SaltyKracka
Smash Lord
If you want to be adaptable, you can go play on Delfino Plaza. The wind transformation is enough to make it bannable to some; the electric and ice transformations are just the nails in the coffin.
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Man, I've been enlightened by your knowledge and deep argumentation skills and will drop the stage ASAP.Doesn't help the majority of the transformations being ****, though.
It's incredibly easy to not get grabbed on /any/ stage so let's legalize all stages as an extension of that.Played a lot on PS2 recently.
It's incredibly easy not to get grabbed on the Flying stage, the wind even helps you to stay on the air and offstage so you don't get to be on the ground for too long.
Sorry about the whole "if you ignore everything bad about these stages" thing. I meant it as a subjective comment in that if you just move aside the bad things and start to look for the good things to argue, you'd find that the stages aren't as bannable as they'd often seem. I didn't really mean that you should outright ignore every bad thing about the stage, but instead find arguments for the stages.Come on guys, he began his post with "if you ignore everything bad about these stages", he can only drop so many hints before even the thickest among us catch on.
Of the stages named I think Wuhu Island, Skyloft and Kongo Jungle are all pretty good and I'd be happy to attend events with them legal.
You can actually tell how much they balanced out Pokemon Stadium 2 since the last game. Now we also have to remember that with the whole grab-and-kill, there's also DI and air dodging that could help out on certain characters to keep them from being KO'd at dumb damages. That aside, it would be fun to see aerial battles on that portion of the stage, admittedly.Man, I've been enlightened by your knowledge and deep argumentation skills and will drop the stage ASAP.
Sarcasm aside, the stage has five transformations:
Neutral is amazing and will be out for about 60% of the time.
Ground is fantastic by any means
Electric is slow enough to be out-WALKED by anyone in the game
Ice now that we don't have the random tripping allows for new combos and spacing strategies
Flying without the grab-and-kill-at-stupid-percents factor (as I stated before, it's easy to avoid), allows for all kinds of new strategies as well.
Are you even trying?All of these stages would be beneficial to tournaments for viewership (people would want to see variety) and also beneficial to the metagame by introducing potential new stages that could help carve the metagame out much more.
Destroy viewership? I'll ask you this, who would want to see the same five to seven stages over and over and over again? If anything, that would slowly rid you of viewers. However, adding variety to up to almost 20 different stages will make it significantly better for viewership. It brings in interest, makes thing interesting and makes it more exciting to wonder who's going to actually win.Are you even trying?
This list would destroy viewership because almost every stage is heavily abusable.
Well think of this, Duck Hunt has a blast zone that is literally point blank closer than any of Wrecking Crew's height. You could literally read an aerial attack on Duck Hunt, grab with Link's Clawshot, U-Tilt and U-Smash and your opponent will be done for. Also, THAT stage has legitimate circle camping.Instead of trying to find reasons to make stages like Mushroom Kingdom U and Stadium 2 legal, we should discuss reasons to keep Duck Hunt and DL64 legal. Dismantle 2, a tournament that happened yesterday featuring Nairo, Ally, Dabuz, etc., had DL64 not legal. And I've seen some comments from top players saying that Duck Hunt should be removed eventually.
Except in Smash 4, Kongo Jungle doesn't have that, and Ganondorf has far higher jumps than he had back in Melee, and Peach has a lower second jump, so the thought that Ganondorf can't be able to reach Peach or any other opponent is out of the window. Like seriously, Smash 4 is NOT Melee.If stuff like this is possible in Smash 4 then I understand why Kongo Jungle would be banned for singles.
I do think this stage can be a counterpick for doubles.
Duck Hunt should stay a counterpick stage. No reason to ban.
Jungle Hijinx has a circle camp potential and when one is in the 2nd part of the stage the camera sucks.
Pokemon Stadium 2. Transformations are bad. It should be banned. Stage was not as bad with Brawl mechanics though.
