Fenrir VII
Smash Master
- Joined
- Sep 9, 2005
- Messages
- 3,506
The "if it ain't broke, I'll break it" argument....
I'm a fan.
I'm a fan.
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The plane tilts often enough to get onto the other engine if you're attempting to circle camp, however I'm not sure circle camping is the best way to play on the yellow plane (as knocking people away who are trying to get to the engine you're on puts them in an awful position)Every character can abuse the plane tilt going up to the volcano to get on the right engine with only double jump except Ganon. I tested this thoroughly. The reason its hard to circle camp though is that when someone has the ability to approach you with their double jump and not their upB, the plane is not tilted in the right direction for you to be able to run to the other engine.
Generally people will engage when your engine is tilted up, making it very hard to get to the other engine. Finally its rather hard to get people to let you camp, you have to be in such a position that you can lose them for a good couple of seconds to set up for the camp unless you are a multi/high jump character.
So you want to transfer from 90% Smashville to 100% Final Destination to add variety?Alright, we need to start discussing the serious problem of 90% Smashville, 5% Battlefield, and 5% Town and City.
This game has 47 omega stages. I want to see the other stages.
The best solution? Start on FD, loser picks next omega stage. DONE. THE END. STAGE PROBLEM SOLVED. NO MORE 90% SMASHVILLE.
Why do I have to explain that I'm only interested in the stage backgrounds and music, not whether it has platforms on it?So you want to transfer from 90% Smashville to 100% Final Destination to add variety?
I'm... not really seeing the logic here.
Because this is insane. Competitors care about what stage they are actually playing on, not what it looks like.Why do I have to explain that I'm only interested in the stage backgrounds and music, not whether it has platforms on it?
Well camping is only for keeping a lead. Even though you have the advantage it's possible to lose it, so if you have a (strong) lead there's no reason not to run.The plane tilts often enough to get onto the other engine if you're attempting to circle camp, however I'm not sure circle camping is the best way to play on the yellow plane (as knocking people away who are trying to get to the engine you're on puts them in an awful position)
The problem with FD and Omega only is that by limiting stage selections you artificially increase the usability of ground based characters and projectile campers. It causes Metagame stagnation. Ice Climbers were only really good in Brawl because the fear of Meta Knight got all their bad stages banned, while many other characters might have really wanted those stages because they had better matchups thereWhy do I have to explain that I'm only interested in the stage backgrounds and music, not whether it has platforms on it?
I had a headache watching VGBC's stream today with nothing but Smashville and whistling music.
Even if we can't get rid of the starter/cp distiction because of time constraints making more three/five starters (a lot of places have moving lylat, town and city, and duck hunt to CP) and making a starter list with more variety (every single "dynamic" stage is a counterpick). There should be at least one stage with transformations as a starting stage (imo there should be more) and that would encourage people to learn more stages. A lot of people are generally lazy and don't want to pick stages they could loos on because lack of knowledge, but they all know how to play on Smashville, Battlefield, and Final Destination (for T&C they likely bothered to learn it because its so simple).Advocating no more starter/cp distictions might sincerely help with this as well as people would actually know how to use other stages and thus might pick them.
FD branch definitly. Walls are not so large a change as to require a second spot. You already have a nice 5 stage list for striking, so I see no reason for another FDStarters:
Final Destination
Battlefield
Smashville
Town and City
Lylat Cruise
Counterpicks:
Kongo Jungle 64
Skyloft
Delphino Plaza
Castle Seige
Wuhu Island
Duck Hunt
I'm debating adding in a walled Omega as a neutral, possibly Onett. Should it be it's own Neutral, or just an FD branch?
whatIma makin a stage list.
Starter:
Final Destination (Floating)
Final Destination (Walled)
Battlefield
Smashville
Town and City
Lylat Cruise
CP:
Big Battlefield
Duck Hunt
Colisseum
Mario Circuit 8
Windy Hill
Skyloft
Wii Fit Studio
Wuhu Island
Woolly World
Kongo Jungle 64
Castle Siege
Halberd
Norfair
Delfino Plaza.
Thoughts? I made this fairly conservative by my standards.
Yes, some omega forms have walls that extend to the bottom blastzone, others don't.what
also wtf 2 FDs
Gotta ask, what's liberal by your standards?Ima makin a stage list.
Starter:
Final Destination (Floating)
Final Destination (Walled)
Battlefield
Smashville
Town and City
Lylat Cruise
CP:
Big Battlefield
Duck Hunt
Colisseum
Mario Circuit 8
Windy Hill
Skyloft
Wii Fit Studio
Wuhu Island
Woolly World
Kongo Jungle 64
Castle Siege
Halberd
Norfair
Delfino Plaza.
Thoughts? I made this fairly conservative by my standards.
It's more meaningful to give the characters that like final destination a second final destination than the slight differences the walls bring. If you like final destination with walls, you probably like final destination floating.Yes, some omega forms have walls that extend to the bottom blastzone, others don't.
This is a meaningful difference.
What do you mean what?
Liberal would've included Mario Galaxy, Pilotwings, MKU, Garden of Hope and Luigi's Mansion.Gotta ask, what's liberal by your standards?
I agree with most of your list, except for the walled FD being a single slot. It's not as large a change as everyone says it is. A few recovery changes do not make up for a identical flat layout. It'd be like having two Lylats, or BFs, just making striking a massive hassle
I see what you two mean here, and I agree. Hadn't thought of it that way.It's more meaningful to give the characters that like final destination a second final destination than the slight differences the walls bring. If you like final destination with walls, you probably like final destination floating.
