The_Jiggernaut
Smash Ace
- Joined
- Jul 7, 2008
- Messages
- 649
Good to know how you found that out. The super-analytical method (still taking several hours, if not an entire day) seems to really work for you, but is it something you'd honestly expect every other player to do? There were still some missed details even then. I agree that the important and choice details aren't hard to memorize after you find out about them, so let's make the "finding out" process as simple as possible.I literally went through every stage on my own to see how the undersides were and found out in a match that some walls could not be wall jumped and checked those on my own before finding this thread. It didn't even take close to a day to figure this out. What I did not know about was grass traction or flat stage hitboxes. Neither of which are hard to memorize after finding out about it.
Yeah, I basically only play Jigglypuff (who can' t wall jump) so I would have never found out about the lack of wall jumping in a timely manner. Grass basically messes up AT's like jump canceling and glide tossing. I don't think it messes with basic moves at all.For my part, I had no idea about some Omegas like Kalos not allowing wall jumps, but I also use Rosalina who can't wall jump in the first place. I've also never noticed grass traction having an impact but I'm not entirely sure what I'm looking for there in the first place.
(BTW, does normal Kalos let you wall jump?)
I imagine someone big in the smash community got burned by it once and made a strong statement against standard FD. Also, we DO have options to switch to that are more or less identical, so it's not as big of a thing to do if we, say, didn't have Omega stages.Why do people not like the original FD?
Sure, there's that really bright transition that makes everything less predictable, but it only happens every once in a while and really testes your reading skills.
I'm good with the list suggested by @ Cornstalk . I'd sort of like to consolidate the list to 5 since I doubt Norfair and Temple (for example) have enough difference in them to change a match. But then again, if they're just suggested, there's no drawback to having as many as there are differences. Might be easier for people to go for it if it's smaller, I guess...In regards to your last paragraph: This is something I suggested earlier and I have no qualms with it as long as we can still select any Omega stage in the game. Here was suggested Omega stages list for reference:
Omega Stage List (9) - Information
Garden of Hope - Straight walls down to the bottom blast zone
Luigi's Mansion - Indented walls under stage
Bridge of Eldin - Wall is comprised of 2 straight walls above and below a curved guiding lip
Kalos Pokemon League - Guiding lip guides recoveries to ledge
Mario Circuit (Brawl) - Floating stage, Small guiding lip, limited wall jump area
Norfair - Floating stage, guiding lip
Temple - Floating stage, flat wall above narrow guiding lip
Lylat Cruise - Floating stage, no guiding lip, no wall cling/jump
Omega Palutena's - Floating, large guiding lip, wall jump and cling, like FD
I think this is the best system right now, but it sort of becomes an issue of pull within the community. It's very important to have the stages visible, but some people might not care because they already happen to know. So, does anyone have a suggestion on how to get people to put the Recommended Omegas on our stage lists?
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