Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Just in case it isn't clear, when I say "There's only going to be 5 legal stages. period" I do not mean "There SHOULD be 5 stages". I am saying that this is the logical consequence of the current ruleset. PXP1 seems to me like it would be a large improvement, and it's probably more realistic to get TOs on board with that than my personalized lists thing, since it isn't as big of a change.I see your point completely and there's a big point to be made for the efficacy of these discussions.
My frustration is basically--why AREN'T any high level players/big names advocating for **** like pXp1? Why AREN'T big names in the community actually caring about things like stage diversity? Me personally I AM more liberal in the sense that I don't mind very unconventional stages, but I'm not even saying we should push super hard for that.
I just mean that the stubbornness of the community, in saying things like "There's only going to be 5 legal stages. period" is really toxic. There are ways to do this better, and how have we fallen from "banning things that are proven to be degenerate" to "banning anything that seems 'weird'"
appeals to accessibility to new players on that front are misguided--new players are probably the ones that will be most put off by 1-2 stages being played in the vast majority of matches. And if we only have 5 legal stages even though we have near/over a dozen likely viable stages...there WILL be only 1-2 played in. Appeals to tournament time logistics are legit--but they aren't a case against something like pXp1. Only habit and stubbornness are holding it back.
It seems like the thing to do here is to gather the most reasonable and rational arguments for stages like Lylat, T&C, along with compelling cases for rulesets like pXp1, echo-grouping stages like BF and Dreamland, and take these discussions to KEY people. try to have discussions with your local community. Make a case for your local TOs to run an event with these rules or run one yourself. Take the best points of these discussions to the places like discord where the big influencers in the community like Zero and Leffen are talking.
I agree caution, respect, and articulacy are important here--it's important that those key people don't get the scattered debate about "Are gaps bad??" that's happening here, valuable as that is for our own understanding of this discourse.
But we should go to those key people with "We can cut down time AND encourage variety with pXp1" and "with pXp1 we can have lists that include borderline stages like WW, T&C, Lylat, etc. without gimping ppl's choices OR ban power"
Snake in particular can toss grenades and use his missile to force an approach, and because his duck is so low he can avoid most projectiles thrown at him (also the sides are lower than the center). I have seen it done and it is extremely gross and boring to watch, and this is Snake we're talking about who's a good fighter already.Yup, the gaps make it so you can't approach without jumping, which puts you in a bad position and leads to camping. Banned.
I think you might find in practice that this isn't the case. Let's say we have 13 stages (and 2 bans):PXP1 does allow for a larger overall stagelist, but I feel like it adds more time to the process which is precisely what the TOs are trying to avoid. Unfortunately, it feels like there is a level of sacrifice between competitive integrity and time alotted.
I might agree with this if the game showed which stage was randomly selected before the game started. I guess it doesn't matter much if you only play one character, but its unfortunate that random prevents you from picking the character best for the stage if you play multiple characters. Has anyone heard of FLiPS being tried at tournaments despite this?Note: I actually think random stage selection is better than striking or counterpicking.
What if we combined things? Random stage selection 1 from a preset list of "nutral stages" that are the only stages set to on in the Random Stage List, and then Loser picks 3/5, winner bans 1/3, Loser picks for the rest matches?Ive had discussion where I have proposed random as a logistical solution but unfortunately that was also not viable due to not being able to see the stage selected during the css, which potentially creates more delay.
It may just be personal feeling but I like X-2-1 over PXP1 because it seems off that during your counterpick the opponent has the final say on the stage. Originally with PXP1 I assumed the stages selected would have been larger, such as 5 or 6 but this makes more sense. With X-2-1 I believe the over all process is undoubtedly longer. X would be greater than 3 otherwise it would just be like P3P1.I think you might find in practice that this isn't the case. Let's say we have 13 stages (and 2 bans):
With bans: L bans 2 stages (out of 13), W picks 1 (out of 11)
With p3p1: L picks 3 stages (out of 13), W picks 1 (out of 3)
You're adding one extra 'selection', but I'd argue that the amount of time spent thinking is overall lower. This is because the more stages you have to consider, the longer it'll take to come to a decision.
