LiteralGrill
Smokin' Hot~
It is starter stage kind of material? Like that good now?Not a chance. It's smaller relative to the characters, and the platforms rise much higher than they did in Melee.
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It is starter stage kind of material? Like that good now?Not a chance. It's smaller relative to the characters, and the platforms rise much higher than they did in Melee.
It definitely could be. Will it? Who knows.It is starter stage kind of material? Like that good now?
Yes. Absolutely.It is starter stage kind of material? Like that good now?
PS's song was found in PS2 I thought?and for some speculation, assuming they return mostly unfixed, how do you think possible past stages would be handled this time?
so far, the stages that haven't been 100% deconfirmed via their music being elsewhere:
-Pirate Ship: all 3 probably have the same issues of before
-Icicle Mountain
-Hanenbow
-Fountain of Dreams: still good
-Pokemon Stadium 1: still ok
-Kongo Jungle Melee: might sill have camping issues on the rock
-Mushroom Kingdom Melee: too many caves of life
-Mushroom Kingdom II: even if walk-offs are fine, this... i'm nto sure on it, actually.
-Fourside: the layout and the ufo probably still kill it
-Hyrule Castle 64: might be ok for doubles only
-Dream Land 64: good
-Saffron City 64: the pokemon might not return for this one (at least char), but i don't see this layout gettign many fans
-Mushroom Kingdom 64: no
-Peach's Castle 64: no.
-Planet Zebes 64
Pirate Ship: Great Sea has a new arrangement on Skyloft, Village of the Blue Maiden on Skyloft, Tal Tal Heights on Skyloft, Song of Storms on Temple, Gerudo Valley on Temple. As much as I want there to be a Windwaker HD stage, all signs point to it being gone.so far, the stages that haven't been 100% deconfirmed via their music being elsewhere:
-Pirate Ship: all 3 probably have the same issues of before
-Icicle Mountain
-Hanenbow
Yup. If you haven't been on there, here's a list of confirmed songs and which stages they're on.PS's song was found in PS2 I thought?
Well. That's interesting.not that it matters uch to us, but it seems flat zone 1 and 2 were lazily merged into one thing:
https://www.youtube.com/watch?v=AFEHX86-ico&list=UUHcRETOeWvfhQU9U6Y7zJUg
i'd really rather not take the chance with Rock, Flying, Fire and Electric being available all at once...Well. That's interesting.
I wish they'd do the same thing with Pokemon Stadium 2, merge it with Pokemon Stadium 1.
It's that perfect type of goof around casual stage, with items on high and such. I don't go on there for a serious fight, ever.That makes me sad. I actually enjoyed Flat Zone 1 in a quirky way for fun matches. Combining them makes me even less interested now
fix'd, at least when Miiverse comes outThat video makes it seem pretty likely to me that we know every stage now. Notice how nicely everything lines up on the stage select screen; no series is divided between two rows with the top row having five, the bottom row having four, and every other row having six. Of course, this player has still not unlocked Pac-Land, but it can just take a 5th spot on the bottom row next to the other third party stages to make the SSS even more symmetrical whereas adding more stages beyond that would require everything to re-arrange from this formation that is more orderly than any other we'e seen including the one with nothing unlocked. Given how much this guy has done (including seemingly clearing Event Mode in full) and that we have seen no evidence of any other stages whereas we saw a match on Flat Zone X days ago it seems even more likely that we know every stage already for 47 total stages in the game.
I'd like to point out that between the Random button and "Normal" there's enough room for one more tab. DLC which will have Miiverse as the first stage to appear on it? The CSS has no obvious spot for Mewtwo either with everything on it lining up really neatly as well so it seems likely the GUI is meant to look nice pre-DLC and will be expanded into something else nice looking when DLC is added in.fix'd, at least when Miiverse comes out
what do you mean the CSS has no room for Mewtwo? It has room for 2 more characters, one at the top and one at the bottom and then everything lines up perfectlyI'd like to point out that between the Random button and "Normal" there's enough room for one more tab. DLC which will have Miiverse as the first stage to appear on it? The CSS has no obvious spot for Mewtwo either with everything on it lining up really neatly as well so it seems likely the GUI is meant to look nice pre-DLC and will be expanded into something else nice looking when DLC is added in.
