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Meta Stage Legality Discussion Thread:

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Ghostbone

Smash Master
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Sep 20, 2010
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I don't believe my question has been satisfactorily answered: why are small blastzones bad? Both players have access to their use. Sure, there are some characters that are able to take more advantage of them than others, but it's not like one player has unique command over stage elements. Both players can kill off the top, so a more skilled opponent can easily gimmick his way to victory just as much as the other guy. I don't see the problem other than it's obnoxious and people don't like it (neither of which are valid arguments nor should they be).
Replace small blastzones/early kills with circles/circle camping or hazards/randomness, etc.

Sure the better player can take advantage of gamer's hazards more, but it still increases the variance of the game a hell of a lot.
Sure Halberd isn't as bad, but it's a scale, and small enough blastzones would be banned, the discussion is just on whether halberd's are small enough.
 

Kanzaki

Smash Champion
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Jun 12, 2006
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Orange County, CA
If it's your pick then the opponent should have zero say in the matter, if he does for some **** reason sounds like the TO is garbage.

And Pokemon Stadium 2 is fine, the various forms aren't even as bad as people say.
Typically on counter pick, if you ban FD, you ban all Omega FD... if you counter pick TO FD, you can choose an Omega stage, but your opponent can refuse that and default to regular FD, or another Omega.
 

Ulevo

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Unlimited Blade Works
Replace small blastzones/early kills with circles/circle camping or hazards/randomness, etc.

Sure the better player can take advantage of gamer's hazards more, but it still increases the variance of the game a hell of a lot.
Sure Halberd isn't as bad, but it's a scale, and small enough blastzones would be banned, the discussion is just on whether halberd's are small enough.
Halberd's ceiling is static; it has nothing in common with random elements. Circle camping is frowned upon because it revolves around degenerative strategy, such as avoiding your opponent for extensive periods of time. While you might consider kills that happen earlier as a less than ideal, it in and of itself does not result in what we would consider degenerative. It could be related to certain hazards. Some hazards in the game are predictable in nature, fair in both their involvement and risk-reward. The ones you are likely referring to are the hazards that are not ideal for competitive play, like the race cars on Port Town. These detract from the experience of competition because they make the involvement of said hazard and place it as the epitome of priority due to how dangerous they are, and they produce inconsistent results because of how easily they can swing the advantage.

You cannot compare Halberd's static blast zones to circle camping, threatening hazards, or random occurrences. Halberds ceiling is no different than any other ceiling with the exception that it kills earlier, nothing more. If you want to clamour for its removal, these comparisons are not the way to go about doing so.
 
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Shog

Smash Ace
Joined
May 13, 2014
Messages
926
As much as I am hyped for :starman: Hyrule Castle 64:starman:
I think Charizard can KO opponents now with 0% at the top plattform with Seismic Toss :4charizard:

Peach Castle 64 is definitely testworthy guys. I always liked the layout even back in 64 days, only the Bumper was annoying. If the bumper sucks, rejoice!
 

dav3yb

Smash Journeyman
Joined
Dec 7, 2014
Messages
431
Typically on counter pick, if you ban FD, you ban all Omega FD... if you counter pick TO FD, you can choose an Omega stage, but your opponent can refuse that and default to regular FD, or another Omega.
I could understand certain ones, for reason of mainly being difficult to see things on a certain stage (like trying to see villager sapling on green hill), but I don't understand why if its your counter-pick and you choose FD, you cant just pick any omega to replace it, given that there isn't a legitimate reason for an opponent being opposed to it, not just "it has walls that helps you and not me, you cant go there" bs. Still sounds like a ****ty rule that should be done away with (as long as omega is treated as FD anyways)
 

Trent

Smash Champion
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Apr 26, 2007
Messages
2,305
Location
New York, NY
I already feel in my gut that Smash is going to take a huge step once EVO finishes. Every regions' rule set already contains the EVO set in order to prepare for it, and because of this, little experimentation has been happening. That's why I decided to make this gigantic post. Have fun reading, comment, make counterpoints, whatever you wanna do. This is just the opinion of an avid tournament goer that usually places 13th or 17th in NYC, so no one special.

EDIT: I took notes and changed it slightly. The new starter list has 2 stages with 3 platforms, a stage with 1 moving platform, a stage with platforms that come and go, and a stage with no platforms. Battlefield and Miiverse can be swapped. I included Omega Palutena due to the bright light being distracting from Vanilla FD

Starter:
Miiverse
Omega Palutena
Smashville
Town & City
Dreamland

Counterpick:
Duck Hunt
Lylat Cruise
Omegas (Banning 1 bans all)
Battlefield (Banning Battlefield bans Miiverse)

Reasoning for Halberd Banning:
The Deck has Stage Hazards. Halbard is currently the only EVO legal stage that has stage hazards. It doesn't matter to me that it's telegraphed, it's still another force interfering with the players' neutral game that would better off being not present. The walk off isn't a big deal since it's only for the first 10 seconds of the match and no one ever dies to it. I could maybe think about keeping this as a counterpick because of The Deck's layout, despite hazards, but the Platforms section have a very low ceiling.

Reasoning for Delfino Plaza Banning:
Rosalina can kill people at 20-30% with Upair during the platforms segment. I guess it's a counterpick in that sense, but there are other things wrong with this stage. It's the only stage that introduces the swimming mechanic. It also has walk offs on the Docks, Umbrellas, Rooftop, and Noki Bay sections. Rooftop and Shine Gate promote camping. The Pillars section itself is awkward to fight on, and usually just becomes a "water spike-a-thon."

Reasoning for Castle Siege Banning:
I'd be down with this stage if it wasn't for the Throne Room. It has walkoffs, statues that hinder projectiles and increase duration of hurtboxes, and is so big that it can promote camping. I understand people can counterpick here against projectile users, but good projectile users probably always ban this stage already.

Reasoning why I'm against walk offs or "tldr;":
You probably noticed a theme with the previous bannings. I'm against walk offs. It completely erases a segment of the game that Smash is known for: recovery. I know it's only for like 12 seconds during a section of the stage, but why should we allow the game to completely change for those 12 seconds, when thanks to the newest patch, we already have 8 (9 including Omega) perfectly good stages to play on? I never really understood the desire to increase the stage list, Melee has just 6 stages and they seem perfectly happy with it. Not saying this game is Melee, but you get what I mean. I want my 2 stage bans to actually mean something when I use them, not to be automatically used against stages with gimmicks every single time, and I'm sure other people do as well. Please post your thoughts, I'm genuinely curious what people think of this proposed stage list.
 
