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Young Meta, Conservative Rulesets...Did I Miss Something?

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I tried WHZ out, and quickly came to the conclusion that it has overpowered random hazards. Specifically, the spring can show up randomly from the right and gimp people in their recoveries with virtually no warning. I can't vouch for it any more than I could vouch for Pictochat in Brawl, for exactly the same reasons. And also, have fun catching a Pikachu or Sonic on that stage. Also, no Halberd?
 

DeLux

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I tried WHZ out, and quickly came to the conclusion that it has overpowered random hazards. Specifically, the spring can show up randomly from the right and gimp people in their recoveries with virtually no warning. I can't vouch for it any more than I could vouch for Pictochat in Brawl, for exactly the same reasons. And also, have fun catching a Pikachu or Sonic on that stage. Also, no Halberd?
As far as criteria for its viability, it's pretty commonly used stage locally. Which says something given how many strikes and bans we use. We have a sonic player that selects that stage often, which is fine because there are more broken character on that stage than those two characters. Albeit, I'm not overly convinced at the viability of circle camping as a strategy dominant enough to override the rest of the depth of the game since I've only played people that want to camp me to death for over 4 years and that sort of just comes with the territory. If you intend to pick a slow character that might loses the speed game, probably should strike this stage and/or reconsider using that character in the counterpicking phase. It's hard to really justify being counterpicked to a stage you can't compete on in the context of having more stages banned than left legal by competitive banning processes, especially given the competitive norm of only two bans in other places.

In terms of viability, it's an upgrade to Pictochat for certain. I think a more solid comparison can be drawn with Green Greens bombs minus the glitches and stuff entailed with it, minus the area of predictable hazard occurring inside the general area of where a majority of fighting occurs in the game due to the ledge mechanics discouraging ledge play.

There are definitely 4 (read 4 stages as a billion other) stages I'd add to the game before even considering Halberd, as it might barely make the cut for an ultra liberal 17 or 21 stages based off me bending to the whims of the common practice of having horrendous stage lists nationally. If it were up to me, I would probably run Luigi's Mansion and Skyworld before I'd run Halberd legal. I would probably run Woolyworld and Pilotwings before I'd run Halberd legal. I'd probably run Big Battlefield before I run Halberd legal. I'd probably run stages with permawalkoffs like Wii Fit or Colleseum or Gaur Plains before I run Halberd legal. I would probably put together a coalition of powerful TO's across the country and beg them to start using standardized custom stages for competitive play before running Halberd legal. I'd probably quit Smash for Wii U and run Brawl again before I run Halberd legal, going as far as to run a billion other "questionable" Brawl stages including Big Blue before I run Halberd legal even in Brawl. I will probably go as far as to say that I'll probably quit hosting tournaments before I run Halberd legal, but I wouldn't go as far as to hack the **** out of Halberd to make it somewhat suitable for competitive play. I have to draw the line somewhere reasonable, you know?
 
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Amazing Ampharos

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Yeah, Lux should use Halberd instead of Windy Hill Zone (Lux, your position against Halberd is really pretty meritless, sorry), but the nice thing about the structure of the ruleset is that including a kinda bad stage like WHZ doesn't hurt things that badly and it's still way better overall than not having enough stages. As someone who wants to fight on Windy Hill Zone "pretty much never", I'm still way better off having more to work with and just having to spend a stage strike and then ban on Windy Hill Zone than I would be if the stage list were tiny and I didn't get to show my skills at playing on the variety of other stages.

The springs really aren't a big deal if you just respect them. WHZ gets obnoxious in that Sonic is indeed very, very hard to catch and in general gimmicky stuff tends to happen a lot on the stage since it extends so close to blast zones at so many points and has many geographic intricacies. In some MUs camping the windmill is probably pretty good, but every time I've tried it against another good character I've gotten wrecked for it. The slope shape on WHZ is also just awful for Rosalina and makes it really hard to control space, but I don't expect people to be sympathetic to that. Honestly there's not a lot of really good reason to ban WHZ unless you consider the fact that the stage is legitimately miserable to fight on a ban criteria, but I don't know what theory works for that and tend to get annoyed a lot at the "we should ban this because I don't like it" argument so I wouldn't want to ban Windy Hill Zone just because I really don't like it at all. It's just that we have 14 since there's nothing wrong with Halberd and WHZ is by far going to be the most controversial and is generally the most obnoxious so if you need to have 13 it's kinda the logical one to drop. It is, however, mostly an arbitrary choice.

