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Yeah, i can understand that, but 13 fits well into the 1-2-1 striking. And you're probably right about PS2. I know it seems to be the least played stage of the 2.Should probably ditch PS2 before Delfino.
But really you should be judging every stage on their own merit, rather then trying to fit them into a list of exactly 13 stages.
Remove SmashVille, cause Chaos.Battlefield/Miiverse*
Final Destination / Omega Stages**
Delfino Plaza
Lylat Cruise
Castle Siege
Skyloft
Town and City
Smashville
Pokemon Stadium 2
Dreamland 64
Wuhu Island
Kongo Jungle 64
Duck Hunt
* these stages can be interchangeable.
i'd just be pulling delfino for peaches. I'm not crazy about how it handles its transformations, if the ceiling moved with the camera instead of what it seems to do by just jumping from one location, then back to the moving platforms, i'd be keeping it for sure. but that along with what others have said its transformations being long duration walk-off intensive, makes me feel its the next to be cut.
haha, as much as i'd love to do this, im sure riots would ensue.Remove SmashVille, cause Chaos.
PS2 was divisive. In Brawl it was way worse, but more stage liberal areas it was allowed.Can someone inform me on the argument for Pokemon Stadium 2? It just seems to me that a stage that changes how your character moves should be straight up illegal. I feel like that interferes with play much more than something like stage hazards or walk-offs. I don't even love that stage when I'm playing for fun.
Was that stage legal in Brawl? Is the argument for PS2 just extended from PS1 being legal in Melee?
Also, I would hate for Halberd and Delfino to be banned because of "jank". How ridiculous. Let's stop letting the scrubs dictate the metagame. There's not enough variance when it comes to stages in the current metagame as it is. For someone new who watches tournament play, T&C, Battlefield, and Smashville would be to their knowledge the only stages in the game.
How is this different than Delfino while transforming or Halberd in general?PS2 was more tame in Brawl.
In this version you have easy death combos off the top with wind.
Ghostbone has been arguing against using those stages (or at least Halberd) partially for that reason.How is this different than Delfino while transforming or Halberd in general?
It isn'tHow is this different than Delfino while transforming or Halberd in general?
Interesting system, and I like how the stages are arranged thus far. As for the statement in bold, which I sadly agree with, that's a pretty gross understatement, considering that an unhealthy amount of people just gentleman to Smashville right now. I rarely see a match on Battlefield, and forget Final Destination, let alone anything else for that matter.So I figured I'd mock up a bit of what i was talking about when mentioning dividing stages into sets for striking.
-SET1
Battlefield
Duckhunt
Peaches Castle
Pokemon Stadium 2
Skyloft
-SET2
Smashville
Wuhu Island
Delfino Plaza
Kongo Jungle 64
Town & City
-SET3
Final Destination
Lylat Cruise
Dreamland 64
Halberd
Castle Siege
So 3 sets of 5 stages.
First match, each player strikes an entire set, and then 1-2-1 strikes from the final set for a starter.
2nd and 3rd match, winner of previous round strikes a single set, and 1 stage from each of the remaining sets.
This is how my initial thinking of it would go. The order of where the stages are could obviously change, and probably should, but i just set those up on the fly trying to just spread out the more "neutral" stages with the others more suited for a counter-pick.
I think I'll toy with this idea a bit and get some of my locals to give it shot a few matches. I also get the feeling that no matter what, any stage list that isnt 5 starters + 5-6 counterpicks just isn't going to get very far.
Yeah, and as i said the stages in those sets could easily be shifted as needed, but i was thinking of the more balanced way to keep only a couple neutral stages on the list, along with a few counterpick stages in each. trying to avoid the obvious (these are basically all battlefield clones) in a single set.Interesting system, and I like how the stages are arranged thus far. As for the statement in bold, which I sadly agree with, that's a pretty gross understatement, considering that an unhealthy amount of people just gentleman to Smashville right now. I rarely see a match on Battlefield, and forget Final Destination, let alone anything else for that matter.
On a semi-related note, since I'm anti-customs (partly for logistical reasons, yes), I feel a larger stage list (a 9-starter with about 5-7 counters feels like a good start to me) can make up that diversity without as many balance problems.
Nah I would have agreed with you in Brawl but the mechanics of this game are different and we have to judge the stage differently.No, stop it guys, there's nothing wrong with PS2, other than unfamiliarity/unjustified distaste for the Wind transformation.
