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We need to meet one day.At some point in the past, I posed the question "What would you do if there were 30+ stages that were all unique and all competitively viable?" and while I don't recall what the consensus answer was, I do remember that there were at least a few people who said they'd still want to keep all but a few banned for the sake of a small stage list. This is sheer lunacy to me, but it's a small insight into the thought process of some stage conservatives.
Well I respect your opinion, but as we know of now, having 5 stages is too small, and 8 is almost as small but still fairly reasonable. Maybe the set minimum can be only up to 10 stages minimum to even it out between it? That way there can still be a reasonable 2 bans during the counterpick phase.Imo, 12 stages is too much. But having at least 8 stages, in order to ensure 2 bans during the counterpicking phase, would be ideal.
I feel like many players don't share the same sentiments as you unfortunately. This is why Smashville gentlemans game 1 is so popular, and conservative stagelists like the one you posted below get so much support.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.
Slightly off topic, but I'm surprised this event had solid Mii rules despite the very conservative stage list. I'm surprised I haven't heard anything about these rules despite the size of this event (and watching it).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....
Project M is a good example of this. That game has 30+ viable stages, but most regions run with around 10 (5 starter + 5 CP). At some point, I feel like the gameplay benefits of adding more stages aren't worth the added hassle to the stage selection process and the necessity to grind matchups on all legal stages. Perhaps I'm just conditioned by tradition to like a certain number of legal stages though.At some point in the past, I posed the question "What would you do if there were 30+ stages that were all unique and all competitively viable?" and while I don't recall what the consensus answer was, I do remember that there were at least a few people who said they'd still want to keep all but a few banned for the sake of a small stage list. This is sheer lunacy to me, but it's a small insight into the thought process of some stage conservatives.
In theory, if they were all viable, they should all still be legal and due to the sheer number I'd support just letting random select pick a stage unless the players gentleman to a specific one.Project M is a good example of this. That game has 30+ viable stages, but most regions run with around 10 (5 starter + 5 CP). At some point, I feel like the gameplay benefits of adding more stages aren't worth the added hassle to the stage selection process and the necessity to grind matchups on all legal stages. Perhaps I'm just conditioned by tradition to like a certain number of legal stages though.
Do you feel like there is a practical limit to the number of legal stages? Let's say the number of viable, unique stages was 10000 instead of 30. Is a stagelist of 10000 stages excessive or viable? This isn't meant as an attack BTW, I would just like to know your opinion.
I've time-outed several characters on that stage in several match-up Everytime this stage is legal I abuse it heavily. I'm the reason france has dropped the stage 8)
I don't necessarily disbelieve you, I'm just kind of disappointed if KJ64 will remain permanently banned for what amounts to "believe me, I've abused it, and I know that there's no way to get around someone circlecamping for all 6 minutes of the match if they wish to". Instead, we're going to be stuck with a Melee video where a Ganondorf is actually able to get hits in vs. Melee Peach and just hoping that the brokenness applies to Smash 4. [plus, the number of wavelandings that the Ganondorf missed at the beginning of the match makes me wonder if he was critically unfamiliar with the stage... but this isn't an argument about the legalization of the stage in Melee anyway...]I can guarantee you, if someone intends to get a timeout on this stage, he will get a timeout on this stage. The stage heavily encourages this. The stream archive is not available anymore but I'm the reason france has dropped the stage completely. I used the stage against Diddy Kong with Mii Brawler. But you can archive similar results with any other character as long as it has a good mobility. I've practiced camping on that stage before the tournament because I wanted to abuse it. The practice concluded that it's absurd to have this stage legal and I wanted to counterpick it in any case my opponent is not banning it.
You don't need a video. Just practice on the stage with a relatively mobile character. You can always avoid any conflict. You can go into the barrel if you feel like it to waste even more time. It's super easy to force a time out on this stage and the optimal strategy on KJ64 is always a timeout.
All I'm getting out of that is be prepared for music copyright johns. If we want a specific stage, now is the time to push for it.Genesis just announced partnership with Nintendo.
