Piford
Smash Lord
- Joined
- Sep 17, 2014
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- 1,150
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- SuperZelda
Every 10-20 seconds for 4 seconds.On what timing? Is that also consistent?
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Every 10-20 seconds for 4 seconds.On what timing? Is that also consistent?
So random but within a consistent window.Every 10-20 seconds for 4 seconds.
In the case of counterpick stages, redundancy is an issue. The ceiling is enough for people to consider Dream Land legal separate from Battlefield, but we could do without it. It IS a bit redundant. In fact, a better starter stage list might be BF, FD, SV, T+C, Lylat, as it gives us a slightly better variety of layouts. 2 mostly horizontal stages (SV and FD), 2 Vertical stages (T+C and BF) and Lylat is somewhere in between. I could see Halberd being knocked and Dreamland taking its place in favor of its lack of intrusive hazards while still having the low ceiling that makes it a counterpick.If redundancy is an argument then Dream Land should be banned without question. It's not that different from Battlefield.
A credit to your community.Good point, get rid of Delfino and Castle Siege too!
Did you not get the sarcasm of my post?A credit to your community.
Let me tell you why I did not get the sarcasm.Did you not get the sarcasm of my post?
Are you like, not on Smashlabs?Assuming the question in the title is rhetorical because it's obvious that the stage should be legal.
So you thought I was in the German community?Let me tell you why I did not get the sarcasm.
Because there are a lot of people, particularly in the German community, who actually think like that.
There's a reason why I get so much attention and love from people on rulecrafting - because I'm the big voice everyone wants to try to prove something against. I usually agree with people on their conclusions, but their reasoning is so illogical it invalidates a simple response even if I believe they are right:While you guys are jumping down @ T0MMY 's throat I think it is worth pointing out that Delfino and Siege are pretty "dumb" compared to the staple 6 stages and a lot of people would like to see them gone.
"I was only pretending to be ********!"Successful troll is successful. Thanks for taking the bait, mate. lol
I agree, there's never been any rhyme nor reason to why some stages are used over others.Why are we even talking about replacing Delfino when we should be replacing Halberd? That stage is messed up in all kinds of ways. I would love to replace Halberd with Wuhu or Skyloft.
Grandfathered in from Brawl into Apex's set to make it more easy of a transition, locals copied Apex's set as to not seem too casual, other big tournaments copied the ones the locals are using as to make the set most familiar to all the players, and so on. This loop is why its really hard to introduce any ruleset changes at all.I agree, there's never been any rhyme nor reason to why some stages are used over others.
Over the years I have developed a logically-consistent framework of why some Stages are more competitively viable than others and one of the main offenses for competition is environmental damage like exploding bombs, giant lasers... things that are found in Halberd. Why is it used as a CP or worse yet as a starter in a supposedly competitive event??
Bit off-topic, but is there another stage on the list that fulfills the role of Peach 64 better? (low skybox favor vertical kills/triangles discourage horizontal kills)honestly the quick ban of peach castle 64 speaks abouthow this community operates: "anything new banned. and dont test or research just ban. the ONLY issue with the stage is fixed and it gets banned. smh.
what does moves to fast mean? the transitions speed or literally the stage movements during a transition?idk in my opinion wuhu moves too fast so it makes it harder to play the match. The hazards in halberd are ok cause they aren't there the entire time. Also, delfino castle siege and halberd doesn't move as quickly.
I am going to ask you to critically examine why interfering with play is a flaw.Each one of these stages has a glaring flaw with it that actively interferes with play:
I see these points as mainly arguing a player vs player position in that we are rewarding skill in a fight between players and therefore stage hazards should not be determining a winner (it is more competitive to fight on F.D or BF than on Flatzone).Delfino has a ridiculously low ceiling while transforming, allowing for very early kills
Skyloft has cliffs that come out of the background and spike at points (even while on-stage)
Halberd has hazards which actively target a specific player
Wuhu is very large, with some transformations being as long as the Great Cave Offensive in width
Why must neutrality be considered necessarily? The word "neutrality" carries much meaning, so it should be clarified here to promote a proper communication.The neutrality of the individual platforms/transformations and what kind of play each promote will also have to be considered, but ultimately its going to be those four major problems that will affect the outcome.
I would disagree, I do not see it that we have to judiciously determine the least offensive stage and reward it like some kind of beauty show.So the real question is: which one of these stages' flaws interfere with the outcome of the match less while also best representing the purpose of the stage (dynamic, anti-camp, etc.) intact?
I believe that none of these stages should be banned.I am going to ask you to critically examine why interfering with play is a flaw.
Interference is generally acceptable at least to some degree) and ad reductio there's no way to ultimately escape "interference" from the stage depending on how strict of a definition of "interference" we are using (platforms can "interfere" with play).
