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weird edges, the stage tilting, low characters crouching on the sides being pretty non-interactive. and really, just that 90% of people hate it. even if theres nothing objectively wrong with it, having everyone hate it is def enough to make it ban worthy. the stage list and larger rule set is supposed to feel fair to your average player. its okay to have a subjective element to the rule set.What exactly is jank about LC? and what's so different about WW over YS?
FTR, a minor change to the Nebulous rule set actually has YS banned in favor of distant planet.weird edges, the stage tilting, low characters crouching on the sides being pretty non-interactive. and really, just that 90% of people hate it. even if theres nothing objectively wrong with it, having everyone hate it is def enough to make it ban worthy. the stage list and larger rule set is supposed to feel fair to your average player. its okay to have a subjective element to the rule set.
i think YS falls into the category as well, it just feels really volatile, even compared to something like WW. most people i know want it banned for one reason or another, and those reasons are pretty easy to refute from an objective standpoint, but i still agree with wanting it banned. again, just one vote and from people ive talked to
yeah i havents played on YS for like 6 months. its been jank since well before 3.02 DBZ fights imoFTR, a minor change to the Nebulous rule set actually has YS banned in favor of distant planet.
The stage does not tilt at all, and the edge is perfectly normal. It forces you to sweetspot other than being lazy. Even then, you can counteract some edgeguarding techniques by recovering from just under the ledge. If anything, more people complain about it just like YI's edges because they don't want something that makes a part of the game harder. If you're not accustomed to the requirements a stage has (without it being overbearing like some Brawl stageslists), then it will bite you back when you can't perform said requirements.weird edges, the stage tilting, low characters crouching on the sides being pretty non-interactive. and really, just that 90% of people hate it. even if theres nothing objectively wrong with it, having everyone hate it is def enough to make it ban worthy. the stage list and larger rule set is supposed to feel fair to your average player. its okay to have a subjective element to the rule set.
I just can't get behind a stage list that uses feelings such as not liking X stage for Y reasons. I don't think it's good for the longevity of the game doing that.i think YS falls into the category as well, it just feels really volatile, even compared to something like WW. most people i know want it banned for one reason or another, and those reasons are pretty easy to refute from an objective standpoint, but i still agree with wanting it banned. again, just one vote and from people ive talked to
I just can't get behind a stage list that uses feelings such as not liking X stage for Y reasons.
You say lazy edgeguard, but isn't it also fair to say that people not liking it because you cant ride up walls are lazy recoverers?Umm......
Anyways, Lylat is fine, but I would prefer it if it didn't give some characters essentially lazy edgeguards. It feels like another way to CP yoshi's island to me.
A lot of stages feel pretty same-y or serve the same purpose as another, and Lylat is one of those to me.
(Dreamland, Skyworld; WarioWare, Yoshi's Story; Distant Planet, PS2)
They all feel like stages you can shave off in order to save some time in counterpicking and reduce amount of bans, which is a good enough reason to remove them imo
I'm not talking about riding up walls, I'm talking about the tilts giving characters better edgeguard-type hitboxes such as marth d-tilt.You say lazy edgeguard, but isn't it also fair to say that people not liking it because you cant ride up walls are lazy recoverers?
I'll just pop in to say that the hitboxes do not display the right way when on slopes. Their actual position is where you would expect them to be, on Marth's sword.I'm not talking about riding up walls, I'm talking about the tilts giving characters better edgeguard-type hitboxes such as marth d-tilt.
Edit: Not the same, but relevant.
Even then it's still pretty good for him.I'll just pop in to say that the hitboxes do not display the right way when on slopes. Their actual position is where you would expect them to be, on Marth's sword.
That's a bad example because Skyloft has a convenient slope on the side part where he can stand so he can do that. Lylat has no such thing.
Nice job on the picture. Gives a pretty good comparisonThe tilt on Lylat is actually more convenient for him than skyloft, because skyloft's tilt is like only a few centimeters long.I took two pictures, one on battlefield and one on lylat, to show the difference in the angle of his sword when he dtilts on a flat stage and on the edge of lylat. His centerpoint (right foot) is lined up to make his positions match. Here you can see that the tilt on lylat cruise is further down than on battlefield's, and makes it favorable for hitting even sweetspotters.
I hope that clears things up.