Not good news for the stagelist
Which stage should we push first? We need to push at least a total of up to 5 to 7 more stages (outside of FD, Smashville, T & C, Lylat and Battlefield) to let people see that the Conservative Ruleset is not necessarily a good idea and the Expanded Minimum Stage Proposition is a somewhat good idea. Is that a plan?All I'm getting out of that is be prepared for music copyright johns. If we want a specific stage, now is the time to push for it.
This is true. Most Omegas resemble FD's lip formation, but others simply allow more freedom to play outside & on the stage as weird as that sounds. It's very hard for characters to scrooge underneath FD when you start from the ledge & ledgedrop airdodge drift to the other side, but as a Shulk player who is fully aware of scrooging under stages with the Jump art, it's a breeze performing it on other stages. Still, it's a rare case.There are small differences, but aside from wall/no wall most of them are so small that they do not affect the outcome of the match in any appreciable way and even the walls only change the match for walljump characters. The other issue is that having very similar stages on the list slants striking towards that stage type, having dreamland as a starter in a 5 starter list causes the same problem.
If I can, I'll try to bring my setup to the next Kansas Stock Market tournament Hype! Train 6 where they have a flexible stage ruleset as well as allowing custom specials. I can pick Decisive Jump Shulk, scrooge / camp / barrel camp / run away / shark Uair through the stage for the whole 20 seconds that the Decisive art is active, wait for my 5 second cooldown, then rinse repeat. However, this is a rare case because not every character can maneuver like Shulk can with a Jump art active. But I have timed out characters such as Mario & Sheik on Duck Hunt with non-custom Shulk so, we'll see. It will most likely be due to barrel camping, because once someone enters the barrel, they're completely safe even when shot out from the barrel even afterwards due to having invincibility / intangibility the whole way up. And with Jump Shulk, I can simply wait until I shoot out from the barrel on one end of it's path, airdodge past the ledge & scrooge drift underneath KJ64 to the other side & then shoot back into the barrel to rinse & repeat that.I don't necessarily disbelieve you, I'm just kind of disappointed if KJ64 will remain permanently banned for what amounts to "believe me, I've abused it, and I know that there's no way to get around someone circlecamping for all 6 minutes of the match if they wish to". Instead, we're going to be stuck with a Melee video where a Ganondorf is actually able to get hits in vs. Melee Peach and just hoping that the brokenness applies to Smash 4. [plus, the number of wavelandings that the Ganondorf missed at the beginning of the match makes me wonder if he was critically unfamiliar with the stage... but this isn't an argument about the legalization of the stage in Melee anyway...]
If by "someone intends to get a timeout", you mean that you can go into match guaranteeing that the match will be determined by timeout rules, but you can't guarantee that you will be the winner, then I don't believe this is what most people mean by circlecamping--although I might be wrong. Obviously, in Melee, the level of circlecamping that Hyrule Castle and Kongo Jungle 64 contain are on different levels: at least you can challenge the other player on Kongo Jungle 64, while Hyrule Castle has many matchups where it literally becomes running away, and the other player can do nothing to prevent it.
Winning by time running out is a valid victory--I'm not sure if that even needs to be said--and should only result in a stage being banned if it causes the stage to become a match of one of the players getting a percent lead and then having a guaranteed victory from that point. [i.e. the stage becomes an effective <10:90 matchup spread for certain common matchups]
The fact is, if Kongo Jungle 64 in Smash 4 is broken based on what character is being circlecamped [rather than vise versa, which has little to no proof right now; and it perhaps has little proof for Melee as well, because I've only seen this one video], then this isn't an argument for banning anyway; this is a game of player vs. player, not character vs. character, and if you're playing a character that gets circlecamped hard on Kongo Jungle 64, then either ban the stage, get a secondary to deal with it, or realize that, like Ice Climbers in Brawl, you're going to get counterpicked really hard [Nana SDs on Rainbow Cruise] if you don't move off your main.
