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WBR Ruleset 1.0: Battleship Halberd ~3 Day Deadline For Extra Talk (everyone vote!)

Battleship Halberd


  • Total voters
    13
  • Poll closed .
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CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
Ok everyone, here's a stage vote for Battleship Halberd. Vote Starter, Counterpick, or Banned. Stages need a 2/3 (66%) majority to be primarily in that category. If the vote is split (such as 50% Starter 50% Counterpick) then the stage will be in the Starter/Counterpick section.

Notes about Battleship Halberd

-Transformation based stage though glitches are EXTREMELY rare
-Three various hazards that can cause decent damage, though they all have very fair warning
-Slightly shorter than average ceiling
-It's Meta Knight's home

Poll Deadline: 72 hours
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
The claw is actually my main beef with this level. It's very random and it's fast. If just the claw was greatly slowed down, it'd be a legit hazard, although I'd be just as happy if the claw was removed entirely. The laser and bomb are both very strategic hazards, since they're so slow and give advanced warning of when and where they're going to strike (even if it is annoying fighting with the laser locked onto you). This stage is very close to being a neutral, actually, imo, but the claw is just something that does not belong on a neutral of any kind.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Yeah, whenever the claw activates, I shift my attention to where it is instead of my opponent and try to camp until it either comes after me or I know it's going after my opponent. The bomb and laser are pretty annoying, but, avoidable. Right now, my main concern with the stage are how the ledges act with a recovery like DK's Up B. Because of NASL, DK no longer can snap onto it and he is either forced to stall out there (like I usually do) or immediately Up B towards and onto the stage.

It's an obvious CP with how the middle platform is set up as well.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
And you consider it acceptable that you're effectively fighting the stage more than your opponent when the claw activates? It hangs around for a while and attacks randomly, and is quick to do so. You can't really be fighting your opponent when the claw is there otherwise you risk getting smacked by it and put in an even worse situation than before. The fact you say that all you do is camp when the claw comes up really should say something about how bad it is.

And the bomb is so extremely obvious and slow when it fires. You have so much time to get out of the way, I don't know how you could possibly get hit by it if you weren't hit into it.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I was just saying how I avoid it, not that I support the idea of the stage as becoming a starter or some kind of neutral. ;x
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Any of the stages with a moving platform that you can pass through (Delfino and Halberd) they have a buggy ASL with the side-b and on a few up-b's. I've side-b'd straight through the stage an to my doom. Either way I think the claw takes it into the CP area. It was debatable in vBrawl but now that we have added Wario Ware and WWR we can drop debatable stages to CP.
 
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