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webbedspace

Smash Journeyman
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Jan 6, 2015
Messages
302
Wuhu Island has walkoffs, the boat, promotes camping during certain sections, and I don't know what else.
The boat down-throw bug has been gone for two months now. (Sadly, videos of the bug not happening have failed to garner 30K+ views, so this fact remains obscure.)
Unless you take umbrage with the boat killing at all - as in, by colliding with the prow as was originally intended - in which case, OK, whatever.

(Also "I don't know what else" doesn't give me much confidence that you've done your research that thoroughly.)

I want my 2 stage bans to actually mean something
I think this is a little hypocritical given that you need 2 bans to eliminate both Battlefield and Miiverse under this ruleset (and apparently also need 2 bans to eliminate both Final Destination and the Omegas?)
 
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Trent

Smash Champion
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Apr 26, 2007
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New York, NY
Didn't expect the Wuhu Island thing to be focused on, so I changed it in the edit. I was aware of the boat glitch being removed, but still dislike the ability of the boat to run you over, or there being water at all.

I could see Battlefield and Miiverse being treated like Omegas, where you ban one and it causes the other to be banned as well.

I was hoping my bigger points would get more attention, like the walk-off argument.
 
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Infinite901

Smash Ace
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Feb 21, 2015
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NNID
Infinite901
3DS FC
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Starter:
Battlefield
Final Destination
Smashville
Miiverse
Dreamland
Already off to a bad start. This list very obviously favors characters that use platforms to their advantage, it's not even funny. If a character who loves platforms (let's say, Shulk) is against a character who enjoys flat, open areas (let's go with Olimar) then Shulk is going to get a major advantage right away. Shulk would of course ban FD and Smashville, and Olimar would probably ban Miiverse and BF, which would bring them to Dreamland, which still heavily favors Shulk. Honestly, this starter list is even worse than a 3-stage starter, where they would end up on a slightly more even Smashville. (though SV would still favor Olimar)

I firmly believe in 5 starters over 3
One thing I can agree with, at least. (though, with your starter list this isn't even necessarily the case)

7 feels tedious and usually takes a while to strike (Smashers don't know how to count 1-2-2-1.
First of all, 7 stage starter doesn't even work. You need 4x+1, so the next step up from 5 would be 9. Second, if 7 is tedious, you're either very impatient or take way too long to strike. I've done mini-tourneys in PM with 21 stages on FLSS, and the longest striking ever took was about 2 minutes or so. And people who can't keep track of strike counts should just know better, it's their fault, not the stage lists'.

Reasoning for Miiverse & Dreamland Legality:
https://www.youtube.com/watch?v=aD9zG524I24
tldw;
Dreamland has taller and shorter platforms than both MV and BF
Miiverse platforms are longer than BF and DL
Dreamland's top platform is longer than the lower two
Miiverse's base platform is a bit longer than BF's
The bottoms of each stages effects some character's recovery options.
This isn't exactly a reason to make them all separate starters. They're still drastically similar enough that they still all favor the same set of characters.

Reasoning for Halberd Banning:
The Hangar mode has walkoffs, and the Deck has Stage Hazards. Halbard is currently the only EVO legal stage that has stage hazards. It doesn't matter to me that it's telegraphed, it's still another force interfering with the players' neutral game that would better off being not present..
Lolwut? The walk-off? It's there for 5 seconds at the beginning of the match and is never seen again. If someone kills you off that walk-off, you got outplayed. Really, really, badly outplayed. I will admit that the hazards disrupt gameplay a bit (stupid claw) and the laser can lead to some overpowered strategies, but both are easily avoidable and aren't bannable. Also, Halberd is the only legal stage at EVO just by sheer happening; it's really the only good stage that even HAS hazards (dependant on what you consider "hazards" - Skyloft, Wuhu and PS2 all have pseudo-hazards) The fact that it's the only one doesn't really mean anything.

Reasoning for Castle Siege Banning:
I'd be down with this stage if it wasn't for the Throne Room. It has walkoffs, statues that hinder projectiles and increase duration of hurtboxes, and is so big that it can promote camping. I understand people can counterpick here against projectile users, but good projectile users probably always ban this stage already.
Again, the walkoff isn't much of an issue. When it transforms the walkoff camper/abuser will be FORCED to return to center stage or face an edgeguard situation, both of which will put them in a bad position if the opponent is already center-stage. It can be camped, but, once again, camping is a useless tactic on a transforming sage. Also, if projectile users just ban it anyway, then why would harming projectile users be a bannable offense? It's just a reason for counterpicking it.

Kongo Jungle promotes camping and has a barrel that turns you into a hurtbox. I could maybe see Kongo Jungle for Team Battles. Maybe.
Mario Circuit has jank such as sections containing ceilings above, or a wall to the right. Also, walkoffs.
Wuhu Island has walkoffs, the boat section that can kill if you touch the water in front while it's driving, and promotes camping during certain sections.
Pokemon Stadium 2 transformations just change the match completely. Ground might be tolerable, but conveyer belts, skidding, and flying would just make a game here silly.
Skyloft had promise, but sadly has walk offs and a waterfall section that can trap a player into death.
Kalos Pokemon League has a section that turns you into metal. 'nuff said.
Windy Hill Zone? I had no idea people actually wanted this stage legal. Way too big, promotes camping, springs can kill you.
Stop saying that a stage "promotes camping." You can camp on Battlefield for s***'s sake, it's not even that hard. I've camped out on Battlefield before. Should we ban Battlefield now? Of course not. You can literally camp just about anywhere, it's not a stage-specific issue. It's exemplified on some stages, for sure, but it's not a 100% bannable reason, and KJ64' camping isn't quite strong enough to meet that level. If we banned every stage where you could camp, we'd have: (to quote d1) "No stages to play on dog!" The barrel turning you into a hitbox is not an issue either - it puts you into a lot of lag and you can be easily punished for it. The only real issue with KJ64 is barrel camping, which is completely match-up specific anyway.
I don't like Mario Circuit mostly due to lack of specificity. It's very difficult to make out where and when the road is on screen, leading to arbitrary saves. Other than that, it's mostly okay, but I'd say that's enough of an issue to ban. Testing it more may be good, however.
Wuhu Island's sheer size makes the walkoffs even less of an issue than on other stages, where it's not much of one anyway. Again, temporary. The boat is not a problem. Recover further away from it. Also, it's very possible to escape the water before touching the boat, in fact it's quite easy. And again, temporary transformations actually dispromote camping.
I find PS2 very good but I can understand why someone would be against it. Ground is really good, Ice is nice (wasn't in Brawl because of tripping) and can give you sliding smashes (pseudo-DACUS!) which leads to special strategies (not degenerative ones, just different.) Conveyor belts and wind are the iffy ones. I agree wind isn't that good, but nobody likes Rock in PS1, but it's still a popular stage, no? Conveyor belts have been slowed down from Brawl and are interesting because they focus combat on center-stage, which gives advantage to a better neutral game. Really, PS2's main thing is that it is a good counterpick for primarily aerial fighters, nothing particularly degenerative or cheap there.
Skyloft: again, temporary walkoffs, bad position during transformations, I've said it already, it still applies. The waterfalls will only trap you if get spiked or footstooled and have a sucky recovery, in which case you probably would have died anyway.
Kalos I'm against. The metal is a bit much (whoever happens to be there gets an advantage) and Registeel leves almost no safe areas. If Steel didn't exist I might consider it.
Windy Hill, while large, is all horizontal, which can't be camped as well as vertical size. The dip and the gravity mechanics also make projectile camping hard there. The springs make you recover high, and if you are a good player they will much more often save you than kill you. I'm iffy on WHZ anyway.