I was wondering if that meant there's only 2 DLC characters, or there could be a DLC spot that has the others in it. Then it'd be almost like the Melee select screen with full grid except the last line.what do you mean the CSS has no room for Mewtwo? It has room for 2 more characters, one at the top and one at the bottom and then everything lines up perfectly
Oh, you know what that could be? Downloaded stages, unless those go in Custom. It'll be possible to share Stage Builder stages later on. Though I do really hope it's DLC.I'd like to point out that between the Random button and "Normal" there's enough room for one more tab. DLC which will have Miiverse as the first stage to appear on it? The CSS has no obvious spot for Mewtwo either with everything on it lining up really neatly as well so it seems likely the GUI is meant to look nice pre-DLC and will be expanded into something else nice looking when DLC is added in.
I'm still holding out hope for Meta Crystal from Smash 64, or possibly Saffron City with a Hoenn skin. If we're going by Stage Select Screen Layout logic, there's room for one more stage on the top row, which would probably be a special stage, or a Smash Bros series stage. Meta Crystal fits the bill!I was wondering if that meant there's only 2 DLC characters, or there could be a DLC spot that has the others in it. Then it'd be almost like the Melee select screen with full grid except the last line.
I will say, for stages, it's really weird that ONLY Kongo Jungle 64 is a N64 stage. I'm still thinking there's a really complicated requirement on the Challenges that unlocks another stage or 2, at least one of which being a N64 stage.
Thanks. Also the issue with custom stages are still getting the community to agree on them, and also the fact that we already have a large stage list without them.
You're missing the point. The transitions themselves creating walls/ceilings is not what I was complaining about.Rainbow Cruise is legal? Under which stagelist?
Anyway, looking at that Mario Circuit match, the stage is clearly legal. Yes, there's a wall that can save people, but its location is not random in any way. It's actually a stage control mechanic to position yourself such that your opponent's best kill moves will hit you into the wall. If your opponent has that favourable stage position you have to dislodge them first before going for the kill, or at least stall until the wall moves to a different location.
In that specific match, the fact that Robin just kept going for pointless SmashFAirs when Lucario had his back to the wall is what gave him the match, under no situation could those have killed so that was just staling that move and building Lucario's aura. The better play was to try to get Lucario away from the wall using a grab or ArcFire + jump behind, then if they landed one of those attacks he would die.
This is honestly a bit disappointing. I mean the stages that are in are fantastic, but seriously, only one N64 stage? Why? Are the gonna be more as DLC? ...As much as I hate to ask, did Nintendo pull a Capcom?It has been confirmed now beyond doubt that we know every stage:
I expected around 35 stages on both versions so I can't be upset with this stage set of 46 for the version that matters. I'm not sure why it matters if we have zero, one, or nine N64 stages since a stage is a stage and it's about how many good stages we have and not where they came from (and honestly, this was by far the best choice for an N64 stage). We obviously don't know if there's traces of DLC on disc for sure, but I severely doubt Nintendo has completed DLC they are withholding on disc to sell to us at a profit later since, if the DLC were done, we would not be waiting until the spring for Mewtwo and either way Nintendo has a record at this point of avoiding poor business practices with DLC. None of this is really relevant to stage analysis and discussion, but I think we can be very happy with the quality and quantity of content here.This is honestly a bit disappointing. I mean the stages that are in are fantastic, but seriously, only one N64 stage? Why? Are the gonna be more as DLC? ...As much as I hate to ask, did Nintendo pull a Capcom?