So my point is going to get you to critically examine the principle of interference and if it an acceptable premise to build stage viability in a competitive setting before we can move on.
You seem to be arguing that these stages are "ridiculous" and I don't see that as a viable reason to "ban" anything.
Neutrality is defined here as PvP position rewarding skill, hazards not a factor, etc. I'm not arguing for neutral as possible stages, butI see these points as mainly arguing a player vs player position in that we are rewarding skill in a fight between players and therefore stage hazards should not be determining a winner (it is more competitive to fight on F.D or BF than on Flatzone)
Why must neutrality be considered necessarily? The word "neutrality" carries much meaning, so it should be clarified here to promote a proper communication.
I would disagree, I do not see it that we have to judiciously determine the least offensive stage and reward it like some kind of beauty show.
I believe that if something is competitively viable than it should not have any rulings against it.
Halberd's hazards are easily avoidable and telegraphed. The blastzone is debatable.If we're talking about reasons to ban stages, here is my criteria.
This leaves us with Battlefield, Final Destination, Delfino Plaza, Kongo Jungle 64, Skyloft, Dream Land (64), Lylat Cruise, Castle Siege, Town and City, Smashville, and Wuhu Island. One could potentially make the argument that Delfino Plaza, Kongo Jungle 64, Skyloft, Castle Siege, and Wuhu Island violate these criteria, but these violations are minor enough that they weren't worth listing. Banning any of these stages makes no sense unless you come up with some other criteria, and I honestly can't think of any more reasons to ban a stage.
- Permanent or long-lasting walkoff, or unreasonably small side blast zones (Mario Galaxy, Mario Circuit (Brawl), Woolly World, Yoshi's Island, 75m, Temple, Bridge of Eldin, The Great Cave Offensive, Onett, Coliseum, Flat Zone X, Boxing Ring, Wii Fit Studio, Gaur Plain, Pac-Land, Suzaku Castle)
- Stage hazard which is at least somewhat powerful or centralizing (Mushroom Kingdom U, Mario Circuit, Mario Circuit (Brawl), 75m, Hyrule Castle (64), Bridge of Eldin, Pyrosphere, Norfair, The Great Cave Offensive, Halberd, Kalos Pokemon League, Port Town Aero Dive, Onett, Flat Zone X, Gamer, Garden of Hope, Gaur Plain, Windy Hill Zone, Wily Castle)
- Unreasonably large (Big Battlefield, 75m, Hyrule Castle (64), Temple, The Great Cave Offensive, Palutena's Temple, Gaur Plain)
- Not unreasonably large, but stage layout makes fighting other players difficult or provides an overly powerful camping spot (Jungle Hijinxs, Orbital Gate Assault, Pokemon Stadium 2, Wrecking Crew, Pilotwings, Suzaku Castle)
- Permanent or long-lasting cave of life (Mario Circuit, Luigi's Mansion, Yoshi's Island, Temple, The Great Cave Offensive, Palutena's Temple, Skyworld, Gamer)
- Unreasonably sized blast zones (Halberd)
- Carbon copy of another stage (Miiverse)
Despite that, the laser is too strong to not warrant mentioning.Halberd's hazards are easily avoidable and telegraphed. The blastzone is debatable.
Miiverse should replace Battlefield because of more consistent ledges.
You can easily DI out of the first hits of the laser to avoid the single strong hit at the end.Despite that, the laser is too strong to not warrant mentioning.
You can get pineapple'd under Miiverse, but you can't get pineapple'd under Battlefield.
I agree, I think banning anything is a very rare occasion and should be subjected to proper due process, competitively.I believe that none of these stages should be banned.
I agree, rewarding skill is a conclusive goal to competition - we don't draw names out of a hat to reward an entrant, we reward them based on merits of strength (composed of skills utilizing the software).Neutrality is defined here as PvP position rewarding skill, hazards not a factor, etc.
Ok, I will freely correct you on this - "correct" as in "align".Feel free to correct me on this, but in my opinion for a stage to be truly banworthy it must:
* Grant one player an advantage over the other due to randomness. (Find Mii, Halberd [although its hazards are telegraphed enough to make it a very small, and as that is the only issue with it, okayish], most stages with a miniboss (gaur plains' doesnt actively target specific players)
It could be argued that these elements are simply part of the game which should be used or at least start with the option to use them and skills are employed to gain said advantages on these stages - remember, rewarding skill is a principle of competition you set forth.* Offer an advantage that is so great that it is overcentralizing (Magicant, Flying Man so amazingly good and so easy to obtain that the fight then centralizes around king of the hill for the platform where he spawns, pac-land, running into a hydrant once gives you a mushroom effect, making the fight centralize around that hydrant)
This I believe is a very solid reason, as TOs set rules for their tournaments and are not expected to attempt to "balance" the game with out-of-game rulings. Large Stages will more than likely cause scheduling issues and can permissibly be banned by the TO.* Be so large that KOs become unreasonable and 9/10ths of the time lead to timeouts (Palutenas Temple, Great Cave Offensive, Gaur Plains etc.)
