I'm a little concerned that For Glory rules are going to become the tournament standard; i.e. FD only. I'm sure nobody wants that, but I can't help but worry that we'll see a new generation of players assuming that FD is the only way to play, and the transition will be inevitable.
Lord no. Smash 4 tournaments will be hosted by a lot of the same people who already host Melee and Brawl tournaments. We'll adopt a similar stage list and ruleset from those games.
I wasn't saying Olimar has an advantage against MK or anything to that effect. The match showed that, as I said a while ago, it was within the character's potential to be able to do well, and it certainly isn't his best stage. In other words, if other Olimar players can't do that, they can't complain, as it has been proven to be doable.
Simply getting outplayed does happen, and I think that's how you should look at that match. Except in a few cases, stages, match-ups, and player skills are predictors for the outcome. You'd have to be able to do something like that consistently against really high level players to adequately demonstrate that human capacity is the biggest deciding factor for the match composition. It might be that Gimpy's having a good day vs. a morale-crushed M2K's Meta Knight (say he's been on a losing streak for a while) and Gimp wins the set on stages like Rainbow Cruise. It doesn't suddenly mean those characters become viable on those stages.
Also, just because you can keep up with scrolling levels with a character like Ganondorf (even in training mode like Amazing Ampharos, what a BAMF Lol), it still introduces a glaring disparity in a lot of matchups, and it's not one that a player's ability or character introduced. Sure even starter neutrals like Smashville introduce disparities in tiny ways, but they aren't activately affecting the outcome of matches in the way that Rainbow Cruise or Mushroom Kingdom would. There's a difference between self-imposed restrictions and stage imposed restrictions that are out to get you.
You can imagine I said Bowser instead of Ganon, but no one is quite as useless dynamically disinclined as Ganon
Edit: Is that acceptable?
It's okay, man. It hurts, but sometimes the truth needs to hurt. Makes us Ganon mains feel alive.
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I swear to god sometimes you get possessed by the spirit of Tolkien.
Walk-off camping in most match-ups is a bad tactic though...
The difference in power in back and forward throws isn't really enough to not camp the edge. Besides, the power discrepancy can be irrelevant in environments without hitstun cancelling. The player closer to the center of the stage, while having free range of movement, usually has few meaningful places to go, especially if they are down a stock or in damage. If they stay in place they risk lose the time window for a comeback or even (Lol, I know) timing out. They have all the reason to attack the player walk-off camping, and barring a successful mind game or outplay, they will be attacking on the defensive player's terms with usually higher predictability. That's a significant chunk of influence that player has. There's even the case where the winning player would forego racking up slag because their accumulated damage puts them at risk of getting ko'd or airborne anyway, so there's a greater reward for the same amount of risk.
You're sacrificing a lot of different types of gameplay in order to prevent players from having to deal with factors that any vaguely good player with average stage knowledge or better can deal with so incredibly easily.
But a lot of vaguely good competitive players still don't want to play on those stages. The opinion only gets narrower as you go up the skill tier. It's true a few of the stages have aspects that are (relatively) easy to learn and that you are sacrificing a lot of different types of gameplay by banning these kinds of stages, but it's gameplay that a lot of us (not to put myself in any category of "good") don't feel is important at all to fighting each other. Stage hazards, moving cameras, and walk-offs don't offer any real tangible goals.
The thing is that these dynamic factors actually have a huge impact; stages on which "approach from below" is a viable option show different facets of the match-ups that just can't be seen on FD or SV... ...It's not about taking away from the character-character match-ups as often portrayed; liberal stage lists are more born out of a desire to see the entirety of what the characters can do represented in the metagame instead of only a sliver that may not represent their true quality. I don't want to see the metagame artificially constrained out of a search for purity...
Don't get me wrong, I do think it's fascinating when the dynamics of a character is fundamentally changed through stage circumstance, especially Olimar, who I think it might be good for. Maybe it's not bad for them, but in the same scenario it's probably bad for everyone else, and it's not the kind of dynamics a lot of us are looking to explore in competition. I don't think you can satisfactorily explore a meta-game around this kind of thing either. You're either going to get a gimp meta where only the aerially robust and walk-off camp gods survive or you're going to have a confusing, irrelevant meta covering a breadth of skills where we'd have to manage our time and energy (How much time do you dedicate to your mechs, techs, and character vs. how much time do you devote to learning the damn stage, or even further match-ups on that stage?) The latter meta I think is unlikely because genuinely good players will always be good in any circumstance and the differences between them and players that devote their time towards learning stages will be made even more apparent.