popsofctown
Smash Champion
I bet Wiley Castle works fine in a FLSS system. I don't know of anything degenerate to it.
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Yellow Devil is highly disruptive, although that isn't quite the same thing as degenerate. However, it occupies a lot of space and is generally an annoyance to everyone. And killing it creates a powerful explosion that deals 45-50% if you're caught in the whole thing.I bet Wiley Castle works fine in a FLSS system. I don't know of anything degenerate to it.
Closest thing to a consensus is Full List Stage Striking (FLSS) for game one with the following stages:Sorry to be off topic or if this is a ****ty question but I'm fixin to host locals so what's the concensus among top players Omega only, or what. I practice mainly on omegas both offline and online but from a meta pov that could backfire so...
Plus we all remember how japan did us... FD. Ugh.
You'll get different answers from different people. I wouldn't mind playing on either in the slightest, personally.On a scale of 1-10, with 7 being legal reqs(Basically something like PS2), Where would Orbital gate Assault and Gamer rank? And why? Neither seems that horrible to me.
My stuff is in bold. But still, neither stage is problematic, and both should be allowed. "Poke Floats with explosions" is better than Poke Floats creatively, competetively, and graphically. I think they both deserve a chance outside of experiments.You'll get different answers from different people. I wouldn't mind playing on either in the slightest, personally.
Here are some possible complaints I can see cropping up for them:
Orbital Gate Assault
- Pokefloats IN SPACE means no stable main platform. yeah, I remeber when that one guy won on Pilotwings cause of that. Still, it won't screw things up too badly, sicne each transition is almost always predictable, becaus eit happens at SET TIMES. At those times, don't try comboes that could be broken.
- Transition from first missile to Arwings requires getting hit by (non-damaging, fixed knockback) explosion, otherwise players risk falling to their death depending on how good their recovery is. Yeah, that's an actual issue. Your opponent can purposely launch you after the 2nd missle to ensure you don't get hit, killing you. But most people are inexperienced and won't think that deep. Then again, the inexperienced will jump. And you shouldn't be using a character with bad vertical recovery here, as coincidentally said characters have extra issues on the stage.
- Exhaust flames, stray missiles (total of 2 over a loop) and force fields on Orbital Gate itself constitute damaging hazards. (Of these, only the force field can really kill.) Of these, only the force field matters. And it's good it's there, because If it was a normal wall, horizontal kills would never happen. Plus, it only kills at 150%, and can be teched, so it isn't super busted or anything. It semi spikes, but you bounce off the missile.
Gamer
EDIT: Links to my threads for further reading if you want:
- 5-Volt (aka Mom) is a powerful hazard with varying amounts of warning. The warning is almost always enough.
- Warnings for Mom are sometimes fakeouts. True. and then you tried to knock your opponent into a trap that didn't exist. Or maybe you gave up stage control to hide. Yeah, this could be bad. But
- Warnings for Mom are sometimes drowned out by BGM. (Use "Gamer" BGM for best results.) Use Gamer BGM for best results.
- Layout is randomized on match start, sometimes creates circle camp situations. I don't even. How do you circle camp here? Even the worst layouts can be gotten around? Well, then again i have seen minor runaway, but it 's not even near Pilotwings levels of terrible.
- Layout sometimes contains additional vectors for Mom to attack from (sketchpad and game system). Neither of them have lasting frames, sketchpad has like 2 frames to hit you, and does less damage and can be ducked under. Gamepad is telegraphable, and doesn't have additional power.
- Mom's patterns can catch players by surprise if they don't practice a fair bit first. Then practice. Simple, right? Just from Classic Mode(I have gone onto the stage willingly... twice.), I can point out and avoid all the hazards.
Orbital Gate Assault
Gamer
I'm not in agreement that Gamer should be legal. That 5-volt can kill very early means that a match on Gamer simply becomes who smacks who into 5-volt enough times first. Especially when it's hard to get three stocks in tournaments, then a close game where two people are at or around 60% could quickly put someone down a stock and really behind.OGA and Gamer are potentially usable, OGA requires a lot of stage knowledge (about as much as Kalos Pokémon League, both I love (Kalos WAAAAAAY more than OGA); but if people are complaining about WuHu and Skyloft levels of knowledge, I don't have high hopes for it).
Gamer's only issue us that it would require you to restart the match as many times as necessary until a layout without that Cave of Life/Circle Camp thingy shows up. 5-Volt isn't really that bad.
It's not terribly hard to avoid 5-Volt if you pay attention to the background. Also disable all BGMs except "Gamer," it really makes a difference.I'm not in agreement that Gamer should be legal. That 5-volt can kill very early means that a match on Gamer simply becomes who smacks who into 5-volt enough times first. Especially when it's hard to get three stocks in tournaments, then a close game where two people are at or around 60% could quickly put someone down a stock and really behind.
It's easy to avoid 5-Volt against the AI, because you can control the whole stage against it the entire match. Playing on Gamer against a skilled human opponent is an entirely different thing.It's not terribly hard to avoid 5-Volt if you pay attention to the background. Also disable all BGMs except "Gamer," it really makes a difference.
