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Walk-offs should be given a chance

Gawain

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A 0% kill isn't a great strategy when it could get you killed at 0%. It's an insane risk, insane reward strategy, except with slightly more risk as all you have is bthrow and possibly dmsash to kill with, while they have dash, fsmash, fthrow, possibly dthrow, possibly nair, fair, possibly dair, and possibly dmash to kill with.
In fact, once people realize that being at the ledge and camping is more dangerous than approaching the ledge, they'd probably stop. Or do you think it's realistic to say that if we kept walkoffs legal forever, this would consistently remain the optimal strategy, despite the fact that on every other stage, optimal strategies have changed?
I think it's a little pessimistic to think that walkoffs will be the one exception in the game to adapting strategies. This isn't Brawl, this isn't Melee, and even then the stages were never legal long enough to be considered good testing. They were just seen as initially bad, then banned. In fact, Kongo in Melee was banned after one bad match involving Peach floating above Ganon, even though it's heavily MU specific on a barely viable character. That isn't what I'd consider fair testing.
Minor issue with your logic: in Smash 4 it is often extremely disadvantageous to be forced to approach your opponent. It doesn't matter if you have access to more options to kill someone with if 90 percent of them are shut down just by good shield usage.
 

Swamp Sensei

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These were banned in Melee for valid reasons.

They were banned in Brawl because those same reasons were still there.

Those reasons are still there in Smash 4.

If you want more stages there are plenty of stages that can work. Wuhu, Skyloft, Wooly World (where walk offs are only there for like 30 seconds), Kongo Jungle 64, Pokemon Stadium 2 and even Windy Hill all have more potential than say... Flat Zone X and Coliseum.
 
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RayNoire

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Grabs aren't even the biggest problem with walkoffs. That would be Sheik.

Do you want to give the already consensus best character a stage where she likely 90-10s everyone due to being able to kill from anywhere on the stage at 0%?

I don't.
 

MajorMajora

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Grabs aren't even the biggest problem with walkoffs. That would be Sheik.

Do you want to give the already consensus best character a stage where she likely 90-10s everyone due to being able to kill from anywhere on the stage at 0%?

I don't.
Shiek can unavoidably true combo anyone in the game from center stage to the blast zone? This is news to me.
 

Aquamentii

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Let me give my general opinion about walk-offs: Banned. Banned banned banned banned banned. Cheap kills are exactly what you say they are, cheap kills. There is a high risk-high reward, but there are also characters like sheik who could carry a good amount of the cast right offstage with a string of Fairs. I'm going to use Sheik as an example because she is in the easiest to get my point across with:
Shiek's setups into 'Fair Wall':
1. Any Fair confirm in neutral
2. A grab (percent dependant, but the lower the better)
3. F-Tilt
4. D-TIlt
5. Jab --> Grab (not guranteed but timing for escape is tight)
6. Probably a lot of other things, I don't play sheik that much
So sheik can use any of these in neutral to set up for a Fair wall leading directly offstage, and get kills anywhere froom 0% to I'd say about 60%. And that's using a string that has very strict timing. Any throw with decent base knock back (a few that come to mind are Sonic and Pikachu's B-throws, as well as a pivot F-Throw from Ness) could get easy easy kills at absurd percents.
As for simply banning walk off stages, there are several in the game (Colisseum, Mario Galaxy, Wii Fit Studio, etc.) so banning them all would either be impossible or grant your opponent any other counter pick like Halberd or Delfino for other counter picks. While it would buff certain characters, it would make others untouchable. In a two-stock meta walk offs would be simply too powerful. However, if the solution to too quick matches would be to increase stock/time count, a good camper (like Villager or Sonic) could simply pick any other stage and have timeouts galore.
To sum up my opinion on walk offs, I don't think that they could ever hold a place in any tournament if other stages were also legal. Games would be dominated by certain characters and low tiers would be left in the dust even more then they already may be. If I come off as a little strong with what I've written, good, because walk offs have no place in a tournament. But that's just my opinion :)
 

King Omega

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I like the amount of propaganda and casual hyperbole that goes into explaining why walkoffs are bad. People should try the same with currently legal stages someday too, see if we can get bottom blast zones banned and then no longer be able to play on any stage. "Stages with ledges result in degenerate edge camping because the smart player will always just camp at the edge and wait to get a grab, so they can follow up a b-throw with an easy edgeguard every time. Most matches will never even take place in the center of the stage. There will never be side or top KOs because gimping at low percents is so much easier. Not to mention cheesier! DANGEROUSLY CHEESY!"
 