Reasoning why I'm against walk offs or "tldr;":
You probably noticed a theme with the previous bannings. I'm against walk offs. It completely erases a segment of the game that Smash is known for: recovery. I know it's only for like 12 seconds during a section of the stage, but why should we allow the game to completely change for those 12 seconds, when thanks to the newest patch, we already have 8 (9 including Omega) perfectly good stages to play on? I never really understood the desire to increase the stage list, Melee has just 6 stages and they seem perfectly happy with it. Not saying this game is Melee, but you get what I mean. I want my 2 stage bans to actually mean something when I use them, not to be automatically used against stages with gimmicks every single time, and I'm sure other people do as well. Please post your thoughts, I'm genuinely curious what people think of this proposed stage list.
Final Destination removes platform play. Lylat dispromotes offstage play. See what I'm getting at? Removing a major aspect isn't inherently bad it makes a stage unique. In fact, walkoffs are even less major than those two because all these walkoffs are temporary, where FD removes platform play for the entire match.
People (like myself) who want to increase stage lists would obviously want more stage bans as well. You wouldn't "waste" your bans when you would get more anyway. Also, I personally want to increase the stage list to increase diversity and possibility. Sure, people will barely ever and up on PS2 anyway, but for those few matchups where it's the best stage? I want the list to be ready, and have the most fair stage for that MU.

tl;dr No offense, but I think your stage list is garbage. It heavily favors platform users and you use weak arguments for your stage bans.
 

Ghostbone

Smash Master
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Sep 20, 2010
Messages
4,665
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Australia
First of all, 7 stage starter doesn't even work. You need 4x+1
First player strikes 2, second player strikes 3, first player picks from the 2 remaining.

That wasn't hard.

I agree wind isn't that good, but nobody likes Rock in PS1, but it's still a popular stage, no?
The only reason PS1 is legal in Melee is because that game doesn't have enough stages, it's pretty unpopular lol.

PS2's honestly more balanced than PS1 ever was, people just didn't like it in Brawl and that carries over to this game.
 
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DtJ Hilt

Little Lizard
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Feb 28, 2008
Messages
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Minnow Brook
Before I go any further, all I want to say is @ Trent Trent using the hangar walk offs on Halberd as a reason at all is laughable. Ask yourself first, why should walk offs be banned in the first place? If your answer isn't that characters can camp the area close to the blast zone in order to abuse it for an easy kills, you're stuck in the Brawl days. And expecting that to happen during the ~`10 seconds of Halberd's hangar phase is hilarious.

Moving on. This is my opinion, as well as what my stage list is going to be like for my future locals and regionals.

Starters:
Final Destination
Smashville
Town & City
Battlefield
Dreamland/Lylat Cruise

Borderline:
Lylat Cruise/Dreamland
Duckhunt

Counterpick:
Halberd
Delfino Plaza
Castle Siege
Kongo Jungle

Alternatives:
Omega Stages
Miiverse

The starter stage list, I believe, is perfect. Two primarily flat stages (Final Destination and Smashville) and two platform heavy stages (Battlefield and Dreamland), with Town & City being the middle ground. Dreamland could be traded for Lylat Cruise. One is battlefield with a physics gimmick, the other is battlefield with a more horizontal platform layout. I would imagine that most players that strike Dreamland would strike Battlefield, but some that strike Lylat Cruise may not strike Battlefield.

Borderline will be dependent on whether a five or seven stage starter set is being run. If five, Lylat Cruise (or Dreamland) and Duckhunt will be added to the starter list. If seven, they will be counterpicks.

Miiverse is being used as an alternative to Battlefield because, while they are not completely identical, they are close enough to where characters will counterpick them for the exact same reasons. Not even the blast zones are different. Dreamland has enough differences from Battlefield to where they are separate stages. Miiverse can be selected as a counterpick, but not if Battlefield has been banned or has already been won on by the counterpicking player. Nobody is going to have battlefield banned against them and say "damn, I really wanted those slightly shorter platforms, miiverse just isn't gonna cut it".

Halberd's hazards, while being hazards, are not obstructive. Just because they're hazards does not mean they are banworthy. Having Halberd legal gives us a long stage with a long platform as a counterpicking option. It gives us a stage with a low ceiling and a dip in the middle that certain characters can make good use of, and that hinders others.

Delfino is fine. Temporary walk offs are fine. Temporary water is fine. Low blast zones are fine. Why ban a stage that's fine? Thinking that anything that changes gameplay temporarily is easily going to be abused, is ignorant. If it happens, the player that suffers either made a mistake, bit off more than they could chew, or didn't understand the stage. These are not reason to ban a stage.

Kongo Jungle is controversial. However, the barrel turning you into a hitbox? That isn't a reason to ban it. The launch is transparent and avoidable. The height of the platforms could be something too drastic to allow as a counterpick, I admit. I imagine it could take already advantageous matchups and push them to where they're unwinable. I don't see this as a reason to ban it because of that, however. If a character is going to most likely win on a stage they have an advantage on, they should have an even higher chance of winning on a stage they're even better on (and the opponent is even worse on). However, if it ends up completely changing matchups from a losing matchup for Player A, to an unwinnable matchup for Player A, then I can see reasoning behind banning the stage. And this stage has the most potential to meet those qualifications.