Also, the focus is on your best stages, as opposed to your worst, which is generally quicker. I.e. it takes less time for me to figure out my 3 best stages, than to figure out my opponent's 2 worst stages (out of the full list).
PS: check the Ruleset Discussion thread
PXP1 is functionally identical to giving the winner X - 1 bans, if that helps map it any better in your head.It may just be personal feeling but I like X-2-1 over PXP1 because it seems off that during your counterpick the opponent has the final say on the stage. Originally with PXP1 I assumed the stages selected would have been larger, such as 5 or 6 but this makes more sense. With X-2-1 I believe the over all process is undoubtedly longer. X would be greater than 3 otherwise it would just be like P3P1.
I can live with that. Hazrdless is a major reason why we have probably the most diverse stage list yet. the two most argued stages for keeping Hazards on are FoD and YS, and both stages are in limbo from a legal sense(FoD from slowdown, YS only being playable Hazardless due to food.) and lastly, it might be needed to stop the game from inevitably being overcentralized around Smashville for the 3rd installment in a row, which creates a benefit of being a service for spectators.Hazards mixed appears to be tested now, and it's a spectacular failure:2gg ran the "good" way to do mixed hazards with 2 rulesets.
— TLTC (@ImTLTC) December 12, 2018
There were 30 reported instances of hazard mix-ups at MSM. That's just the reported ones.
We need smaller stages. Hazardless Smashville and Yoshi's are smaller.
It's easier to practice.
Hazards off pls
There is even some footage of people messing up in Grand Finals! Hazards off it is.
If you mean X-1 bans in an X-2-1 format ie. X-(X-1)-1, that still means the winner still gets the last say.PXP1 is functionally identical to giving the winner X - 1 bans, if that helps map it any better in your head.
I think you're probably right that 4-2-1 is slower than 2 bans... but probably not by a very large amount.It may just be personal feeling but I like X-2-1 over PXP1 because it seems off that during your counterpick the opponent has the final say on the stage. Originally with PXP1 I assumed the stages selected would have been larger, such as 5 or 6 but this makes more sense. With X-2-1 I believe the over all process is undoubtedly longer. X would be greater than 3 otherwise it would just be like P3P1.
[X]-bans == P[X+1]P1 == [X+2]-2-1If you mean X-1 bans in an X-2-1 format ie. X-(X-1)-1, that still means the winner still gets the last say.
I think without the frame drops it should be legal it's like battlefield but with a twist.It's a real shame that Fountain of Dreams has the frame drops that it does and might not be tournament viable. It's such a beautiful stage.
Not too bad I guess, but where is Wuhu Island, MKU? I still think some stages that aren't being mentioned (Reset Bomb Forrest, Green Greens, Raindow Cruise, Dracula's Castle) deserve some tournament testing. I know a wall infiinite has been "found" but we have yet to see it actually play out against a human opponent so that is still up in the air. The Camping argument for Green Greens needs to be tested as well. Others have said that every single character can go from middle platform to side platforms just by running off with no jumps. This allows mixups and change-ups when switching between the platforms. Plus, how the side platforms are slightly lower than the middle platform makes regular projectile spam much more difficult to perform. I don't think the camping argument works for Bomb Forrest given the soft platform that spans the entire gap.Played in an online tournament with 6 legal stages.... 3 of them were FD, Kalos, and T&C
God that was painful during CPing. Won first match on BF, lost round 2, opponent bans Smashville. I get my choice of PS2 or 3 variations of FD.
I wish people would realize that the balance of the stage list is more important than anything else when deciding "fairness" of each stage. You can't look at each stage in a bubble without considering how it affects the balance of the list. That is critical.
Regarding triplats, a common thing is lumping all of them in together and group-accepting or banning them (you can pick "Battlefield" and choose to go to any triplat for example). I don't necessarily disagree with this, but I feel like Yoshi's Story should be separated from that grouping and treated as its own stage in the list due to the significant differences from BF (sloped edges, walls, platforms over edges, and general spacing). I also disagree with lumping Yoshi's Island Brawl and Smashville together for similar reasons.
