be dodged, and you have to actually fight over who gets them.Sorry, but you'll have to explain how Rainbow Cruise provides "arbitrary positional advantage". It is in no way arbitrary.
Also, Ghostbone, Mario Bros. literally has the degenerative strategy of "use the hazards as your form of damage as they cannot be blocked and have ridiculous damage/knockback". It's competitive in the sense that this strategy is not confined to a single character, but that IS THE STRATEGY of that stage. That's all it comes down to. Who manages the hazards better.
I have a bunch of vids where the claw decides stocks (where there was nothing the player could do about it generally)I will always maintain that Halberd doesn't have a notable effect on matches, even though people complain about the claw, you never really know who it's going for, so both players tend to opt for defensive options when it threatens to attack.
A lack of permanency doesn't excuse a degenerative strategy. Also, what you call a strategy rewarding player knowledge and control is a massive change in neutral strategy and game-play that exists solely on scrolling stages, and I don't hear anyone calling for Big Blue or Mushroomy Kingdom to be legal anytime soon. Most of your "positive" arguments can be relayed to those stages as well. Of course, if you believe those stages should be legal as well I ask that you say so that I may have a better idea of where you are coming from so we may continue the discussion.Blast zone camping isn't permanent at all, considering the stage will eventually force your opponent to not do that. It's also a double edged sword. I suppose if you extend the strategy to include "using the stage scroll to force your opponent to approach", that would work, but I don't feel like that's degenerative, and instead is rewarding intelligent play at neutral, stage knowledge, and control.
I thought I already indicated that my argument for starting position was a moot point?As far as starting on the left is concerned, there's still plenty of time to switch positions, unless said character chooses to plank, which isn't necessarily the best option either, since that gives you more stage control and ability to get over them onto the left side anyways. But yes, starting positions is the closest to "Arbitrary positional advantages", although it really only applies for the first rotation.
Castle Siege works on a timer, right? Since the stage transformations are in order 100% of the time and at set intervals, there is nothing arbitrary about the stage. The second stage still has the walk off problem though. Also, if you get caught in shield stun during the transformations, you can go through the stage to your death. I'd say those are big enough problems to call the stage non-competitive (NOTE: There are only two stages that are competitively viable in this game, which is why Japan tournaments have historically played out on those two stages. A number of people within the community have stated numerous times that they feel the smaller stage list makes the game boring, hence why I stated in my original post it should be up to the local players what stages they want. One can not play a game without players).I think Delfino and Castle Siege are also free from that criticism (except maybe in the cases of the transformations saving an opponent who was being edge guarded), as is Frigate for the most part (both players have to deal with the flip). I will always maintain that Halberd doesn't have a notable effect on matches, even though people complain about the claw, you never really know who it's going for, so both players tend to opt for defensive options when it threatens to attack.
Stage hazards. No. Also, reflectors apply to, what, about 1/8th of the cast? That aspect makes the stage WORSE for competitive play, not better...Reflectors make throwing them at people dangerous, and they can be dodged, and you have to actually fight over who gets them.
Well put. "It destroys the whole footsies/neutral game of Brawl, and imo isn't good for the game." applies to Mario Bros. too though...Tbh, it's not much worse than Rainbow Cruise being all about waiting for the stage to put your opponent in a disadvantaged position then punishing. (and the stage ends up just being about whoever has the higher mobility and can avoid having to fight as much as possible when they're put in those bad positions, it's silly)
It destroys the whole footsies/neutral game of Brawl, and imo isn't good for the game.
You talk about earning your advantage, but it really doesn't have to do with outplaying your opponent as much as it's purely about character selection, the stage doesn't promote healthy gameplay.
VERY well put.I have a bunch of vids where the claw decides stocks (where there was nothing the player could do about it generally)
And forcing both players to take defensive options is still having a notable effect. Say I want to punish Snake's landing but the claw's going to attack, I could grab him, get my throw off and hope it hits him for a kill, but it's a 50-50 chance between that and the claw hitting me after my grab.
The alternative is to give up my landing punish, which is still having a notable effect on the match (gives Snake free ticket back to neutral based off luck)
And considering you're better off still punishing the Snake and hoping you get lucky, it's easy to see how the claw messes with game outcomes.
Maybe it's uncommon for Halberd to have a large random effect on matches, but it definitely happens.
Highlighted portion is the problem . (Not trying to harp on your point of view, its just that you stated the problem so well in the midst of a more light-hearted post)Whenever someone gets hit by the Halberd hazards (other than being thrown into it or being in a state where there's actually nothing you can do) I just HAVE to wonder "What the **** are they doing"
Seriously, the Halberd Hazards are so easy to avoid it's not funny (unless people get hit by them, at which point I laugh at them)
I'm working on itThere should be a ruleset where the only stages legal are the ones that hit you
What about MKW?Mario Kart Wii
So are you against Pokemon Stadium? They have non-permanent degenerate transformations.A lack of permanency doesn't excuse a degenerative strategy. Also, what you call a strategy rewarding player knowledge and control is a massive change in neutral strategy and game-play that exists solely on scrolling stages, and I don't hear anyone calling for Big Blue or Mushroomy Kingdom to be legal anytime soon. Most of your "positive" arguments can be relayed to those stages as well. Of course, if you believe those stages should be legal as well I ask that you say so that I may have a better idea of where you are coming from so we may continue the discussion.
You did, but I felt like elaborating on the point anyways. I didn't mean to make it look like you felt the point was valid or anything.I thought I already indicated that my argument for starting position was a moot point?
*Looks back at his own post*
Yup.
I wasn't aware that it worked on a timer, but upon looking into it, it does. So you're right, there is no arbitrary advantage, unless you consider the random amount of time spent in the transition phase to give characters strong arbitrary advantages, namely chain grabbers.Castle Siege works on a timer, right? Since the stage transformations are in order 100% of the time and at set intervals, there is nothing arbitrary about the stage. The second stage still has the walk off problem though. Also, if you get caught in shield stun during the transformations, you can go through the stage to your death. I'd say those are big enough problems to call the stage non-competitive (NOTE: There are only two stages that are competitively viable in this game, which is why Japan tournaments have historically played out on those two stages. A number of people within the community have stated numerous times that they feel the smaller stage list makes the game boring, hence why I stated in my original post it should be up to the local players what stages they want. One can not play a game without players).
http://www.smashboards.com/threads/delfino-plaza-paths-transformation-rules.257415/Delfino has multiple transformations that are random in interval and shape if I am not mistaken (if I am, please let me know). It does harken back to my arbitrary situational advantage argument.
To be clear here, are you legitimately falling through the center of the stage, or just through the opening that is created when the platform begins to rise up?Frigate changes at random intervals, but the change is always the same, so it is a tougher case in that regard. I have fallen to my death between the vertical moving platform and the main stage by falling through the stage far too many times to count though. A stock lost due to a stage issue is a big deal. The flips can also catch players and kill them, and players can hit each other into those types of situations, so I don't see how the stage could be considered competitive. (btw, I can give examples of how these types of problems would play out in other games if I am not being clear with my arguments)
Halberd? No. You say no. You say no to stage hazards. They are not competitive. Nnno. (and it sucks because I love that stage )