The system was used successfully at a tournament this weekend run by an SBR member. Results were extremely positive. It sounds like the most popular stages used were Delfino and Castle Siege, and a lot of Pictochat/Distant Planet as well.
This is precisely the idea. Each matchup has it's own set of neutrals, as determined by the players playing in that immediate matchup. It's infinitely more flexible than the current system.
Thanks! Please suggest it to your local TOs. I'll be posting a thread describing the process in detail within a week. Keep your eyese peeled in tactical discussion.
Battlefield
Halberd
Yoshi's Island
Lylat Cruise
Smashville
Pokémon Stadium
Castle Siege
Delfino Plaza
Final Destination
Norfair
Frigate Orpheon
Port Town Aero Dive
Pictochat
Brinstar
Rainbow Cruise
Green Greens
Pick a matchup you are familiar with, and imagine how each player would strike for that matchup. After each player uses 5 strikes, you'll have 6 stages left. Remove 1 from the overall list before hand if you prefer to just end up on 5 stages, and play each one, with the loser CP'ing from the remaining stages. I like striking down to the number of stages required for the set +1, and then letting people CP from those 4(6 in championships) and one of them doesn't get played after all. But having the TO remove any 1 stage from this list (port town/norfair/green greens...whichever they like the least...) and just playing all 3 stages works just as well.
I like the idea as a means of picking the first stage..... but to me, it feels like it sucks the power right out of counter-picking. If the stages you can choose from are ones your opponent doesn't mind going to, doesn't that somewhat defeat the point?
Counter-picking should be an advantage for the player who does so skillfully. Players like myself put a lot of work into being fluent on all stages, and being able to take players to stages they aren't comfortable on is something that can, and should be exploited, for the purposes of the counter-pick.
For the first stage, striking the whole list would probably work nicely. However, I would personally disagree with removing a player's ability to play their favorite stage. I'll use myself as an example here.
I'm notorious for being extremely skilled on Norfair. I've only ever lost a match once on it, to someone vastly superior in skill to me. Because of this, word gets around, and most people ban Norfair against me. To counter-act this, and maintain a competitive edge in counter-picking, I learned other, equally difficult to adapt to, stages. These include things like Distant Planet, Port Town Aero Dive, Jungle Japes, and a variety of other stages that are strong against certain characters.
Because of this, my opponent cannot keep me from taking them SOMEWHERE that I have the advantage, which in my opinion, is the purpose of a counter-pick. Forcing people to work under pressure, in uncertain situations. If I can't pick a stage that does that, doesn't that defeat its purpose?