Hello, and welcome to the Stagelist Discussion thread. This is a continuation from the previous thread by GamerGuy09. Many changes have occurred and information has come to light since E3, and as such some re-evaluation with a fresh take is in order. I've tried to keep a low bias with information for the plausible stages and strongly recommend discussion of stages in an informative manner. You may also find Bans.Page helpful for you, designed by WaveParadigm and Invis.
If you have any suggestions for this thread, please feel free to voice them. Much of this is based upon Kyokoro's stagelist thread from Smash 4. This thread features a list of stages (5 in total) with each describing the general competitive situation of the stage. If you feel a stage should be moved from a list to another, please voice so.
Before all of this, it's important to consider the question of the stage hazard toggle. While a great number of stages can be gained, a handful drastically change or become too similar to other stages to reasonably use. Please read here for information of how each stage is affected. While I will not specifically decry the preference of one over the other, the following three are the general rules seen:
Notes:
Common List
Stages that are widely legal, starter or counterpick on most tournament rulesets.
Feasible List
Stages that are likely feasible for competitive play, but are not universally present on common rulesets.
Suspect List
Stages that are not likely suited for competitive play, regardless of hazards. These are due to general size, randomness in hazardless form, issues with stage geometry, etc.
If you have any suggestions for this thread, please feel free to voice them. Much of this is based upon Kyokoro's stagelist thread from Smash 4. This thread features a list of stages (5 in total) with each describing the general competitive situation of the stage. If you feel a stage should be moved from a list to another, please voice so.
Before all of this, it's important to consider the question of the stage hazard toggle. While a great number of stages can be gained, a handful drastically change or become too similar to other stages to reasonably use. Please read here for information of how each stage is affected. While I will not specifically decry the preference of one over the other, the following three are the general rules seen:
- Hazards left all on
- Hazards left all off
- Hazards left all on, but select stages are used as hazardless
Notes:
- "Flat Stages" refers to Duck Hunt, Flat Zone X, Dream Land GB, Hanenbow, Super Mario Maker, Mute City (SNES) and Pac-Land.
- Stages listed with (hazards) or (hazardless) are assumed to be referring to legality under that manner. If it is not specified, it is referring to both.
- Data for stages can be found here, from Munomario777 . Stages listed in this document are linked to within the spoilers, if available.
Common List
Stages that are widely legal, starter or counterpick on most tournament rulesets.
- Battlefield
- Static and basic triplatform stage. Features symmetrical layout.
- Does not differ across hazard settings.
- Final Destination
- Static, flat stage. Features symmetrical layout and transforming visuals.
- Does not differ across hazard settings.
- Smashville
- Basic, flat shape with platform that moves left to right, and goes offstage. A balloon will occasionally travel across the screen, which can be hit and interacts with moves.
- The hazardless version forces the platform to be stuck in the center, and no balloon spawns.
- Town and City
- Basic, flat shape with two different sets of platform layouts; one layout have three platforms with the center one moving up and down, and the second layout having two platforms moving from the center to the sides of the stage. Inbetween these, the platforms move to the blastzones and create a completely flat stage. A balloon will occasionally travel across the screen, which can be hit and interacts with moves.
- The hazardless version features frozen versions of both layouts, with the platforms not moving, and no balloon spawns.
- Pokemon Stadium 2 (hazardless)
- Static stage with two small platforms on the left and right side of the stage. Features symmetrical layout.
- Yoshi's Island: Brawl
- A curved, uneven terrain shape with a large center platform that will occasionally tilt. Features transforming visuals. On occasion, a platform will rise on the left or right side of the stage and can be grabbed, rising from the bottom blastzone. Shy Guys will frequently spawn in the center of the stage, which can be hit and interact with moves.
- The hazardless version features no platform tilting, and the support platforms do not spawn.
- Kalos Pokemon League (hazardless)
- A larger, mostly flat stage with two platforms that go slightly offstage. Features symmetrical layout.
- Small Battlefield
- Added in a post launch update.
- A stage nearly identical to standard Battlefield with two platforms similar in structure to Pokemon Stadium 2.
- Does not change between Hazards and Hazards Off versions.
- Northern Cave (DLC)
- A medium length stage with two platforms that stick off the side. A visual display in the background sometimes features rapidly changing and bright colors.
- Does not change between Hazards and Hazards Off variations.
- Lylat Cruise
- A three-platform style layout with the platforms being close to the general stage. The stage will tilt occasionally at a small angle. Features transforming visuals.
