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It's like this for any match that has a time limit. It's like this right now. You should always be looking at the time. The length wouldn't change any strategies unless you weren't looking at the time before. It's probably misleading anyways to define matches as "aggressive" and "campy". There a time limit win condition and a KO win condition. I'm specifically proposing that the time limit is a little longer than average matches so your decisions in matches where time limits are important have the same amount of weight that they usually have in matches where KO's are important. I'd like to nail down a specific time, but this would actually need to be tested.A longer/agreeable time limit also allows both players options in battle. Shortening the time limit increases the likelihood of stalling matches. As you say, all you need is 1 simple advantage to win for a time out. Why would any player want to risk a loss on an aggressive playstyle? It would be much smarter to play very defensively. When you have more wiggle room with the time limit, the losing player is suddenly given more time to take the stock back. Furthermore, it also helps the winning player to risk more as well because they can afford to.
That's what I've been saying the whole time, I agree with you! I'm pointing out that the vast difference in time between types of matches is creating the perception that camping is a drag. Enough to ban stages around that philosophy.You don't make a ruleset to limit players. You try to balance as many options as possible. I want a competitive environment where you can win by being aggressive OR defensive. Different players exist. This is the same attitude we approach with stages. We want stages that allow players to show off their skill without something arbitrarily killing them off.
I agree with you too! Unfortunately, the reality is you can do it RIGHT NOW with the current ruleset, regardless of legal or illegal stage. Everyone just ignores the time limit for some reason. In fact, you can do it on any stage with any time limit. It's perfectly legal, but the fact that it has a negative stigma is why I'm proposing something different. I'm not going to complain without proposing a solution. I don't like 8 minutes either, so that's why I'm shooting for something like 5 or 6 minutes.No one wants matches determined be who can get the first hit and avoid conflict for 8 minutes.
I want to agree with you but the logic doesn't make sense. Think about how this would happen in an actual match. Match starts, you got hit, the opponent uses their knowledge of the stage to run away, you let them get away the whole time, match ends. They win.When there are time limits, even if the player not in the lead is super offensive, if camping makes it impossible to reach his opponent it means absolutely nothing.
I don't think you understand how powerful camping can be. If I am the first one hit and lost because you ran away, I didn't let you run away; it was impossible for me to catch you.I want to agree with you but the logic doesn't make sense. Think about how this would happen in an actual match. Match starts, you got hit, the opponent uses their knowledge of the stage to run away, you let them get away the whole time, match ends. They win.
To say the stage is broken is completely ignoring the mistakes you made in the match, getting hit a lot, so much that you couldn't come back, and letting them get away the entire time. Who's fault is that? It's not the stage. The opponent has access to the same stage as you. What were they doing and did you really have no options? With some good reads, you can predict where they'll go. Lowering or raising the time limit will never help you against this opponent who's apparently downloaded your habits, but at least it stings less with a lower time limit.
You know you can apply this to any timed out match on literally every stage, right? It doesn't even matter what the time limit is. The only time where this is a legit issue are times where you have a tie. That's why tiebreakers exist, though.
The default game actually has a solution to this, surprisingly. You have to get a whole stock lead to win by time, so getting a couple hits and running won't work. In sudden death, if you make the decision to run, you'll throw your one fair chance to win away by getting randomly bombed. That...sounds almost poetic....LOL
Those stages aren't, because from other tournaments or analysis we already know they are too broken to test.Are some of those stages not part of our stage testing tournament in saturday? Are you considering revising the list, or going with it to not only show good stages, but likely bad ones too
I was going to respond but @ Piford funny enough went and got the exact video i was going to look for. This kind of gameplay is bad, and if they'd have taken that match even more seriously it would have been ridiculous.Snip'd
I totally understand what you're trying to show me. In the second match, I can't think of any options that M2K or ZeRo could use to catch up when they were tied. They were both fully aware of the stage and there was nothing to be done...right? (Although I'm wondering something, if you really wanted to win, why would you camp out a match at a tie?) This is a pretty clear cut example for Temple in Brawl.I don't think you understand how powerful camping can be. If I am the first one hit and lost because you ran away, I didn't let you run away; it was impossible for me to catch you.
Look at this set. It shows the potential for how bad camping can be, and if this was a serious tournament match, I would guarantee that the camping would be much worse.
