But it can also result in a stock gain or loss because of it's positioning. Is it just about the obstacles doing direct % damage? If so, where does PS1, PS2, and Delphino fit into that equation?
I understand the general mindset, I just haven't seen anyone define what draws the lines other than "Japan's looks good to me and they are good players ergo we should... oh yeah also MK doesn't like these stages, but that isn't as important I promise"
Should be fairly obvious. People want stages more akin to traditional fighters that also don't enhance the more abusive tactics of this game or have hazards, random or not. Most people are willing to accept platforms though. There's no line as its completely subjective but in general:
Lack of stage interference
FD- No stage interference
BF- No stage interference
SV- No stage interference
Transformations
PS1- Transformation encourage stalling because its unsafe to approach on them
PS2- Divergent game mechanics from every other stage. No-one wants a stage that changes how you play that much
Delfino- Walk off edges- enhances chaingrabbing
Castle Siege- Walk off edges- enhances chaingrabbing
Rainbow Cruise- Platform game
Frigate Orpheon- You can't hold on to one side of the edge and the flip is rather game changing at times.
They all also contain stage transformations which are more akin to a platform game than a traditional fighter. As I said its just subjective.
Hazards
Halberd- Hazards
Pictochat- Hazards
Brinstar- Hazards
Then you've got the one conservative people are willing to let slide sometimes.
YI- Shy Guys occasionally block projectiles and extend hitboxes. Also save me platforms.
LC- Stage tilts
Its quite easy to see though how Japan arrived at its stage list and how others would arrive at it too.