- The hazardless version features no tilting. There are still transforms with the visuals, but the selected visual is the same across transformations.
- Hollow Bastion (DLC)
- A flat, single platform stage with a structure similar to Hazardless Smashville.
- On Hazards on, the stage transitions from an aesthetic standpoint with the stage fading to white and the background fading to black.
- Yoshi's Story
- A triplatform style layout similar to Battlefield, which features a slant next to the ledges and solid walls on the side of the stage. A cloud platform will occasionally appear on the side of the stage, traveling back and forth in a rectangular pattern. In addition, Shy Guys spawn throughout the stage, which can be hit and interact with moves.
- The hazardless version features no Shy Guys or cloud platform, which makes it similar to Battlefield in basic shape with slants near the ledges.
Feasible List
Stages that are likely feasible for competitive play, but are not universally present on common rulesets.
- Battlefield and Omega stages (ignoring Flat Stages)
- These stages are effectively Battlefield, and largely act the same as the original stages with aesthetic differences.
- Flat stages are excluded from this list, as they flatten the Z-axis and change move behavior.
- For stage data, please see Battlefield and Final Destination in the previous section.
- Unova Pokemon League (hazardless)
- A larger, mostly flat stage with two platforms that stay onstage, similar to Pokemon Stadium 1 and 2. The sides of the stages are uneven walls.
- Pokemon Stadium 1
- A transforming stage with a neutral layout of two platforms on the left and right side of the stage. There are 4 major transformations; one with a large left obstruction in the stage and multiple slanted platforms (Rock), an uneven terrain one with two platforms at the center (Grass), a transformation with two platforms on the side and a windmill with 4 platforms (Water), and one with a longer platform on the right side, and a tree-trunk shape with a side platform on the left side.
- The hazardless version keeps the stage in it's neutral layout, making it largely similar to Pokemon Stadium 1, but there are slight differences in the overall size and position of the layout (namely the bottom blast zone and width of the stage).
- Brinstar (hazardless)
- A three-platform style stage with two platforms that hang over the side of the stage (one is flat, and another is curved), and one that sits unevenly above the main stage. The overall terrain is not even.
- Warioware, Inc. (hazardless)
- A four-platform style stage with two on each side (a longer platform closer to the stage, and a shorter one above that). The sides of the stage are walls.
- Frigate Orpheon (hazardless)
- A single-platform styled stage, with the platform being on the left side of the stage up to the ledge. The right third of the stage can be passed from below and will occasionally move up and down, which can create a wall.
- Skyloft (hazardless)
- A three-platform style stage, with one platform placed above the center of the stage and two longer, slanted platforms that are asymmetrical. The bottom platform of the stage can be passed through from below, leaving the stage with no walls.
- Halberd (hazardless)
- A smaller stage with a platform close to the main stage. Features symmetrical layout and small transforming visuals. The bottom platform of the stage can be passed through from below, leaving the stage with no walls during the flying portion. The start of the stage features a 12 second walkoff.
- Castle Siege (hazardless)
- A slanted, double tier layout with two platforms on each side of the stage with varying heights. The sides of the stage have uneven walls.
- Dream Land 64
- A triplatform style layout similar to Battlefield, which features a different underside shape. Occasionally, a wind-effect will be produced from the stage, aiming left or right, that can move fighters.
- The hazardless version features no wind-effect, which makes it similar to Battlefield in basic shape.
- Mushroom Kingdom U (hazardless)
- A large stage with 3 long platforms at different heights, two on the left side and one on the right. The sides of the stage are solid walls. Features grassy terrain.
- Midgar (hazardless)
- A triplatform style layout similar to Battlefield, with a different styled underside. The platforms are differently sized compared to Battlefield, and the underside of the stage is not symmetrical.
- Wily Castle (hazardless)
- A flat, box-styled stage similar to Final Destination with a different stage width (1.1x). The sides of the stage are solid walls. Features symmetrical layout.
- Green Greens (hazardless)
- A multi-platform stage with two small, passable platforms across the main, larger stage.
- Wuhu Island (hazardless)
- A long, single platform stage with slants near the ledge. The bottom platform of the stage can be passed through from below, leaving the stage with no walls. Features transforming visuals.
- Reset Bomb Forest (hazardless)
- A triplatform style stage with the platforms favoring the right side, and two smaller platforms. The sides of these main platforms are walls.
- Norfair (hazardless)
- A multi-playform style stage with a small, main platform at the bottom, and 4 larger, passable platforms with ledges on the outside stacked above it on the left and right sides.