Of course, you could always argue that WHZ is one stage that absolutely cannot ever be legal at nationals due to the music streaming issues, and that's pretty much just true. Even if we convince the big tournaments to add some more stages and expand on that front (which I wouldn't give up on quite yet), Nintendo doesn't own the rights to stream the Sonic music so Windy Hill Zone would have to be banned anyway. None of the other plausibly legal stages have that issue. Of course, it's really open for interpretation what kind of problem this is for the stage's general legality since nothing about that really has anything to do with the gameplay merit of the stage and only a few tournaments a year will ever even have to consider that issue; it's just something to be aware of.
 

DeLux

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I have no idea what you're talking about. I love fighting on WHZ and it's the opposite of miserable. It's just I don't play the characters that are good on that stage.

Coincidentally, I play characters that are the busted on Halberd, but I'm taking one for the team since I know that stage has absolutely no business being legal at any respectable events.
 

Pyr

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If your character loses on a stage you ban that stage. I don't see how d character can't win on a stage makes a stage ban worthy. That's the point of a counter pick lol.

Pilot wings is a transforming stage that wall isn't permanent. Also I didn't watch the whole video but tge rob missed attacks on the charizard and can even shark him. Your reasoning for banning this could be applied to Delfino as well. Camping next to a wall and such. That's hardly something that's insurmountable.

There's nothing really degenerative about LM's it'd be a good cp for some characters and others would have to ban it. You live a bit longer big deal.

Norfair is fine as well. Yeah there's hazards but they not that bad. It was also legal for parts of brawls life span. You can play around the hazards on this stage.

The metagame will stagnate if the stage list lacks variety.
Wanna know what stagnates the metagame more than a lack of stage variety (it doesn't btw. Do some more research brah. Tell me how stagnate Melee is with it's grand total of 6 stages for a decade)? Having a character have to ban a single stage every. Single. Game. Over and over. Cause, if they don't, the matchup table for them shifts entirely into negatives! So, either get taken to an impossible-to-win-on stage, or... One of a few other stages where you're also ****ty!

You want time outs? Leave DK64 on. I'll CP that stage any day and time out all of my games because, the moment I get on a ledge with any damage lead, I instantly have 100% uncontested stage control.This happens with a fair number of the cast of SSB4. But hey. Don't take my word for it. Go ahead and search for Peach vs Ganon on that stage. One example of what can be done. Need something more graspable? Pick anyone with a decent set of jumps. Have the other pick be Lil Mac. Or Doc. Hell. Have anyone required to use Up-B or the spinning platforms to reach up there. Thus, you have the reason the stage is banned. First to land a hit and get to one of the 2 platforms wins!

As for Nofair, it was legal for part of it. Is it legal now? No. It is not. That's a horrible reason to consider it. It's universally banned most of the time. Only reason I'm indifferent is because it's not hard at all to abuse Norfair. Fun times, fun times... It has a built in match stallout. It has random plumes that can kill. It can SAVE you with the fire coming from the side. It has... 6? total grabbable platforms. ANY stage that can determine a winner through a random event on the stage should be banned, and justifiably so.

Research, research, research. Very justifiable reasons for DK64 and Norfair. Show me how all those things I listed don't matter. And do that research, brah. If you think lack of stages stagnates a metagame for smash, then you don't understand Smashbros.
 
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The springs really aren't a big deal if you just respect them.
Are they non-random? Because what happened to convince me that the stage is unviable is that I was fighting a marth main there, threw him offstage, he tried to recover, and the spring that was not there before came rushing in from the right and spiked him. Is that a non-random occurrence? Can it be reasonably tracked? Because the list of characters recovering from that are like... Villager and Metaknight.

And also, I'd rank WHZ way below Mario Circuit.
 

DeLux

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Melee's metagame is objectively pretty stagnate, if that argument of a paradigm is being used.

I love how people list conditionally dominant strategies that they don't like and throw them around as if they are a bad thing. Especially when they are reflective of alternative methods of winning, indicating some sort of strategic depth.
 
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popsofctown

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Matchup specific circle camping is not an issue in a triple FLSS style ruleset (I wish he went all the way to triple FLSS but DeLux's ruleset is amazing and a big step in the right direction for smash and the direction smash always should have been going).

When stages are picked after the character matchup, excessively slow characters have to ban WHZ against excessively fast characters, that's just part of the matchup. It's a clear strategic choice for the slow character to use one of those bans they were supplied on Windy Hill Zone. It's not like they won game 1, picked Dedede, banned one choice between New Pork City and Hyrule temple, and then were powerless to get circle camped by Sonic (although then it's that player's foolishness for picking Dedede, and we're at a juncture of banning Sonic or banning Hyrule temple).


