wizrad
Smash Journeyman
DSR isn't really what's being discussed here.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Have you read the last two pages?DSR isn't really what's being discussed here.
Maybe "shouldn't be focused on quite so hard" would be a better phrasing.Have you read the last two pages?
Kongo Jungle 64 is alright for a CP for 1v1. It's one of those decent stages that have been overlooked.^ yeah. DSR is a separate debate. It might even warrant its own thread. If it's still being discussed with relevance to the legal stage list, it can stay here, but this seems to be heading off on a tangent.
Back on topic! I'd personally like to hear someone tell me about Kongo Jungle.
Sadly not. The Stage consists of circle camping, plattform camping and barrel camping. If you have the stock lead, you should win in that instant. The stage is not competitive at all.Kongo Jungle 64 is alright for a CP for 1v1. It's one of those decent stages that have been overlooked.
Fair enough, but there are some stages that are overlooked, like wuhu island.Sadly not. The Stage consists of circle camping, plattform camping and barrel camping. If you have the stock lead, you should win in that instant. The stage is not competitive at all.
It's considered "bad and not legal" due to the fact that walkoffs are very prominent and players can camp the sides of the stage and throw people into the blastzone.Fair enough, but there are some stages that are overlooked, like wuhu island.
Question: what is wrong with wii fit studio? Is it bad because it's a walk-off stage with no off-stage area?
I was wondering about how people would feel about walk-off stages ever since I learned that this game would have no chaingabs. I suppose the decision is for the best. Still, our starter and CP list could be larger.It's considered "bad and not legal" due to the fact that walkoffs are very prominent and players can camp the sides of the stage and throw people into the blastzone.
An I might be wrong here but I'm pretty sure the stage also has pretty big blastzones.
I like the stage but yeah, the bottom layout really does that. Only redeeming factor of the bottom part is that you're at disadvantage if you're standing on the moving part and it disappears because you have to commit to a jump.Additionally to the cheese grater and the bumper the layout is just not thaat suited for competitive play.
Everytime I play on this stage the battle is about who can camp the lowest section (the moving tiles) the most, because the position is insanely advantagous. For that reason I personally would not like to play on that stage. It creates a certain, defensive playstyle with an odd risk/reward ratio if you follow a certain strategy that doesn't make it seem like a fair competition.
Wii Fit Studio actually has small blast zones. Incidentally, they're identical to Coliseum.It's considered "bad and not legal" due to the fact that walkoffs are very prominent and players can camp the sides of the stage and throw people into the blastzone.
An I might be wrong here but I'm pretty sure the stage also has pretty big blastzones.
And I like all four stages. (with Unova, even if the hazards are light, I still find them to be a bit much) But I'm talking about a stage where the walkoff dynamic is the primary feature on an otherwise flat+plat stage. With Seige, only one of the three forms has walkoffs, and the transformation doesn't leave the camper in as bad a position as I would like. (the optimal would be how the walkoffs would come in and leave in the Water form of Kalos League) The three traveling stages are great and I will defend Delfino and especially Wuhu to the death, (skyloft's building hitboxes are a flaw I totally get but Wuhu is amazing) but they both have transformations that don't use walkoffs, and the ones that do are flat and campable. (Though a stage that always had water would fit what I'm looking for, but delfino doesn't always have water) Plus the temporary walkoffs aren't the main draw of those stages.Unova Pokémon League's hazards aren't too extreme either. The worst they can do is Reshiram's fire forcing characters to camp for like 10 seconds.
Other than that, Siege, Delfino, Wuhu and Skyloft all cover your criteria.
Another idea: scrolling walkoff? I imagine it would be harder to camp the sides when the floor's constantly moving under your feet.One of the things I like about walkoffs in theory is that it changes how recovery is considered, which benefits characters without good recoveries. However, that one benefit doesn't outweigh the massive downsides of a permanent walkoff. I would have liked to see stages experiment with the walkoff model, but alter it in ways that actually make competitive sense.
Like maybe a stage that has lava or spikes in the lower area, preventing any death by bottom blastzone but still punishing players who can't make it back. Or a walkoff stage with hills on either side (think right side of Melee Yoshi's Island) so being near the blastzone becomes a disadvantageous position to be in. Or a stage where the walkoffs appear and disappear, discouraging walkoff camping and rewarding players who choose stage control over cheap kills. Unova Pokemon League satisfies both of the second ones iirc, and would be an interesting stage if not for the hazards. Alas, the only stages that do this are the traveling ones, and even then variable walkoffs aren't the main feature, so idk.
I mean, mushroomy kingdom is a pretty awful stage.Another idea: scrolling walkoff?
Mushroomy Kingdom has...a lot going on. But a completely flat walkoff, with a modest scroll speed? Maybe some non-scrolling platforms for stability?I mean, mushroomy kingdom is a pretty awful stage.
I don't think this is inherently a bad thing.I think the problem with walkoffs in general is the remove of an integral part of the game: Offstage Play.
Characters with weak recoveries or weak offstage/edgeguarding game are made inherently stronger with the removal of, yknow, OFFSTAGE.
Yes, and I made that custom stage. Two of them, in fact, one flat + plat + lava, and one that was the same thing except the stage itself was also slanted slightly. Alas, I don't see custom stages actually being used in tourneys.Another idea: scrolling walkoff? I imagine it would be harder to camp the sides when the floor's constantly moving under your feet.
The lava floor idea's actually doable as a custom stage.
It is, but the Balanced Brawl version of 1-1 is good. It raises the ceiling and halves the scrolling speed. I think a scrolling stage could work if it scrolled fairly slowly.I mean, mushroomy kingdom is a pretty awful stage.