Well what do you expect? People treat "top players" as celebrities and treat their word about characters and stages as fact that can't be challenged. If I was a top player and said that the stage choice was bad, people would believe me and if I said certain stages should be tournament legal, people would believe me when I show the evidence.If top players said it, it will eventually happen.
That's why I dislike this community sometimes.
I'm pretty sure this isn't possible in 4, generally speaking, unless you're Little Mac because lol Little Mac. Ganondorf and Dr. Mario would also probably dislike the stage but it's not quite as gamebreaking for them because their aerials are actually threatening. Peach's float also doesn't last as long in 4 (I think), so there's that too.If stuff like this is possible in Smash 4 then I understand why Kongo Jungle would be banned for singles.
I do think this stage can be a counterpick for doubles.
Duck Hunt should stay a counterpick stage. No reason to ban.
Jungle Hijinx has a circle camp potential and when one is in the 2nd part of the stage the camera sucks.
Pokemon Stadium 2. Transformations are bad. It should be banned. Stage was not as bad with Brawl mechanics though.
Little Mac and Doctor Mario are the only characters who would have a legitimately tough time against opponents on this stage. Not necessarily Ganondorf because he can reach opponents. Also, Peach's jumping ability has been nerfed from Melee all the way to this game, so it will be really easy for opponents to reach her.I'm pretty sure this isn't possible in 4, generally speaking, unless you're Little Mac because lol Little Mac. Ganondorf and Dr. Mario would also probably dislike the stage but it's not quite as gamebreaking for them because their aerials are actually threatening. Peach's float also doesn't last as long in 4 (I think), so there's that too.
Maybe if people hosted tournaments with the legitimate ruleset and an Expanded Stage List, and they work out successfully, there would be a rise in usage of various stages. I, for sure, will make sure to use my own Expanded Stage List in matches against others and in any tournaments I host, because it's unfair to really keep these stages permanently banned.Yeah, listening to the admittedly horrible commentary last night, I heard a lot of people on the mic refer to Duck Hunt as wonky and dumb (though the top players use of the ducks had very clever usage) and was listening to a lot of their firm beliefs that Dreamland should be universally banned...
I think I said this a few pages ago, but this is the scary thing about the Smash community; things are dropped like flies for reasons that don't make sense, and then they stay banned. We are inevitably looking at a future where five stages are going to become the next norm...for no reason other than because.
I, for one, will not allow this. I can only cater to people for so long because things are reduced to oblivion. I was fine with and agreed to getting rid of Delfino, Castle, and Halberd then, but only for reasons we have discussed and argued over in great length, both in here and with attendees here. There were legitimate things argued over in length, so we had made a decision I think was wise moving forward. But Duck Hunt and Dreamland...naw fam, I don't see the big deal here.
Most people's beef with Duck Hunt on the mic seemed to have been over things that wasn't even a big deal at all. Maybe someone anti Duck Hunt could shed some light on what I'm missing here, but otherwise the stage is fine, even though for one of my characters anyway, I absolutely personally detest the stage.
But yeah, super mixed and uneasy feelings about stages lately. Even Town & City has been getting a lot of heat. Not looking good.
I would like to hear why the transformations are bad.Pokemon Stadium 2. Transformations are bad. It should be banned. Stage was not as bad with Brawl mechanics though.
while i agree with your point in that it would be horrible, i just want to point out that last i checked japan played with 5 stages,Next thing we know we are all playing like the japanese with only 3 stages. I REALLY hope that day doesn't happen.
how can you support/advocate all those stages and then try to justify banning duck hunt?!? thats like saying i didnt like brawl dedede chain grabs, but ice climbers were fine...Well think of this, Duck Hunt has a blast zone that is literally point blank closer than any of Wrecking Crew's height. You could literally read an aerial attack on Duck Hunt, grab with Link's Clawshot, U-Tilt and U-Smash and your opponent will be done for. Also, THAT stage has legitimate circle camping.
