Boss N
Smash Journeyman
Would anyone want to test walk-off camping with me? Just so we can FINALLY put this dang subject to rest?
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Also the fruit only heal a minuscule amount of health so it's not like you're getting Max Tomatoes all the time. Plus the beehive and exploding coconuts are a rare occurrence, not too different from peach's stitch face. That is, if that particular round even has trees.I'd argue for the legality of Tortimer's Island, at least as a counterpick. Cap'n is no different from Randall and while the fruit is random it encourages central stage control, which is already an important part of Smash.
I should mention that I'm 100% in favor of a large and varied stage list, but I don't think that "it only screws everything up sometimes" is a good defense. Sure, it's a rare occurrence, but it only has to occur once at a grand finals to potentially make someone lose a hundred dollars, you know?Also the fruit only heal a minuscule amount of health so it's not like you're getting Max Tomatoes all the time. Plus the beehive and exploding coconuts are a rare occurrence, not too different from peach's stitch face. That is, if that particular round even has trees.
It might be true that the beehive isn't that big of a problem, and I haven't tested it at all, but I could see it being a much bigger problem than what you say; making things less safe, interrupting punishes or interrupting a jab you were going to use to interrupt someone else's move. It seems to me, at this time, that it really forces you to be defensive while you're being effected by it and gives a chance that pretty much any option you chose is going to fail because BEEEES. Interrupting combos and follow ups is also going to be problematic for some characters. I use Dthrow->Uair as Palu a lot to get my kills and if I'm getting stung in the middle of it all the time what could have been a kill just turns into some damage and a loss of momentum for me. If I'm behind a stock and I need that kill to even things up, this puts me at a pretty big disadvantage.The beehive only becomes a problem if you're off stage, while it does disrupt combos the damage is neglect able and is doesn't last too long, so unless your opponent is at high percentage I doubt it's gonna be a game changer, infact focusing your entire strategy around it might seem like a bad idea. Perhaps there can be a gentlemen's clause to the stage, if both players want to play on it then they need to agree to throw the beehive off the stage if it ever comes up.
That's not really true though. If you look at PM's stage list, there's plenty of potentially viable stages that are not allowed simply because they want to create a concise and varied set of stages that lacks redundancy.I think you're coming at this from the wrong angle. We shouldn't be figuring out which stages we're going to ALLOW, but which ones are disruptive enough to warrant a ban. If someone prefers Rainbow Road as their counterpick over Prism Tower, that's their business, and if the stage isn't to disruptive, then they shouldn't be banned from counterpicking it just because a similar stage exists.
Also, yes, Beehive is hella disruptive. It can turn a valid punish into a situation where the opponent gets a free punish instead. You basically can't attack at all except maybe for projectiles for a good 15 seconds while those bees are on you.It might be true that the beehive isn't that big of a problem, and I haven't tested it at all, but I could see it being a much bigger problem than what you say; making things less safe, interrupting punishes or interrupting a jab you were going to use to interrupt someone else's move.
The match ups are completely different on both Rainbow Road and Prism Tower. Yes, there are going to be some characters that are good on both (although I have yet to see sharking become a problem, even though it occurs). Some characters might be good on rainbow road, but bad on Prism Tower. Take Little Mac for example. I find when I play that Little Mac performs great on Rainbow Road since the main platform is always flat with no alternate platforms, and that he can utilizes the transformations with walk-offs to get kills without going near the edge. Now I find Little mac to be pretty bad on prism tower. Most of the stops just add platforms and shrink the main one, making it worse for little mac. Also note that I'm using Little Mac as an Example not a reason to make Rainbow Road legal; its just to show that who's good on Rainbow Road might now be good at Prism tower.That's not really true though. If you look at PM's stage list, there's plenty of potentially viable stages that are not allowed simply because they want to create a concise and varied set of stages that lacks redundancy.
Every stage you put into the legal list affects DSR and stage striking. If we put in both Prism Tower and Rainbow Road, a character who is good at sharking now has two similar stages that let them shark. Now, perhaps if there were more valid "battlefield-type" stages that might be fine, but looking at the stage list right now I don't think there's really room for another one. It's open to some debate, but I'd want to hear a good reason for including Rainbow Road beyond "it might be playable and there are so few other playable stages".