Aquamentii

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I like the amount of propaganda and casual hyperbole that goes into explaining why walkoffs are bad. People should try the same with currently legal stages someday too, see if we can get bottom blast zones banned and then no longer be able to play on any stage. "Stages with ledges result in degenerate edge camping because the smart player will always just camp at the edge and wait to get a grab, so they can follow up a b-throw with an easy edgeguard every time. Most matches will never even take place in the center of the stage. There will never be side or top KOs because gimping at low percents is so much easier. Not to mention cheesier! DANGEROUSLY CHEESY!"
My main point is that with normal stages you still have to edge guard your opponent after back throwing them off the stage. At low percents, the Bthrow won't send them very far so they have plenty of options to get back onstage. An edge guard is possible, but that's where walk-offs are different. With a walk off there is no edge guard, and no extra effort besides the single throw and maybe an extra hit. The kill is cheesy because it requires no effort whatsoever, while any other stage you have to at least try to kill your opponent. That's my main problem with walk offs, adding in the fact that some characters can be 'carried' off the edge from the center of the stage and it just becomes ridiculous.
 

cot(θ)

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My main point is that with normal stages you still have to edge guard your opponent after back throwing them off the stage. At low percents, the Bthrow won't send them very far so they have plenty of options to get back onstage. An edge guard is possible, but that's where walk-offs are different. With a walk off there is no edge guard, and no extra effort besides the single throw and maybe an extra hit. The kill is cheesy because it requires no effort whatsoever, while any other stage you have to at least try to kill your opponent. That's my main problem with walk offs, adding in the fact that some characters can be 'carried' off the edge from the center of the stage and it just becomes ridiculous.
You don't understand - the backthrow is the extra effort. The setup is the positioning leading up to the backthrow.
 

Gawain

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Not true combos. You can mix up your DI and air dodges to get out. it won't get you from center stage 0% to death unless you are inexperienced.
Sheik can connect about 4 in a row as a true combo. Maybe 5. That's still an INSANE amount of horizontal distance, and it puts the victim in an awful position in which they're likely to get hit again too. You are a lost cause if you don't see how this gives a massive buff to Sheik, who is already the top character.
 

Sleek Media

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You want walk-off stages in a world where Shiek is a thing? HAHAHA NO
 
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Tinkerer

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The stage liberalism on this board is getting a little overboard in its theorycrafting and devil's advocating. There is a certain point where suddenly accepting things no-one liked (and with good foundation) in previous games for purely theoretical reasons only serves to be contentious for the sake of being contentious.
 

ParanoidDrone

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The stage liberalism on this board is getting a little overboard in its theorycrafting and devil's advocating. There is a certain point where suddenly accepting things no-one liked (and with good foundation) in previous games for purely theoretical reasons only serves to be contentious for the sake of being contentious.
To be fair, one of the big reasons for banning permanent walkoffs (chaingrabs) is no longer a thing. I'm not entirely sure what you expected.
 

clydeaker

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All I want is for walk-offs to be given a chance, but no one is willing to take the risk. I doubt they will be allowed (except maybe Wii Fit Studio), but they at-least deserve some testing. How about some of you try to get their weekly tournament to use one to three walk-off stages (Wii Fit Studio, Boxing Ring, and maybe Woolly Worlds) to be allowed as counter picks as testing. I know I will try.

No one has shown me reasonable evidence... well actually no evidence at all for why walk offs should be banned in Smash 4 (Not Melee or Brawl). If your so against walk offs please post a YouTube video showing how cheep and unfair walk offs can be. I don't care if you use your old flip phone to film your crappy TV to get the footage. Just show me why walk-offs should be banned. Please! I am begging all of you to show me! You need reasonable evidence to back up your claim. I will try and do the same.

