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Generally Smash favours the lower numbers for port priority, but for Faux Super Armour (that's what it's called when one player doesn't received knockback during the grab) it favours the higher port number.Port priority for Snake players matters because it impacts grab situations concerning explosives. If a grenade or explosive goes off (one which damages all players, not just opponent like Usmash Mortar) while the players are engaged in a grabbed situation (Snake as grabber + Snake as person currently held by grab), the one with proper port priority will NOT fly away. If Snake gets this priority, it makes him much safer to shield camp with grenades and safer around Dsmash mine. If not, it adds risk because he will fly away instead. Shield camping with a grenade, or getting grabbed near a grenade, can be very favorable for the opponent if they know he will fly away. Or say a character with a decent sliding Grab like Falcon JC grab gets him and they slide into Dsmash mine. Port priority matters for that too.
Outside of RPS, coin flip, or other 50-50 solutions, I don't think there's a fair way to settle port priority. Making a Snake priority rule (in favor or against his favor) would be less fair since either side has implications.
Also, I think the Loser of the prior game can ask for another RPS / coin flip on port. If Snake lost Game 1 and didn't have port, he shouldn't have to settle for that the entire set imo. Some rulesets I believe have had port as possible redone after each game (if Loser asks for it). You could either do another RPS, or do a guaranteed port reversal. Winner of prior game should have no say in ports.
Situations where port priority comes into play:
Normal grab 50-50 situations (both players grab at the same time and grab box comes out on same frame. Player with Priority gets grab)
Snake Explosive situations
Ledge grabs iirc
Not sure what else comes to mind. However, I do not remember the rules for Priority exactly because I think Melee and Brawl had different things going on. I believe in Melee, being Port 1 was favorable for normal grabs and stuff, while in Brawl Port 4 for Snake was favorable? Not sure if PM changed these rules any, I assume Brawl engine mechanics for Snake are still true.
the melee ruleset is a lot less formal than it used to be because the community ubiquitously supports it. the PM community does not have that luxury. showing it as 1-2-2-1 shows that both players get two bans in that order and reduces the ambiguity for 1-2-1. the first time i saw it, i was confused too, and generally your rule set needs to be clear to the first-time players and 10+ year vets alike.I brought up the 1-2-1 thing earlier. but apparently 1-2-2-1 means 1 player - 2 player - 2 player - 1 player =/
Which is silly.
I've never seen melee described as 1-2-2-1 with it's 5 starters.
Grabs have been random since Brawl.Generally Smash favours the lower numbers for port priority, but for Faux Super Armour (that's what it's called when one player doesn't received knockback during the grab) it favours the higher port number.
I heard in PM it was changed for the grab scenario (and maybe other situations?) to be randomly determined instead of using port priority, and testing in debug yielded no consistent results so I'm inclined to believe that it is indeed the case. FSA should still be the same though.
Wait, they removed some elements of port priority only to add it in other situations? Wtf, that makes even less sense.Grabs have been random since Brawl.
Brawl makes some of the least sense of any Smash game.Wait, they removed some elements of port priority only to add it in other situations? Wtf, that makes even less sense.
Delfino was made from feedback that was the result of 'what would we need in a large starter'Delfino neutral and no Yoshi's Story made me go cross eyed
Platform layout is one big one, and the sloped ledges have more impact than you think.Delfino was made from feedback that was the result of 'what would we need in a large starter'
Yoshi story does nothing that Waroland does better.
Platform layout is one big one, and the sloped ledges have more impact than you think.
Randall doesn't need explaining.
Yeah it's small stage with small blastzones without the desired platform layout. You slap Wario Ware platform layout on Battlefield and take Batlefield out of the stage list and you think people would be like "Oh that's fine" lmaoPlatform layout is common elsewhere in stagelist; value offered by layout negligible or negative.
Sloped ledges found elsewhere and often found detestable: see Lylat Cruise's banning.
