RIP|Merrick
Absolute Trash
Any idea if they reset that first initial match on Gamer to get a different layout?
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Bruh.This is actually ugly. I knew knew knew this was the path Smash 4 was heading toward. And I refuse to follow it. Absolutely not having it.
Even worse is just peeking at some of the comments for these threads, you can see the hate toward Lylat Cruise and wanting it banned, Duck Hunt and the ducks "messing up" hitboxes, oh lawdy.
This community is screwed before the game even really started fam.
Also, apparently Omni is gonna do a five reasons why he hates Duck Hunt video? Hoo boy...
I find the justification of more restrictive rulesets to be fascinating. Are like, dynamic stages really that bad for tournaments? Is keeping track anything more than moving platforms and your opponent to much?I can see how if you think being good at this game is about tech skill and reflexes, Duck Hunt is a stage to remove.
I also think if that is your opinion, you are probably playing the wrong game.
Clever use of the completely predictable and influencable dog to your advantage is a sign of a great player to me.
Tech skill, reflexes, but smart decision-making above all. That is what makes a great Smash player to me.
On a different note: People arguing against Lylat say "It forces projectile users to play differently" and i respond with "yes, that is why i picked it against you". It is not like it is that terrible for most characters anyway.
Straight.There must be reason...
I'm thinking its a combination of many factors. I think the main reason for banning a ton of stages is because despite how many times we claim Smash is a different breed of fighting game, we also want people to see Smash as a traditional fighting game as well. Street Fighter, Tekken, Guilty Gear, Marvel vs. Capcom, all well respected 2-D fighters where stage selection doesn't do anything. So we take that lesson from these games, and decide that only interactions between players count as skilled play, and interactions with the stage need to be kept to a minimum, otherwise, we're not a real fighting game.Bruh.
I find the justification of more restrictive rulesets to be fascinating. Are like, dynamic stages really that bad for tournaments? Is keeping track anything more than moving platforms and your opponent to much?
I'm DEAD SERIOUS not even trying to be insulting. Would less stages really mean more for this game? Is it so we can focus more on the characters? Is having a certain amount of stage knowledge unhealthy for the community?
The video I posted above says a lot about how the stages got to where they are now but not about the mindset behind it. I really think this should looked into more, because most of the time a strait answer for banning is never given and an arguments never amount to anything.
I do believe the more stages the better but how can you change things without understanding the other side? There must be reason...
I actually sort of wish that Kongo Jungle 64 was legal. I don't see why it isn't - most of the moving parts are extremely predictable. The only issue I could see is the slightly angled parts in the middle of the stage, but those are static and don't take away from a player's skill. I think it should be added, considering Yoshi's Island is a legal stage for Melee.Counterpick Stages: Kongo Jungle 64
It's a shame that there aren't any rules on circle camping. I could understand if it was really close and the game would timeout in, say, 30 seconds, but I would feel circle camping would be an easy fix for tournament hosts. Unfortunately, I have no competitive experience, so this is from a bystander viewpoint. I have no idea what a '5th strike' is or any sort of terminology like that. :TIt was banned in singles because of the possibility of circle camping, but I don't think that's enough to actually warrant a ban. The characters that can run away to win on that stage (ex: Sonic) can do so on any stage.
I don't think adding more unnecessary rules in a game with an abundance of them in the competitive scene is a good idea, especially since circle camping is just a part of the game that we as players and the twitch chat (heh) have to deal with playing against/with or watching. It just sounds needlessly complicated and fuzzy to implement some rule against something that can either be lessened with less camp induced stages, or deal with it and face the wrath of public outcry. That being said, I'm sure all the Sonics, Jigglypuffs (even though he/she is trash ), and Villager would welcome Kongo Jungle again with open arms.It's a shame that there aren't any rules on circle camping. I could understand if it was really close and the game would timeout in, say, 30 seconds, but I would feel circle camping would be an easy fix for tournament hosts. Unfortunately, I have no competitive experience, so this is from a bystander viewpoint. I have no idea what a '5th strike' is or any sort of terminology like that. :T
Wish I could be more helpful.
I see. I'd like it as a Bowser main because those platforms could be very useful for getting early kills with Flying Slam. Still, it seems like circle camping would be hard for Sonic. Is it possible to intercept or is it impossible to catch them on a map like Kongo Jungle?I don't think adding more unnecessary rules in a game with an abundance of them in the competitive scene is a good idea, especially since circle camping is just a part of the game that we as players and the twitch chat (heh) have to deal with playing against/with or watching. It just sounds needlessly complicated and fuzzy to implement some rule against something that can either be lessened with less camp induced stages, or deal with it and face the wrath of public outcry. That being said, I'm sure all the Sonics, Jigglypuffs (even though he/she is trash ), and Villager would welcome Kongo Jungle again with open arms.