It's frustrating. If something is frustrating, then people won't play it. Why waste your time on something that just frustrates you? The type of game we want to create is something that people want to play, want to spend the money to travel and compete in. Trust me, people are not going to spend money to watch people hit each other once then run away for 8 minutes.Ok too many points to talk about @_@
I totally understand what you're trying to show me. In the second match, I can't think of any options that M2K or ZeRo could use to catch up when they were tied. They were both fully aware of the stage and there was nothing to be done...right? (Although I'm wondering something, if you really wanted to win, why would you camp out a match at a tie?) This is a pretty clear cut example for Temple in Brawl.
Not that I really care for Temple in general, but this video can't be used as proof to ban Temple in Smash Wii U. Considering the change in mechanics, how do we know this is possible there? MK's Up-B got drastically changed, remember?
This is where I want to see the proof and explanations for Smash 4, because I think there was a different philosophy for how everything was designed for it. There's the ledge changes, everyone's glides being cut, all of that makes a big difference.
(Honestly, I really do think Temple can be lumped with WarioWare as an uncompetitive stage.) It's a pretty clear example. The proof still needs to be shown for Smash Wii U, though, just in case. Every other stage needs to be shown with a scenario like this too with 2 players using their options to the fullest to show it's impossible. My possibly terrible play should not be used as grounds to ban Wrecking Crew and I'm not letting it. (Although I'm down for a match for learning the stage anytime!)
I really, 100% honestly want to know, what is the core of the problem behind camping that makes it grounds to ban a stage? Is it that it's making matches too long? That can be fixed. Is it a illegitimate tactic? It can't be. Does it make the loser feel bad? Errr...that can't be it <_< It's too good of a tactic? Are we still playing to win?
If 1 hit isn't enough to make the win legit, how many hits does it take? People getting hit is their fault. If you have the lead, you block, run away, and don't take unnecessary risks if you can. This is a little frustrating because no one's really explaining why this is actually *uncompetitive*, and I'm honestly not getting it. I fully understand it stinks to be at the receiving end of it, though. There's a million competitive articles out there that talk about using time limits as a weapon, so I guess I'm wondering where the line's being drawn.
Reducing the time limit of matches makes runaway/campy/defensive/timeout play the unquestioned best option. We know that on our legal stage list in previous games it is not the best option as at high level play it does not dominate the metagame. With an 8 minute timer, we see aggressive play being the dominant force forcing timeout play to be a valid but less used option. It is viable on a somewhat limited number of stages and will be employed on an even smaller number of stages, however it is still a valid strategy.Keep things as they are:
Aggressive players - 3-4 min.
Defensive players - 8 min.
There's a really big difference between the two type of matches, and defensive players have to hold out for 4 minutes longer than the usual match to win.
Or shorten it so it's like this:
Aggressive players - 3-4 min.
Defensive players - 4-5 min.
Defensive players have to be able to hold out for 1 min. longer than the usual match. That seems like a much more reasonable win condition.
You can do the Reverse Hyrule Jump in Temple with a lot of characters in Melee, Brawl, and Smash 4. I'm not sure if Meta Knight can still do it (He likely can, but I've never tried). Just think of a Match that's like R.O.B., Olimar, or the Villager against a character like the Wii Fit Trainer. It'd be impossible for you to not loose by camping. They can use their projectiles to safely get a bit of damage and then use their amazing recover to perform the Hyrule jump over and over again.Ok too many points to talk about @_@
I totally understand what you're trying to show me. In the second match, I can't think of any options that M2K or ZeRo could use to catch up when they were tied. They were both fully aware of the stage and there was nothing to be done...right? (Although I'm wondering something, if you really wanted to win, why would you camp out a match at a tie?) This is a pretty clear cut example for Temple in Brawl.
Not that I really care for Temple in general, but this video can't be used as proof to ban Temple in Smash Wii U. Considering the change in mechanics, how do we know this is possible there? MK's Up-B got drastically changed, remember?
This is where I want to see the proof and explanations for Smash 4, because I think there was a different philosophy for how everything was designed for it. There's the ledge changes, everyone's glides being cut, all of that makes a big difference.
(Honestly, I really do think Temple can be lumped with WarioWare as an uncompetitive stage.) It's a pretty clear example. The proof still needs to be shown for Smash Wii U, though, just in case. Every other stage needs to be shown with a scenario like this too with 2 players using their options to the fullest to show it's impossible. My possibly terrible play should not be used as grounds to ban Wrecking Crew and I'm not letting it. (Although I'm down for a match for learning the stage anytime!)