Wanting to ban WHZ because someone might leave it unbanned unwisely because Sonic circle camping is "gay" is not a competitive criteria at all. It is totally based on the style you want to see the game played. Sonic circle camping Ganon on WHZ is very competitive. The Sonic was smart, the Ganon was dumb, the Sonic wins every single time. That's what competitive is. The claw choosing Ganon to frame trap his airdodge into Sonic's backair is not competitive. The Ganon was smart and prayed for mercy from the claw, the Sonic was smart and prayed for smiting from the claw, neither prayer was answered, Brawl stages know no God, the demonic hand of Meta Knight's dark legacy selected Ganon at random and we get a game outcome that is unrelated to skill testing.

I haven't played on WHZ much but it sounds like this spring is fixed position which is drastically less influential than targetting hazards. The stage also is big so matches are LONGER, LONGER games are more competitive, Halberd games are SHORT, SHORT games are uncompetitive, that's why we don't use one stock!!

AA if you think WHZ is more banworthy than Halberd, especially in Delux's ruleset, I think you need to rethink your philosophies.

DeLux if you have a good document for your ruleset PM it to me I can see if maybe I can manage to get our TO to use it.

No advantage for the loser of last game is so progressive, more competitive.
 

Charey

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Mario Circuit has one game-breaking glitch involving the ceiling. The problem with this is, it's hard to get consistently and if you play campy around the time it shows up (and you can see when it's going to show up once you learn where it is, because you always go around the track in the same direction), there's no reason to get hit by it. I think we should treat it like the boat glitch on Wuhu - if you get murdered, that's on you. Other than that, it's a solid counterpick with a bunch of really unique, interesting elements.
Actually there is a second insta death glitch shown on the stage research thread where the moving platform overlaps with one of the platform at a stop warping Little Mac to the blast zone. http://youtu.be/S1uiTvankNo?t=41s

It's a shame, if these glitches where not here I would also be wanting the stage to be legal.
 

DeLux

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Matchup specific circle camping is not an issue in a triple FLSS style ruleset (I wish he went all the way to triple FLSS but DeLux's ruleset is amazing and a big step in the right direction for smash and the direction smash always should have been going).

When stages are picked after the character matchup, excessively slow characters have to ban WHZ against excessively fast characters, that's just part of the matchup. It's a clear strategic choice for the slow character to use one of those bans they were supplied on Windy Hill Zone. It's not like they won game 1, picked Dedede, banned one choice between New Pork City and Hyrule temple, and then were powerless to get circle camped by Sonic (although then it's that player's foolishness for picking Dedede, and we're at a juncture of banning Sonic or banning Hyrule temple).


Wanting to ban WHZ because someone might leave it unbanned unwisely because Sonic circle camping is "gay" is not a competitive criteria at all. It is totally based on the style you want to see the game played. Sonic circle camping Ganon on WHZ is very competitive. The Sonic was smart, the Ganon was dumb, the Sonic wins every single time. That's what competitive is. The claw choosing Ganon to frame trap his airdodge into Sonic's backair is not competitive. The Ganon was smart and prayed for mercy from the claw, the Sonic was smart and prayed for smiting from the claw, neither prayer was answered, Brawl stages know no God, the demonic hand of Meta Knight's dark legacy selected Ganon at random and we get a game outcome that is unrelated to skill testing.

I haven't played on WHZ much but it sounds like this spring is fixed position which is drastically less influential than targetting hazards. The stage also is big so matches are LONGER, LONGER games are more competitive, Halberd games are SHORT, SHORT games are uncompetitive, that's why we don't use one stock!!

AA if you think WHZ is more banworthy than Halberd, especially in Delux's ruleset, I think you need to rethink your philosophies.

DeLux if you have a good document for your ruleset PM it to me I can see if maybe I can manage to get our TO to use it.

No advantage for the loser of last game is so progressive, more competitive.

https://docs.google.com/document/d/16f6GnkzN7IxAanM5OIKl2pfVLf91-QCAzip4pc7rNHg/edit?usp=sharing

Just for full disclosure I have yet to run a "optional rules off" tournament that wasn't a free event at a bar to save time for the ruleset, so re-interpret it as you will.

Although I don't know how I feel about "longer" being more "competitive". More "consistent" maybe, but I don't buy into the longer is more competitive hype lol

And I should rephrase - Melee is objectively very stagnate at its apex at the metagame level of analysis. Arguments otherwise reflect an misunderstanding of stagnation and metagame.
 
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DanGR

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If competition is a means of deciding who's the better player, and longer matches make the outcome more consistent, then what are the non-competitive variables that make longer games overall less competitive?

Or do you contest consistency being more competitive than inconsistency?

On the other hand, if longer matches are less competitive than shorter matches, why don't you use a 1-stock format instead?
 
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DeLux

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If competition is a means of deciding who's the better player, and longer matches make the outcome more consistent, then what are the non-competitive variables that make longer games overall less competitive?

Or do you contest consistency being more competitive than inconsistency?