Castle Siege's middle transformation lasts awhile, but it's still only a third of the stage. The only problem with the second transformation is that it has walk offs and too many platforms. Since this only lasts a third of the game, it isn't a reason to ban the stage. The statues are a reason to counterpick the stage, something that players can use against projectile heavy characters. This stage is very anti-projectile, and I think that is something worth having as an option for counterpicking
First player strikes 2, second player strikes 3, first player picks from the 2 remaining.
2-3-1

Twenty-three is Number One
 
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Illuminose

Smash Ace
Joined
Mar 6, 2015
Messages
671
I'm a fan of the 5 stage starter list that's been advocated for quite a bit over the past couple days.

Starter

Smashville
Battlefield/Miiverse
Final Destination
Town & City
Dreamland 64

I think this starter list provides a pretty good variety of flat and platform stages without giving an overbearing advantage to either. Smashville is kind of a mixture of both, being a flat stage with the added dynamic of the moving platform. Battlefield and Miiverse are close enough that they can be counted as the same stage in my opinion. There's very slight differences in platform size and much improved ledges on Miiverse, but it's generally preference related and I don't think it matters enough to the point where the stages should be separated. Dreamland 64 is definitely different enough though to be put in as a different stage. Battlefield/Miiverse and Dreamland 64 serve as the platform-based picks. Final Destination and Town & City are the flatter stages.

Counterpick

Duck Hunt
Lylat Cruise
Omegas (banning FD also bans Omegas)

I'm definitely a fan of a rather conservative platform as far as stages are concerned. Duck Hunt and Lylat Cruise are very reasonable and interesting stages that have no real reason to be banned. There's no imbalance either as Duck Hunt is a flat stage with the exception of the tree and Lylat Cruise is a platform-based stage. I don't really have an issue if players gentleman to substitute an Omega stage over FD, but I do think the ledges of the Omegas, especially stages that you can't wall jump on and Omega Pyrosphere, can definitely make them counterpicks in certain scenarios and thus iffy starter stages.

As for the other stages...I think there's enough stage variety with the addition of Dreamland 64 between starters and counterpicks that we don't really need the other counterpicks, which I believe individually present various different issues. I've brought up arguments on these stages before, but basically to rehash and be more complete in addressing the more suspect stages that have been brought up, I'll go through them.
Halberd's hazards affect gameplay too much. Bottom line. I've always been of the belief that Smash is player vs player, not player vs stage. The hazards of the stage impact the neutral far too much, especially due to how powerful they are. There's countless examples of players being hit by the laser or the claw (which is semi-random and the biggest offender). Even the bomb drops in and disrupts neutral. These hazards are extremely powerful in doing significant damage and potentially killing. The laser can artificially edgeguard as it lingers long enough to prevent characters from recovering. People will bring up the idea that it's your fault for being hit by the hazards...which is true, but at the same time, the hazards get in the way of gameplay and fight against the player. It's fine to think about not getting hit by hazards in a vacuum, but you're not just worrying about the stage -- you're still fighting someone. The hazards get in the way of that. That's not even bringing up the low ceiling, which provides an absurd advantage to characters with good vertical killing power. Rosaluma's UAir is probably the biggest offender, but there are plenty of others, especially characters like Zero Suit Samus and Sheik (seriously, counterpick Sheik here at your own peril...and get down throw -> uair killed at 80%).

Delfino is just blegh as a whole. It's very easy to just say 'don't get grabbed' but it's very rarely that easy in actual competition. If don't get grabbed was always a legitimate option, kill throws would barely be a threat. The low blastzones on transformations make the reward of a simple grab absurd. Alone I could see this argument being thrown away and the stage being legal, but there are other areas of the stage that are just degenerate. Rooftop and Shine Gate especially promote campy gameplay. In practice, Umbrellas and Docks also often promote campy gameplay due the layouts of the individal transformations. This isn't the same thing as waiting out one relatively short transformation on PS1 in Melee...multiple transformations on Delfino can bring interesting gameplay to a halt in favor of waiting out the transformation completely or otherwise campy/degenerate gameplay. The water sections are also really kinda iffy, being very high risk/high reward in nature. If you're hit into the water, it can be hell getting out, and the gamble present with the water is often just that -- a complete gamble. This is especially an issue on the Pillars transformation as getting hit off any of the platforms means you're in the water and in a risky position that is relatively difficult to get out of due to the height of the pillars. Temporary walkoffs don't have the same issues as permanent walkoffs, especially not on this stage, but the comboing capabilities of certain characters can turn the temporary walkoffs into extremely risky transformations. The walkoff transformations, especially Noki Bay and Umbrellas, are notorious for leading to early kills.

I'd love Castle Siege as a stage if the second transformation didn't exist, but unfortunately it does and unfortunately we have to deal with it. The transformation lasts way too long (43 seconds!) for it to be a non-issue. The gameplay that occurs on this transformation is, in short, disgusting. The blastzones on the walkoff are basically he side of the screen. Characters like Sheik especially can combo you into the blastzone, and blastzone camping can be a major issue. The relative inaccessability of the platforms and size of them also gives a huge advantage to characters with good mobility. Also, the transformations are just...when missing techs and getting grabbed during the transformation can mean death, that's a problem.
Wuhu basically comes down to whether you think a stage can be too big for competitive play. The bottom line is that it takes too long to end stocks on Wuhu. The transformations and blastzones are just way too large to faciliate fast gameplay and ending stocks within a reasonable timeframe. Many of these transformations as a whole are poor design to faciliate actual fighting and neutral gameplay. Arena and Jet Ski Race are the only transformations that I think are actually good. Bridge's layout is extremely awkward, especially with the walkoffs on the sides that can often lead to early kills, or just both players camping out the transformation. The player approaching from the left side of the stage is at an innate disadvantage on Rocks, and the water is very in the way of gameplay. This transformation is often pretty campy as well for the reason that approaching is actively discouraged by the layout of the transformation. The boat can be pretty campy due to the hull, but that's not the real issue -- the fact that being trapped under the boat equates to instant death is pretty silly, at least in my opinion. Beach is far too large in particular for stocks to be ended reasonably without a walkoff kill. The gap in the middle of Volcano means that players generally have to either camp it out or be placed in heavy risk of an early death due to the relative closeness of either side of the transformation to the horizontal blastzone. Fountain's layout actively discourages approaching -- there's literally a barrier that discourages approaching in the middle of the stage. It's another campy transformation. Cliff is somewhat acceptable although the stage hazard and walkoff are definitely points against it. Overall, I feel that there's too many issues with individual transformations and the enormous blastzones on the stage as a whole for it to be a legal stage.