Not impossible, but hard as ****.Is it possible to intercept or is it impossible to catch them on a map like Kongo Jungle?
A character with low mobility versus a character with high mobility is very hard to catch up...unless the former has higher jumps. Falco vs Yoshi, for example is actually easy for Falco since he can easily catch up with Yoshi in a variety of ways. Then you have characters like Link, who are the literal definition of "screw mobility" when chasing opponents like Sonic, thanks to Link's projectile game.I see. I'd like it as a Bowser main because those platforms could be very useful for getting early kills with Flying Slam. Still, it seems like circle camping would be hard for Sonic. Is it possible to intercept or is it impossible to catch them on a map like Kongo Jungle?
That's a shame. I figured it would have been a great option for competitive fighting.A character with low mobility versus a character with high mobility is very hard to catch up...unless the former has higher jumps. Falco vs Yoshi, for example is actually easy for Falco since he can easily catch up with Yoshi in a variety of ways. Then you have characters like Link, who are the literal definition of "screw mobility" when chasing opponents like Sonic, thanks to Link's projectile game.
But then you have Jigglypuff going against Ganondorf...good luck.
It can still be, but Jigglypuff gives the almost-impossible time to Ganondorf...if Jiggs has less damage or more stock.That's a shame. I figured it would have been a great option for competitive fighting.
And so it was tested.On the other hand I've been running biweekles and this sunday I might be running an alternative stagelist.
For OGA, I just rechecked, the stage runs on a two minute cycle, and the transformations happen at the same time each cycle, no variance.And so it was tested.
Unfortunately half of the used Wii Us lacked the DLCs so they were not used, but here are some impressions:
1. Mushroomy Kingdom U
Surprisingly popular. The deeper into the bracket, the better the players dealt with Nabbit by both avoiding and killing it, rarely getting any grab at all. Icicles were barely an inconvenient.
2. Mario Circuit (Wii U)
I have mixed opinions about this stage, the only real issue was the part where the track formed a ceiling and caused all kinds of crazy interactions, but it felt overall fair.
3. Skyloft
By far, the most popular stage of the event. The fear of pineapple was real at almost every stop of the stage, and players often missed punishes because they didn't pay attention to the changing terrain, but nothing, absolutely nothing made competition impossible; not even difficult.
4. Norfair
Barely picked at all, but when it was players frequently knew what to do. The most extreme thing it has, and possibly its only problem, is that the Lava Plume animation does not match the actual hitbox, which is unfortunate for such a powerful one.
5. Orbital Gate Assault
I personally disliked it a lot, but it was too a very used stage. If the stage gave you any sign of when it is going to change it would be amazing, but lacking markers, the only thing fairly easy to avoid is the Ship's explosion. I didn't double-check if it works on a timer tho.
6. Kalos Pokémon League
Possibly the 3rd most picked stage, everybody seemed to be prepared for it except one kid who died to Registeel's Stomp and was completely stunned by it. Every single person who got hit by its hazards knew they were at a bad spot already anyway and didn't get mad at the stage, but on their own performance. It was amazing.
7. Pokémon Stadium 2
The second most picked stage. Nothing crazy, "janky" or even notable happened. Players used the Electric transformation to somewhat add safety to their smashes, and Flying had one case of Sonic Uthrow>SpringUair being a true kill combo at like 70% but that's about it. There were no cases of zero-to-death, nor complains on "taking too long to land".
8. Gamer
Hard to gauge. It was picked quite often too, and layouts were indeed problematic at times, and while most of the time players seemed to be well aware of 9-Volt, the punishment for her hits were quite strong.
9. Windy Hill Zone
Another perfectly fair stage.... except for the offstage springs. They disrupted recoveries, some characters' options to recover low were nullified forcing them to go up, players going low were spiked by it, and sometimes the spring appeared just too suddenly to try to avoid it. Oh, and one time the Windmill dragged a player to the blastzone, and he was so close to it that he would've died whether he teched it or not.
Overall, Skyloft, Kalos and PS2 presented little to no problems and MKU is very close to them on that regard.
Norfair, Mario Circuit and Windy Hill Zone had few but major downsides.
OGA and Gamer are difficult to judge for me.
I might try another experiment like this later.
At the very least everyone agreed it was extremely fun.
We have a long enough time to get all of these done. But I cannot emphasize the importance of legality for the following stages alongside Siege and Delfino: Miiverse, Dreamland, Mushroom Kingdom U and Skyloft.With the announcement of Smash 4 at EVO, we need to seriously get this train going. Delfino and Castle Siege are the two priorities for legality, since Halberd is the most disputed of the three that have been falling out of favor. Any other stage additions are simply extras, to be quite frank.