I find the layout to be rather odd, the top platform is positioned in such a way relative to the side platforms than it's a bit awkward to get to. I feel to promotes more campy gameplay for the same reason we wrote off Norfair earlier. Also the platforms themselves are rather ambiguous due to their cloud appearance, I personally have trouble moving and wavelanding on them as I'm not quite where exactly the platform is.So what's wrong with Skyworld again? Its like the only stage barring dreamland that has a high ceiling.
My apologies. Was a completely irrational response. Disregard that as it does not reflect my thoughts on the overall conversation that has went through on here.Umm......
I see where you're getting at with the similarities, though the closest one to those similarities is DP and PS2. Could you explain the similarities in YS / WW & DL / SW? Because I don't see it outside of platform design in DL / SW or small blastzones in YS / WW.Anyways, Lylat is fine, but I would prefer it if it didn't give some characters essentially lazy edgeguards. It feels like another way to CP yoshi's island to me.
A lot of stages feel pretty same-y or serve the same purpose as another, and Lylat is one of those to me.
(Dreamland, Skyworld; WarioWare, Yoshi's Story; Distant Planet, PS2)
They all feel like stages you can shave off in order to save some time in counterpicking and reduce amount of bans, which is a good enough reason to remove them imo
If we're going to go ahead and use stages not in the game as part of the list, we should address the problem of excessive extremes in stage length and blastzone distance - that they're common rather than nonexistent. PS2 is way too wide and its ceiling too low, while GHZ is too thin with sides too close.(training room, we can get it added pretty easily, or just something similar that is a larger stage that not everyones hates)
that's really untrue, at the very beginning of the slope his dtilt doesn't even reach the ledge, and it doesn't really take up less space than if he were on flat ground either. He can still properly space his dtilt just like before.Marth has to be considerably closer to the ledge than on BF.
If you can confirm that sweetspot knowledge that would be great (I was asking around on skype for if anyone knew if the ledge grab box was tilted but it doesn't really seem like it from my own limited testing)My apologies. Was a completely irrational response. Disregard that as it does not reflect my thoughts on the overall conversation that has went through on here.
I see where you're getting at with the similarities, though the closest one to those similarities is DP and PS2. Could you explain the similarities in YS / WW & DL / SW? Because I don't see it outside of platform design in DL / SW or small blastzones in YS / WW.
So then, why keep YI in the list when it creates an even worse angle to hit sweetspotters? A handful of characters are already good at edgeguarding from their tools. So, making them a little better doesn't make much of a difference in the long run imo if it happens to the opposing character already. It's similar to DK. He can kill early no matter what stage you're on. So, using a smaller stage to make your character kill quicker doesn't change DK in the long run.
Also, I need to confirm it myself, but I was told that you can sweetspot from under the ledge of LC.
@ TheGravyTrain , Skyworld places a lot more strength in camping the bottom stage. (While it's not easy) Circle camping is possible to a handful of matchups since most characters need to double jump to reach the top platform.
Hitbox display does not work correctly on angled floors. That is not an accurate representation of how it actually isI'm not talking about riding up walls, I'm talking about the tilts giving characters better edgeguard-type hitboxes such as marth d-tilt.
Edit: Not the same, but relevant.
id be okay with DL64 as our large starter except i think it's too large with respect to boundaries, and the new texture is also pretty misleading in terms of edge grabs (ive had problems with the new DL64 and i know others that have as well). im also stll not sold on YS at all and personally i think it should be gone.I've only read the OP, but here's my 2 cents:
PS2 and Battlefield are like the 2 "super starters" imo, while the other starters are pretty debatable these are like the only 2 stages which I'd consider a staple. They don't feel particularly polarizing for any MU to me (except arguably Samus' MUs? idk) and don't really have obnoxious platform layouts, awkward ledges, huge blast zones etc.
I like:
Starters
Pokemon Stadium 2
Battlefield
Smashville
Dreamland 64
Yoshi's Story
GHZ
FoD
Counterpick
Distant Planet
Final Destination
WarioWare
Lylat Cruise
YI: Brawl (questionable)
2 bans, 2-3-1 striking.
On a 5 starter list, I'd probably knock GHZ and FoD into CP.
I think your ruleset is good. 7 mins is interesting, I always figured 8 mins was chosen to allot 1 minute per stock, but you only get to play a maximum of 7 stocks per game since... the game ends when there is one stock left. I'd also be interested in trying out an experimental CP system where characters are picked prior to stage selection, Pokefloats/RC/Brinstar etc. aren't really a thing like they used to be in Melee, so it could have merit.