While you do have a point in that there's little reason to practice a stage when your local region bans it, I don't think a lack of experience should be a valid reason to keep a stage banned. That's just circular logic. (On the contrary, I think a lack of experience should be a very good argument in favor of making a stage legal because no experience implies no data. Why did something get banned without data?)I'd be down for Skyloft if I didn't have to memorize every single terrain pass-by while the stage is traveling from transition to transition. I wouldn't want my opponent getting hit at a moment I get a rewarding edge-guard & then realize they get hit by some drive-by mountain & then come back snapping to the ledge with their safe recovery.
The argument to that statement could be, "Well learn the hitboxes of the stage & then capitalize off it with another followup". Yes. Yes I could, but I find that to be kinda lame despite that I rarely play on Skyloft due to my scene around me never allowing it in tournaments. But another counter-argument to that previous one ^, would be that because this game favors a lot of characters who possess really good recovery is why I would dislike my opponent getting launched towards a terrain hitbox & then live for free. 'Cus then that prolongs the game's match & then suddenly one could lose momentum & Advantage to quickly change the pace.
Also, if stages get copyright issues, then I'd like my Omega Gaur Plains CP untouched.
Counterpoints:Mario Circuit has potentially really disruptive car hazards that can disproportionately reward players for grabs or completely change the gamestate. One player could be in an earned advantageous position that's totally ruined by
A: Getting hit by the cars
B: Being forced to abandon your advantageous position so as to not get hit by the cars and be put in a worse position
And the nature of the gameplay and lack of flow catering to the stage makes its effects on the game state completely random. It could decide major matches the same way an exploding capsule spawn could.
I did mention this in a previous post, but I will also state this in the event someone says that the top road is a hazard. It only appears on one simple part of the stage and while it does damage, it does end at some point and can easily be tech'd. The knockback does increase, but not enough to where you can't tech it.Counterpoints:
The cars only appear when the stage stops at a given location, and then their location is utterly predictable since they follow the road. They also don't always appear in the first place, and when they do there's ample warning.
Regardless of whether or not the cars appear, it's easy to check if it's possible for them to appear (just see if the road is there or not) and plan accordingly. If you insist on fighting near the road anyway, that's a gamble you're willingly taking.
If the car does hit someone, it does only 10% (nowhere near an exploding capsule) and while the kill % varies based on where you are when you get hit, ground-level impacts don't kill Mario until 135% or so, which I'd argue is already kill range for basically anyone and you're living on borrowed time regardless.
Every location where cars can appear has some safe standing room to plan a worst-case scenario around.
All that said, out of the 4 stages I mentioned in my previous post, which would you say is the best? You didn't answer that.
Port Town has no grabbable ledges anywhere, and the F-Zero racers are a much bigger threat than the Shy Guys on Mario Circuit. They do 20% damage and can kill Mario as low as 50%. They also don't give any explicit warning of their appearance other than simply seeing them in the background about a second before they're in the fighting plane.Masonomace But there is nothing to disrupt your edge-guarding attempt except for some walk-off portions of the stage, but even then, your opponent could be KO'd by that time. That said, Skyloft has no wall terrain that disrupts edge-guarding attempts whatsoever, because I know all of the portions of the stage. The only part of the stage that actually has a wall is the same one where there's only a walk-off that leads toward the right part of the stage, and that is covered by soft platforms so likelihood of your opponent being saved is still very slim.
I did mention this in a previous post, but I will also state this in the event someone says that the top road is a hazard. It only appears on one simple part of the stage and while it does damage, it does end at some point and can easily be tech'd. The knockback does increase, but not enough to where you can't tech it.
Anyways, of the four stages you mentioned, I'd have to say Mario Circuit. While yes, this stage does indeed have hazards, once you go around you will notice that there is only one true walk-off portion (the finish line) and a partial walk-off on the stage, which is actually less than Delfino Plaza's walk-off amount.
But I would like to know why you didn't include Port Town Aero Dive. Any reasoning behind it? I might have counterpoints toward it.
I'd argue the ability to gracefully deal with a forced change of stage position is itself a skill that is almost completely untested in our current stage list and that as long as the stage itself does not penalize a failure to do so too heavily, then it's still worth consideration.The % doesn't matter; It's the fact that it hits at all. That destroys your position, and a position loss is all it takes to completely turn the tide of the game at the top level. Hence the comparison to the capsule.