- Umbra Clock Tower (hazardless)
- A flat stage with the exact width of Final Destination, but an asymmetrical layout beneath the main floor.
- Kongo Jungle (hazardless)
- A slanted, semiflat stage with two slanted platforms above the left and right sides of the stage. There are two platforms in the middle of the stage as well. The bottom platform of the stage can be passed through from below, leaving the stage with no walls. Features transforming visuals.
- Prism Tower
- A transforming stage that starts on the ground with walkoffs, then slowly scales up the tower, sporting 6 layouts in total: an initial flat layout with a walkoff, a flat layout, a triple platform layout with two platforms over the side of the stage, a single platform above the main stage, two platforms over the side of the stage, and then the flat layout once more, before restarting. The transitions are the exact same each time through. The bottom platform of the stage can be passed through from below, leaving the stage with no walls. Features transforming visuals.
- Does not differ across hazard settings.
- Pictochat 2 (hazardless)
- A flat, box-styled stage similar to Final Destination with slopes at the ledge.
- New Donk City
- A transforming stage that starts on the ground with walkoffs and a small platform, then adds in different layouts, including a two platform layout, single platform layout, and four platform layout with platforms going between the walls. Features transforming visuals. The layout differs between trips.
- The hazardless version removes the musicians (albeit they normally do not affect gameplay).
- Delfino Plaza
- A transforming stage that starts on a basic platform and randomly transitions through a variety of different layouts, including ones with large single spherical stages and water, triple hard platforms with water, multiple flat, multi-tiered stages with walkoffs, and a layout with multi-tiered platforms (with the outside being soft platforms). Features transforming visuals and water. The layout differs between trips.
- Does not differ across hazard settings.
- Mementos (Hazards Off) (DLC)
- An uneven ground stage of larger size with two soft platforms on the left side. The level's aesthetic changes depending on the music selected.
- Yggdrasil's Altar (Hazards Off) (DLC)
- A transforming stage with soft platforms flying in and out of the stage as it progresses atop a larger, single platform. The start of the match has a short walk off section similar to Halberd.
- Spring Stadium (Hazards Off) (DLC)
- A single platform, medium length stage with a soft platform in the center. A wall exists on both sides of the map at the ceiling which intercepts some launch trajectories.
- Fountain of Dreams
- A triplatform style layout similar to Battlefield with a larger side wall. The two side platforms will change position and sometimes fall beneath the stage.
- The hazardless version features no platform movement, making it quite similar to Battlefield in basic shape.
- The stage currently suffers from occasional framedrops on either settings due to the graphical intensity of the 2-4 player version of the stage. This is regardless of hazards on or off.
Suspect List
Stages that are not likely suited for competitive play, regardless of hazards. These are due to general size, randomness in hazardless form, issues with stage geometry, etc.
- Any hazards version of a stage listed above that was not specified
- Hyrule Castle 64
- Saffron City
- Mushroom Kingdom
- Yoshi's Island (Melee)
- Temple
- Great Bay
- Onett
- Venom
- Bridge of Eldin
- Port Town Aero Dive
- Distant Planet
- Hanenbow
- Mario Bros.
- 75m
- Luigi's Mansion
- Shadow Moses Island
- Summit
- New Pork City
- Green Hill Zone
- 3D Land
- Golden Plains
- Paper Mario
- Gerudo Valley
- Spirit Train
- Dream Land GB
- Mute City SNES
- Mario Galaxy
- Tomodachi Life
- Find Mii
- Living Room
- Balloon Fight
- Tortimer Island
- The Great Cave Offensive
- Coliseum
- Flat Zone X
- Palutena's Temple
- Garden of Hope
- Wii Fit Studio
- Boxing Ring
- Gaur Plain
- Wrecking Crew
- Windy Hill Zone
- PAC-LAND
- Suzaku Castle
- Moray Towers
- Big Battlefield
- Peach's Castle 64
- Super Happy Tree
- Corneria
- Delfino Plaza
- Spear Pillar
- Pirate Ship
- Mario Circuit
- Arena Ferox
- Gamer
- Super Mario Maker
- Pilotwings
- Duck Hunt
- Magicant
- Great Plateau Tower
- Dracula's Castle
- Rainbow Cruise
- Spiral Mountain (DLC)
- KOF Stadium (DLC)
- Garreg Mach Monestary (DLC)
- Minecraft World (DLC)
- Cloud Sea of Alrest (DLC)
- Mishima Dojo (DLC)
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