warriorman222
Smash Ace
So, I've played Orbital Gate Assault. I like it. I know that's it's one of those "liberal stages", but even on the lists for 17 stages, it has almost never been considered, let alone chosen. Whenever I asked, nobody had an answer. Nobody even knew why it was banned.
.. Except one person who condemned it as a "random, chaotic and hazardous stage with a distracting background that's impossible to focus on, that forces you to SD at some point."
I don't think most of that is true. Hence the thread. The first purpose of the thread is show that OGA is far less toxic than it seems. The second would be to get people to consider it in a non superliberal ruleset, but that's unlikely so let's get started.
So, before you read the following, please read the Orbital gate Assault Stage Research thread. I will be referring to transitions based on those names, and it's good to know about the stage.
So, the stage isn't random. It goes in a set pattern, has set hazards to appear at certain timestamps, and everything loops infinitely. In fact, Player 2 can stand still and survive two loops then be too out of place to survive. With little effort, you can know where you ar eon the stage, what's next, and how long until the next transition.
Chaotic and hazardous? Distracting background? Impossible to focus on? Well, there's the explosion and Orbital Gate which I'll get into later. There is a 5%DPS damage on all the exhausts. And there;s 2 telegraphed missiles that do 10% and kills at 190%. Almost every transition is smooth, and the background is a constant black unless it is heralding the arrival of another. The only background distraction on the stage are the ones that help you.
Okay, now for the two issues that are the only things even remotely close to ban criteria in my eyes:
The Orbital Gate and exploding Aparoid Missile.
Orbital Gate. When the Aparoid Missile makes impact with the Gate, it causes an initial impact that locks out the right, then next time, the left wall, semi-spiking anyone, before it calms down and weakens from a 120% kill to a 150% one.
You can tech the wall, and you practically choose whether or not you want to get wall infinitied. So, in effect, this hazard takes away 1 banning aspect of wall when you tech them, and when you don't. In the case that you get hit, you can DI down and tech the Missile, or if you aren't good at teching, can slide off the missile and not go as far. Overall, this hazard isn't too bad, and only seems really bad until you look into it.
Before the Aparoid Missile explodes, 2 missiles hit the missile, heralding the inpending explosion. The 3rd blows up the missile and sends combatants flying for 0% and set KB, only to land on the 3 Arwings:
Well, theoretically it should. What usually ends up happening is people happen to be above SH height when the last missile explode, causing them to fall through, and likely be too shocked to jump in time and recover. This causes them either to die, or hit the tunnel floor which kills at 115%. This can be easily fixed by making sure you stay grounded. there, biggest problem of the stage solved.
Unfortunately, this means Little Mac and Fox get 20 seconds to pound you, and people who have bad tech timing can be Shiek faired into the Gate until they land one tech.
Besides, I myself have purposely avoided getting blown up, and can still recover with Little Mac. With ease. This may sound offensive, but bear with me: outside of a lack of stage knowledge(which is still your fault, but understandable), or an enemy offensive, you have no excuse for dying. But I know that it can be annoying to deal with, and without proper stage knowledge, you will DETEST this stage.
If you hit the tunnel bottom, that's kinda your fault. And what's the difference between falling and dying, or being intercepted by a hazard that kills extremely early? No difference, except that the latter lets you live longer... or may get you comboed into a kill move. All in all, the tunnel floor simply prevents dumb early SDs and let's people actually die earlier.
And in a game here slow play is complained about so much, how is this a bad thing? You either die earlier if they capitalize on your mistake, or die later if they go ahead and let you die later. It's like The Halberd's combo cannon and killer klaw combines, except non-discriminative and possible to completely ignore if you don't get gimped, an easy task because the blastzones are close.
Yes, you should only be focusing on your opponent, but most of these hazards are minor, and the major ones can actually be helpful to competitive play.
The stage doesn't benefit one single character of playstyle. It can go from taking a dump on Little Madc, to suddenly making him unstoppable. it can go from Villager's discipline center, to Killager's 15 seconds of hell. That may not seem competitive, but the point is that every character is capable of playing, and not royally screwed, unlike Little Mac on BF.