The same could be said for FD and its unique lack of platforms. Characters that lack good vertical killing options are made inherently stronger with a high ceiling. A stage in which characters who aren't good offstage could be okay in isn't THAT far off from stage selection in the first place.I think the problem with walkoffs in general is the remove of an integral part of the game: Offstage Play.
Characters with weak recoveries or weak offstage/edgeguarding game are made inherently stronger with the removal of, yknow, OFFSTAGE.
Im imagining Wii Fit Studio, with the floor replaced with a slow-moving treadmill. Yes. Or even have the treadmill portions be at the end of the stage, taking up the space where the offstage would be. I would be 10000% hype for that.Mushroomy Kingdom has...a lot going on. But a completely flat walkoff, with a modest scroll speed? Maybe some non-scrolling platforms for stability?
YES YES YES YES YES YES YES YES YES YES YES YES YES PLEASE. And while we're at it, bring back the Melee Battlefield theme for itI just want Metal Cavern 64 as DLC. We need more small stages and we need more non-flat stages. Metal Cavern 64 would be both.
IIRC Rainbow Cruise was legal for a while in Brawl until Meta Knight started tearing everything up and they banned it in an attempt to curb his dominance. Not sure about Melee.I don't know how anyone would even consider a scrolling stage for tournament legal.
I'd be 100% up for Metal Cavern 64 as a DLC though.
Already did.Also, VOTE METAL CAVERN 64 IN SMASH BALLOT!
Are we really going to count how many stages favor certain kind of strategies?It's okay to have one stage that boosts the gameplay of a certain classe of character, it's not okay to have 3.
well mindlessly flopping together all the stages deemed legal has shown its limits hasn't it ? But I agree it's much easier to turn your brain off and repeat the mistakes from the past.Are we really going to count how many stages favor certain kind of strategies?
It also didn't work. Meta Knight remained dominant throughout Brawl, and banning Rainbow Cruise et al led directly to the rise of the Ice Climbers since the now-banned stages were basically auto-lose counterpicks. I would also tentatively hypothesize that Jigglypuff and G&W probably could have used the boost from having those stages legal since AFAIK neither was particularly amazing in Brawl, so banning the stages to curb Meta Knight also nerfed some characters that really didn't need the nerfing.But you're wrong. Just take a look at Brawl's history
-Rainbow Cruise, banned because it enabled MK's ability to air camp even more than regular stages. Some other characters with high air mobility could abuse the platform layout and the scrolling
-Brinstar, banned because of how powerful the sharking was on the stage (MK but also Jiggs and GW)
-Jungle Japes, banned because the multiple ledges and the very spread horizontal layout gave characters like Falco (and to some extent DK) broken mobility options
-Norfair, banned because the stage layout and the multiple ledges encouraged defensive play and gave certain characters the option to circle camp
-And let's not even talk about how DDD and other chaingrabbers (like Falco and Pikachu) straight out forbad that we even consider walkoffs or permanent walls.
So I'm asking you : if this is not "banning stuff to cater or diminish character's attributes" then what is it ?
That last sentence is a very bold statement. I've known and seen IC players win on RC, just because a grab doesn't result in a stock loss doesn't mean damage can't be done.It also didn't work. Meta Knight remained dominant throughout Brawl, and banning Rainbow Cruise et al led directly to the rise of the Ice Climbers since the now-banned stages were basically auto-lose counterpicks.
This is true and was an argument that was brought multiple times by stage liberals but the answer was always the same : MK was just too strong in Brawl. Remember we're talking about a character that had a rule created just for him and was temporarly banned at some point. Allowing those stages wouldn't have given Jiggs/GW better chances in tournaments since MK was there.I would also tentatively hypothesize that Jigglypuff and G&W probably could have used the boost from having those stages legal since AFAIK neither was particularly amazing in Brawl, so banning the stages to curb Meta Knight also nerfed some characters that really didn't need the nerfing.
Yes but as you can see people are discussing their viability in smash 4. In brawl there was no discussion because the CGs brought everyone to a consensus.Walkoffs I'll grant, but they have other things working against them besides simply chaingrabs as proven by the fact that they remain banned en masse in 4 despite chaingrabs being nonexistent. So clearly it wasn't just Dedede's chaingrab.
Well let me develop then : Norfair and its multipleledges promoted a kind of defensive play that had no competitive value (ledge camping and circle camping). There's a limit to how much defensive play should be rewarded in a fighting game, and though where to put this limit is subjective circle and ledge camping are beyond any grey area.Norfair banned for "encouraging defensive play," while probably accurate, seems really childish to me, as if the powers that be decided that defensive play is something that shouldn't be viable.
I said in my previous posts that it's not just Brawl. It happened in Melee too where at some points Corneria and Mute City were legal. I won't talk much about Melee because I wasn't active in its prime but it happened too.Also, kyokoro said we should not ban stages in an attempt to balance characters, not that it never happened. Because Brawl is an obvious counterexample. And frankly Brawl is an amazing case study showing how it can have unforseen consequences. Did anyone actually expect the Ice Climbers to become #2 the way they did afterwards? (Honest question, I don't know the answer.)
"Catering/nerfing playstyles via the stagelist has been done in the past... with poor results". I'll say it again because you don't seem to understand what you're writing : catering to playstyles is the essence of banning stages. You ban Palutena, Onett, Port town or GCO because they cater to a playstyle that is not fit for competitive play.Everything I would reply with was already stated by the kids' favorite Drone.
Catering/nerfing playstyles via the stagelist has been done in the past... with poor results.
Then again, shaping the list to reflect that is simply NOT FAIR.
Why would you ban Brinstar and Rainbow Cruise on a MetaKnight-less game? Because 3 or less not incredibly popular characters are good?
And yes, Ice Climbers' rise was, for the most part, a result of shrinking the stagelist in order to keep Meta Knight in check.