I didn't mean they aren't giant lol, I meant they aren't disruptive.
Obviously not really relevant, but even CASUAL players recognize how intrusive Bullet Bills are (I swear I didn't edit it lol). Sure, you can tell where they are coming from pretty easily, but avoiding them is a different story. Oh wow, you just got hit into the giant explosion? Sucks, take your 40%+ and instant KO. In the case of a standoff, one player could easily be forced to approach the other because of a Bullet Bill going towards him.
The thing with getting hit into a Bullet Bill is that it can be avoided by proper intelligent gameplay. Players can definitely camp when they want to, so all a smart player needs to do is play defensive until the bullet has done its stuff if that player feels like the other player can hit his opponent into the explosion more proficiently than he himself can.
You get a little over seven seconds' notice that the bullet bill is coming, from
somewhere, and about three seconds notice of where exactly it's going to hit (unless it goes for the top, then you've got one second). Seconds in Melee are long. If your opponent has been keeping you in hitstun for more than seven seconds, so that you never got the
chance to run away, then that's a player error. Something that can be improved, so that you can better yourself when playing on the stage. No Johns
wants that, as I understand it.
Standoff? All right, a player who has been camping is now forced to approach. This is a dynamic gameplay change, and I think characters being required to approach every few minutes is healthy for a stage. If you disagree, tell me why.
Button hitlag is huge, I just tested it. At the very least, it's certainly enough to make you miss an L-cancel, and timing simple stuff like running up and grabbing or attacking becomes impossible as you find the ground is littered with virtual trip mines that are just waiting to throw off your timing. The platforms appear randomly, and several of them cause large differences in how a player can possibly recover. It seems stupid that someone could survive one minute because the platform was available and someone in the same situation a minute later could have no options. This is completely different than FoD's platforms or even Smashville in Brawl, which have platforms that move in a predictable pattern, slowly. If FoD's platforms randomly appeared out of thin air, I'd say the stage would have to go. The green blocks that appear on the side actually go to the point of disrupting moves as you can't even simply go through them like platforms. "Damn, I would normally just Firefox upwards, but green blocks randomly appeared above me completely eliminating that option..."
I agree that the button hitlag is a definite disruption. I agree that under the right conditions that leads to consequences for one of the players. But know that this hazard is an equal threat to both players until it happens, and both players will be playing a lot more safely on this stage, because they will both be assuming that they'll be the ones the buttons trip up. Then, you've got the Bullet Bills to make sure it doesn't turn into a zero-approach campfest. That's a healthy balance to me. Sure, Peach's Castle could never hope to be a neutral stage, but it can certainly become a competitive one.
I would be swayed if we found out how frequently these buttons liked to appear. In an eight minute match I only got four buttons to appear. These buttons are color-coded as you know, and correspond to a specific, predictable set of platforms. The buttons are random, the platforms are not. If you see the button on the ground, you already know what platforms will appear if you push it.
The platforms will definitely change recovery options. Just like Randall does. But they can be reacted to. You've got a nice camera view on this stage, you can see whether or not your opponent is about to press the green button to give you high platforms or the blue one to give you inwardly slanted ones. You have time to react, time to demonstrate your stage knowledge and recover appropriately. This is a plus.
Cars are basically the same as the Bullet Bills. Sure, you have plenty of notice, but it's impossible to make sure you won't get hit into them, and it's funny you brought up the situation of drill shining because I was thinking of it the other way. I would be pretty upset if a car randomly interrupted a drill shine I had going, or any combo at the bottom level for that matter. I also find that stages with walkoffs tend to lead to degenerate gameplay because there is so much fighting in the bubbles where you can't properly space attacks and the game begins to revolve around low % kill gimmicks.
Fox: "LOL GET WAVESHINED U DEAD!"
Marth: "DTHROW, YOU CAN'T TECH AWAY OR U DIE LULZ!"
Samus: "OH NOES, I ACCIDENTLY SUPER WAVEDASHED! D:"
DK: "TIME FOR A PIGGY-BACK RIDE, ******!"
Ness: "FTHROW, I'M TOP TIER NOW *****!"
I agree that walk-off stages like Onett are a special case. I think that having your combos interrupted prematurely, if you
choose to do them on the bottom level, or your opponent DIs such that he forces you to finish them on the bottom level, is fair.
I'm not going to say it's easy to avoid waveshines, but this is a player action with an appropriate opponent reaction. If the opponent fails to guard himself against waveshining, while he is on the outer edges of the building next to the walk-offs... Get owned. That was a stupid place to linger when fighting Fox. Marth d-throws you, then don't tech away, tech in place or roll forward. You still have options there. If you're Samus and you're dumb enough to go to the walk-off and use your down-b, Samus's fault. Don't use YL's down-air off the stage. Same deal there. You can mash out of DK's grab in under two seconds. Ness has pitiful grab range, if they get grabbed while next to the walk-off, that was definitely their bad.
---
TBH I wasn't expecting an Onett debate, I always thought its legality would be a given in a ruleset like this. It really isn't that bad of a stage.