I really, 100% honestly want to know, what is the core of the problem behind camping that makes it grounds to ban a stage? Is it that it's making matches too long? That can be fixed. Is it a illegitimate tactic? It can't be. Does it make the loser feel bad? Errr...that can't be it <_< It's too good of a tactic? Are we still playing to win?
If 1 hit isn't enough to make the win legit, how many hits does it take? People getting hit is their fault. If you have the lead, you block, run away, and don't take unnecessary risks if you can. This is a little frustrating because no one's really explaining why this is actually *uncompetitive*, and I'm honestly not getting it. I fully understand it stinks to be at the receiving end of it, though. There's a million competitive articles out there that talk about using time limits as a weapon, so I guess I'm wondering where the line's being drawn.
Pipes? Just making sure we're talking about the Melee version. I can see it a bit, it's got some oddities to with early kills are weirder walkoff camping with the slope (though usually it's easier to approach since grabs wiff up there) but it does seem people don't like it. I'd play there at least for some friendlies for sure as I know the stage pretty well.After watching that poll.... I kinda still wonder why people dislike Yoshi's Island that much....
We do not want to test how well someone can land a hit and run away to kill the timer in a tournament setting. We want to see who's the best at actually fighting each other for the win. These kinds of strategies are degenerate to seeing actual competition on the stage. This is why we ban them.I really, 100% honestly want to know, what is the core of the problem behind camping that makes it grounds to ban a stage? Is it that it's making matches too long? That can be fixed. Is it a illegitimate tactic? It can't be. Does it make the loser feel bad? Errr...that can't be it <_< It's too good of a tactic? Are we still playing to win?
If 1 hit isn't enough to make the win legit, how many hits does it take? People getting hit is their fault. If you have the lead, you block, run away, and don't take unnecessary risks if you can. This is a little frustrating because no one's really explaining why this is actually *uncompetitive*, and I'm honestly not getting it. I fully understand it stinks to be at the receiving end of it, though. There's a million competitive articles out there that talk about using time limits as a weapon, so I guess I'm wondering where the line's being drawn.
I'm saying decrease the time limit, so it can be guaranteed that tournament time issues will never happen on any stage. Never, ever, am I saying take the time limit out or make the time limit longer. I want to make that very, very, very clear.On side note @ LiteralGrill , I didn't forget about the poll that you run, i simply said that this sort of poll needs to have explaination about every stage, and make proof that people didn't have a good one since Wuhu was so far away.
On the subject of time-limit and running away, you can't be serious about it being a valid strategy. Brawl wasn't that good because of mechanics allowing it in (pretty much) every cases (Well, considering the meta was MK), and you surely don't want to see that in smash4. The time limit is here just because tournamenet have time issues, it wouldn't be otherwise. Heck, i wonder if timeless match can be good in this game, since planking is mostly gone. As someone said earlier (sorry about being lazy for the name) : Incressing time limit indeed increase the worst case total time, but it reduce the average time because people tend to run away/play defensive when there's not much time left.
Circle Camping can still happen with they (Reverse) Hyrule Jump because we can't assume every match is going to be a mirror match. In a mirror match, sure maybe it's harder (but still possible depending on how far away you circle camp). But if you take other matchups into account, one character is faster than the other.I'm saying decrease the time limit, so it can be guaranteed that tournament time issues will never happen on any stage. Never, ever, am I saying take the time limit out or make the time limit longer. I want to make that very, very, very clear.
Now that I learned how to take pictures, let me see if I can explain what's specifically wrong with Temple in Smash 4, leaving no room for doubt with playstyles or anything. This will keep the focus on the stage and not the players involved. Just like I did with WarioWare:
There's no direct path from Blue MK to White MK. It even doesn't matter what character you are, any person at Blue MK's position will never be able to catch up to White Metaknight's position when there's a tie between players. There's a literal circle, hence circle camping. This means that there will never be a clear winner or loser for any matches played on this stage with 2 players who are aware of this situation. Blue MK's options are to try to go up the left or go up the right, but in both cases, the other player has more than enough time to "continue" the circle around.