The wind transformation is downright awful. It completely breaks any kind of flow, makes jumping a disastrous option and gives characters with physics ignoring moves a big advantage.No, stop it guys, there's nothing wrong with PS2, other than unfamiliarity/unjustified distaste for the Wind transformation.
The fact that characters like ZSS can dance around floaty characters even better than before. Way too much better.Different and obtrusive doesn't make it inherently bad.
It slows down the battle and makes certain strategies/moves more important. So what? Exactly what mechanic makes it so terrible? Not even vertical combos are too powerful when even DI away gets enhanced.
I'm not sure I understand you correctly, but it seems to me that you provide evidence in one sentence that Wind Transformation can be ignored by your character while simultaneously denying that entire point two sentences later.The fact that characters like ZSS can dance around floaty characters even better than before. Way too much better.
Half of the cast just can't land anymore while I can just dAir to land or use my dSpecial to completely ignore the wind.
This transformation makes jumping one of the worst things to do.
Punishing ground moves gets much harder as well. It basically removes chunks of fundamental concepts and movement options.
I'd like you to prove me wrong and show me some video evidence where this transformation doesn't result in a standstill. I for one have yet to see that.
Wait hang on are you saying the part of the stage that completely invalidates ZSS's neutral game is "way too much better" for her?The fact that characters like ZSS can dance around floaty characters even better than before. Way too much better.
I'm not sure I understand you correctly, but it seems to me that you provide evidence in one sentence that Wind Transformation can be ignored by your character while simultaneously denying that entire point two sentences later.
Regardless, having frequent standstills did not stop Pokemon Stadium 1 from being a CP in Melee (even though it is a stage that favors spacies, who already are dominant enough).
My point was that most characters suffer heavily under the transformation, while a small selected few have options that provide them big advantages. ZSS, Sheik and Pikachu come to mind.Wait hang on are you saying the part of the stage that completely invalidates ZSS's neutral game is "way too much better" for her?
Sheik kills you at 10 from a grab during the wind transformation.Different and obtrusive doesn't make it inherently bad.
It slows down the battle and makes certain strategies/moves more important. So what? Exactly what mechanic makes it so terrible? Not even vertical combos are too powerful when even DI away gets enhanced.
Yeah, @Yikarur didn't you test that pretty extensively? That's why the stage is banned in Germany right now. Not even I am trying to bring that back. That's just not really acceptable, as unfortunate as it is.Sheik kills you at 10 from a grab during the wind transformation.
If that isn't terrible I don't know what is.
And that's not even an exaggeration, d-throw > uair > uair true combos and kills you off the top blastzone that early.
Am I missing something? Does FLSS require 13 stages (or anything other than an odd number of stages)?Oh by the way, trying to create a stage list that works for FLSS is hurting your case. There is no way a 13 stage list will happen. We do not have 6 stages that are acceptable to make this possible.
FLSS requires 4n+1 stages to work properly with stage striking (5 stages strike 1-2-1, 9 stages strike 1-2-2-2-1, 13 stages strike 1-2-2-2-2-2-1, etc).Am I missing something? Does FLSS require 13 stages (or anything other than an odd number of stages)?
It's an advantage to strike last and a disadvantage to strike first. 11 therefore favors player 2. 13 is more balanced because it lets the same player strike first and last.Sorry if I sound ignorant, but why couldn't we have, say, an 11 stage list with 1-2-2-2-2-1 striking? Both players would still get the same amount of strikes, wouldn't they?
I'm not an expert in game theory, unfortunately.I'm beginning to think that's a bit of a cop out, there are ways to get around that. With 7 stages we could strike 2-3-1 or 1-3-2, I'm pretty sure the former doesn't provide an advantage to either player despite not fitting into the 4n+1 equation. Similar things could be done for 11 or 15 stages (but not 3 obviously).
@ Ghostbone I've always found people show the most resistance to CS, what makes it the best option? Why is Wuhu better than Skyloft? I agree with these two transformers being better options than Delfino, but what makes them all better than Kongo?
Australia has some weird Castle Siege hate. Segments 1 and 3 are competitive, it's just the middle segment that's the issue (this game doesn't have walk-off chaingrabs or random extreme loading times so it's far more competitive than brawl). It's also the only transforming stage (well also town and city i guess) that's 100% consistent, whereas wuhu/skyloft/delfino randomly go to different segments (there's some pattern but it's still random).@ Ghostbone I've always found people show the most resistance to CS, what makes it the best option? Why is Wuhu better than Skyloft? I agree with these two transformers being better options than Delfino, but what makes them all better than Kongo?