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Smash Journeyman
- Joined
- Jan 6, 2015
- Messages
- 302
I thought I'd make a thread gathering all of the reasons a particular stage would be banned from tournaments, so that everyone is on the same page w/r/t why a stage is or isn't fair enough. Now, I'm not familiar with every argument ever waged against a stage, and there are some holes in my awareness, but I believe these should be the most commonly cited ban reasons.
(I should mention that I do not necessarily endorse or justify any of the reasons listed.)
Name|Picture|Reason
Final Destination|
|The blinding background flash at about 1 minute in has been considered distracting, and many reason that since so little is lost by substituting this stage for
Ω Palutena's Temple, Ω Gaur Plains or Ω Battlefield
, there's no reason
not
to do it.
Big Battlefield|
|Too big - KOs from the centre of the stage are difficult, and evasive play is overly rewarded. Legal for 4v4.
Mario Galaxy|
|Permanent walk-off blast lines. Without them, it would be fine.
(Legal for 2v2 or 4v4?)
Mushroom Kingdom U
|
|The random urchins are strong (can KO at <130%) and appear with little warning. The random icicles are telegraphed by a droplet, but the camera doesn't expand to show the droplet if it's just offscreen. Additionally, while Nabbit's bag can be escaped by mashing,
he can fall off the stage whilst bagging a fighter
. Nuff said.
Mario Circuit |
|The Shy Guy karts appear infrequently, but in some transformations they take obstructive routes (such as
directly above the fighting platform
). Additionally, the transformation that creates a ceiling is regarded poorly, and even worse is that when the ceiling is in motion, a struck player may rebound between it and the platform, taking multiple 12% hits. (Some have noted that teching the in-motion ceiling doesn't stop you from taking a hit. Others point out that if you tech the
platform
but not the ceiling, you can escape the rebound easily.)
Delfino Plaza|
|Unlike in Brawl, the top structures of the touring platform vanish immediately as it finishes its descent, causing any fighter still standing on it to suddenly fall, negating their momentum and leaving them briefly vulnerable.
Luigi's Mansion|
|Though the areas with solid ceilings can be briefly destroyed, very high damage can still be racked up while they exist, which over-rewards controlling them.
Mario Circuit (Brawl)|
|Permanent walk-off blast lines. Additionally, the Shy Guy karts, while appearing infrequently, occupy a large area of the stage when they appear (either the fighting platform itself or the air directly above it.)
Woolly World |
|The rocket creates a ceiling whenever blast-lines are present, but its height makes it less of an issue than other stages' ceilings. It's been speculated that its layout overly punishes bad aerial manoeuvrability, and that the lack of a central platform on which to conduct the neutral game discourages aggression and approaches.
Yoshi's Island (Melee)|
|Walk-off blast line to the right. Also, the yellow blocks create low ceilings, although they can be briefly removed. The pit in the centre also disrupts the neutral game to some degree.
Gamer |
|Since the entire deal with Mom is that she appears with little warning, she is a difficult hazard to predict, and getting caught can lead to a KO at <60%. Additionally, the random layouts can include ceilings, and while it's possible to "re-roll" the layout by quitting the match and re-entering, it is very, very time-consuming.
Jungle Hijinxs|
|
(Not sure - but it's probably due to its total size. Need a research thread to confirm.)
Kongo Jungle 64|
|It's been speculated that the barrel can be endlessly camped by a flighty character hopping in, shooting out while it's not below the main stage, then floating back in before the opponent can approach. However, this hasn't yet been widely accepted. (Legal for 2v2 and 4v4)
75m|
|Permanent walk-off blast line to the left. Additionally, the surfeit of lower platforms permits very easy circle-camping. And, the springing jacks, while infrequent and not very dangerous, occupy the most significant part of the stage when present.
Skyloft ( NOT Skyworld) )|
|Sometimes the background structures can hit the fighters if they stand on the edge of the touring platform, or are recovering offstage. And, on one route a damaging ceiling momentarily appears.
Temple|
|Low ceilings, large size, circle-camping potential, etc.
(Legal for 4v4?)
Bridge of Eldin|
|Permanent walk-off blast lines. Also, the temporary pit is very large and obstructs many approaches. Possibly the only stage whose Ω form is basically an upgrade over the original in terms of layout.
Pyrosphere|
|Capturing Ridley provides an immediate, unassailable advantage. (Not sure if the minor enemies are also a problem...)
Norfair|
|The lava in all of its forms is not overly hard to avoid, but appears
very
frequently, to the point where stage control is constantly ceded to it, and poor mobility is punished.
The Great Cave Offensive|
|Prolific low ceilings, large size, circle-camping potential, and permanent walk-offs. The danger zones, while an interesting alternative to blast-lines, nonetheless tend to result in arbitrary KOs based on whoever happens to hit 100% damage first.
Halberd|
|Unlike the other hazards, the claw's target choice is poorly telegraphed, and, unlike the laser, it can't be directed by the target to potentially make an obstacle for the opponent. Also, some believe the bomb's blast radius has poor visual cues.
Orbital Gate Assault |
|Offstage or airborne players are frequently threatened by the sudden transformations: the forcefield will ram all players to the left of the missile's nose, and the Arwings that appear after the missile is destroyed are placed high on screen, meaning low-altitude players could miss them entirely. (Some have argued that, since all of these events are 100% predetermined, memorisation can help players minimise the influence of these events.) A few people feel that the damage-over-time effects of the missile exhaust are also a problem.