While I do like the graphic, why is stage striking 3-4-1? Is that to reduce complexity? It just seems odd compared to 1-2-2-2-1. Also, I think Player 2 gets the better deal, having a 50% shot at whatever stage they want from the six stages remaining at their turn
Check out this graphic I'm working on for Midnight Grime this Thursday. These will be available at all setups to make the process significantly easier. Nine stages, lets goooo. I'm pumped.
I could have sworn 3-4-1 was the most optimal stage striking procedure, but even if it's not at least for this event and as a an attempt to ease people into the process I want to keep it simple for now. Not too concerned about the advantage of being the first or second to strike as I am to get these stages played on. I talked to the others in our scene who brought up the same point, and they all admit they would like my way more anyway since they tend to fumble with numbers even with the instructions in front of them, oops.While I do like the graphic, why is stage striking 3-4-1? Is that to reduce complexity? It just seems odd compared to 1-2-2-2-1. Also, I think Player 2 gets the better deal, having a 50% shot at whatever stage they want from the six stages remaining at their turn
I'd like to see these combos that can never exist because you don't even have a grasp as to how the wind portion of the stage works. Go on, show me, show me these non-existent combos. And besides, one portion of the stage shouldn't be enough to ban it.Pokemon Stadium 2 has been discussed 100 times, combos off the top that start at like 10% during wind are unacceptable for competitive gameplay, especially when one of the characters who can do that is the best character in the game.
Should I whip out the testing machine again for Wuhu Island?I think the only stages you could push for at max are Castle Siege and Delfino.
Wuhu Island is generally despised.
Halberd is terrible.
everything else isn't up for debate for 99% of people.
D-throw > uair > uair as sheik kills ness at 10%I'd like to see these combos that can never exist because you don't even have a grasp as to how the wind portion of the stage works. Go on, show me, show me these non-existent combos. And besides, one portion of the stage shouldn't be enough to ban it.
Like I'm really going to be affected when I play my imaginary Ness. Alright, you put in just one character, one character only, and you disregard in telling me if it was with DI, with bad DI or with no DI. Tell me who else this works against, tell me if you can't DI out of it and give more explanations.D-throw > uair > uair as sheik kills ness at 10%
Go test things yourself before you call other people out and make yourself look bad lmao.
Roof combos can just be DI'd out of; a character like Sheik won't be able to exactly get an opponent if they DI or SDI away from the final hit. And second, I wasn't just aiming to go for the roof combos, I decided to test the portion as a whole. Thirdly, I don't care who it is I'm arguing against in the community if I can actually prove my own valid cases for a stage; someone can be the best player in Smash Bros. and I wouldn't treat them like they're all high and mighty in an argument.Good lord...
Just because you starting typing 'better', tested (completely and totally incorrectly), and want something, doesnt mean you should be a ****. You are condescending someone who is totally correct, by the way. He is a well known and highly skilled player.
People are referring to roof combos. Of course the wind doesnt boost knockback significantly. It allows characters (mostly top tier ones, by the way) to bring you so close to the blast zone so quickly that you die to their finisher. I cant believe im explaining this, these combos have been around for months.
Honestly... I feel like that's the point of the wind transformation. Instead of trying to stay out of the air to avoid juggles, you're trying to avoid being punished on the ground. It promotes a different kind of play almost. In fact, stall-and-falls like Tink's Dair actually become quite useful in the wind transformation, as it allows him to quickly reach the ground to regain his double jump and take to the skies again.D-throw > uair > uair as sheik kills ness at 10%
Go test things yourself before you call other people out and make yourself look bad lmao.
Dude how are you this ignorant.Like I'm really going to be affected when I play my imaginary Ness. Alright, you put in just one character, one character only, and you disregard in telling me if it was with DI, with bad DI or with no DI. Tell me who else this works against, tell me if you can't DI out of it and give more explanations.
Roof combos can just be DI'd out of; a character like Sheik won't be able to exactly get an opponent if they DI or SDI away from the final hit. And second, I wasn't just aiming to go for the roof combos, I decided to test the portion as a whole. Thirdly, I don't care who it is I'm arguing against in the community if I can actually prove my own valid cases for a stage; someone can be the best player in Smash Bros. and I wouldn't treat them like they're all high and mighty in an argument.
And besides, so what if I type better or worse? Should that even matter to people?
Duck Hunt's side blast zones are not closer, that is the camera playing tricks on your eyes. With this knowledge, I encourage you not to ban DH against Sheik, as both FD and T&C are likely better stages for her.DH is unbearable against a campy shiek, being closer to the blast zone sucks vs any shiek (needle bouncing fish setups kill you significantly sooner). It also ruins little mac totally. And any character that can outcamp is encouraged to there.
Instead of asking why not ban a stage, why not ask what the stage adds?
Just playing devils advocate here, i personally am Ok with duck hunt being there, but it does waste my ban vs shiek and force me to play on TaC and get kill confirmed...