true, so that lies the discussion in what makes a ring out fighter the right kind of competitive nature? completely player based, or counter-stage dependent aswell?
First, let me ask you how stages like Rainbow Cruise are not "completely player based." In other words, what's the difference between the lack of platforms on FD allowing for a chaingrab and the movement of the boat on RC dropping a combo? Both can be accounted for, neither is random, and yet somehow the former is preferable to the latter.
I argue that it's because we are predisposed to thinking that these stages are not "neutral." And so we come up with nonsense to justify their ban, despite there being little evidence in favor of them.
Second, allow me to point out that the "right kind of competitive nature" is absolutely subjective. I think Melee would be better off without Falco. But there is a clear difference between subjective preference (even that held by the majority) and how the game "should" be played in any absolute or objective sense.
Finally, unless there is exactly one stage, the game will
always involve a player vs. stage element, and thus will always be "counter-stage dependent." You cannot say that the game is player vs. player, with stage not impacting results, when stage choice factors directly into the result of a set.
Again, I feel that players see that these stages are "janky," with whatever arbitrary, subjective,
contrived definition of said term they wish to use, and come up with equally arbitrary, subjective, and contrived reasons for banning them. They don't want to learn to play on the stages because these stages don't fall into their arbitrary, preconceived notions of how the game "should" be played, so they opt to ban them instead. And, as I've said before, that's nothing more than
scrubiness.