Skyloft is often pointed to as some amazing non-offensive stage, but there's pervasive enough issues with the ability to get trapped under the stage or within invisible boundaries that trap players between transformations that I really can't see this stage being legal. The stage also non-trivially can hurt the player (please don't cherrypick this out, this is not the main argument). Furthermore, there are transformation-related issues. Knight Academy is naturally campy due to the barrier in the middle of the stage that discourages approaching. Residential District gives a heavy disadvantage to the player attempting to approach from above. Small Island's layout allows characters with superior mobility specs to escape infinitely by running a loop around the transformation. Not to mention that 5/11 transformations have walkoffs...

Mario Circuit's hazards are too much of an issue for me to think it's an acceptable stage. Besides that there aren't really too many issues with the stage besides the ability the stage to save the player at points, which actually is pretty major. There are various areas of the stage where the track underneath saves the player and and inconsistencies with blastzones where certain sides or even the ceiling are walled, preventing kills. There's also still the ceiling glitch, which isn't really that practical but also definitely not a positive for a stage to be legal.

Kongo Jungle has pretty major issues with barrel camping and circle camping. On top of this, the stage is just huge. Confirming kills on this stage is extra difficult due to the extremely large blastzones. Of the currently banned stages, this is the least offensive stage and probably the one I'm most open to because the stage itself does not actually present itself as a hazard. I still see the camping potential and enormous blastzones as major enough issues to keep the stage banned, however.

PS2's base form has an absolutely amazing platform layout. The thing is that the individual transformations themselves are just...terrible, to say the least. Flying is really, really bad, disrupting gameplay and enhancing vertical kill power in an extreme manner overall. Ice is also extremely disruptive, although not quite as bad. The conveyor belts on Electric limit gameplay a lot. Ground is acceptable, but the other transformations are too disruptive for the stage to be acceptable.

I'm not really sure what people see in Windy Hill Zone or Kalos Pokemon League...although I don't really see that big of a push for them, so I don't think they're really worth discussing.
Yes, promoting camping is an issue. Do you want degenerative gameplay? Do you want this game to be less spectator friendly? If you answered no to either of these questions, then you recognize that camping is an issue. Also yes, you can camp on every stage technically, but it's obvious that certain stage layouts favor camping more than others. Platform camping is really only possible vs characters that have major inaccessability issues in regards to platforms or severe mobility disadvantages...and even then, I think say Battlefield is small enough to the point where this isn't generally that much of an issue. These other stages that I've talked about issues with camping have much, much more severe issues with camping to the point where it's actually degenerate and a regular occurrence. Furthermore, I acknowledge that Smashville can have early kills, but they require specific platform positioning and are often more than escapable if you know how to DI a simple fair string.

Something that's important to note about early kills, especially in regards to low blastzones and walkoffs, is that we are not playing Melee. In this game, a stock is a huge lead because we simply do not have the same ease of closing out stocks in this game. In this game, we play with 2 stocks, not 4 stocks. Early kills have a much, much more drastic impact on the match and can make matches almost unwinnable. Because let's face it, if you die at 30% to a Luma UAir and the Rosaluma is still at relatively low percent, the game is over unless you are that much better than your opponent that you can come back from so large of a deficit. This is why excessively low ceilings are bad in this game.
 
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Trent

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I took comments from this thread, as well as from fellow T.O.s and local smashers, and revised my original post to add the following:

Starter:
Miiverse
Omega Palutena
Smashville
Town & City
Dreamland

Counterpick:
Duck Hunt
Lylat Cruise
Omegas (Banning 1 bans all)
Battlefield (Banning Battlefield bans Miiverse)

The new starter list has 2 stages with 3 platforms, a stage with 1 moving platform, a stage with platforms that come and go, and a stage with no platforms. Battlefield and Miiverse can be swapped at the T.O.'s leisure. I included Omega Palutena due to the bright light being distracting from Vanilla FD, but it's not that big of a deal.

Reasoning for Halberd Banning:
The Deck has Stage Hazards. Halbard is currently the only EVO legal stage that has stage hazards. It doesn't matter to me that it's telegraphed, it's still another force interfering with the players' neutral game that would better off being not present. The walk off isn't a big deal since it's only for the first 10 seconds of the match and no one ever dies to it. I could maybe think about keeping this as a counterpick because of The Deck's layout, despite hazards, but the Platforms section have a very low ceiling.
 
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Equin0x

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Since Dreamland and Miiverse's release, I've been wondering if there might be any logic in treating Battlefield, Dreamland, and Miiverse as one ban (think FD and omega stages). Sure, there are minor differences between the three (Dreamland 64 having smaller blastzones, wind, and slightly shorter platforms, Battlefield having thinner/jankier ledges, Miiverse having none of these), but they are similar enough to, in my mind, be treated as variants of the same stage.

Earlier in the thread, someone drew a contrast between Smash 4 and Melee, and I'll do the same. There's no need to have three stages with three platforms in a pyramid formation. We have enough stage variety in this iteration to make that unnecessary.

Plus, as at least one other has pointed out, having them separate causes a banner to use up multiple bans, in some cases all of them, just to avoid stages with that platform layout. Compared to pre-patch, where a banner could ban Battlefield and one other stage in a two-ban system, now the chooser has a selection of basically anything else he wants.

If the banner and the chooser are fine with the three-platform layout, let him not ban them, and have the chooser select based on personal preference. If he wants the smaller blastzones, let him pick Dreamland. If he wants the abuse BF's ledges, Battlefield. If he wants a straightforward fight, Miiverse.

Those are my reasons for believing that Miiverse, Battlefield, and Dreamland should be treated as one ban. This is up for discussion, but maybe have only Miiverse as a starter, but have Dreamland and Battlefield available in the same way for counterpicks.
 

Luigi player

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Why are low ceilings a bannable offense?
A little lower ceilings aren't a bannable offense if you just think about moves KOing a little bit earlier.
What is a problem though is if there are combos which are basically zero-to-deathing you.

More on that in the response below.

I can't think of a stage that has been banned purely because of it's blast zones. Unless I'm missing something, all stage bans have been for something that is unrelated to them. If we can start banning because the blast zones are small, can we ban for them being big? People living for 5 minutes a stock (hyperbole) is arguably worse then dying early.
Yeah that's because there aren't any, but that should be the case for Halberd, because dying at any % because of combos that lead into KOs is bad.
Big blastzones are also unwanted by people, but they shouldn't be a problem unless they're super extreme.
Why? Because living longer is BETTER than having a shorter life.
Why? Because the longer you live the more confrontations you have with your opponent, which means the better player has more chances to come out on top, which means it's shown more accurately who is better. That's why small blastzones are bad.
If you die from one hit then it's almost random who wins, because anyone can get hit once by anyone.