If there was a way to stand in the middle of the circle and threaten the entire loop, or if at some point there was a hazard that would threaten the loop, that would show that this stage does not have circle camping. I can't see it, so yes, this stage should definitely be banned. Remember that this is a really old stage, so I'm not surprised that there's issues like this in it.
(I want to note Wrecking Crew, like Tomodachi Life, does not have this problem, even ignoring bombs, ladders, and barrels, since every platform can be dropped through. It's ideal to be in the center so every part of the stage can be accessed. I have pictures for this too, I'll bring it up later when I have a chance.)
SECOND EDIT: This whole argument gets thrown out the window if there's more than 2 players on the stage in a free-for-all. Player 3 can be any character, any kind of player, standing anywhere in this circle, and a direct path between players is created. The issue comes back if there's 2 teams, since everyone in a team could be standing in the same area and run in a circle against the other team.
As a side note, since I could kinda recreate it:
What happened in the second match in the video before with the Reverse Temple Jump is actually impossible in Smash 4 because of the ledge changes. Blue MK snaps to the ledge when he up-b's there, so he'll force White MK off the ledge and the usual ledge situation is created. This should happen for any character who up-b's at that spot.
EDIT: Also because of the ledge changes and how much air time you get before getting up there, White MK will get stuck on the ledge with a lot of invincibility for a while, giving Blue MK a nice window of time to kick him off.
If the jump is made the other way, I actually think it's possible for White MK to catch up to Blue MK. You can't go in a circle with limited jumps over a pit, and if Blue MK keeps going back to the ledge, he loses all his invincibility. (He's not going in a circle either) Regardless, the first example is all that's needed to prove circle camping exists on the stage.
I'd like to see an explanation like this for the other stages in Smash 4 It's something very informative that leaves no room for interpretation. It also provides a possible scenario that would show the stage could be allowed, so people who don't agree can prove the explanation wrong.
I already know that. But when you decrease the time limit, as we've said multiple times, timeouts become MUCH easier, so you actually encourage more people to time out matches.I'm saying decrease the time limit, so it can be guaranteed that tournament time issues will never happen on any stage. Never, ever, am I saying take the time limit out or make the time limit longer. I want to make that very, very, very clear.
I fully agree with everything you're saying. It's what I've been saying the whole time, I'm not sure how folks are misinterpreting my posts, but everyone's saying the same thing. ._. I'm never, ever saying abolish the time limit. I'm saying shorten it so that TOs can actually put their foot down on the rarely long matches that give camping a bad look. Every match will be guaranteed to be shorter at their very worst. It's not going to change 90% of matches unless it's cut too short. It seems like a "Why not?" sort of thing unless there's a specific reason it HAS to be 8 minutes.To interrupt briefly since I think you guys are just arguing in circles:
We do not want timeouts to actually be a valid win condition, mostly because it's possibly the most boring way imaginable to win a match. To perhaps phrase it better, we would much prefer players not win by timeout. However, if time limits are not enforced then it can lead to literally infinite stalling and excessively long matches if neither player is particularly inclined to approach. (Seriously, there's a video of a single round on the N64 version that lasted literally a half hour. My Google-fu is weak, though.) Therefore a time limit has to exist, but we also want it to be long enough to disincentivize using it as a win condition. This has the unfortunate side effect of abnormally long matches when they do go to time for whatever reason, but them's the breaks.
That's how I've always seen it, at least. Possibly wrong I suppose but that's an outsider's perspective.
Ignoring the Wrecking Crew stuff since I care very little about it either way.I fully agree with everything you're saying. It's what I've been saying the whole time, I'm not sure how folks are misinterpreting my posts, but everyone's saying the same thing. ._. I'm never, ever saying abolish the time limit. I'm saying shorten it so that TOs can actually put their foot down on the rarely long matches that give camping a bad look. Every match will be guaranteed to be shorter at their very worst. It's not going to change 90% of matches unless it's cut too short. It seems like a "Why not?" sort of thing unless there's a specific reason it HAS to be 8 minutes.
It makes no sense to say that cutting the time limit down will make people camp more. You're projecting your choice onto other people. I'm a tournament player too so that directly refers to me. Let me my own decisions about how to play my matches. If it's on a legal stage there shouldn't be any legitimate problems with camping in the first place.