Except in Smash 4, Kongo Jungle doesn't have that, and Ganondorf has far higher jumps than he had back in Melee, and Peach has a lower second jump, so the thought that Ganondorf can't be able to reach Peach or any other opponent is out of the window. Like seriously, Smash 4 is NOT Melee.
Duck Hunt should be banned because of its legitimate circle camping and the ability to KO from zero to death with many characters on the top of the stage.
Jungle Hijinx having circle camp potential? I'll believe that when the pillars stop coming altogether.
Hah, even though it's proven that the transformations aren't even remotely bad? There's nothing bad about the stage except for the Sky transformation, and all you got to do is just avoid an opponent's attacks.
Well what do you expect? People treat "top players" as celebrities and treat their word about characters and stages as fact that can't be challenged. If I was a top player and said that the stage choice was bad, people would believe me and if I said certain stages should be tournament legal, people would believe me when I show the evidence.
Sometimes people need to think outside the box and try finding reasons why to unban it and refute the "evidence" that it should be banned. Like what I'm trying to do.
Oh, gee, you tested it once, probably without explicitly checking for circle camping. Tell your opponent to try and run you to time, or better yet, take a character with good mobility and try to circle camp other players. Sometimes, all it takes is awareness of a strategy for it to become abusable.Because for one, I test these stages out with other people, often whom have equal or greater experience in the game than I do.
Duck Hunt is the type of stage where Zero-To-Death is extremely high chance when you can exploit the top of the left tree. I tested out Wrecking Crew recently with another person, they didn't circle camp me once and they played Diddy, and I was Link.
Since everyone else seems to have ignored this post I'll say that I like the idea. Getting people to agree and go along with it will be the hard part (isn't it always...) but I think it has merit.I wanted to bring up a proposal, and I might make a thread about this as well but I'd like some feedback from you Stage Groupies.
Smash stages right now come in several duplicate forms: Final Destination and Omegas, Battlefield and Dream Land, Delfino and Castle Siege. These pairs have important differences but also conform to basic "archetypes". Flat, 3 platforms, transforming, etc.
I wonder if at this point in the game it might be beneficial to focus on simplifying the stage list and focus on including one of each archetype, instead of trying to decide which stages are "most neutral" (impossible, and filled with character bias) or trying to expand the stage list to include as many "usable" stages as possible (unpopular, clunky). If we can identify what makes stages special, we can loosely categorize them and create a stagelist that is diverse in playable terms, and not just diverse based on quantity.
For example we could categorize them like this:
Flat: Final Destination, Omega Forms, Smashville, Town and City
Platform: Battlefield, Dreamland 64, Miiverse, Lylat Cruise, Duck Hunt
Transforming: Halberd, Delfino Plaza, Castle Siege, Wuhu Island
In theory, we could have a diverse enough 3-stage-list by just choosing one from each category. Or two stages from each. Maybe even more radical of an idea: rotating the stages every single tournament...
Categorizing won't be an exact science, but there's no doubt the result of this kind of list would be both diverse and simple, a middle ground rarely seen in Smash. Again, just a proposal. Thoughts?
Well there'd be 11 (all Omegas not included) stages total, which would be relatively diverse. However, while I do agree that this is an amazing concept, there could be additional stages to be put into these categories, which would be of the following, which I'm hoping is agreeable to this as well. This will also include the stages already listed, which will be regular, but boldened stages are what I'd like to see added. Also, Town and City, as well as Smashville, need to be moved to different categories due to not being flat, as well as an additional categorization, Tri-Platform Stages.I wanted to bring up a proposal, and I might make a thread about this as well but I'd like some feedback from you Stage Groupies.
Smash stages right now come in several duplicate forms: Final Destination and Omegas, Battlefield and Dream Land, Delfino and Castle Siege. These pairs have important differences but also conform to basic "archetypes". Flat, 3 platforms, transforming, etc.
