Disclaimer: For further reference, Smashboards rulesets will be used as a source of the stages called as “legal”
Disclaimer 2: Remember that even though Yoshi’s Island (Brawl) is not in the Wii U version, it is in the 3DS version, which is why it is not listed here
When a character does not return for a new installment of Super Smash Bros., many of us feel sad or nostalgic; but few think about stages. Yes, a wide variety of stages either have been staples on the series, like Final Destination, or Battlefield; but some stages used in competitive play have not returned.
Dream Land 64 returned, Congo Jungle and Peach’s Castle as well (Hyrule Castle too, if you are old school and still use it). Well that is it for Super Smash Bros. 64. But, since then, there has been specifically three critically-acclaimed stages that have not returned to Super Smash Bros. for Wii U.
Let us start with a fan favorite.
Fountain of Dreams
Similar in layout to Battlefield, except that the left and right platforms move at a random pace up and down. The stage has a high ceiling and small lateral blast zones.
For logical reasons, you would assume that characters with good edgeguard possibilities would have the upper hand, and they do. Having a somehow big offstage space, edgeguarding techniques can be mixed up easily, also having the possibility for certain character to use their wall jump or wall grapples for recovery/offensive purposes.
Light characters benefit due to Fountain of Dreams’s relatively high ceiling making up for their diminished survival abilities. It also makes a good counterpick for characters with high vertical kill power, as it delays their kills
If, and only if, Fountain of Dreams had returned in Smash 4, things would be somehow different. With the change of the wall grapple mechanic to the tether recovery, the use of the Z-Air offstage would be only useful if used in a position where it could grab the ledge, instead of just latching onto the wall.
Yoshi’s Story
Another legal stage in Super Smash Bros. Melee. It also featured a similar layout to Battlefield, but its platforms extend wider and cover almost the same length as the main platform. The main platform also has slanted edges, greatly increasing some moves’ edgeguarding possibilities.
Another characteristic of the stage is the cloud, commonly referred to as “Randall” by some players. Randall has an exact 20 second cycle around the stage, entering the inner part of the stage when the clock marks a time ending with a “4”, and coming out when it marks a time ending with a “9”. Randall is sometimes used to help recover or even extend an edgeguard farther offstage.
The stage also has big walls, allowing characters with wall jumps and wall grapples to extend their recovery, alongside mixing up with the cloud.
This stage has small blast zones, aiding early kills, or helping character with low kill power compensate.
If this stage had returned for Smash 4, some characters that would have taken advantage of it would be characters with strong horizontal kill power and with needs of better recovery, like Captain Falcon, Ness, and Little Mac. However, the lack of it has affected the counterpicks for some characters; an example (and very notable one) is Marth, who took advantage of the small blast zones to get kills as early as 30% with a tipper F-Smash, covered some landing and back-to-stage options with his U-Tilt covering the majority of the left and right platforms, his D-Tilt being able to gimp recoveries when done in the slantation of the stage, and his amazing U-Throw kill power from the upper platform (and even without it).
Pokémon Stadium
Infamous for some weird go-through-the-floor glitches and possibilities for wall infinites, it was sadly taken out in Smash 4, and it was a “Melee Stage” in Super Smash Bros. Brawl. Legal in both Melee and Brawl, this stage is a serious wild ride.
This stage has five different transformations. The “neutral” one is a large main platform with two floating platforms above it. The “grass” one has two slopes on the sides, two platforms on the middle (one in top of another) and one platform on the right. The “fire” one has a medium sized platform on the right, and a solid tree with a platform on the left. The “water” one has two platforms on the right, a slope on the left with a big windmill on top of it; the windmill rotates its four platforms and it is commonly used to get wall infinites and early ceiling kills. The “rock” one features two big mountains at both sides and a pit with platforms in the middle, also used for wall infinites; the mountain on the left, being higher, is normally used as a way to extend the space of edgeguarding, as the gap between the actual ledge and the top of the mountain does not favour players by resetting a neutral state. Instead, many characters can use it to prevent others from getting to the actual stage, while others use it to get kills off the top earlier.
The comeback of this stage would have given characters with good vertical kill power some advantages. Other with possibilities to rack up damage against the wall, like Lucario would have also benefited from this stage.
It is also worth noticing that, for the Brawl version of this stage, terrain actually affects some additional aspects. Specifically Olimar’s Pikmin pluck speed and probabilities. This wouldn't be this way in Smash 4 as Olimar's pluck order is now fixed.
Because of so many factors, like the closeness between the ceiling and some platforms, and the ability to wall infinite, Fox was notably benefited from this stage
It wouldn't be different if it had come back, still many characters have the ability to rack up damage by making the enemies bounce off walls and keep hitting, but not chain grab.
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So what do you think? Do you miss any of these stages? What is your favorite among these stages? Let us know in the comments!
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