Basically, the fact that they exist is the issue, since due preparation may require giving up an advantageous position, which punishes actual tech and gameplay skill in favor of keeping a stage legal (when plenty of other stages without these issues exist...). The ability to prepare implies that you can do something, but that "something" could easily be detrimental to your position in the gamestate.
...Which is where the random factor comes from.
Also, Delfino's the least disruptive/wonky of those, and I'd be fine with it as a CP.
I love when everyone think everything should come down to skill only. Knowledge about game mechanics is very important and should never seen as inferior to player's skill. Let's give give example about stage that can favor player with a good stage knowledge: Brinstar (my favourite stage). Brinstar has lava that rises from time to time. It deals low damage and kills late. Bad thing, eh? The thing is that you can throw your foe into lava if they happen to get grabbed at wrong time and follow up with strong aerial (Ike's B-throw into Fair). Also some parts of the stage can be hit (pilars near the edge and the mass in the middle). These parts of stages keep moves hitbox active longer if they are hit with a move. For example if you are holding the ledge and your foe is at the ledge you are able to Uair through the stage. Thanks to the mass pilar the hitbox stays active long and enemy will get hit if they are unfamiliar with the stage or just too hasty. This brings more depth to the stage.It doesn't present a layout that allows you to capitalize based on skill.
The core gameplay is set on a stage, but the preference for static stages comes from the fact that no two fights are ever the same, due to a variety of moveset options and characters present. The stage acts independently of two skill-heavy players going at it, and if the stage is disruptive, it becomes effectively random in its ability to exploit gameplay.I love when everyone think everything should come down to skill only. Knowledge about game mechanics is very important and should never seen as inferior to player's skill. Let's give give example about stage that can favor player with a good stage knowledge: Brinstar (my favourite stage). Brinstar has lava that rises from time to time. It deals low damage and kills late. Bad thing, eh? The thing is that you can throw your foe into lava if they happen to get grabbed at wrong time and follow up with strong aerial (Ike's B-throw into Fair). Also some parts of the stage can be hit (pilars near the edge and the mass in the middle). These parts of stages keep moves hitbox active longer if they are hit with a move. For example if you are holding the ledge and your foe is at the ledge you are able to Uair through the stage. Thanks to the mass pilar the hitbox stays active long and enemy will get hit if they are unfamiliar with the stage or just too hasty. This brings more depth to the stage.
In my opinion stage should never be banned 'cause it has a hazard or it is a transforming stage. Only if the hazard or transformation doesn't bring anything new to the game and influels game's flow "too much"... then we can start thinking about banning. And yes I think PS2 should be legal 'cause it tests players stage knowledge.
Yeah my example wasn't the best, but I hope you understood what I meant.
I see what you mean. That is why I think the community should vote on 1 or 2 Omega stages.The problem with multiple omegas as starters is you risk stage style overlap
I think we should work to find a couple of good omegas as counterpicks, but I'd have no idea where to start
I can dig that. I'd like actual data & results with the inclusion of stages in a ruleset to decide whether a stage stays or becomes banned. I'm always in favor of stages like PS2 & Wuhu but they'll never see the light anytime soon for my scene. Basically my local scene is conservative like most areas(?) which isn't a bad thing, but the factor that makes or breaks our stagelist rule-set depends on the stagelist nationals & regionals use. So let's say that Genesis & big name tournaments from there on suddenly allowed Skyloft, then my local scene would absorb that ruleset & play with it in our own stagelist. it kinda comes down to, "if the top class tournaments have it, then we as players can adapt to it". That doesn't entirely hold true to our scene's opinion, but that's the TL;DR of it.While you do have a point in that there's little reason to practice a stage when your local region bans it, I don't think a lack of experience should be a valid reason to keep a stage banned. That's just circular logic. (On the contrary, I think a lack of experience should be a very good argument in favor of making a stage legal because no experience implies no data. Why did something get banned without data?)
Also, if Genesis were to actually make Skyloft legal, do you seriously believe that no one would adjust their own rules to fit in order to get in some practice? If no one bothers to adjust and adapt given advance warning of "hey guys, this stage is going to be legal", that's entirely on them.