Lylat Cruise|
|Unlike in Brawl (?), the tilting of the stage can sometimes over-adjust the placement of fighters, causing them to briefly enter an airborne state and cancelling their actions.
Kalos Pokemon League |
|The metal pool, and its provided power-up, is regarded poorly even though it appears non-randomly. The
Registeel hazard
, while very rare and telegraphed, nonetheless attacks the entire platform and much of the air above. Additionally, the
red flame bursts
, while non-random, are very strong against offstage players. Other hazards appear frequently, but are much better telegraphed. Also, after each transformation, the platforms vertically retreat to the blast lines, and unlike Prism Tower, these can SD players on top of them.
Pokémon Stadium 2|
|It's argued that the Electric transformation over-rewards control of the stage centre and hinders the neutral game (though some contest that focusing on aerial combat during the transformation counteracts this). It's also argued that the Flying transformation, while less severe than Brawl, nonetheless severely slows down aerial combat (though some contest that focusing on ground combat during the transformation counteracts this).
Port Town Aero Dive|
|The F-Zero racers are very damaging and tend to take up a large amount of stage territory, making them quite hard to evade. Without them, this would be OK.
Onett|
|Permanent walk-off blast lines. Without them, this would be OK. (
Legal for 4v4?
)
Coliseum|
|Permanent walk-off blast lines. Without them, this would be a very good stage.
(Legal for 2v2?)
Castle Siege|
|Some argue that the second transformation has circle-camping potential. However, this isn't yet widely accepted.
Flat Zone X|
|Permanent walk-off blast lines. The Lion guards and Helmet tools are fairly damaging and occupy the middle of the stage for a considerable amount of time.
Palutena's Temple|
|Low ceilings, large size, circle-camping potential, etc.
Skyworld ( NOT Skyloft )|
|The platforms, though breakable, nonetheless create low ceilings.
Garden of Hope|
|The Aristocrab, while telegraphed, is nonetheless fairly large and hard to avoid for fighters with bad aerial mobility. Also, fighters could get trapped inside the pot if it's reassembled around them(?)
Boxing Ring|
|Permanent walk-off blast lines. Also, the ceiling lights allow aerial characters a powerful camping position, even though other characters can bounce up using the ropes.
Town and City|
|After each transformation, the platforms horizontally retreat to the blast lines, and may carry off pratfallen characters into an unwarranted SD. This is, however, regarded as very unlikely to occur even by accident.
Wii Fit Studio|
|Permanent walk-off blast lines.
(Legal for 2v2?)
Gaur Plain|
|Permanent walk-off blast lines - that, and the lack of any central platform severely curtails the neutral game. Metal Face is also periodically present, and is fairly dangerous, but his movement is limited.
Duck Hunt|
|Some argue that the treetop provides circle-camping potential for a select few characters -
though video evidence of this has yet to surface.
Wrecking Crew
|
|Getting trapped in a barrel (which is hard to avoid if you're occupying the topmost platform while an explosion has occurred) is a severe punishment, giving the opponent the opportunity to inflict massive damage. Also, bomb explosions, while fairly weak and inconsequential, nonetheless are not uncommon and reward being the first to detonate them. Were both of those removed, this stage would be OK.
(Legal for 2v2?)
Pilotwings|
|Yellow Plane: the engines' position, coupled with the inability to drop through the plane's wings, produce
nigh-unassailable camping positions
. Red Plane: the cockpit wall badly hinders the neutral game. Also, the planes deterministically fly through archways or under a bridge that can heavily damage offstage players, and momentarily form damaging ceilings.
Wuhu Island |
|It's argued that some transformations, such as the volcano and the rocks, lack a clear central platform and hinder the neutral game. Also, the moving boat's prow, while only briefly dangerous, is nonetheless capable of instantly KOing opponents who land in the water.
(Legal for 2v2?)
Windy Hill Zone
|
|The springs, which appear at one or both fixed locations randomly, are dangerous hazards that can instantly KO if touched from the wrong angle. Also, some argue (though others contest this) that the stage is barely too big for singles.
Legal for 2v2 and 4v4?
Wily Castle|
|The Yellow Devil obstructs the centre of the stage, and (more importantly) overly punishes opponents who misfortunately do not land the final strike on it. Without it, this stage would be OK.
Pac-Land|
|Almost the entire stage features scrolling walk-off blast lines, which vastly over-reward throwing the opponent in the opposite direction of scrolling.
Any further comments about these are welcome. Links to footage justifying particular claims is also gratefully accepted.
(I should mention that I do not necessarily endorse or justify any of the reasons listed.)
Final Destination|
Big Battlefield|
Mario Galaxy|
Mario Circuit |
Delfino Plaza|
Luigi's Mansion|
Mario Circuit (Brawl)|
Woolly World |
Yoshi's Island (Melee)|
Gamer |
Jungle Hijinxs|
Kongo Jungle 64|
75m|
Skyloft ( NOT Skyworld) )|
Temple|
Bridge of Eldin|
Pyrosphere|
Norfair|
The Great Cave Offensive|
Halberd|
Orbital Gate Assault |
Lylat Cruise|
Kalos Pokemon League |
Pokémon Stadium 2|
Port Town Aero Dive|
Onett|
Coliseum|
Castle Siege|
Flat Zone X|
Palutena's Temple|
Skyworld ( NOT Skyloft )|
Garden of Hope|
Boxing Ring|
Town and City|
Wii Fit Studio|
Gaur Plain|
Duck Hunt|
Pilotwings|
Wuhu Island |
Wily Castle|
Pac-Land|
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