I wonder if at this point in the game it might be beneficial to focus on simplifying the stage list and focus on including one of each archetype, instead of trying to decide which stages are "most neutral" (impossible, and filled with character bias) or trying to expand the stage list to include as many "usable" stages as possible (unpopular, clunky). If we can identify what makes stages special, we can loosely categorize them and create a stagelist that is diverse in playable terms, and not just diverse based on quantity.
For example we could categorize them like this:
Flat: Final Destination, Omega Forms, Smashville, Town and City
Platform: Battlefield, Dreamland 64, Miiverse, Lylat Cruise, Duck Hunt
Transforming: Halberd, Delfino Plaza, Castle Siege, Wuhu Island
In theory, we could have a diverse enough 3-stage-list by just choosing one from each category. Or two stages from each. Maybe even more radical of an idea: rotating the stages every single tournament...
Categorizing won't be an exact science, but there's no doubt the result of this kind of list would be both diverse and simple, a middle ground rarely seen in Smash. Again, just a proposal. Thoughts?
Ooh, yeah, a place where you can basically have a chance of getting stage spiked on and a place where your opponent can drive you out when going around on the sides and making you jump out. Yeah, that's totally unplayable. It doesn't at all create those two new strategies. Additionally, there's the chance that you'll fail to get to the gear on the yellow plane, which can result in your KO. There's also the fact that the stage transitions so that there's hardly a chance you will actually be able to stay there efficiently.You can stand on the Gear on the yellow plane which makes you unreachable.
You can camp on the lower plattforms of the red ppane because approaching you is nearly impossible because this is an extremely advantagous position.
So please stop talking about Pilot Wings. The stage is unplayable in competitive play.
See, that's the thing wrong with people. People will be pessimistic about a stage's viability just because of this. There can be characters who are able to absolutely demolish the chance to camp at the engine, there are characters who can't camp at the engine at all. If you drive your opponent out of the area on the red plane, you could chase them around. If you tap down when on a soft platform, it's just like Battlefield in which you make sure your attack comes out before the "camper's" comes out first.Larry, potential stage spikes are totally irrelevant when your opponent is unable to reach you standing on the engine at all in both theory and practice. And what do you guess your opponent is going to do after you've driven him out from the lower platforms by going in from the side? Yeah, you're driving him out from the same position until the time runs out while gaining pretty much nothing. The metagame will simpy devolve into who will score the first hit and run away for the rest of the game with minimal interaction.
Well PS2 still has some things wrong with it, but it's only very minor. I'll give the stage itself a whirl myself when I get home, see how it will mostly work and how easy or hard it is to KO your opponent at various points of the stage.Dunno if we're still talking PS2 at all, it's a lot of fun and mostly fine but there's only one transformation I worry about, and it's electric. Not for conventional reasons though....
When both players are on-stage, electric is great, but when it comes to ledge options I find it very limiting as it instantly pushes you back to the ledge when you do neutral get-up (it's either instantly or so fast that you may as well select another option). It's a minor annoyance but I don't like how it omits one ledge option (at least, it did when I last tested. I'll give it a whirl again when I get home.)
That's the only legitimate hitch I can see with it, it seems...MOSTLY fine.
And the people are rightly acting so. It doesn't matter if there's 55 characters that can't abuse the infinite circle camping strategy, it only takes one capable character to destroy the stage's viability (see Dedede in Brawl). If there is any chance to end up on said stage, you'll be sure to see everyone abusing it to no end since it's a flawless strategy. No amount of projectiles will be able to force the camper away from the engine until you commit yourself to the chase and that's when the camper is already well on his way to the other engine. I doubt you'd actually like to watch tournament sets going there with one player avoiding all interaction for the rest of the match the instant he gets a lead. If there ever was any matchups where it could somehow prove to be a viable pick, it does not matter in the least.See, that's the thing wrong with people. People will be pessimistic about a stage's viability just because of this. There can be characters who are able to absolutely demolish the chance to camp at the engine, there are characters who can't camp at the engine at all. If you drive your opponent out of the area on the red plane, you could chase them around. If you tap down when on a soft platform, it's just like Battlefield in which you make sure your attack comes out before the "camper's" comes out first.