The best players could randomly lose to bad players if it's just about getting one hit. Of course this is just a little exaggerated and more lead towards sudden death, but it's not that much of a difference. It's easy to get grabbed on Halberd and then KOed, because you get comboed off the top. Not all characters have that but some do, and these will be completely broken there. Rosalina can just uair you to death, I think most people have seen this by now.

If you like competition and skill to be rewarded and to not lose randomly because of getting read once then you shouldn't like such things to be possible.

Mind explaining this? (not trying to be condescending, legitimately wondering)
The wind transformation has crazy 0-death-combos so that even Budget Player Cadet found them stupid enough to not have it legal.
Sheik can KO with fthrow (I think it was f) -> uair -> uair for example. I'm sure there are other characters that can do similar things.
Other than that the weird physics changes are kinda disrupting and (almost?) only on this stage, which makes it special and different than all other stages, in a way that influences the physics, which is mostly unwanted since it's testing your gameskill in completely different physics.
The wind is stupid because if you jump you're in a bad position and if you don't you might die from weird combos.
And from my experience the steel (?) transformation with the rollfloor is completely broken and unplayable.
You basically can't get back to the middle if someone is there and always dragged away. Appraoching is way too risky and you basically can't do anything besides jumping (or maybe spindash in Sonics case) which really takes away many options. While the player in the middle can threaten to throw you off / away and if he has projectiles it's even more stupid.
The rock transformation isn't perfect but would be okay. The ice transformation is weird and the physics-change isn't too good, but it would be bearable. The wind + rollfloor transformation though make it unplayable/stupid/uncompetitive in my eyes.
 

Ulevo

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Could people do me a favour and stop placing Miiverse and Battlefield on the same starter list?

There is no point in using those two as separate stages, then ignoring Dreamland, which has its own unique merits.

Battlefield
Final Destination
Smashville
Town & City
Dreamland 64

This is how the five stage starter list should look like.
 
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san.

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I thought PS2 was legal-worthy, but you make some good arguments against it.
 
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I know I'm not a full competetive player (not for lack of trying when you live in the middle of nowherewithout a single semblance of a Smash scene :p), but here's the list that I would think is at least decent.

STARTER:
  • Battlefield/Miiverse
  • Smashville
  • Town and City
  • Omega Corneria/Omega Kalos
These are the stages that aren't particularly advantageous to one strategy and are spacious enough to let players have room to breathe, but not so enormous that camping will become prevalent. Omega Corneria is pretty much the only platformless starter, and this is because it has blastzones that aren't either way too far out or way too close; there's room for aerial play, but not so much room that characters like Jigglypuff become dominating. These are all based around being as neutral to the fighters as possible. Same with Omega Kalos, but that stage could be considered a bit more iffy due to the possibly janky edges.

COUNTERPICK:
  • Omega Palutena/Omega Pyrosphere/Omega Norfair
  • Maybe Halberd? If not, than Lylat Cruise.
  • Yoshi's Island (Brawl)
  • Dreamland 64
  • Omega Wily Castle
Of course, the counterpicks are to play into advantages more, since they are counterpicks. :p Omega Palutena is...kinda iffy, but it's not so ridiculously big that camping is a huge issue; the more notable concern might be the rounded edges janking recoveries. Omega Pyrosphere is less janky and a bit smaller than Omega Palutena, so it might be a better pick in some instances. Omega Norfair is similar to Final Destination, but not nearly as visually distracting.

Halberd is also kind of...no, really iffy. The walkoffs aren't the issue, those don't last long and once they dissappear they leave for the whole match. It's moreso the Deck phase, which is also not because of the obvious point (lol stege hazurd) but more because the Deck phase is a lot more aggressively involved in the fight itself than, say, Randall is on Yoshi's Island. The laser can cause a lot of pain if you aren't paying attention to it and the claw is annoying, since it deals decent knockback and can set characters like DK or Ganondorf, who already aren't the best at recovering, right up for potential spikes or gimps. That's why it's a counterpick, not a starter...but if Halberd is banned, than Lylat Cruise also works as a counterpick because of it's emphasis on platform play and smaller size.

Yoshi's Island has always tended to be relatively tame with stage hazards, with the only "hazard" being Randall (who's more of a randomized platform than a hazard). The blastzones are relatively standard, too, and it's very basic. The platforms are tame and don't interfere with the neutral game, and because of it's overall basic structure, it's a good counterpick for any kind of character (unless that's Mii Swordfighter, who overall is just not very good. :p) Dreamland 64 is much the same; it's always been tame and always been a good counterpick due to that. There's no reason it should be any different here. Omega Wily's Castle is decently sized, but isn't overly ridiculous.

BANNED:
  • Pyrosphere
  • Norfair
  • Wily Castle
  • Jungle Japes
  • Palutena's Temple/Hyrule Temple
  • Corneria
  • Great Cave Offensive
  • Mario Circuit (both Brawl and WiiU)
  • Final Destination
  • Pretty much any really janky stage or any stage with permanent walkoffs
If you noticed, all of the banned stages have very obvious reasons for being banned. To wit;
- Pyrosphere and Wily Castle have bosses that break the flow of gameplay and can devastate a match's fairness.
- Jungle Japes's water is ridiculously unfair, especially to characters with worse recoveries, which makes it pretty obviously a ban.
- Palutena's Temple and Hyrule Temple have the same issue; they are gigantic. Palutena's Temple is so absurdly large that it's no wonder it's banned (and it's also chock-full of hazards!) and Hyrule Temple has been banned since Melee because of, like Palutena's Temple, it's immense size (not to mention the potential for camping in the lower parts of the stage). They had no chance of ever being legal from the moment they were unveiled. :p
- Corneria (non-Omega) is really bad with camping. Like, really bad with it. There's pretty much no reason not to camp the area to the right of the fin, and it also allows for degenerate gameplay (inescapable infinites tend to do that).
- Great Cave Offensive is HORRENDOUS. The Danger Zones will instantly kill you if you're over 100 percent, which is easy if you get locked into a good combo. It's so titanic that it makes Palutena's Temple look like Yoshi's Island. It was doomed from the start.
- Both Mario Circuits are pretty bad with hazards, but those aren't the reasons they are banned. Brawl Mario Circut is really good for chaingrabbers, since they can chainthrow their opponent right into the blastzone. WiiU Mario Circuit has the issue of the stage itself being the hazard on top of the Shy Guys.
- Final Destination is the one stage many people think of when they think "tournament legal", with it's featureless arena and decent size lending itself well to the stereotype of competetive Smashers as "FOX ONLY, NO ITEMS, FINAL DESTINATION" Stop-Having-Fun-Guys. However, the new Final Destination is far too visually distracting and is essentially an unescapable stage hazard as the stage is the hazard. It's a shame, too; if it didn't have all that flashyness in the background, it would have still been legal.
 

