TheCrimsonBlur
Smash Master
Guys
guys
guys
Pikachu is pretty good on Onett too
guys
guys
Pikachu is pretty good on Onett too
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noand as prime said, thats one individual opinion as to what makes a stage more or less viable. you could say the opposite and just say "the stage doesn't have ****ing lava" and it would seem just as reasonable
The notion of "playing against the stage" is not unique to stages with hazards. When Fox goes to FD against Marth, he has to play against the stage, because if Fox gets grabbed once it could mean death. "Playing against the stage" is something that goes on in every matchup, on every stage. Maybe you're not going out of your way to avoid lava on Dreamland, but a Marth is sure as hell going to remember that he can't fsmash through the platforms, and a Fox is going to remember that killing off the top is going to be a hell of a lot harder.I remember reading a post by Hugs ages ago saying he wanted to be beaten by the player, not the stage. What if I mained ICs and you take me to a stage that automatically kills Nana for you, or at least does like 60%+ because of Nana's AI. Seems pretty unfair to go from playing like a high mid tier (I dunno where they are anymore) to something closer to the bottom of low tier because of the stage. You could still win the game, but then again you *could* still win if you played Pichu too.
Now, this leads less into the whole "characters do worse here than they 'should' argument" and more into a valid question about how much turning these stages on centralizes the metagame. However, considering that essentially all of these stages were banned preemptively, I would be wary to assume that Fox and Falco will necessarily become as overpowered as you suggest.Even if I play a high tier, what happens if I don't play a Fox/Falco. Like if I main Peach for instance, it just becomes win game 1 then 3/5 because otherwise I have to win 1-2 games (bo5 dependent) like http://www.youtube.com/watch?v=HJ8l-XQQ1Yg&playnext=1&list=PL5E24C6BE32608617 >_> Again not impossible, but technically neither is winning with Pichu. Even if you ban floats it's not like there aren't about a half dozen stages on your list (counting the borderline) where that's possible. You'd need 4 or 5 stage bans to prevent that from happening repeatedly. But in that scenario the fox could lose any 2 games and still win the Bo5
[That's] exactly the problem with a lack of criteria; people can justify banning anything because it doesn't fit the game they want to play. More and more stuff gets banned as people decide they like less and less.
***** I've been saying it for years.actually that is a good point
Slippery slope =/= reductio ad absurdium, same reasoning applied to a different situation isn't fallicious.Slippery slope fallacy, how cute.
Just ask random CF, they are all behind this, for real!What do super-conservative people think of the Smash 64 stage list?
All these but Jungle Japes. Jungles Japes should never be played on even for fun. Screw Jungle Japes.Final Destination – Fails no test.
Battlefield – Fails no test.
Dream Land – Fails no test. Random wind effect is minimal.
Fountain of Dreams – Fails no test. Random platform movement has affected matches, but is well below the Turnip Threshold. Many viable characters.
Pokemon Stadium – Fails no test. Transformations occur randomly, but players are warned well in advance. All odd stage characteristics are consistent and can be learned.
Yoshi’s Story – Despite having some of the most severe random effects of any “neutral” stage (Shyguy-induced extended hitboxes/bonus DI and Randall), it still seems pretty clearly below the Turnip Threshold.
Brinstar – Fails no test. On rare occasions, lava will randomly save players, but this effect is minimal and comparable to widely-accepted stages like Yoshi’s Story. At least three characters are strong on this stage (Peach/Puff/Ganon), with a couple of additional characters able to hold their own.
Jungle Japes – Fails no test. Klaptrap is in fixed zones of the stage that are completely avoidable until high % knockaways. I’m not aware of a single character or strategy ever dominating this stage, though some did attempt to play a lot of keep-away with moderate success.
Mute City – Fails no test. No randomness. It could be pretty strongly argued that the stage has a “two-character dominance” issue, but that doesn’t meet my criteria, since neither character is broken. In my opinion, it is one of the best stages for terrain adaptation and utilization and risk/reward play.
Rainbow Cruise – Fails no test. May have same “two-character dominance” that Mute has, but can’t ban it by my criteria.
Kongo Jungle 64 – Fails no test. Barrel is minimal in its random effects. Stage has unique geography that seems to have the potential to both cause major problems and give many benefits for a large number of characters. Run-away camping may, in fact, be a stage-breaking strategy, but it’s hard to see how multiple characters can’t use it to some extent.
Mushroom Kingdom II – Fails no test. No one ever effectively made a case for stage brokenness. It was removed by most solely for walk-off edges, which is a stage property that no one ever proved to be broken as a rule, just high-risk, high-reward. We kept it on at FCs even through 2007.
Corneria – Tough in multiple cases. At the very least, two characters seem to be viable here. Arwing lasers can come close to the Turnip Threshold, but I don’t think it crosses that line. Camping the right side of the stage was never proven to be broken, but Ness/YLink gun camping is still up in the air (though as Big D has noted, you can always go down and destroy the gun if you are that scared of it, forcing a fight on stage for the rest of the time).
Fixed.johnsjohnsjohnsnotabattlefieldclonejohnsjohnsjohnsbleghitssogayjohnsjohnsjohns
smash 64 is ****ed because every stage sucks, some more than othersWhat do super-conservative people think of the Smash 64 stage list?