MaxThunder
PM Support
low lfying thingies makes ness cry...
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and what about the other 27 characters in Demo 2.1?snip about Ghosts and Flyguys
Different stages have different designs that favor or hinder certain characters. A relatively high KO floor (?) is something that can be used to an opponent's disadvantage - it limits their recovery options while also limiting possible edgeguarding options. Another notable example of stage design hindering certain recovery options is Melee Battlefield; because of the edges, you cannot hug against the stage like you can in Final Destination. This makes edgeguard much less forgiving on this stage and forces characters (especially spacies) to be very precise and cautious when recovering. Granted, BF doesn't have things that can possibly distract or interfere with players, but I'm just making the point that a high KO floor is not a valid reason for a stage to be excluded as a counter-pick.Nagace, actually I have a well known hatred for the melee yoshi stage. Get rid of randall and lower the floor so every character can sweetspot, and I'll be happy with it as a CP.
Randall is certainly something that can screw over people - I've lost countless stocks because of him. However, I'd be extremely sad to see him go because he's the only moving platform positioned exclusively off-stage that's on a set timer. Randall adds a dynamic to the stage that drastically favors players that can base their play around Randall. Wesballz is such a player, shown how he specifically saves his double jump and up+Bs to where Randall will appear. Small stage, short platforms that hang over the edge, small KO boundaries, sloped edges, and an off-stage platform that moves on a set timer - these are all nuances that greatly reward players who can keep track of these things. I agree that if we hadn't played on YS before I would choose the version without a moving platform, but now that it has become a defining feature of the stage (it even has it's own nickname), removing Randall would be a disservice to the players who've studied the stage and keep track of him.ILink, I posted this
http://www.youtube.com/watch?feature=player_detailpage&v=FJdNU4Gxt1Y#t=176s
On smashmods
M2k in a big tournament losing a stock prematurely to randall. It's not only on a timer but also has the elephant marker. It was even on screen well before he got stuck on it.
The fact of the matter is that these solutions all ask you to take your attention off of the game in a way inconsistent with the rest of the gameflow. M2k, One of the best players of all time, didn't see it. Despite the timer. Despite the elephant. Despite it being on screen.
He was busy playing.
I don't see why these two stages have these elements when we can just take them out.
They harm the game only slightly, but still more than they help.
In theory every player could memorize the timings for the two stages, get used to it instinctively, look up every time they have a spare moment to get their bearings and play around it. But that isn't a practical reality for many people, and not 100% of the time.
If such a thing was added to a stage, by the pmbr, we would be upset. It isn't much different from something like a random wall falling offstage from the sky on alternating sides of the stage every 20 seconds for someone to tech off of. The very thought of that is insanity. Fun perhaps, but objectively silly.
And they aren't different by much.
Small correction - the cloud known as Randall is on Yoshi's Story (hence the saying "Marth Story), not Yoshi's Island: Melee.A good example is someone just getting ****ed by something random.
You said that the platform isnt an issue because its always visible but in your example, randall was clearly visible for a good amount of time.
I think YI:B could warrant some slight neutralization to avoid from just being random. YI:M just wouldnt be the same without that little dude. That and it would only serve to make that stage just an ever so slightly different BF.
It's an extreme example, but I've seen Peach players (or any character with a good vertical stalling method, for that matter) float above the platform's spawn location in an attempt to be saved by it when the edge is inaccessible.I've never witnessed match on Yoshi's Island:Brawl in which one player gets a significant advantage over the other due to the tilting platform and / or support ghosts. These traits of the stage, while annoying and unpredictable, don't pose a noticeable problem and can definitely be worked around during a match.
And you counterpick brinstarI'd choose without to be more of a standard stage because I obviously like to fight my opponents more than the stage.
Oh ya, I do, it's my favorite stage and Mr. Darkrain banned FoD and YS.. and wanted to play with FC rules so I chose the stage where I felt I had the most advantage. lol.And you counterpick brinstar
j/k i dun wanna die
you were boss at meleefc
Yes, actually. I'm sure that no sane person would argue that the stage "lips" on vBrawl FD are so annoying to characters with linear recovery paths; so annoying that, along with the advantages a fair amount of characters have there, it's enough to bump FD to CP / ban status. There's no problem with a stage if only a few characters are hindered or helped slightly by said stage's traits. Moreover, stalling for the ghost is an unreliable tactic and doesn't hinder gameplay much at all if successfully pulled off -- not to mention that the list of characters who can effctively stall for the ghost is small.My characters uniqueness makes the complaint less valid?