With money on the line and a sizeable lead, I might start playing extremely defensively at 2 minutes left in the match.I fully agree with everything you're saying. It's what I've been saying the whole time, I'm not sure how folks are misinterpreting my posts, but everyone's saying the same thing. ._. I'm never, ever saying abolish the time limit. I'm saying shorten it so that TOs can actually put their foot down on the rarely long matches that give camping a bad look. Every match will be guaranteed to be shorter at their very worst. It's not going to change 90% of matches unless it's cut too short. It seems like a "Why not?" sort of thing unless there's a specific reason it HAS to be 8 minutes.
I need to go find the quote, but it makes no sense to say that cutting the time limit down will make people camp more. You're projecting your choice onto other people. I'm a tournament player too so that directly refers to me. Let me make my own decisions about how to play my matches. If it's on a legal stage there shouldn't be any legitimate problems with camping in the first place.
Wrecking crew has other problems. Notably, you can sit very close to the vertical blast zone allowing for a coin flip chance of who dies and who lives. This marginalizes player skill, which is generally perceived as bad.Ok, let me drag Wrecking Crew into this now. Wrecking Crew is a perfectly fine stage with no circle camping. Nothing like Temple's issues.
Actually, Kirby/Meta Knight/Charizard's up throws are...pretty weak. Landing on the top floor of Wrecking Crew, they didn't start killing a Mario training dummy (Level 3) until about 120% (Kirby/Meta Knight) or 200% (Charizard).Wrecking crew has other problems. Notably, you can sit very close to the vertical blast zone allowing for a coin flip chance of who dies and who lives. This marginalizes player skill, which is generally perceived as bad. Also, up-throws that leap into the air (Charizard/Kirby/MK?) are buffed to the point where it becomes a dominant strategy, much like circle camping is in Temple.
Ahh, my mistake. That's probably by design and a good one at that. Thanks for clearing that up.Actually, Kirby/Meta Knight/Charizard's up throws are...pretty weak. Landing on the top floor of Wrecking Crew, they didn't start killing a Mario training dummy (Level 3) until about 120% (Kirby/Meta Knight) or 200% (Charizard).
That said, they do offer an instant position change that all 3 can probably take advantage of with usmash or similar, but their throws alone aren't dangerous unless you're already in kill range. And the rest of the stage may or may not work out but that's not what I'm here to debate ATM.
...I feel like I should share the official stage-list for the Pacific Northwest Regionals/Northwest Majors this Saturday (tomorrow).
Starters:
Battlefield
Final Destination (No Omegas)
Smashville
Counterpicks:
Delfino Plaza
Yoshi's Island
Halberd
Lylat Cruise
Town and City
Yoshi's Island shocked the heck outta me. What's the opinion on its apparent-legality?
Who made this list? Can you get them in here? Because this list looks a little bit yucky. As mentioned above stages missing and Pipes of all stages is legal? What?I feel like I should share the official stage-list for the Pacific Northwest Regionals/Northwest Majors this Saturday (tomorrow).
Starters:
Battlefield
Final Destination (No Omegas)
Smashville
Counterpicks:
Delfino Plaza
Yoshi's Island
Halberd
Lylat Cruise
Town and City
Yoshi's Island shocked the heck outta me. What's the opinion on its apparent-legality?
I do think it has potential myself. I don't think we found any issues of camping, and caves of lives are dealt with by destroying the mansion.So guys, What's your opinions on Luigi's Mansion?
I say it's a good counterpick.
OH I HAVE A REPLAY OF THAT@ Raziek
I've seen about a million people mentioning Pilot Wings. Do you have the video of how that stage is prone to circle camping on the first transition (every other minute being unable to interact with the opponent) and the second stage has a functionally unapproachable safe zone that is likely circle-campable in the same matter if the opponent could even approach it? I can't remember if you recorded it.
I don't think Pilotwings is circle-campable. Overpowerfully campable yes, but it's all stationary camping. The first transformation blocks nearly all methods of approach, but it's able to be dealt with. The second transformation causes problems where you can camp under the wings in an extremely powerful position.@ Raziek
I've seen about a million people mentioning Pilot Wings. Do you have the video of how that stage is prone to circle camping on the first transition (every other minute being unable to interact with the opponent) and the second stage has a functionally unapproachable safe zone that is likely circle-campable in the same matter if the opponent could even approach it? I can't remember if you recorded it.
So guys, What's your opinions on Luigi's Mansion?
I say it's a good counterpick.
