I guess I have to respond then, what a shame.
Oh, you were serious.
Item's aren't always there, particularly at the start. Their feed rate is too slow.
Don't get grabbed at the start? And the feed rate isn't slow, it takes 10 seconds to get 1 hazard on the stage, that's all you need.
Except on the top where you will be sharked, characters can't jump over CGers. The low platforms make shield grabbing extremely easy on most of the stage, which also has walk off KO potential. Many characters simply could not get past CGers like DDD if the aren't in the middle.
Alright, so, hypothetical situation:
You're opponent is camping a walk-off and has the lead. If you approach, he has an enormous advantage because one shield grab = death.
Now, on this stage you have 4 VERY powerful shield-poking hazards which can be carried, placed, thrown, walk on their own and stage wrap.
The solution to the camping problem should be obvious, but I'll explain it anyway:
Choose one of the following:
a) Place a hazard so it will walk into him (either from behind or in-front) and attack while the hazard distracts him.
b) Stand from afar and chuck hazards at him, chances are one will hit pretty quickly.
c) A combination of the above.
SH spamming: Common to almost every character with a range special attack. SH and fire energy or projectiles at angles or a faster rate.
Have you fought vs Falco on FD? He SH spams lasers> phantasm or reflector> repeat or grab CGs shields. Falco could spam characters in a similar way but where they can't jump. Range attacks also launch critters so that wouldn't stop him and he could easily phantasm to the other side. This also applies to other fast strait forwards spamming.
Characters who spam at angles and aren't affected by gravity (not ice bergs, fireballs, thunder jolts) are severely limited. Link, Snake, Toon Link, Olimar, Samus (worse Zair), Yoshi, G&W, maybe others- their spamming would be stopped by platforms above completely or limited to slow ground use.
I'd first like to mention that SH Spamming is terminology that you have created all by yourself and that no one else uses as far as I know.
A few tips:
1. Phantasm doesn't go through hazards, so it cannot be used as a reliable escape move.
2. You can power-shield lasers.
3. You can use some of the anti-camping solutions I mentioned above (such as making the hazard come from behind).
4. You can still jump with freedom in the middle section of the level, so you can just stay there to avoid most lasers while you set-up hazards to KO the opponent.
And a CGer could shield grab and characters without fast escape moves (fox illusion etc).
Again, CGing is not a problem.
MK can hit most characters off stage and gimp, then low ceilings are banned because strong upwards launchers are too powerful (Cornairia). Stuff like that happens. Are characters not suppose to star KO but get a walk off KO with 1 grab?
Tecking ceilings lets people survive ridiculous %s, I've seen over 600% on MBs. Critters are almost the only feasible way for many characters to KO and they don't emerge fast enough for character's who rely on them. Jiggly can Dsmash or roll KO at very low %s, same for some Dsmashes, CGers have many opportunities to force walkoffs, DDD/Kirby can inhale> spit for KOs at any%, Space animals have speed, reflectors, fast side launches, and greatly boosted spamming.
This paragraph was what made me not respond to you before.
No stage is banned because of ceilings. Corneria is banned because of fin camping and Sonic's HA stall being over-powered.
Teching doesn't let people survive to ridiculous percents, because not everything can be teched. If you are on the ground in any place except for the middle platform, a hazard hitting you CANNOT be teched. Not to mention that in some cases, you can be blasted out of the air without a chance to tech and that people aren't perfect and will end up missing a tech eventually.
Hazards being the best KO method is your only semi-legitimate point so far.
Jigglypuff's down smash and roll-out are both terrible moves, roll-out ESPECIALLY on this stage.
Chain-grabbing isn't over-powered, as I've said.
Kirby and D3's inhale can be broken out of very quickly, and just like what I said above with walk-off/shield-grab camping, is not broken.
Yes, space animals are good on this stage. If I remember correctly, that's the point of a counter-pick!
A few characters get huge advantages, a handful get good advantages, and everyone else has little to no chance on Mario Bros.
Wrong. Too broad a statement, so I can't be more specific, you're just plain wrong.
...and low ceiling because Snake's Utilt.
No. It is not banned because of the low ceiling.
The point was Falco's camping is better than on FD. And even MK is annoyed by Falco spamming on FD. There won't always be a shell behind you and it could get up and walk into you, even holding one isn't safe for long periods of time. Lasers can flip critters and stop thrown ones.
Final Destination is one of MK's worst stages, so that's a pretty bad example.
There won't always be a shell behind you, but there will ALWAYS BE ONE ON THE STAGE, so you can just run-off and grab one. The hazards are so predictable, you'd have to be pretty bad to fail at picking one up. Why are they not safe to hold...?
Fox's lasers don't stop thrown hazards, only Falco, and he is slow enough to catch up with.
Every second a Fox spends flipping hazards is a second you can be spending attacking him directly. Think about it.
Who said I can't beat Falcos on FD? It's hard but I've done it. Don't get personal, defend you case.
FD isn't even Falco's best stage >_>. Learn to power-shield lasers, bro.
Leave a shell by every walk off? Won't happen. DDD and Kirby can inhale and immediately spit which is all they need. Or carry opponent with more damage. Play a good DDD sometime.
Erm... No... Leave a shell by the walk-off YOUR OPPONENT IS CAMPING.
Dsmash distance isn't important it only needs to launch the short distance to a death zone. A Jiggly who's rollout gets turtled is not a good one.
Down Smash is just simply a bad move, if it never hits on any other stage, why would it hit on this one?
A Jiggly who's roll-out gets turtled is one who is playing against any player who is smart enough to keep a hazard on them whenever they go into confrontation with the opponent.
No defense? Fooled me twice, shame on me; total troll thread. What a waste of time.
This was a very stupid reply and you know it.
...
Why?
If it wasn't for fin camping, Corneria would be a legit stage.
Not quite, there is the issue of Sonic being over-powered.