Yeah, I'll be testing the stages as much as possible over the weekend. Even just letting it run while doing homework on my netbook, in the cases of stages like Kalos Pokemon League.I expected around 35 stages on both versions so I can't be upset with this stage set of 46 for the version that matters. I'm not sure why it matters if we have zero, one, or nine N64 stages since a stage is a stage and it's about how many good stages we have and not where they came from (and honestly, this was by far the best choice for an N64 stage). We obviously don't know if there's traces of DLC on disc for sure, but I severely doubt Nintendo has completed DLC they are withholding on disc to sell to us at a profit later since, if the DLC were done, we would not be waiting until the spring for Mewtwo and either way Nintendo has a record at this point of avoiding poor business practices with DLC. None of this is really relevant ot stage analysis and discussion, but I think we can be very happy with the quality and quantity of content here.
I suppose the main thing is that now that we're sure of everything that's in the game we need to be ready to figure out how it all works. My first goal is going to be tracing out the exact dynamics of Orbital Gate Assault, but I also want to clarify every dynamic in Garden of Hope, every change in Pokemon Stadium 2, how much the cars in PTAD were weakened, and if there have been any changes to the hazards on Norfair in general. Those are I feel going to be the early places where knowledge will really be abel to direct us and hence my focus, and I hope everyone has some kinds of priorities of things to look out for or specifically test out in less than two days (!!) so we can hit the ground running on getting the stage list for this game in order.
You're forgetting the new stages added to 3DS, which I believe numbers in 23.This is honestly a bit disappointing. I mean the stages that are in are fantastic, but seriously, only one N64 stage? Why? Are the gonna be more as DLC? ...As much as I hate to ask, did Nintendo pull a Capcom?
Edit: 23 new stages, including Big Battlefield, but not including Flat Zone X or Miiverse.
Brawl had 29 new stages.
Melee had 24 new stages.
(Note: None of these lists include vanilla Battlefield or FD)
I'm not saying I'm mad or anything, just a bit disappointed that this is the smallest list of new stages we've had since 64.
fix'dLet's see, regarding a potential legal stage list:
FD
Battlefield/Miiverse
Big Battlefield (?) (too big?)
Duck Hunt stage
Smashville
Town and City
Delfino Plaza
Halberd
Congo Jungle 64
Pokemon Stadium 2
Pilot Wings
Lyat Wars
Skyworld
Any I'm forgetting? Even if some of those won't be in, it still leaves a healthy amount. which is a relief with the limited amount of proper 3DS stages.
Oh right, thanks and yeah. Skyloft seems like a good stage, Isn't WiiFit Studio and Mario Galaxy stage walkoffs though?fix'd
not to mention Skyloft, Wuhu Island, Wii Fit Studio and Mario Galaxy.
they are, but unlike most other walkoffs, that's the only objectionable thing about them. I think they have the potential to be counterpicks. No hazards like in Bridge of Eldon, no scrolling like Mushroomy Kingdom, no teching off blocks like in the Melee Mushroom Kingdom stage, etcOh right, thanks and yeah. Skyloft seems like a good stage, Isn't WiiFit Studio and Mario Galaxy stage walkoffs though?
except we dont have chaingrabs anymore and projectiles have been toned down. Two of the major problems with walkoff camping are addressed now. We should at least test the harmless walkoffs before we make sweeping judgementsWalkoffs that don't transform can't be legal due to walk off camping.
Walkoffs with hazards are actually more viable than those without because the hazards reduce the effectiveness of walkoff camping a little bit.
I got that part. It's still deterministic and doesn't really shift that rapidly. It also only saved Lucario once.You're missing the point. The transitions themselves creating walls/ceilings is not what I was complaining about.
The track being active (as a wall or ceiling) WHILE THE STAGE IS MOVING is what I was complaining about.
Unless you can reflect or absorb.Projectiles are actually a really good anti-walkoff camp strategy