Please show me why Shiek is so bad for walk-off stages (preferably on Castle Siege, Delfino Plaza, Wii Fit Studio, or the Boxing Ring) I am begging you all to show me evidence. try not to may it seem like to bias of a video though.
 
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Aquamentii

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You don't understand - the backthrow is the extra effort. The setup is the positioning leading up to the backthrow.
Um... Getting a grab in this game isn't hard at all. I could easily see a sonic camping by the ledge after gaining a small % lead. If the opponent has no good projectile, then they are forced to approach, and since Smash4 is closer to Brawl in neutral than say Melee, he who has to approach is usually screwed. Sonic could run forward with a dash grab, or predict a spot dodge and run past them into a pivot F-Smash, or simply wait and get the grab anyways. Next thing you know, the opponent is down a stock and now there's even more pressure to approach. The 'setup' into a grab isn't anything complicated. Looking at a match between two high level players, try and count how many times they grab each other. Now imagine every other grab is a stock lost.
 
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LightLV

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The stage liberalism on this board is getting a little overboard in its theorycrafting and devil's advocating. There is a certain point where suddenly accepting things no-one liked (and with good foundation) in previous games for purely theoretical reasons only serves to be contentious for the sake of being contentious.
If i've learned anything from my short time posting on these forums, it's that the smash community excels at this like no other.
 

cot(θ)

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Um... Getting a grab in this game isn't hard at all. I could easily see a sonic camping by the ledge after gaining a small % lead. If the opponent has no good projectile, then they are forced to approach, and since Smash4 is closer to Brawl in neutral than say Melee, he who has to approach is usually screwed. Sonic could run forward with a dash grab, or predict a spot dodge and run past them into a pivot F-Smash, or simply wait and get the grab anyways. Next thing you know, the opponent is down a stock and now there's even more pressure to approach. The 'setup' into a grab isn't anything complicated. Looking at a match between two high level players, try and count how many times they grab each other. Now imagine every other grab is a stock lost.
That's not really the situation, though. Players put themselves in situations where they can get grabbed in matches all the time because the risk isn't typically that great. Similarly, people land a lot of moves that could be kill moves at a higher %, but when the time comes to get the kill, it's harder to land, because the opponent is respecting that option a bit more.

In the general case, I don't think the player camping the blastzone has more options than the character approaching. For specific matchups, I would use a ban.
 

LightLV

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That's not really the situation, though. Players put themselves in situations where they can get grabbed in matches all the time because the risk isn't typically that great.
What risk? You mean losing the match?
 

clydeaker

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http://youtu.be/kl7yIWQKQNU

Why walk offs should be banned...
Oh. No wonder walk offs are banned.

You are right that walk offs allow people to grab and kill, but why would someone be stupid enough to walk over to someone on the edge? Just about any attack can overpower a grab. and you can throw projectiles at them to push them into the blast line.
 

Aquamentii

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Oh. No wonder walk offs are banned.

You are right that walk offs allow people to grab and kill, but why would someone be stupid enough to walk over to someone on the edge? Just about any attack can overpower a grab. and you can throw projectiles at them to push them into the blast line.
Those are some good points, but:
1. Not every character has a projectile to pressure edge-campers with
2. You are correct in that attacks fundamentally beat grabs, but shielding is obviously the answer to say a dash attack, and then you get shield grabbed and die anyways. The approacher in any situation is at a basic disadvantage being they have to take the risk, where the defender simply has to counter their option and score a kill. Say for instance, that I am playing custom Marth against Captain Falcon. If falcon decides to approach with dash attack to beat my grab option, I can either shield, then grab him and kill him anyways, or use Marth's Iai counter which knocks people behind Marth, killing him anyways. While it is also possible projectile heavy characters can pressure them from afar, I can simply pick the same character or one with better projectiles and use the same strategy with waiting at the edge. Ness could camp with PKThunder and Fire really early.Like I said, it's not an invincible strategy, but it is superior to camp the edge then to have to approach someone camping the edge.
 
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Abyssal Lagiacrus

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Oh. No wonder walk offs are banned.