I don't know, Little Mac also probably has more problems avoiding the cars and on that rotating platform part of the stage. I'm not convinced it's drastically different for him.The match ups are completely different on both Rainbow Road and Prism Tower. Yes, there are going to be some characters that are good on both (although I have yet to see sharking become a problem, even though it occurs). Some characters might be good on rainbow road, but bad on Prism Tower. Take Little Mac for example. I find when I play that Little Mac performs great on Rainbow Road since the main platform is always flat with no alternate platforms
The cars are easily avoided by all characters if you know what your doing. Little Mac can also super armor through them, or counter through them. I'll give another Example of Jigglypuff. On Rainbow Road, her opponents can utilize the damaging floor to kill her earlier (since she's the lightest in the game) and it also makes her gimping game worse. On prism tower, a lot of the platforms are closer to the ceiling, meaning she can rest her opponents when they have less damage taken.I don't know, Little Mac also probably has more problems avoiding the cars and on that rotating platform part of the stage. I'm not convinced it's drastically different for him.
Also, Little Mac is the most stage-dependent character in the game, so he's not really a great example. Stage choices matter less for every other character compared to him.
Both of those options involve strong commitment and are punishable by the opponent. Jumping over the cars is obviously the best option.The cars are easily avoided by all characters if you know what your doing. Little Mac can also super armor through them, or counter through them.
In general, if you can hit someone into the damaging floor, they'd be dead on prism tower. It also generally takes absurd damage to die from the floor. It's true that it might make gimps slightly worse, but Jiggs isn't 100% gimps anymore, Bair has kill power.I'll give another Example of Jigglypuff. On Rainbow Road, her opponents can utilize the damaging floor to kill her earlier (since she's the lightest in the game) and it also makes her gimping game worse. On prism tower, a lot of the platforms are closer to the ceiling, meaning she can rest her opponents when they have less damage taken.
I know she has more options, I main Jiggs, but recovery's pretty good in this game for most characters, so unless your getting hit with gannon's down air (example not only move) , then Jiggs actually has a better chance of recovering on prism tower. (sorry for badly wording this answer)Both of those options involve strong commitment and are punishable by the opponent. Jumping over the cars is obviously the best option.
In general, if you can hit someone into the damaging floor, they'd be dead on prism tower. It also generally takes absurd damage to die from the floor. It's true that it might make gimps slightly worse, but Jiggs isn't 100% gimps anymore, Bair has kill power.
Jumping over the cars might actually be the worst option for Little Mac, especially compared to his absolutely absurd Slip Counter. That thing is monstrous: it lasts freaking forever, he's intangible for the entire counterattack, and the defensive collision that triggers Little Mac's counterattack is bigger than his hurtbox so you can't even whiff an attack to bait a failed counter. The Slip Counter returns him to neutral pretty quickly while also possibly dealing damage to an opponent, while jumping leaves him in the air and vulnerable.Both of those options involve strong commitment and are punishable by the opponent. Jumping over the cars is obviously the best option.
In general, if you can hit someone into the damaging floor, they'd be dead on prism tower. It also generally takes absurd damage to die from the floor. It's true that it might make gimps slightly worse, but Jiggs isn't 100% gimps anymore, Bair has kill power.
Well yeah, I mean it's the best in general. It's clearly a horrible option for Little Mac.Jumping over the cars might actually be the worst option for Little Mac, especially compared to his absolutely absurd Slip Counter. That thing is monstrous: it lasts freaking forever, he's intangible for the entire counterattack, and the defensive collision that triggers Little Mac's counterattack is bigger than his hurtbox so you can't even whiff an attack to bait a failed counter. The Slip Counter returns him to neutral pretty quickly while also possibly dealing damage to an opponent, while jumping leaves him in the air and vulnerable.
And I strongly dislike that about PM's stage list and it's a huge part of why I don't play it. There are differences between the two stages and certain characters or players might have a preference for one or the other. I don't think banning a stage from play because there's a stage similar to it is the correct choice of action, at all. Something shouldn't be made illegal and removed from play unless it presents a clear problem.That's not really true though. If you look at PM's stage list, there's plenty of potentially viable stages that are not allowed simply because they want to create a concise and varied set of stages that lacks redundancy.