I disagree on this point by way of competitive perspective - Simply put, if a Stage is going to cause an "unwinnable matchup" then the competitor is expected to choose a character that would give the greatest advantage for the Stage selected.* Create very obviously next to unwinnable MUs
I am unsure what this means.* Have all relevant information readily available to the character (Golden Plains, you dont know how close your opponent is without counting all the coins they collect)
Again, I don't believe random is an issue here as there's no precedence set forth that random sis non-competitive. "reasonably" telegraph is probably too subjective (how "reasonable" does it have to be? It's too much a gray area and debatable ad ridiculous).* Should there be hazards, reasonably telegraph them (Hyrule Castle's tornados can spawn on players without warning and kill. Doesnt fit under the first reason because I believe their spawns are truly random. Kalos Pokemon League (Swords do this circle sweeping attack without any prior telegraphing)
I've got better strats I am working on.So, as it stands, if we want more diverse stagelists we need to put our foot in the door and push for the transforming stages that are most conductive to the 'most neutral' play. Play the long game and hope we can eventually push for a true 'innocent til proven guilty' mindset (a'la miis to customs right now).
This is assuming the stage list should not become smaller.So, while 'judiciously determining the best stage' and pushing isn't a logical thing to do in anymeans, its going to be a necessity should we want to stop stagelists from becoming smaller than they already are.
It covers the entire damn stage, though. No amount of telegraphing will help you.@ Myed The swords on Kalos only spin when Registeel is in the background instead of the usual assortment of Pokemon, and it makes a weird sort of noise before launching the attack. So there is some warning.
Just correcting misinformation. I agree that it's not really suited for competition.It covers the entire damn stage, though. No amount of telegraphing will help you.
you play alot of charactersGrandfather rulesets are one of the biggest plagues on Smash's community.
Stadium 2 was lame in Brawl. It's fixed now. Banned.
Halberd was legal in Brawl. Basically the same if a bit favored towards already-good characters (as in Brawl, if I recall). Still legal in many places.
Dreamland was starter in Melee. It's either starter or counterpick in any game that includes it. Nobody once considers banning it, even when random wind mechanics are actually relevant to certain characters/move properties.
With the sole exception of characters, it takes a blatant change towards broken for anyone to consider banning something, and once it's gone, good luck ever getting it back.
There's a lot of fun to be had playing more than just one or two.you play alot of characters
As soon as registeel appears you have a reasonable amount of time to get out of the way. Of course, you need to stop fighting your opponent to do this. Pursuing puts you in between the now fleeing opponent and the instadeath. This puts you in a far riskier position than the fleeing opponent, so using them fleeing to your advantage is a risk that you need to calculate and be confident in.It covers the entire damn stage, though. No amount of telegraphing will help you.
It always confused me how people mistake "taking a stupid risk and dying for it" with "the stage being biased towards killing you unavoidably."As soon as registeel appears you have a reasonable amount of time to get out of the way. Of course, you need to stop fighting your opponent to do this. Pursuing puts you in between the now fleeing opponent and the instadeath. This puts you in a far riskier position than the fleeing opponent, so using them fleeing to your advantage is a risk that you need to calculate and be confident in.
So I see no real situation where it would force someone to instadeath, only one where someone makes the gamb;le of dancing with it.
Rayquaza is also weirdly easy to avoid for how massive it is. I think the sheer size may be fooling people.It always confused me how people mistake "taking a stupid risk and dying for it" with "the stage being biased towards killing you unavoidably."
Some are easier to avoid than others, yes, but especially for Kalos, there's so much blatant misinformation that it's no wonder even stage liberals have a hard time wanting it really legal. Have people at least learned that Rayquaza doesn't instakill or anywhere near it?
Amazing what passes for a reasonable impact on a historically legal stage but not a new one, eh?Rayquaza is also weirdly easy to avoid for how massive it is. I think the sheer size may be fooling people.
Even though Registeel isn't really unavoidable per se, it is a massive pain to deal with and does effectively force one of two things to happen: The match comes to a halt as players move to avoid Stomp and the resulting sword spins, or the match keeps on going and the swords are more than likely to hit and possibly kill either or both players. Neither seems like something a typical competitive Smasher would want.
(There's also option 3, which is "pretend to wait it out with your opponent then dash in and hit them into the swords at the last minute." Happened to me on Halberd with the bomb. I couldn't even be mad.)
Then again, the Fire/Rock forms in PS1 brought play to a halt if someone was able to get in the right position...
...excuse me? Now, there are 2 things wrong with what you just said.Regardless of whether Registeel likes to kill people or not, it's just not a stage worth having legal.