You are right that walk offs allow people to grab and kill, but why would someone be stupid enough to walk over to someone on the edge? Just about any attack can overpower a grab. and you can throw projectiles at them to push them into the blast line.
And then it still degrades into a "get a cheesy super-low% kill at the edge" match.
 
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MajorMajora

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And then it still degrades into a "get a cheesy super-low% kill at the edge" match.
Yes. Low percent kills are what make walk-offs unique. Both players can get them. The way the stage is set up, percent matters a lot less. Call it rhetorical things like "cheesy" all you want, it simply witches the focus of skill from damage rack to kill moves and positioning. This is not inherently a bad thing.
 

Abyssal Lagiacrus

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Yes. Low percent kills are what make walk-offs unique. Both players can get them. The way the stage is set up, percent matters a lot less. Call it rhetorical things like "cheesy" all you want, it simply witches the focus of skill from damage rack to kill moves and positioning. This is not inherently a bad thing.
I honestly don't see the skill in getting a cheesy kill on a walkoff, and I still see it as toxic to competitive play, but I don't mean any disrespect to your view.
 

MajorMajora

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I honestly don't see the skill in getting a cheesy kill on a walkoff, and I still see it as toxic to competitive play, but I don't mean any disrespect to your view.
A: Define cheesy
B: The gameplay involves 2 core aspects: positioning for and then landing kills. These are also present in the stages we are familiar with, sans % racking (which is still present to an extent). The concept of landing early kills still requires the 2 other types of skill (and still % racking to a smaller extent). It's not adding any particular toxic element. Imagine it like a game where everyone starts with 100% when they begin a stock. Yeah, I imagine it would lead to some early kills, and if you have bad positioning and take a bad hit it'll lose you a stock, but that applies to both player, and since smash attacks and many other kill moves will only kill at 0% in very specific scenarios, it's even less so.
 

Abyssal Lagiacrus

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I'm sorry, I have actually read over all the things said in favor or walkoffs, but I just can't be swayed to support them.
Both you and I know what I mean by cheesy; either chasing your opponent to the edge and getting one silly little hit or projectile and boom they're dead. "The opponent shouldn't have ran to the edge." I really don't want to see a lot of competitive play be filled with edge camping, or always trying to get that early kill.
I know that it can be said "getting the early kill depends on skill," but I just can't see that. So many things can go into getting an easy edge kill, or simply catching your opponent in an inescapable wall of attacks.
 

MajorMajora

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I'm sorry, I have actually read over all the things said in favor or walkoffs, but I just can't be swayed to support them.
Both you and I know what I mean by cheesy; either chasing your opponent to the edge and getting one silly little hit or projectile and boom they're dead. "The opponent shouldn't have ran to the edge." I really don't want to see a lot of competitive play be filled with edge camping, or always trying to get that early kill.
I know that it can be said "getting the early kill depends on skill," but I just can't see that. So many things can go into getting an easy edge kill, or simply catching your opponent in an inescapable wall of attacks.
I really don't know what you mean by cheesy. If you chase the opponent to a dangerous place and they don't work to get out, and then they die to you reading their defensive option when they are immediately next to the blast zone, that kill was earned.
There is no proof that edge camping will be the dominant strategy, just theory crafting and minimal proof from games with different mechanics.
Also, how 'early' the kill is is irrelevant. Percent matters far less when determining a kill. 80% isn't a very big lead, and landing a 35% combo on someone isn't a significant punish. You can say "it should be because that's how it is on other stages", but I don't see any evidence here that different is worse.
 

Aquamentii

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Yes. Low percent kills are what make walk-offs unique. Both players can get them. The way the stage is set up, percent matters a lot less. Call it rhetorical things like "cheesy" all you want, it simply witches the focus of skill from damage rack to kill moves and positioning. This is not inherently a bad thing.
I think that what you are driving at is a shift in the current meta, from percent and combos to the simple kills and positioning. While that does sound interesting, the two different metas just can't mix. Say there's one player who is really skilled at cheesing kills on walk off stages, and another who is better as a player but can't keep up with the edge-camp mindset that Player 1 is bringing to the table. Basically, it devolves into the stage choice for who wins. Skilled player wins game 1, Cheese player wins game 2 on a walk off counter pick, and then they switch off winning games because of the stage alone. You could argue that the more skilled player would win the match regardless of stage choice, however there are definitely characters that would just 'win' on walk off stages, like Shiek or Sonic and make the matchup nearly impossible to beat.