I can now confirm it does work. You have to move back to the ledge to grab it the moment the ledge grab box activates. The only attacks that can hit you out of this method is Snake, D3, and Ike, and that's only if you don't time the grab box to the moment you can grab the ledge. Snake(C4) and D3's(Dair) attacks can be teched. Ike's(Dair) attack can't be teched, but at the same time, Ike can't use the recovery tactic due to him not moving upwards after grabbing his sword.If you can confirm that sweetspot knowledge that would be great (I was asking around on skype for if anyone knew if the ledge grab box was tilted but it doesn't really seem like it from my own limited testing)
The good thing about DL64, that while it is large, and benefits someone like samus, it doesn't have platforms for super easy missile cancels.id be okay with DL64 as our large starter except i think it's too large with respect to boundaries, and the new texture is also pretty misleading in terms of edge grabs (ive had problems with the new DL64 and i know others that have as well). im also stll not sold on YS at all and personally i think it should be gone.
im pretty sure i know the answer, but can we settle on a preliminary stage list and have the dev team support or modify it as we need to? it would actually be incredibly helpful if we could change boundaries, implement stages like training room, or set a standard ruleset within the official release version on the project m website.
Samus would be really happy with those starters. She would just ban GHZ, Smashville, and whatever else the Samus player doesn't like and she has a stage she's good on. Idk if that's what you meant by the Samus comment, but it's definitely good for her.I've only read the OP, but here's my 2 cents:
PS2 and Battlefield are like the 2 "super starters" imo, while the other starters are pretty debatable these are like the only 2 stages which I'd consider a staple. They don't feel particularly polarizing for any MU to me (except arguably Samus' MUs? idk) and don't really have obnoxious platform layouts, awkward ledges, huge blast zones etc.
I like:
Starters
Pokemon Stadium 2
Battlefield
Smashville
Dreamland 64
Yoshi's Story
GHZ
FoD
Counterpick
Distant Planet
Final Destination
WarioWare
Lylat Cruise
YI: Brawl (questionable)
2 bans, 2-3-1 striking.
On a 5 starter list, I'd probably knock GHZ and FoD into CP.
I think your ruleset is good. 7 mins is interesting, I always figured 8 mins was chosen to allot 1 minute per stock, but you only get to play a maximum of 7 stocks per game since... the game ends when there is one stock left. I'd also be interested in trying out an experimental CP system where characters are picked prior to stage selection, Pokefloats/RC/Brinstar etc. aren't really a thing like they used to be in Melee, so it could have merit.
From my experience DL64+YS work well as 1 small/1 large tri-plat starter, boundaries are pretty large though yeah. Not had the ledge grab issue myself, though?id be okay with DL64 as our large starter except i think it's too large with respect to boundaries, and the new texture is also pretty misleading in terms of edge grabs (ive had problems with the new DL64 and i know others that have as well). im also stll not sold on YS at all and personally i think it should be gone.
im pretty sure i know the answer, but can we settle on a preliminary stage list and have the dev team support or modify it as we need to? it would actually be incredibly helpful if we could change boundaries, implement stages like training room, or set a standard ruleset within the official release version on the project m website.
Sorry, I was pretty misleading with the comment. I meant that PS2 isn't particularly polarizing in most MUs, other than the fact that it's a really good Samus stage.Samus would be really happy with those starters. She would just ban GHZ, Smashville, and whatever else the Samus player doesn't like and she has a stage she's good on. Idk if that's what you meant by the Samus comment, but it's definitely good for her.
Well, I found someone who at least uses the same starters that we've been using lately. Now just add WW and YI as CP and there you go.1 ban.Starters
Pokemon Stadium 2
Battlefield
Smashville
Dreamland 64
Yoshi's Story
GHZ
FoD
Can you link me to this stage? I'd love to try it out and see it for myself. If I find it's good enough I might just revamp the aesthetics a bit and it can be adopted into PM. Maybe not for the next patch but definitely a consideration for the future.@ SOJ - would it be easier to implement the modified Training Room, or to edit the blast zones and edges of Dreamland 64? I think that's our best bet for a large starter stage
I actually have no idea about the stage, I've seen it before but the side boundaries were walls which is no bueno. You might be able to pick up a jank version of it from @EmptySky00 and fiddle with it from there. the TL;DR is that we need a large stage with no issues for a leaner tournament play experience, so a modified DL64 would also work.Can you link me to this stage? I'd love to try it out and see it for myself. If I find it's good enough I might just revamp the aesthetics a bit and it can be adopted into PM. Maybe not for the next patch but definitely a consideration for the future.