Any other serious problems on the stage? That way, I can cover them. Thanks for reading!
.. Except one person who condemned it as a "random, chaotic and hazardous stage with a distracting background that's impossible to focus on, that forces you to SD at some point."
I don't think most of that is true. Hence the thread. The first purpose of the thread is show that OGA is far less toxic than it seems. The second would be to get people to consider it in a non superliberal ruleset, but that's unlikely so let's get started.
So, before you read the following, please read the Orbital gate Assault Stage Research thread. I will be referring to transitions based on those names, and it's good to know about the stage.
So, the stage isn't random. It goes in a set pattern, has set hazards to appear at certain timestamps, and everything loops infinitely. In fact, Player 2 can stand still and survive two loops then be too out of place to survive. With little effort, you can know where you ar eon the stage, what's next, and how long until the next transition.
Chaotic and hazardous? Distracting background? Impossible to focus on? Well, there's the explosion and Orbital Gate which I'll get into later. There is a 5%DPS damage on all the exhausts. And there;s 2 telegraphed missiles that do 10% and kills at 190%. Almost every transition is smooth, and the background is a constant black unless it is heralding the arrival of another. The only background distraction on the stage are the ones that help you.
Okay, now for the two issues that are the only things even remotely close to ban criteria in my eyes:
The Orbital Gate and exploding Aparoid Missile.
Orbital Gate. When the Aparoid Missile makes impact with the Gate, it causes an initial impact that locks out the right, then next time, the left wall, semi-spiking anyone, before it calms down and weakens from a 120% kill to a 150% one.
You can tech the wall, and you practically choose whether or not you want to get wall infinitied. So, in effect, this hazard takes away 1 banning aspect of wall when you tech them, and when you don't. In the case that you get hit, you can DI down and tech the Missile, or if you aren't good at teching, can slide off the missile and not go as far. Overall, this hazard isn't too bad, and only seems really bad until you look into it.
Before the Aparoid Missile explodes, 2 missiles hit the missile, heralding the inpending explosion. The 3rd blows up the missile and sends combatants flying for 0% and set KB, only to land on the 3 Arwings:
Well, theoretically it should. What usually ends up happening is people happen to be above SH height when the last missile explode, causing them to fall through, and likely be too shocked to jump in time and recover. This causes them either to die, or hit the tunnel floor which kills at 115%. This can be easily fixed by making sure you stay grounded. there, biggest problem of the stage solved.
Unfortunately, this means Little Mac and Fox get 20 seconds to pound you, and people who have bad tech timing can be Shiek faired into the Gate until they land one tech.
Besides, I myself have purposely avoided getting blown up, and can still recover with Little Mac. With ease. This may sound offensive, but bear with me: outside of a lack of stage knowledge(which is still your fault, but understandable), or an enemy offensive, you have no excuse for dying. But I know that it can be annoying to deal with, and without proper stage knowledge, you will DETEST this stage.
If you hit the tunnel bottom, that's kinda your fault. And what's the difference between falling and dying, or being intercepted by a hazard that kills extremely early? No difference, except that the latter lets you live longer... or may get you comboed into a kill move. All in all, the tunnel floor simply prevents dumb early SDs and let's people actually die earlier.
And in a game here slow play is complained about so much, how is this a bad thing? You either die earlier if they capitalize on your mistake, or die later if they go ahead and let you die later. It's like The Halberd's combo cannon and killer klaw combines, except non-discriminative and possible to completely ignore if you don't get gimped, an easy task because the blastzones are close.
Yes, you should only be focusing on your opponent, but most of these hazards are minor, and the major ones can actually be helpful to competitive play.
The stage doesn't benefit one single character of playstyle. It can go from taking a dump on Little Madc, to suddenly making him unstoppable. it can go from Villager's discipline center, to Killager's 15 seconds of hell. That may not seem competitive, but the point is that every character is capable of playing, and not royally screwed, unlike Little Mac on BF.
Any other serious problems on the stage? That way, I can cover them. Thanks for reading!
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