All other arguments aside, it's impossible to call a stage legal when at any time I can back throw someone and kill them at 0%. That defeats the fundamentals of smash as a game and takes away any fun someone could have in a match.
 

Abyssal Lagiacrus

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I really don't know what you mean by cheesy. If you chase the opponent to a dangerous place and they don't work to get out, and then they die to you reading their defensive option when they are immediately next to the blast zone, that kill was earned.
There is no proof that edge camping will be the dominant strategy, just theory crafting and minimal proof from games with different mechanics.
Also, how 'early' the kill is is irrelevant. Percent matters far less when determining a kill. 80% isn't a very big lead, and landing a 35% combo on someone isn't a significant punish. You can say "it should be because that's how it is on other stages", but I don't see any evidence here that different is worse.
Going up to someone at the blast zone and killing them isn't a read.

Also I can make the same reasoning that it's theorycrafting that there won't be edge camping.

Having a purely walkoff stage legal (I don't necessarily agree with Wuhu, Castle Siege, etc. but whatever) will have degenerate gameplay and will usually only get picked to try and cheese out a win. That's why non-walkoffs are pretty much desired, because you can't just get thrown to death at like 10% just because you got paraded to the blast zone. There's actually a chance to survive if you get knocked off stage. Walkoff stages would just have linear gameplay and cheese tactics, and wouldn't really be fun to watch and definitely wouldn't be fun to play against someone on it.
 

MajorMajora

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I think that what you are driving at is a shift in the current meta, from percent and combos to the simple kills and positioning. While that does sound interesting, the two different metas just can't mix. Say there's one player who is really skilled at cheesing kills on walk off stages, and another who is better as a player but can't keep up with the edge-camp mindset that Player 1 is bringing to the table. Basically, it devolves into the stage choice for who wins. Skilled player wins game 1, Cheese player wins game 2 on a walk off counter pick, and then they switch off winning games because of the stage alone. You could argue that the more skilled player would win the match regardless of stage choice, however there are definitely characters that would just 'win' on walk off stages, like Shiek or Sonic and make the matchup nearly impossible to beat.

All other arguments aside, it's impossible to call a stage legal when at any time I can back throw someone and kill them at 0%. That defeats the fundamentals of smash as a game and takes away any fun someone could have in a match.
That's why you learn both play styles. There's a phrase that I often say in situations like this: "Git Good". Not to mention match ups are switched on lots of stages, some players just can't deal with transforming stages. I also don't think it's so incredibly swayed: many of the mechanics are very similar, so a lot of the same fundamentals are tested in both stages. I've yet to see any proof Sheik is dominant on this stage to an unfair extent.

And who are you to decide what the fundamentals should and should not be? And who said it was about fun?

@ Abyssal Lagiacrus Abyssal Lagiacrus You're using that word again. "Cheesy". it's very vague and serves no purpose but a rhetorical one. You're saying "If x happened it would be bad because it is cheesy" is like me saying "x is bad because it is lumpy". It means nothing without a definition, and until you define it you can't say it's a bad thing, necessarily. I feel like you're argument is just saying "But I feel like it would be bad 'cause, I mean, it's bad!", which granted is only a few degrees below most other things in this thread, my own theory crafting included. This is why I feel like walk-offs are in a grey area.
 
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Abyssal Lagiacrus

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Can we please not bring "git gud" into this. That phrase has been so overused that it is incredibly toxic now. When people don't agree with your idea of smash fundamentals, it's not generally looked well upon to tell them to "git gud".
 
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MajorMajora

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Can we please not being "git gud" into this. That phrase has been so overused that it is incredibly toxic now. When people don't agree with your idea of smash fundamentals, it's not generally looked well upon to tell them to "git gud".
'Git gud" as in, if you don't want to learn to deal with something, that's your fault. In context, my use of it was referring to the idea of 2 people only being good at one of the stage types each. Yeah, stages would impact the match a lot, but the one who knows both will win overall. So if one "hits gud" and learns both, hen he wins, and is therefore rewarded for being the more skilled player, and therefore it is competitive.