If it were up to me, I'd push for either Skyloft or Wuhu Island to be added to the stage list. Travelling transformation stages are a valid archetype of stage one might want to pick, and Delfino's ceilings are drawing a lot of hate lately. Port Town has its own issues (cars, can't grab any ledges). Mario Circuit is a third candidate to consider, I guess, but I'm not sure what the general opinion is on that stage right now.
A general question to readers here, I guess. Which of the following stages do you think would best represent the group of "transforming stages" and why?
- Delfino Plaza
- Mario Circuit
- Skyloft
- Wuhu Island
The edge-guarding moments I was mentioning about are when the traveling transitions are taking place, like shown in this video (I wouldn't blame ya if you didn't watch the whole video). It's not that big of a deal like I kinda made it out to be, but I still think it's beyond words to just be saved by the stage's terrain as it's traveling to the next transition. I'd look at that & think, "great, more effort to take this stock" & that's about it. The stage is mixed to me but I ultimately wouldn't mind it being legal in the end. Between all of the traveling transition stages, I'd probably prefer Delfino Plaza Wuhu Island & Skyloft over Mario Circuit but I would rather advocate for Wuhu Island & Delfino Plaza out of the four.Masonomace But there is nothing to disrupt your edge-guarding attempt except for some walk-off portions of the stage, but even then, your opponent could be KO'd by that time. That said, Skyloft has no wall terrain that disrupts edge-guarding attempts whatsoever, because I know all of the portions of the stage. The only part of the stage that actually has a wall is the same one where there's only a walk-off that leads toward the right part of the stage, and that is covered by soft platforms so likelihood of your opponent being saved is still very slim.
I personally enjoy what Miiverse offers over Battlefield when it comes straight down to the MU you're playing against. Battlefield's ledges are so thin that disjointed hitboxes or just whacky things can happen & untechable stage spikes take place whereas Miiverse's ledges are more promising & true on the eyes that you'd expect. While it's not a big deal for me, I'm aware of the unfortunate ability to accidentally pineapple yourself on BF that may happen rarely from time to time, but it happens & Miiverse again is more promising & the stage layout is what you'd expect when you decide to recover to the ledge. Longer side platforms prevents a few strategies that characters would benefit from the gap between the upper & side platforms on Battlefield such as Villager Bowling Ball on the upper platform, Bowser & Yoshi's Down B bomb, etc.. In my special case, playing Shulk & choosing this stage over BF means I can scrooge & Uair shark reliably in Jump art & even shark with the startup of Fair & the active hitbox of Nair above me (Don't Nair unless you like being risky & more likely dying, or you're that confident in it). And again, in my case, my pressure applied with Utilt & Nair favors the side platforms closer to the center of Miiverse as well as Utilt for Shulk in general covering most if not all the space of a side platform. So as far as the limitations of the stage, it doesn't bode well in comparison to BF but it's because of those minor stage details that I personally play Miiverse more than BF in the grand scheme.Miiverse should never be allowed. No online play, no replay sending, you cannot pick it when you use a 3DS as controller. The stage is apparently just meant to not be played for some weird (Sakura why?) but because the stage is identical to battlefield except for some really really minor details, it doesn't matter anyway. (rip music).
Candidate list of stages is go. Arranged vaguely in order of more to less acceptable, but don't read too much into that. Basic guideline I used is "nothing that was legal at EVO, or Miiverse/Dream Land/Omega". 100% insane stages like Palutena's Temple (too big), Pyrosphere (Ridley), or Pac-Land (no) I just ignored outright. Others aren't on here because...eh. (Bridge of Eldin?)I've been thinking of possibly seeing if my local TO would be interested in doing a tourney with debatably legal stages (shoutouts to VSGC | DC) since we are known for doing tourneys with unusual rulesets (Jank City, Random Partner doubles). The only issue is, I haven't really had the time to gather at least 7 stages to make a stagelist with. I'd love to see suggestions for such a ruleset to present with my idea. It doesn't have to be limited to just 7, either; any amount of stages is appreciated.