All that said, here's my new recommended stage list for a 5-stage starter list (for a 7-stage, add any 2 CPs except you can't add both T&C and Kalos):
Starters:
-Final Destination
-Battlefield / standard triplats
-Smashville
-PokeStadium 2 / standard 2plats
-WarioWare
Counterpicks:
-Town & City
-Yoshi's Island (Brawl)
-Lylat Cruise
-Yoshi's Story (Melee)
-Skyloft
-Kalos
-Frigate Orpheon
Fringe/Potential CPs:
-Brinstar (platform variations seem to help short chars, who don't need it imo)
-Halberd (needs some more testing but seems ok)
-Castle Siege (only real issue is the stage effects blinding edgeguards, which admittedly might be bannable)
-Prism Tower (imo the best transformer. Completely depends on the initial walkoff legality)
That was me, and it works in both directions despite the height difference.Not too bad I guess, but where is Wuhu Island, MKU? I still think some stages that aren't being mentioned (Reset Bomb Forrest, Green Greens, Raindow Cruise, Dracula's Castle) deserve some tournament testing. I know a wall infiinite has been "found" but we have yet to see it actually play out against a human opponent so that is still up in the air. The Camping argument for Green Greens needs to be tested as well. Others have said that every single character can go from middle platform to side platforms just by running off with no jumps. This allows mixups and change-ups when switching between the platforms. Plus, how the side platforms are slightly lower than the middle platform makes regular projectile spam much more difficult to perform. I don't think the camping argument works for Bomb Forrest given the soft platform that spans the entire gap.
Thanks, I thought so but I had no idea who to give credit too (or how to properly mention someone in a post lol).That was me, and it works in both directions despite the height difference.
Reset Bomb Forrest? Dracula's Castle? Green Greens?def would appreciate any feedback on my reasoning here so i can take others thoughts into account!
Actually had this scenario come up in a tournament today:alright, i've been testing with friends for the last week and here's my current list (reasons below, counterpicks are in order from most to least viable)
Hazards Off, Not Mixed Hazards
STARTERS (5):
Battlefield
Final Destination
Smashville
Pokemon Stadium 2
Town & City
COUNTERPICKS (9):
Kalos Pokemon League
WarioWare Inc
Frigate Orpheon
Castle Siege
Halberd
Brinstar
Skyloft
Mushroom Kingdom U
Prism Tower
absent: Wuhu, Duck Hunt, Yoshi's Island (Brawl), Kongo Jungle, Lylat, and Rainbow Cruise.
Battlefield, Pokemon Stadium 2: Bright and balanced, while it is subjective, some stages are very dark in this game and i think shifting the list around stages being visually effective is the way to go.
WarioWare Inc: small horizontal blast zones are not a reason to ban a stage when we've dealt with tiny stagelists for years. all stages have their ups and downsides, and that makes them unique.
Halberd: sharking is a little worrisome but i think it's the best of this type because it transforms between a version where sharking is and isn't possible. it's a really fun and dynamic stage.
Brinstar: the stage curving up in the middle really aids to not support sharking as much. the highish platforms also help this. it's the kind of stage that will always get striked against tiny characters like Young Link and Isabelle.
Skyloft: doesn't transform like halberd but the ledges being flat with the ground makes the ledge slightly less effective for stalling. could potentially remove from the list.
Mushroom Kingdom U: this stage is great and only suffers from the ledges being obscured and its size. size isn't really an issue in my opinion though and i think the platforms are great for preventing camping unlike Kongo Jungle.
Prism Tower: the least viable stage on the list, could easily be removed. the transformations are extremely short and i actually think that makes the less desirable transformations fine. at most it lets you stall for a few seconds.
Wuhu Island: ledge is extremely powerful as a third of the cast. sharking is inevitable and honestly disgusting on this stage, but could be viable with rules against sharking.
Duck Hunt: tree platform is just too high. stage is just imbalanced and awful, but i know somebody's going to want this stage.
Yoshi's Island: with halberd and smashville, this feels redundant. it invalidates striking if your character excels on said stages.
Kongo Jungle: platforms too high, way too easy to stall and never die. the center platforms are finicky.