The real problem is that all of the Omega Stages are FD, which is a huge waste. They should have made it so that Omega Mode works like this:Why do I have to explain that I'm only interested in the stage backgrounds and music, not whether it has platforms on it?
I had a headache watching VGBC's stream today with nothing but Smashville and whistling music.
Jigglypuff. Float under the stage and abuse going from one side to the other. OR You can tell me how to talk to the guy and as a fellow TO I can tell him how I first hand witnessed the issues in my events.I mostly use Ness who is great on the stage with PKT stuff, but I'm also keen to try out any other characters or strategies that will abuse the stage mechanic and either give me an advantage or get the stage banned.
My Wii U will be present at the tourney so if I end up playing on it on PW I'll upload vids to show just how campy I can get (for those of you promoting PW's legality).
Well, it does give a pretty substantial recovery boost to some characters, as you have many more recovery options than on most stages. You can mix up onstage landings with the top platform, you can grab ledge, or you can go for the barrel. Characters with controllable recoveries are almost impossible to edgeguard here, and those whose recoveries are predictable at least get a few more options.I gotta say, why isn't KJ64 a starter? Sure in Smash 64, the edges were weird, but now with ledge snapping and moving as well and stagnate platforms as well as having space, the stage should be a starter.
So the problem is the fact that recoveries are good the stage? In this game, edgeguarding is even less emphasized though it's ironically the most important because everyone can live forever now, bar . Saying that recoveries are too good on this stage as a reason for changing it to a CP is a bit ludicrous. Since everyone benefits, then there is no reason to leave it as a CP. Maybe my affinity for the DK series is apparent, but this time, there is not a glaring problem in this stage to relegate it to CP. We're to stuck in the Brawl and Melee ruleset rut. All I want to is expand itWell, it does give a pretty substantial recovery boost to some characters, as you have many more recovery options than on most stages. You can mix up onstage landings with the top platform, you can grab ledge, or you can go for the barrel. Characters with controllable recoveries are almost impossible to edgeguard here, and those whose recoveries are predictable at least get a few more options.
Personally I feel that this stage has more of an effect on character viability than, say, Battlefield, which is why I would choose CP for this stage.
There are some people whose recovery is super strong even on stages like BF and FD, so they benefit less than others whose recoveries are a bit sub par on other stages.Saying that recoveries are too good on this stage as a reason for changing it to a CP is a bit ludicrous. Since everyone benefits, then there is no reason to leave it as a CP.
A good argument. I booted T&C to counterpick when I made my list for generally similar reasons, having so many similar stages can be a bit of a problem. Of course, you could argue that it is instead FD that should get the boot but we won't get into that now.Ok so enter T&C, a significantly larger smashville with non-constant platforms. This stage removes the 2 main improvements of smashville over FD, and leaves you with a slightly smaller FD that has platforms MOST of the time. Now this stage is not unfair, and I have no case of saying it is... There IS a case that FD, Smashville, and T&C all favor similar characters... So during striking, somebody who plays one of them is GUARANTEED one of those 3 stages.
To me, this is a problem.
I debated between these two (my original list had 7 starters and had both, + Halberd as the other stage). You can make a solid case for either, though my gut says Wuhu is a touch more fair overall. Both are a better choice than Halberd, and I think you can argue for KJ64 over Halberd as well.@ Terotrous , In functionality, I have absolutely no problem with that list (I personally might go with Delfino over Wuhu just so the stage can't kill anybody ever, but I'm not sure on that one).
Honestly, I haven't seen it, it seems to be a general agreement that Skyloft is one of the best stages and that Wuhu and Delfino are both pretty fair, though admittedly I try to stay away from Reddit and Eventhubs so it's possible some scrubby players over there might be complaining about them.There are people who are just outright calling for a ban on 2 of your starters (which I should state I vehemently disagree with), so I imagine there would be significant pushback on it.
Well in all fairness, Wuhu has been blasted by the upload of that 1 glitch video, which I find ridiculous. Most people call for a ban without understanding that the glitch will simply never happen in tournament without 1 player knowing about it and 1 player having no idea.Honestly, I haven't seen it, it seems to be a general agreement that Skyloft is one of the best stages and that Wuhu and Delfino are both pretty fair, though admittedly I try to stay away from Reddit and Eventhubs so it's possible some scrubby players over there might be complaining about them.
Only if we let it. Stages are an integral part of the smash metagame, and they way they affect gameplay makes competitive Smash a wonder to behold. If we cut out platformed stages, it'd be like cutting out assists in Marvel Vs Capcom, or Mix ups in Street Fighter. Yes, still the same game in a technical sense, and the meta may still develop in interesting ways, but its cutting out something which could really help the meta evolve and increase the Wow! factor when watching a match.My apologies if this has already been asked within this thread. Considering the argument against platforms in Smash 4 and the lack of any character being at an advantageous position from being on them, I feel this is a legitimate question:
Is there a chance that, as the metagame develops for competitive smash 4, will tournaments be reduced to only FD versions of every stage?
I've spoken at length with a fellow smasher about this and his point was that after extensive testing, no character seems to have any advantageous position or approach options from being on a platform. At the highest level of play (at least currently) the testing showed the advantage was always to the individual not on the platform, but below them on the solid ground.
Now with edge hogging and some other competitive aspects removed from the game, I'm not one to shy away from part of the meta being to combo your opponent onto the platform and use their disadvantageous position in my favor, but there's a fair point to the idea of limiting to FD only and also to keeping some non-FD stages in as well.
What do you think?