Like, seriously, play a few matches against the AI and focus on avoiding 5-Volt.
What caused this, was it any separate piece of the Footstool->Raptor Boost + height or was it just the perfect combination?I think we can all agree this stage is banned
On either missile->arwing transformation, you can simply stand on the missile when it blows up and you'll always be hit up to at least the arwings. The missile explosions deal 0% and the knockback growth is so low I couldn't even die from it at 999%.Also, OGA is entirely consistent, yes, but there's one transition that always feels like my stock is up to a crapshoot (missile -> arwings)
So, BF can have a glitch like that... and Mario Circuit cannot.I think we can all agree this stage is banned
#LegalizeWuhuIsland too.So, BF can have a glitch like that... and Mario Circuit cannot.
#LegalizeMarioCircuit
This is a known thing. The island of Skyloft in general forms a damaging hazard when the stage is in motion, it deals 12%. Trying to exhaustively document all possible times where it can hit a player is something I'm not prepared to do, although I think other people here are more...enthusiastic about the prospect than I am, so maybe that'll happen sometime in the future.I just found this out earlier today by complete accident and I was curious whether others were also aware: In Skyloft, during the stage transition when it flies underneath Skyloft itself, there is a point where the stage is able to spike a player downwards on the far top-right side. Not sure what this does to its competitive viability but it seemed like something that ought to be mentioned in the stage discussion.
Good to hear. I don't play this stage often and my friend and I freaked out when it happened today. He was around 120% anyway so he should've been dead anyway. Sounds like it won't kill like that at most percents that send you that high without killing you anyway so it doesn't sound like a huge problem for the stage's competitive viability.This is a known thing. The island of Skyloft in general forms a damaging hazard when the stage is in motion, it deals 12%. Trying to exhaustively document all possible times where it can hit a player is something I'm not prepared to do, although I think other people here are more...enthusiastic about the prospect than I am, so maybe that'll happen sometime in the future.
The stage hitboxes is usually right at the very edge of the blastzone and will only really matter towards kill percent. The only times it really matters, it makes itself pretty obvious by swooping in from the background.Good to hear. I don't play this stage often and my friend and I freaked out when it happened today. He was around 120% anyway so he should've been dead anyway. Sounds like it won't kill like that at most percents that send you that high without killing you anyway so it doesn't sound like a huge problem for the stage's competitive viability.
Has anyone seen the ness instakill glitch on wuhu island? It can be legal if they fix it, but as of now, no#LegalizeWuhuIsland too.
The Ness glitch requires that:Has anyone seen the ness instakill glitch on wuhu island? It can be legal if they fix it, but as of now, no
I was able to pull it off using Pikachu on Donkey Kong first try, but couldn't get it to work on Diddy using Pikachu no matter what. I only tested those two after Charizard, but I think it's enough to say that whether or not Pikachu can pull off the trick depends on the size of the victim., with only larger targets being susceptible.Also the Wuhu glitch seems to work a bit differently on Lucario and Pikachu, as Lucario I could only get it to work on Shulk and Captain Falcon, while Pikachu I could only get it to work on Charizard.
Gotta ban Halberd and Delfino too, horizontal recoveries go straight through the ledge too.I think we can all agree this stage is banned
Yeah I was thinking it was something along those lines, seeing as the two it works with Lucario have basically the same stature, and Ness's are pretty similar. I still think it's a non issues because of how awkward it is. I constantly try to go for kills using the glitch in match but I'm never able to actually get it to work outside of testing.I was able to pull it off using Pikachu on Donkey Kong first try, but couldn't get it to work on Diddy using Pikachu no matter what. I only tested those two after Charizard, but I think it's enough to say that whether or not Pikachu can pull off the trick depends on the size of the victim., with only larger targets being susceptible.
I've actually had a decent amount of luck pulling it off in matches due mostly to the ignorance of my opponents, but as has been frequently pointed out, it only works on certain characters, with certain characters, at one position of one transformation. Significantly less of a problem than temporary walk-offs, which afford a kill from a grab using anyone on anyone.I still think it's a non issues because of how awkward it is. I constantly try to go for kills using the glitch in match but I'm never able to actually get it to work outside of testing.
Temporary walk-offs aren't an issue. If your in range to get killed from a throw on a walk-off that means your playing way to close because you'll likely die earlier from anything not a grab. It's like running off stage and then complaining how easy it is to get spiked.I've actually had a decent amount of luck pulling it off in matches due mostly to the ignorance of my opponents, but as has been frequently pointed out, it only works on certain characters, with certain characters, at one position of one transformation. Significantly less of a problem than temporary walk-offs, which afford a kill from a grab using anyone on anyone.
I didn't mean to imply that temporary walk-offs were a bannable offense, just comparing their greater potential for abuse to the incredibly limited Wuhu Island boat glitch that some believe is a serious issue. In both situations an instant kill can occur, but the glitch is far less likely to occur than a walk-off kill due to a number of factors that have already been addressed several times throughout the course of this thread.Temporary walk-offs aren't an issue. If your in range to get killed from a throw on a walk-off that means your playing way to close because you'll likely die earlier from anything not a grab. It's like running off stage and then complaining how easy it is to get spiked.