What do you call it when, on both transitions, the only method of approach you have is to jump far over me and go to the side to come in horizontally only so that I can jump and go to the opposite side.I don't think Pilotwings is circle-campable. Overpowerfully campable yes, but it's all stationary camping. The first transformation blocks nearly all methods of approach, but it's able to be dealt with. The second transformation causes problems where you can camp under the wings in an extremely powerful position.
I played a few matches with @Backgammon and it seems like a really good counterpick! it favors close-range characters rather than projectile users (minus a few, for example R.O.B's laser and Thoron should still pass through the beams.)Funny enough I'm testing it to see if it will be a good counterpick! What a coincidence! I'm rather curious to see how it will turn out.
I can see how maybe on the red plane you could circle camp (I still think Stationary Camping would be much safer). On the yellow plane it's definitely safer just to sit on the engine. If they attempt to approach then you just shield their attack since there is no grabbable ledges for them to grab and they can't grab you in the air. Only maybe in matchups like Jigglypuff dittos would it be circle-camping, but its much more of a problem in matchups where it your opponent can't reach you safely (or at all).What do you call it when, on both transitions, the only method of approach you have is to jump far over me and go to the side to come in horizontally only so that I can jump and go to the opposite side.
The yellow plane definitely has pseudo circle camping, as in the camping isn't shaped like a circle but is fundamentally the same (The aggressor can approach from 2 directions and the camper can go 1 direction to avoid all conflict). Here's how the situation plays out:I don't think Pilotwings is circle-campable. Overpowerfully campable yes, but it's all stationary camping. The first transformation blocks nearly all methods of approach, but it's able to be dealt with. The second transformation causes problems where you can camp under the wings in an extremely powerful position.
I can see how that could happen, but it still seems more dangerous than just staying on the engine. The opponent approach can't touch you there at all, since you can just shield his attacks and he'll die. Even if it is possible to move around and camp, it's definitely far better to stay in one place and camp. You will have less of a risk of error and a lot more of a reward.The yellow plane definitely has pseudo circle camping, as in the camping isn't shaped like a circle but is fundamentally the same (The aggressor can approach from 2 directions and the camper can go 1 direction to avoid all conflict). Here's how the situation plays out:
Aggressor and Camper play the match "normally" until it gets to the yellow plane. Camper decides to go to the engine to provoke Aggressor into a bad position. Aggressor takes the bait and gets KOd.
notes: If Camper is killed instead, then they will switch roles in the next paragraphs. Also this section can be skipped if a large (stock) lead is made on the red plane.
Camper now having the lead, knowing how easy it is to die on the engine and knowing how to camp well decides it's time to run away and goes to an engine. Aggressor has 2 options in this situation. The first option is to approach the same way. Camper's response to this is jump away onto the wing and stay at the opposite side of the engine Aggressor is on. Aggressor's 2nd option is to approach from the other engine. Camper's response to this is to jump up mirroring the result from the other option.
Aggressor has 2 options in this situation. The first option is to go to the other engine (Camper can just run to the other side), and the other option is to jump up onto the wing to chase Camper. If that happens then Camper runs to the other engine and resets the situation to match the last paragraph.
Repeat until the red plane comes back.
This is true for some matchups, clearly. How you should handle Little Mac would be much different than say Jiggs. Characters that can fight well in the air, have a projectile or have a command grab have viable options against someone on the engine (not advantageous but more than just get shielded and punished). I would much rather deal with the stage that has set movement than an actual player who could trick me or outplay me, unlikely or not.I can see how that could happen, but it still seems more dangerous than just staying on the engine. The opponent approach can't touch you there at all, since you can just shield his attacks and he'll die. Even if it is possible to move around and camp, it's definitely far better to stay in one place and camp. You will have less of a risk of error and a lot more of a reward.
Please listen to what you're saying. There is a VERY easy way of showing that timeouts are a valid strategy.In order for your idea to gain traction, you need to first convince people that winning by timeout should be a valid strategy.
Describing it as a coin flip is a complete overexaggeration. If you're uncomfortable with the risks of being up there, hit down and fall through to the next floor. Did I really have to explain that you can fall through floors on Wrecking Crew? O____O If the opponent really wants to be up there, hit them from the bottom like you do on any stage with platforms.Wrecking crew has other problems. Notably, you can sit very close to the vertical blast zone allowing for a coin flip chance of who dies and who lives. This marginalizes player skill, which is generally perceived as bad.