Stage offers little value compared to Wario Land and fills role of "Small stage with small blastzones" in a redundant manner, offering either little or undesired difference in gameplay compared to other stages.
I agree with both halves of your post. I am super-casual compared to most of the competitive community, and I think all of those "undesirable" traits are just part of the game. Personally, I would enjoy hazards as well, and while I would probably enjoy items I think the problem space they open up is simply too large. So I understand that my perspective is not the same as that of most competitive smashers. Furthermore, the purpose of a ruleset is to be a playing field that all competitors can agree to be judged on. If, as Umbreon said, enough people dislike a stage for any reason, we should strongly consider not including it.A lot of those stages you listed for unique platform layouts unfortunately tend to also be tied into unfavorable or undesirable main-stage traits (slants, height breaks ((left side of CS is lower and right side MC is higher)), etc). I don't have as much of an issue with some of those aspects, but examining them and analyzing how they affect gameplay for like 40+ characters and xxx number of MU's is pretty challenging
As for WL, it offers a more unique platform layout than Yoshi, but I'm not sure the stage is a major benefit to play anyways. Vast majority of the time, if a character is good or weak on stages like Yoshi/Wario, it gets super banned. Makes it kind of irrelevant whether it has good platforms or not imo
Slopes and randal man, Slopes and Randal.Yeah it's small stage with small blastzones without the desired platform layout. You slap Wario Ware platform layout on Battlefield and take Batlefield out of the stage list and you think people would be like "Oh that's fine" lmao
delfino is the large neutral that we desperately needed that DL64 could never beDelfino neutral and no Yoshi's Story made me go cross eyed
if i'm being honestdelfino is the large neutral that we desperately needed that DL64 could never be
not as a personal attack or "shots fire" or anything like that but i'm 100% sure i can make literally any player in PM think of YS as very ban-worthy in about 15 minutes or free play. with how PMs characters line up with the stage, it's just way too powerful of a stage choice for legitimate tournament play.
Aaaaaactually, Warioware/land's blastzones are ALSO off-center.if i'm being honest
all it took for me to be certain i hated ys was to look at @ JOE! 's stage tool and see that the blast zones for it were off-center whereas ww's are not
It's wrong though, Wario Land is off centre tooif i'm being honest
all it took for me to be certain i hated ys was to look at @ JOE! 's stage tool and see that the blast zones for it were off-center whereas ww's are not
Aaaaaactually, Warioware/land's blastzones are ALSO off-center.
Anyway, PS2 is the large starter already. Delfino's is still quite big. I think Skyworld would make a better stage for that spot, but people don't like getting caught under the lip of the ledge.
that's not what i see on the stage toolIt's wrong though, Wario Land is off centre too
Edit: Aw dangit ninja'd
Edit 2: Yo does anyone know the blast zones on Bowser's Castle (or the alt if it has different blastzones from the main)? That alt seems like a potential good choice for a legal stage. All I have for the blastzones though are a generally impression that it seems quite big.
People don't like Skyworld in general. Back when we were making this list I thought Skyworld was the perfect medium-large stage. Moderate side bz's, still had a decent vertical blatzone for a big stage, wasn't absurdly long. But getting caught under the stage, the clouds being too hard to waveland on, top platform camping (even though it has a lower top plat than battlefield), etc. People just don't like the stage.Aaaaaactually, Warioware/land's blastzones are ALSO off-center.
Anyway, PS2 is the large starter already. Delfino's is still quite big. I think Skyworld would make a better stage for that spot, but people don't like getting caught under the lip of the ledge.
It's not the blastzones that are off, it's the actual stage itselfthat's not what i see on the stage tool
what i see on the stage tool is that the camera is off-center, not the blastzones
the blastzones are an even -180/-180 unless i'm actually blind and can't read this tool worth a damn
EDIT: if the tool is actually mistaken then i apologize for being blatantly wrong
I do not believe he has. He is a busy man. I will badger him when I see him next.