luigi player I don't fully agree with your post. The truly "janky" stages are in the Banned section of our stagelists. And starters really aren't "neutral." I'd argue that Wuhu Island is less polarizing than Final Destination.
Depends on what you think is neutral. Like I said, I'm looking for stages that aren't too matchup-deciding and not too interfering with play. FD is a little special, since there are no platforms. Some might not like that or their character has some problems with it, but what about BF? The same can be said about it. The platform formation on that stage makes it so you can combo more easily (/more difficult to avoid juggles), it's more difficult to approach, you could end up being caught landing at the top platform and KO'd early, and not to forget, the blastzones for the stage are really far away, making it one of the stages where you live really long (which makes it seem a little weird, since on almost all other stages you don't live as long).
Smashville is just a really good middle-ground. It's not too interfering, still somewhat like FD, but with a platform so you can be safe from projectiles, play around with and use it or whatever your problem with FD was. You also can't camp below the platform like on BF, since it moves, making it pretty much perfect.
It was my obvious stage choice for Brawl and now it's still my goto option in Smash4. And that was and is because I feel the best there with
every character. Why? (Pretty much) No janky stuff happens, and it's not as polarizing as FD or BF.
I really like Wuhu Island as a stage, it could be better than FD if you're trying to find a stage that makes for a good middle-ground for matchups / stagestructure, but moving stages just feel a little weird, since there are walkoffs, sometimes water, sometimes walls, and the moving aspect itself. So imo from a competitive viewpoint it makes more sense to me to play on FD than on Wuhu Island, because of no interferance.
Okay, so why play on them at all?
Seriously, this is a big problem.
You're saying that some stages are considerably less competitive. Why legalize them in the first place? Or, to put it another way:
If Lylat Cruise is too uncompetitive to be played round 1, what changes in rounds 2 and 3 to make it viable there? This is not an argument for "this stage should not be a starter", this is an argument for "this stage should not be tournament legal". For what it's worth, I think Lylat is a completely valid stage with nothing about it that screams "uncompetitive". To my knowledge, it's also not random.
I see where you're coming from, because while I was writing my post I was facing the same thoughts. But there are answers to that. You see, stage striking or starter/neutrals and counterpicks where always present in Smash. Neutrals because they weren't too janky, counterpicks because they were on the edge, but could still be useable for some matchups or if players agree.
To me the stage banning choices I have in the game save me from janky stuff that I don't want to happen, not stages that are bad for my character (like I said, I don't feel any character has too large of an advantage on any stage). This compensates nicely with still having them allowed as counterpicks. Since if I nor my opponent wouldn't mind them they could still be chosen.
Why do I not want them as a starter stage? Because they are a little more interfering with the gameplay than the "neutrals" ("neutral" = no interferance/randomness/broken stuff).
Why do I not mind them as CPs too much? I already answered that.
- if I'm better I can still win the set if I win on the stages that depend less on chance
- I can ban the worst ones if I want to
- they can be important for variety. Not too many like playing on the same few stages
all the time. We have quite a few to choose from and we should definitely not let that go to waste. It's also to find some consensus between "conservative" and "liberal" stagelists.
Yeah, welcome to matchups. I have to "waste" a strike on FD, because it's one of the absolute worst stages for my character. That's not a "waste", that's using my strikes intelligently. Similarly, if you or your character cannot handle a viable tournament stage, that's not a "wasted" strike.
I can agree to FD being somewhat of a problematic stage for some matchups... in Brawl. In Smash 4 you don't have to be afraid of Falcos potentially camping you with lasers and getting easier landing grabs, Diddys bananas having freedom, ICs having an easier time to grab and CG you, or Dedede and other characters being able to chaingrab a lot of characters for polarizing MUs on that stage. Some characters just didn't like the stage at all like DK who gets camped out hard on it.
But in Smash4? The most fearsome thing on FD is Sheiks needles or something, which do like 5 % damage fully charged. Not saying they aren't far better there than on other stages, but they aren't as matchupbreaking as some of the previous things. FD might still be a little bad for some characters, but it's nowhere near as bad as before. I actually like FD the second most now, where in Brawl I didn't like to play on it at all. Well, anyway, you have to waste a strike on FD because it's a great competitive stage that doesn't interfere with player vs player, which should be the main focus by far if you want to play competitively.
Yeah, this was really, really wrong in Brawl and I see absolutely no reason to accept it as dogma in Smash 4. We don't know anywhere near as much about the game as we ought to to make proclamations like this, and I know of several matchups where SV is right near the top of the "stages I'd ban" list (usually right below FD - kind of worrying when SV and FD are over half the starter list).
If the better player would not have the advantage, the stage should not be legal. Again, these aren't arguments against stages being starters. These are arguments against the stage being legal.
Like I said above, I really cannot see any reason to ban SV by looking at MUs. If you don't like the stage... it's probably you. It is no coincidence that it is by far the most played on stage and is even used for CPs. It's not to get the super advantage there... it's to have an even playing field with almost no interferance plus nothing polarizing going on. Town and City has risen in Smash4 since it's somewhat similar in that regard. Some might prefer it to SV, because it is a little different than, but has very similar attributes to SV.