Ulevo

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As of patch 1.08, Mario Circuits glitches are still in. As in, as you are transitioning to the ceiling transformation, you can get trapped in the track if you are high enough, and if you are touching the track on the exact frame it begins to leave, which you can replicate using a character with floats and a Bunny Hood, you will also get trapped.

I still think this is far too specific to condemn a very good stage, but it is there none the less.
 

Firefoxx

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I posted about it in the patch thread and the stage research thread, but in 1.08 Skyloft has either removed the ability to easily phase through the ground (waterfall transformation) or made it easier to escape such situations (residential district, knight academy)
 

Infinite901

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Something that's important to note about early kills, especially in regards to low blastzones and walkoffs, is that we are not playing Melee. In this game, a stock is a huge lead because we simply do not have the same ease of closing out stocks in this game. In this game, we play with 2 stocks, not 4 stocks. Early kills have a much, much more drastic impact on the match and can make matches almost unwinnable. Because let's face it, if you die at 30% to a Luma UAir and the Rosaluma is still at relatively low percent, the game is over unless you are that much better than your opponent that you can come back from so large of a deficit. This is why excessively low ceilings are bad in this game.
We should not be using 2 stock. The only reason we even have been using 2 stock up to this point is For Glory, which we all already know is terrible for competitive play. Most of the community (or, at least those who voted in the ruleset poll) want to move to 3 stock.

Also, I don't get why people use Rosalina as argument anyway. If you're fighting Rosalina on Halberd, you're striking very badly.
 

Ulevo

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We should not be using 2 stock. The only reason we even have been using 2 stock up to this point is For Glory, which we all already know is terrible for competitive play. Most of the community (or, at least those who voted in the ruleset poll) want to move to 3 stock.

Also, I don't get why people use Rosalina as argument anyway. If you're fighting Rosalina on Halberd, you're striking very badly.
I see the validity for 3 stock in an environment where time is not a concern. However, there are match ups in this game that when played properly or at a high level will result in long matches, some of them going to time in every instance. Now, you can adjust the stocks, or you can adjust the time limit. I do not feel that adjusting the time limit so that it is shorter in duration while upping the stock count to 3 is systemically a good idea because while some match ups are longer in duration, many of them are not. This would mean a lot of matches that generally do not go to time will. Increasing the stock count without adjusting the time limit will generally result in the same problem. It is for this reason that I feel adjusting the stock count is the more ideal alternative.
 

Illuminose

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Changing the ruleset to 3 stock does not change my opinion on this. A stock is still too much of a lead in this game, regardless of whether we have 2 or 3 stocks, for these types of early kills to be acceptable.
 

Infinite901

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Changing the ruleset to 3 stock does not change my opinion on this. A stock is still too much of a lead in this game, regardless of whether we have 2 or 3 stocks, for these types of early kills to be acceptable.
My second point, however, still stands - if you are fighting someone with an early vertical kill on Halberd, you're doing something wrong.
 

T4ylor

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The problem I have with Halberd and, to a lesser extent, Delfino, is that the characters that kill off the top very early are also great on Battlefield. Either because they have an easier time juggling or the tight quarters the stage provides. And because of the stage list most use, those characters can have the match skewed in their favor if they are to win the first match. Lets say it's Rosalina vs whoever doesn't want to be juggled and we have 5 starters: Smashville, Battlefield, Final Destination, Lylat Cruise, and Town & City. You strike BF and they FD and Lylat. You are left with either playing on SV or T&C (where the ceiling is a bit lower than the other starters). You play out the match, it's an even match up. You lose. You win the next match. And now it's their counter pick. You can't ban Battlefield, Halberd, and Delfino so you are forced to go on a stage where she can freely juggle you or can cheese you off the top. Either way, if you don't have another character that's good against Her on one of those stages, then you're screwed. Good luck. On the other hand, if she loses her first match, then if you go game three, she will likely end up playing the first stage against you for an even match up.

Feel free to put the blame on me for not using a better character and not on the stagelist. Just my opinion on why I rather not have Halberd legal (plus the claw killing you while in hitstun, only counterplay is to not get hit).
 

Infinite901

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@ T T4ylor That's actually a good argument. (is that a first?) Of course that would probably be avoided with more stages+more bans, but I see what you're getting at. The EVO stage list certainly leaves something to be desired on either end of the argument.
 

Ulevo

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The problem I have with Halberd and, to a lesser extent, Delfino, is that the characters that kill off the top very early are also great on Battlefield. Either because they have an easier time juggling or the tight quarters the stage provides. And because of the stage list most use, those characters can have the match skewed in their favor if they are to win the first match. Lets say it's Rosalina vs whoever doesn't want to be juggled and we have 5 starters: Smashville, Battlefield, Final Destination, Lylat Cruise, and Town & City. You strike BF and they FD and Lylat. You are left with either playing on SV or T&C (where the ceiling is a bit lower than the other starters). You play out the match, it's an even match up. You lose. You win the next match. And now it's their counter pick. You can't ban Battlefield, Halberd, and Delfino so you are forced to go on a stage where she can freely juggle you or can cheese you off the top. Either way, if you don't have another character that's good against Her on one of those stages, then you're screwed. Good luck. On the other hand, if she loses her first match, then if you go game three, she will likely end up playing the first stage against you for an even match up.

Feel free to put the blame on me for not using a better character and not on the stagelist. Just my opinion on why I rather not have Halberd legal (plus the claw killing you while in hitstun, only counterplay is to not get hit).
This is the result of characters being good. Meta Knight has a lot of stage flexibility. There are some match ups where if I lose the first game and it is my counterpick, I can take you to Delfino Plaza, Halberd, Town & City, or Duck Hunt. What do you ban? The reality is you have to cope with it, ban what you perceive to be the lesser of given evils, and play your best.

This is why I frown on this "Pikachu/Sheik are amazing on Smashville, therefor--" nonsense. Some characters have lots of favourable stages, some characters do not, and typically that is correlated with whether or not your character is good. Changing the stage list is not going to benefit the meta by way of affecting tiers or strength of characters.
 