Ignoring all the fairly out-there suggestions on the rest of this page, why exactly do you think people across a global competitive community did not do this already (even in this very thread having Yikarur properly testing out these at their local scene and showing them broken)? There's something incredibly patronizing about saying that everyone else got it wrong and only you can see the true potential of these stages so rudely ignored by the Smash community. That's not how it works, you don't just theorycraft to what should be legal or not, you test it out and present it to your scene.I'm going to test some of the other stages out that I deem worthy of being Legal or Counterpick stages.
Well I agree on that. The American ruleset wants to do a "Five Stage Rule" instead of just a good option for stages in the game. They pretty much want Battlefield, FD, Lylat, Smashville and T & C to be the only tournament legal stages, where that is completely unfair.I've noticed that a lot of american rulesets are dropping Castle Siege and Delfino.
Why?!
Both stages have been perfectly fine since brawl. We need to stop this trend asap. This game is not as much fun if they take every perfectly legal stage away.
while i agree to a certain extent, i just want to point out that not everything has been tested and given a fair chance, at least not in this game, too many things just get labeled as "jank" and then ignored by a large part of the community, you need not look further than miis for an example(not trying to start an argument about them here, just saying, where they given a fair chance? or 3 stocks vs 2 stock, although that didnt get labeled as jank for once ), i mean while i definitely dont agree with all(or even most) of the stages larry is suggesting, discussing these things is what this threads for right? and i think its not fair to say he thinks the only one who can see the true potential of stages is him, i for one definitely see the possibility that certain stages slipped under the radar because they were preemtively labeled as jank by a large part of the community.(imo skyloft for eg.) could he be wrong? definitely and most likely too, but i think its better to argue for a stage and be wrong(ofc only as long as you admit to being wrong ) than to just outright ignore itIgnoring all the fairly out-there suggestions on the rest of this page, why exactly do you think people across a global competitive community did not do this already (even in this very thread having Yikarur properly testing out these at their local scene and showing them broken)? There's something incredibly patronizing about saying that everyone else got it wrong and only you can see the true potential of these stages so rudely ignored by the Smash community. That's not how it works, you don't just theorycraft to what should be legal or not, you test it out and present it to your scene.
Smash isn't some kind of solo effort with rules created by posts on forums, it's a community where consensus counts above anything else.
I mean, I agree that some of my knowledge is flawed, I'm not perfect you know. But that's when I do some extended tests and see how my arguments may fare against the counterarguments that are "against the stage". Sometimes, maybe a lot of times I'll get things wrong, but I'll do my own tests to see what went wrong or see if my arguments can stack up against the counterarguments and the reasons why stages are banned.while i agree to a certain extent, i just want to point out that not everything has been tested and given a fair chance, at least not in this game, too many things just get labeled as "jank" and then ignored by a large part of the community, you need not look further than miis for an example(not trying to start an argument about them here, just saying, where they given a fair chance? or 3 stocks vs 2 stock, although that didnt get labeled as jank for once ), i mean while i definitely dont agree with all(or even most) of the stages larry is suggesting, discussing these things is what this threads for right? and i think its not fair to say he thinks the only one who can see the true potential of stages is him, i for one definitely see the possibility that certain stages slipped under the radar because they were preemtively labeled as jank by a large part of the community.(imo skyloft for eg.) could he be wrong? definitely and most likely too, but i think its better to argue for a stage and be wrong(ofc only as long as you admit to being wrong ) than to just outright ignore it
Larry Lurr replied to this image on twitter saying they should remove Duck Hunt too. That's why I've been saying we should try to keep stages like DH and DL64 legal instead of trying to give reasons to legalize stages like Stadium 2 or Mario Circuit or whatever. Priorities people!I just saw this:
https://pbs.twimg.com/media/CXvSSAYUkAEBrwG.jpg
WHAT THE ****?!
USA goes ******?
I've heard it in the stream that people are talking about this list but this list is so terrible....