Every stage you put into the legal list affects DSR and stage striking. If we put in both Prism Tower and Rainbow Road, a character who is good at sharking now has two similar stages that let them shark. Now, perhaps if there were more valid "battlefield-type" stages that might be fine, but looking at the stage list right now I don't think there's really room for another one. It's open to some debate, but I'd want to hear a good reason for including Rainbow Road beyond "it might be playable and there are so few other playable stages".
Also it's not basically just FD, there are platforms on it. I agree that it's too disruptive from where I'm looking at it but FD it ain't.Add in Fruit and random exploding coconuts on a stage which is basically just FD anyway and I really see no reason to include it.
You listed Jungle Japes twice.As of now, with no way to turn off certain things in single player, I feel like this is a pretty good (albeit conservative) Doubles stage list:
NEUTRALS:
-Battlefield
-Final Destination/Omega Stages
-Jungle Japes
-Tomodachi Life
-Yoshi's Island
COUNTERPICKS:
-Arena Ferox
-Prism Tower
-Rainbow Road
-Jungle Japes
Feelin a solid 2 stage bans for winner on this.
No stage is technically banned yet. Spirit Train was almost a great stage, but the bomb car can go on the train and blow the whole thing up. It a very intrusive hazards that near impossible to avoid and basically kills both players. Greninja's side B shouldn't indicate whether or not we ban stages.Dont see why spirit tracks is banned, it's not the same nonsense as Big blue and is pretty much stable. Mute city is also decent.
Why would anyone advocate for Rainbow Road its trash. Prism tower is perfect. Also as far as I can tell even if y ou lock-on to greninja his Side B doesn't indicate its telegraph on any 2d stage. Id assume this would make 2d Omega's autobanned due to the information loss unless Im missing something.
I think it's random but I'm not sure.Is there a proc for it as i've seen the bomb car yet have not witnessed an explosion.
I've yet to see that there is enough value in keeping the 2d Omega's over removing abnormal advantages.
Wow, fail. Yeah, that counterpick Jungle Japes should be Reset Bomb Forest.You listed Jungle Japes twice.
Jungle Japes is basically the same as it is in melee. The water is basically an KO, especially from the left side, and klaptrap is random. It is definitely not good as a legal stage. Characters with good projectile and gimping game have a huge advantage on it. It also has a really high ceiling, which makes vertical kills much harder to pull off; not like that matters since almost every kill will be to the water.Haven't tested it here yet but in Brawl Claptraps were on a ten second timer and easy to predict. I didn't really approve of banning it, though now the absence of swimming might change things.
Edit: Also, Pictochat one had a "safe zone" that could be controled to avoid almost all of the hazards, supporting strong stage control. As far as I can tell Picto2's hazards are more disrupting.
I feel like the water is still a bit extreme though. The thing that makes gimps entertaining and fun to do is that it takes skill to keep your opponent from coming back. On Jungle Japes you basically just knock them off and they're screwed because that stage kills you about the second you hit the water, and the water isn't far from the stage.Japes is one of those stages you naturally hate but should actually be legal. Changing the payoff for gimp kills is no different from changing the pay off for upsmash kills with changing ceiling heights.
Omega is the same as FD. The few small difference aren't enough to warrant them being different stages.So what's generally the rule on omega stages? How about Omega form stages are only able to be chosen as counterpicks?
It's a low floor stage. You could say the same thing about low ceiling stages. "The thing that makes juggling so entertaining and fun to do is that it takes skill to keep your opponent from coming down. On Halberd you basically just knock them up and they're screwed because that stage kills you about the second you hit the blastzone, and the blastzone isn't far from the stage".I feel like the water is still a bit extreme though. The thing that makes gimps entertaining and fun to do is that it takes skill to keep your opponent from coming back. On Jungle Japes you basically just knock them off and they're screwed because that stage kills you about the second you hit the water, and the water isn't far from the stage.
I think the water in conjunction with the dtage layout makes it really campy too. Hiding on a side platform and trying to keep yout opponent off it works great since they can die at any percent if they screw their approach up.