Now that I think about it though, he mentioned a neat thing about 2 metas. I wonder what it would be like if there was a walk-off meta? Like, some small group of players try paling a large amount of walk-off only stages and seeing how things develop? People who do it willingly and are therefore less likely to dismiss it out of a bit of salt from a kill they didn't know how to deal with. Hmmm...
 

Aquamentii

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That's why you learn both play styles. There's a phrase that I often say in situations like this: "Git Good". Not to mention match ups are switched on lots of stages, some players just can't deal with transforming stages. I also don't think it's so incredibly swayed: many of the mechanics are very similar, so a lot of the same fundamentals are tested in both stages. I've yet to see any proof Sheik is dominant on this stage to an unfair extent.

And who are you to decide what the fundamentals should and should not be? And who said it was about fun?
When I said it defeats the fundamentals of smash, I mean that it destroys the mechanics that the game is based around. If I camp the edge on a walk off, what difference does it make how much percent my opponent is at? 0%? 100%? 999%? They'll still die to a back throw regardless. Recoveries? Useless. You don't need to recover on a walk off. Edge guarding is not a thing, because unless your opponent is already dead then they are still on stage and can kill you just as easily as you can kill them. You know the phrase 'anyone can win once'? Walk off stages transform that into 'anyone can win' because you only need one confirm in neutral to take a stock, and then one more to win a match whereas a 'real match' should give the win to whoever consistently wins more in neutral (not taking into account edge guards, but again, there is no edge guard on a walk off), which is reflected by percents. Confirm in neutral, and optimize punishes. That IS smash. Even if it is still my opinion, those are the basic mechanics of the game. Hit your opponent until their percent is high enough to where they don't come back, whereas with walk offs it is simply 'hit your opponent'.
 

Aquamentii

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Im all for separate brackets, one for walk offs and one for non-walk offs, as strange as that sounds. The two just can't mix.
 

Abyssal Lagiacrus

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'Git gud" as in, if you don't want to learn to deal with something, that's your fault. In context, my use of it was referring to the idea of 2 people only being good at one of the stage types each. Yeah, stages would impact the match a lot, but the one who knows both will win overall. So if one "hits gud" and learns both, hen he wins, and is therefore rewarded for being the more skilled player, and therefore it is competitive.

Now that I think about it though, he mentioned a neat thing about 2 metas. I wonder what it would be like if there was a walk-off meta? Like, some small group of players try paling a large amount of walk-off only stages and seeing how things develop? People who do it willingly and are therefore less likely to dismiss it out of a bit of salt from a kill they didn't know how to deal with. Hmmm...
Honestly, they would probably try way too hard to "enjoy" the walkoffs and try and give good results. And yes, I have a problem with "learning to deal with something" if it's a cheesy walkoff that someone can and will abuse to get a 0% kill with because they don't think they can out-skill their opponent.

I'm sorry, I just don't see the "skill" and "get good" argument for walk-offs for that reason.
 
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MajorMajora

Smash Ace
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Jul 15, 2014
Messages
709
When I said it defeats the fundamentals of smash, I mean that it destroys the mechanics that the game is based around. If I camp the edge on a walk off, what difference does it make how much percent my opponent is at? 0%? 100%? 999%? They'll still die to a back throw regardless. Recoveries? Useless. You don't need to recover on a walk off. Edge guarding is not a thing, because unless your opponent is already dead then they are still on stage and can kill you just as easily as you can kill them. You know the phrase 'anyone can win once'? Walk off stages transform that into 'anyone can win' because you only need one confirm in neutral to take a stock, and then one more to win a match whereas a 'real match' should give the win to whoever consistently wins more in neutral (not taking into account edge guards, but again, there is no edge guard on a walk off), which is reflected by percents. Confirm in neutral, and optimize punishes. That IS smash. Even if it is still my opinion, those are the basic mechanics of the game. Hit your opponent until their percent is high enough to where they don't come back, whereas with walk offs it is simply 'hit your opponent'.
Ummmm… yes. Yes percent matters less. Yes recoveries are irrelevant. …So? I mean, obviously the game was designed with the idea of walk-offs in mind, so it's hard to say it 'destroys' the core fundamentals. And the rhetoric you use sounds apocalyptic and all but all it amounts to is "it changes things, and the ways in which it changes things are bad because e they are bad by nature", which is something I still don't understand.