Lylat Cruise: i wish this stage had a battlefield-like bottom. but sadly no. ledges are garbage, glitchy messes. this stage is a pain to play and a pain to watch. it benefits nobody to have it in. done and done.
Rainbow Cruise: believe it or not, this stage isn't that bad imo. the wall is the main issue, but yeah could be viable with more testing maybe.
final thoughts: i really really wish nintendo would help us out with a better hazards setting to make it easier to change on the fly. or maybe making it so you can flag certain stages as always hazards off and others as always hazards on. i love Fountain of Dreams and regular Smashville, and it sucks we can't use that. even without using Skyloft, Mushroom Kingdom U, and Prism Tower, you've still got a solid 11 stages and i'm all for that. i really think people should shift mindsets towards a stage's ups/downsides being what makes it unique, such as with MKU's obscured ledges or WarioWare's blast zones. giving players more options to decide what their character is good or bad one promotes more skill intensive tournaments. but also considering that having too many redundant stages will make strikes irrelevant, which is extremely bad.
def would appreciate any feedback on my reasoning here so i can take others thoughts into account!
Reset Bomb Forest: Interesting but the top platform is really gross and either results in camping or extremely early kills. The gap at the bottom is something I never ran into huge problems while testing but I could see it coming up as a problem. This is one of those stages that like, maybe has a shot under certain rulesets but I personally think it's not viable enough to be put into a list.Reset Bomb Forrest? Dracula's Castle? Green Greens?
Sadly many others I've spoken to disagree. Again, if we have too many stages that are similar or benefit one type of character, then strikes are invalidated and mean nothing in those matchups.Actually had this scenario come up in a tournament today:
-Opponent picks sonic
-I HAVE to strike 2 of the 3 large starters (FD and T&C) to deal with Sonic
-Sonic then gets PS2 for free and has an advantage because big open stage.
I really have a problem with starter lists that include FD AND another FD-like. FD has been controversial by itself since Melee... why are we adding another stage that is basically FD or FD with offstage platforms for like 60% of the time?
I don't have a problem with T&C itself... just the way it really skews the starters in a bad way by its inclusion (Kalos does the same thing).
I think we need a small stage as #5 in the starter list. That's why I've been advocating for WarioWare. Just going to say it... if WW is legal, there's no reason imo it should not be a starter. We have a strike system, so nobody who dislikes it needs to play on it in game 1, but it balances the list to not favor any character.
I've had no issues playing on Lylat and I've no issues watching it. The ledges aren't really bad, I labbed them a bit and recovering isn't hard. Lylat should remain legal, at least for the time being.ledges are garbage, glitchy messes. this stage is a pain to play and a pain to watch. it benefits nobody to have it in. done and done.
You should take Skyloft off the list. Not for any good reason, but because I just noticed that the platforms are ever so slightly asymmetrical and it pisses me off and I don't think I'll ever unsee it.
There are so many other options that are better than putting Warioware as a starter. For example:I think we need a small stage as #5 in the starter list. That's why I've been advocating for WarioWare. Just going to say it... if WW is legal, there's no reason imo it should not be a starter. We have a strike system, so nobody who dislikes it needs to play on it in game 1, but it balances the list to not favor any character.
thank you! this is really interesting, i'll have to get more testing done here for sure!here's the data from my document
sadly, these experiences are not universal. even without the tilting, lylat's ledges have always been extremely finicky even coming from melee battlefield. while i suppose i could personally have a bias on lucina or characters with extremely precise recoveries who benefit from sloped undersides like battlefield, i'm not just speaking for myself.I've had no issues playing on Lylat and I've no issues watching it. The ledges aren't really bad, I labbed them a bit and recovering isn't hard. Lylat should remain legal, at least for the time being.
flat stages as in omega flat zone etc – the character models are flattened so that when you turn the camera, they’re not 3DI was looking at this a few hours ago just to see which stages are legal and I have an inquiry about what was meant by "flat stages" within the regard of the second bullet point of the feasible stage list, since I presume it clearly could not mean the stages with walk-offs. Would it perhaps be, for example, Isle Delfino's stage (within the regard of the main platform) and the like?