The_Jiggernaut

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Already off to a bad start. This list very obviously favors characters that use platforms to their advantage, it's not even funny. If a character who loves platforms (let's say, Shulk) is against a character who enjoys flat, open areas (let's go with Olimar) then Shulk is going to get a major advantage right away. Shulk would of course ban FD and Smashville, and Olimar would probably ban Miiverse and BF, which would bring them to Dreamland, which still heavily favors Shulk. Honestly, this starter list is even worse than a 3-stage starter, where they would end up on a slightly more even Smashville. (though SV would still favor Olimar)
See, I find this very confusing, because I would call Dreamland the fairest stage for your given matchup of Shulk vs Olimar. If Olimar indeed likes "flat open areas," and Shulk enjoys Battlefield for being closed in, then Dreamland offers a middle ground. Not only are the platforms more spread out on Dreamland than they are on Battlefield, but they're also smaller, meaning there's quite a lot of open space between them.

You see, the strength of Shulk and other characters with long-range, sweeping moves on Battlefield is their ability to control the entirety of the space between the platforms. When on Dreamland, conversely, Shulk can only control half the space between the two platforms at any given time. This means that Olimar has more room to breathe than he normally would on Battlefield.


As of patch 1.08, Mario Circuits glitches are still in. As in, as you are transitioning to the ceiling transformation, you can get trapped in the track if you are high enough, and if you are touching the track on the exact frame it begins to leave, which you can replicate using a character with floats and a Bunny Hood, you will also get trapped.

I still think this is far too specific to condemn a very good stage, but it is there none the less.
I feel I should also mention that wind hitboxes seem to cause the glitch to occur more readily. It also occurs when leaving the ceiling transition, not just when arriving at it.
 
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Infinite901

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See, I find this very confusing, because I would call Dreamland the fairest stage for your given matchup of Shulk vs Olimar. If Olimar indeed likes "flat open areas," and Shulk enjoys Battlefield for being closed in, then Dreamland offers a middle ground. Not only are the platforms more spread out on Dreamland than they are on Battlefield, but they're also smaller, meaning there's quite a lot of open space between them.

You see, the strength of Shulk and other characters with long-range, sweeping moves on Battlefield is their ability to control the entirety of the space between the platforms. When on Dreamland, conversely, Shulk can only control half the space between the two platforms at any given time. This means that Olimar has more room to breathe than he normally would on Battlefield
Bad MU example, I suppose. I admittedly don't know a whole lot about either character. The point of course still stands, that list was very heavily biased.
 

Infinite901

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First player strikes 2, second player strikes 3, first player picks from the 2 remaining.

That wasn't hard.
Cool cool, didn't realize that works. Thanks.

The only reason PS1 is legal in Melee is because that game doesn't have enough stages, it's pretty unpopular lol.
If PS1 is unpopular then why do people still CP to it?
 
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Routa

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The Melee players I know by person hate PS1 and would rather have Brinstar as legal stage (it was legal for a while), but most of the players have what I call a "hazard phobia".

But back to legality. I think Wii U people should look at the 3DS legal stages which are:

Starters:
BF
FD/Omegas
Yoshi's Island
Prism Tower
Dreamland 64

Counterpicks:
Arena Ferox
Brinstar
Reset Bomb Forest
Unova Pokemon League

And every stage from counterpick list (expect Arena Ferox) has Hazards. One part of competitive Smash is using stage for your advantage. But then again it is in 3DS which has kinda meh stage list, but what I mean is that we should choose most balanced stages from the list. If we have stage list which has 9 overall good stages (and still kinda "different" types of stages and not like the FG mode "thing"), then I see no point trying to make list of 13 stages, if some of them are not "balanced". Also list of 13 stages is kinda... Overwhelming? But that is my opinion.
 

Omegaphoenix

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The Melee players I know by person hate PS1 and would rather have Brinstar as legal stage (it was legal for a while), but most of the players have what I call a "hazard phobia".

But back to legality. I think Wii U people should look at the 3DS legal stages which are:

Starters:
BF
FD/Omegas
Yoshi's Island
Prism Tower
Dreamland 64

Counterpicks:
Arena Ferox
Brinstar
Reset Bomb Forest
Unova Pokemon League

And every stage from counterpick list (expect Arena Ferox) has Hazards. One part of competitive Smash is using stage for your advantage. But then again it is in 3DS which has kinda meh stage list, but what I mean is that we should choose most balanced stages from the list. If we have stage list which has 9 overall good stages (and still kinda "different" types of stages and not like the FG mode "thing"), then I see no point trying to make list of 13 stages, if some of them are not "balanced". Also list of 13 stages is kinda... Overwhelming? But that is my opinion.
Does balance have a place in stage selection? And what does "balanced stages" mean anyway? If we decide to arbitrarily lock out stages because they are "unbalanced," then we need to decide exactly what is balanced and what is not. And at this, point, we really can't do that, because balance is a hard thing to determine, especially in the first year of the meta's existence.

IMO, instead of having a small selection of balanced stages, we should have a large variety of stages, which would test players knowledge of stages, matchups, and how the stages affect matchups, as well as evening out the matchs played between stages, trying to stop a particular few stages from centralizing the metagame, like we have now with FD SV BF

Also, 13 is not a large number. Even if it is, we can use the random stage selection switches to track it, or hell, just write it down on paper and put one by each set so stages are displayed.
 

Tonzura Koite

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If Omega Suzaku isn't a starter stage that is separated from other Omegas for striking purposes I'll be sad.

Special exception. C'mon. You know what I mean. We need to see this stage a lot to counterbalance the Animal Crossing overload.
 
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Routa

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Yeah maybe "balanced" wasn't the best term to describe it, but what I mean is stages that have least "issues" (well that is even worse... Tbh there might not be good way to describe it...).

Year big stage selection is nice, but if the stages are very controversial... But ofc if there are 13 "balanced" (I just like the term ok?) then sure let's use 13 stages. But from character perspective it can be a bad thing.

We shouldn't just think that more is better. A radical example is that water is healthy, but it can kill you if you drink it too much.
Other example: you want to buy ice cream. There are 2 different ice cream stands. Other one has only 3 different types of ice cream when the other has 12. You know what you want from the the stand which has only 3 different types of ice cream, but you get overwhelmed by all the new different types of ice cream in the other stand. Should you take the classic chocolate or try something new, but what if you end up disliking it?

Yeah I'm far from good explainer, but I tried. I hope you get my point.
 

ParanoidDrone

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Baton Rouge, LA
Other example: you want to buy ice cream. There are 2 different ice cream stands. Other one has only 3 different types of ice cream when the other has 12. You know what you want from the the stand which has only 3 different types of ice cream, but you get overwhelmed by all the new different types of ice cream in the other stand. Should you take the classic chocolate or try something new, but what if you end up disliking it?
Then I know not to get that flavor next time. Or maybe I can ask people who have been to that store before what each flavor actually is and try to get a feel for it before setting foot inside.
 
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