Not to mention I'd hardly call being immediately at the edge at neutral. That's a disadvantage.

And @ Abyssal Lagiacrus Abyssal Lagiacrus I'm not sure I see how the fact that the skill has something to do with the concept of early kills (both getting and avoiding them) suddenly makes learning something an invalid competitive skill. I feel like it's a jump in logic made by bias and emotion rather than a definitive line of logic.
 

Aquamentii

Smash Apprentice
Joined
Feb 2, 2015
Messages
178
Ummmm… yes. Yes percent matters less. Yes recoveries are irrelevant. …So? I mean, obviously the game was designed with the idea of walk-offs in mind, so it's hard to say it 'destroys' the core fundamentals. And the rhetoric you use sounds apocalyptic and all but all it amounts to is "it changes things, and the ways in which it changes things are bad because e they are bad by nature", which is something I still don't understand.

Not to mention I'd hardly call being immediately at the edge at neutral. That's a disadvantage.

And @ Abyssal Lagiacrus Abyssal Lagiacrus I'm not sure I see how the fact that the skill has something to do with the concept of early kills (both getting and avoiding them) suddenly makes learning something an invalid competitive skill. I feel like it's a jump in logic made by bias and emotion rather than a definitive line of logic.
What I consider neutral is when both characters are on stage. On battlefield, Little mac can kill (assuming % is high enough) Another little mac at any point with an upsmash. They both have the same tools at their disposal: Shield, Grab, Roll/Spotdodge, specials, standards, smashes. They can also jump for aerials but my example uses two little macs so that's not likely. They both are looking to bait out a mistake by their opponent and net a combo or kill, or set up for an edge guard/landing situation. If one is offstage and one is onstage, then it's an edge guard opportunity for the Mac on stage. The offstage Mac has to recover or die, and his options are only air dodge, specials, and aerials. The same goes for landing options where one mac is above the other but both are over the stage. So when there is no off stage when playing on a stage with walk offs, It's only neutral. How close you are to the blast zone doesn't matter because both players have the same tools and both players will die if nudged to the left/right a little. It changes the winning strategy from win neutral->combo/outplay enemy->net kill->win to win neutral-> win
 

MajorMajora

Smash Ace
Joined
Jul 15, 2014
Messages
709
What I consider neutral is when both characters are on stage. On battlefield, Little mac can kill (assuming % is high enough) Another little mac at any point with an upsmash. They both have the same tools at their disposal: Shield, Grab, Roll/Spotdodge, specials, standards, smashes. They can also jump for aerials but my example uses two little macs so that's not likely. They both are looking to bait out a mistake by their opponent and net a combo or kill, or set up for an edge guard/landing situation. If one is offstage and one is onstage, then it's an edge guard opportunity for the Mac on stage. The offstage Mac has to recover or die, and his options are only air dodge, specials, and aerials. The same goes for landing options where one mac is above the other but both are over the stage. So when there is no off stage when playing on a stage with walk offs, It's only neutral. How close you are to the blast zone doesn't matter because both players have the same tools and both players will die if nudged to the left/right a little. It changes the winning strategy from win neutral->combo/outplay enemy->net kill->win to win neutral-> win
Yeah, that's an interesting idea there. I feel like that definition of neutral is very much from a non-walkoff outlook, and a new definition of neutral would have to be created for walk-offs, because being near the edge will obviously change your decision making and possibly gives one player the advantage.
 

erico9001

You must find your own path to the future.
Joined
Jul 13, 2014
Messages
1,670
Location
Wiscooonsin
NNID
Erico9001
3DS FC
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What exactly would be the benefit to adding walk-off stages? Is there any sort of benefit that weighs against all the significant drawbacks that have already been pointed out in this thread? Just saying "inherently beneficial" is not a good argument.
 
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