Except that I didn't. Reiterating my previous post: I asked for a "clear explanation" of what Flyguys can pose a significant to, not an example of a scenario in which certain conditions MUST be met.You asked what it interferes with, and I answered
im the only guy in the world of P:M who wants FD to be a CP because we have far better starters/stages that are closer to neutralitt that one stage we hate
final destination
I'm not quite sure what you're getting at here, but I agree with the bolded portion.Metroid
Nostalgia is something I simply never held. That's just me. Everything has to justify itself.
It's kindofa problem in my life, tbh. Makes me mad at a looooooooot of ****.
A recurring theme in my conversations is that there are lines that we edge towards and occasionally cross in regards to novelty. Randomness is one of those lines. Stage elements like moving platforms and blastzones are another. We can all agree that these things exist on a spectrum. Sse jungle is too big, FD isn't, etc.
We establish "rules" for the way the game "should" be played and approach these lines.
G&W not being able to sweetspot just means that it's a bad stage for G&W. It's already a dangerous stage for him, considering how the stage is so small. Not being able to sweetspot doesn't violate a basic part of the game because it's only on that one single stage, whereas the situations Kage was talking about with Lucario can occur on any stage. Fountain of Dreams is still a legal stage in Melee even though the platforms obstruct certain characters like Falcon. However, Falcon players have either learned to play around the platforms or just ban the stage altogether. G&W players should have to do the same and either deal with not being able to sweetspot or ban the stage entirely.Something like GaW not being able to sweetspot on yoshis would cross that line. It would violate a basic part of the game. This is similar to the point kage was tryin to make about Lucario. On early inspection, it violated something he thought was untouchable.
In response to the bolded portion, I say yes. Seeing someone use Randall to their advantage is extremely impressive to see. Moments like Wesballz saving his jump to up+B where Randall will appear, Taj baiting Mango onto the cloud by stalling his get-up, and SS Raptor Boosting onto the cloud are all extremely smart decisions that were based off this dynamic. Also, I just remembered that the video you posted was from 2009; top Melee players have gotten much better in the past three years. Can you bring up an example of someone SD'ing on Randall in an important tournament match held in the past year?My example with the falling walls would clearly be beyond the line of acceptability. It wouldn't add enough to the game to warrant the silliness of its own existence. That's what I'm saying about the yoshi stage elements. Yes we can use them, learn them, play around them, and deride players who didn't. But why should we have to? Do they add enough strategically to make up for the times both players were interrupted by one and someone gained a stock?
you are just spouting off random words XD. how does it "oversimplify matchups"? what does that even mean? the lack of platforms changes matchups, but it doesn't simplify them. it means that you have to focus a lot more on your stage control since your options for easy escape are cut off (no plats to waveland on). it means its harder to camp since you can't hide behind platforms. and if you removed fd you'd have to remove pictochat as well. and at that point you might as well remove sv, its basically the same thing -,- which of course theres no good reason for.I concur about FD being counterpick. Personally I'd be happy if it were banned altogether, lol.
It oversimplifies matchups.
GHNEKO YOU'RE AWESOME!! THANK YOU SO MUCH FOR INTRODUCING IT
cle
What's wrong with group banning? It allows you to legalize many stages without dealing with the biggest issue of legalizing many stages, ban invalidation. :VI dislike group banning, based on my first interaction with it. I'd rather have that many bans. That way we could keep the variance and the choice.
I don't think FD shouldn't exist - its the natural end to a continuum. Still think it isn't starter or neutral or whatever we are calling it these days.
I wasnt saying you were campy. I have no clue what your motivations are. I was speaking in a general sense. What do platforms offer?Remove Pictochat = fine with me.
Smashville is quite different from FD and Pictochat.
I'm one of the least campy players ever. I don't want platforms because I want to hide behind them. Platforms add a huge amount of strategy to the game aside from camping. A lot of characters in the game have plenty of cool platform tricks they can take advantage of.
So when I say it oversimplifies matchups, it removes many gameplay elements. Here's a bad example but an example nonetheless: Marth vs Wolf on FD. Ever try it? It's like 90-10 in Marth's favor due to chaingrabbing. Whereas on other stages at least Wolf has the option to DI towards a platform, or use platform shenanigans to mixup his approach to avoid getting grabbed. Also Marth can tech chase and/or follow Wolf onto the platforms with his own platform game. See? The matchup is becoming less simplified already.
So when you say I'm just spouting random words, and then proceed to spout some yourself, I can do nothing but sit back and revel in the irony.
Eh...depends mainly on how you look at it.But can it run Crysis?
But do you agree/disagree @ FD over-simplfying MUs?