Fortress
Smash Master
This is alleviated by running not-APEX stagelists, and running a reasonable amount of diverse stages. Running eight or ten stages that are each unique in their own aspects will make choosing stages easier. APEX rules go a little like this:Glad this is getting discussion. As a follow-up, what do you think about Counter-Picking and Stage Selection time limits?
At Evo 2014, the Counter-Picks took an average of 29 seconds. From my understanding, much more is involved in the stage striking and counter picking in PM, which will inevitably take longer than melee and, in turn, add to the overall set time. This is something I forgot to account for in the original article, but is a sad reality. One on hand, you don't want a person to make a rash decision and choose an incorrect ban or stage, but you want a limit too. What would be an appropiate amount of time? 90 seconds? If then, this further will add to the longevity of PM sets, especially in a BO5, when you'll have to counter-pick 4 times. This can easily make PM another 2-3 minutes longer than an average Melee set. Thoughts?
"Oh, let's see, do I ban these three stages that are pretty much clones with/without walls and are good for X character that I'm fighting, and leave the fourth open, or do I ban these other ones... **** it, there are fourteens stages, there will be a good one no matter what."