On the other hand, if longer matches are less competitive than shorter matches, why don't you use a 1-stock format instead?
I'm more advocating the null hypothesis moreso than any sort of directional one.
March Madness may be more competitive than the NBA Finals depending on the parameters, just saying.
 

popsofctown

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Do you find Best of Seven series of baseball more competitive than Best of One games of baseball, DeLux?

I might not know enough about basketball to follow you on the other parallel.
 
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Amazing Ampharos

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I haven't played on WHZ much but it sounds like this spring is fixed position which is drastically less influential than targetting hazards. The stage also is big so matches are LONGER, LONGER games are more competitive, Halberd games are SHORT, SHORT games are uncompetitive, that's why we don't use one stock!!

AA if you think WHZ is more banworthy than Halberd, especially in Delux's ruleset, I think you need to rethink your philosophies.
Is your only reason that Halberd is allegedly worse than Windy Hill Zone that it's small and has quick games? I think Halberd's small nature is a useful balancing factor in a stage list actually; DK64 has the huge blastzones so Halberd's small ones are nice to include as well. I don't really think bigger or smaller is intrinsically good or bad.

I also don't really see the problem with the targeting hazards; they're just so easy to deal with given the absurdly huge telegraphs, and they add a whole lot of strategic decision making. Honestly there are few situations as interesting on any stage as a tense neutral with an imminent laser from Halberd; the decision making in those moments is incredibly interesting, and it's also not even really that bad to be the one who is being targeted so it's not like the game is randomly deciding winners. I also don't buy into more/less influential; every stage is equally influential on a match it's just more of a question of how healthy/unhealthy the meta is on each stage. I think Halberd's meta is very healthy while WHZ's meta is acceptably decent but not as good as Halberd's.

I am going to go off on a big tangent here that should hopefully make my stage philosophy very clear.

To be honest, I think there could be over 20 legal stages easily in this game if we wanted to allow everything not broken. After the 14 we have in this conversation (BF/FD/Delfino/DK64/Skyloft/Halberd/Lylat/PS2/Siege/T&C/SV/DH/Wuhu/WHZ) I think the next three best stages are, in order, Mario Circuit, Kalos Pokemon League, and Mushroom Kingdom U if you wanted a 17 list. I also think that in terms of being objectively "fair" that it's pretty hard to argue that Big Battlefield, Luigi's Mansion, Norfair, Port Town Aero Dive, Woolly World, Orbital Gate Assault, Garden of Hope, Skyworld, Wrecking Crew, or Wily Castle are truly broken which would give us a 27 list if we just allowed them all. I'm unconvinced walk-offs are truly broken; they're just an obnoxious feature. With that in mind, I don't see reason to ban Mario Galaxy, Mario Circuit Brawl, Eldin, Coliseum, Onett, or Wii Fit Studio so we're at 33 stages. Heck, while I'm pretty sure the meta would be incredibly awkward and obnoxious on them, I can't say I'm sold that at the highest level with extreme stage knowledge that Flat Zone X or Pac-Land would be truly broken; I suspect that the better players would still win almost every time on those stages if we just allowed them and every player truly mastered them. If we insisted on a reset when it randomly included a hard loop, we could even allow Gamer (it's a non-degenerate stage most of the time it is picked, just not all of the time). While the game would be super hazard centric, Pyrosphere is probably a usable stage as well; Ridley does follow consistent, manipulable rules. So we're at 37 legal stages here. I do believe that no matter how liberal we get we must ban Gaur Plain and 75m (they're going to be mostly hard counter match-ups), and Temple, Palutena's Temple, and Great Cave Offensive allow for permanent run-away. Pilotwings and Jungle Hijinx don't quite allow infinite run-away but allow an awful lot of it so maybe our super liberal ruleset bans those two as well.

The point of that is, as far as my philosophy is concerned, we could allow as many stages as we wanted pretty much. I dunno how you'd design your procedural rules with 37 legal stages, but I don't think in the strictest sense of the word that any of those stages are truly broken (broken being defined as preventing a consistent winner and/or degenerating character picking down to a tiny percentage of the usual spectrum present in the game). Almost no real tournament players would enjoy, want, or otherwise support 37 legal stages. Even for me, that would be way too much. However, if we start banning any of these, it's arbitrary, and we're deciding which types of gameplay we subjectively like more or less than others. 13 is a very convenient procedural number that also probably produces the best overall game and will make the average player the happiest in the long run. Banning more to go smaller than that cuts into the gameplay diversity far too much to be a good trade-off. Going higher than that makes stage procedure very difficult ruleset wise and inevitably introduces a variety of stages a large percentage of our players find extremely obnoxious. I do think WHZ over Halberd is a relatively small sin (since WHZ is the 14th best stage), but I don't see a philosophical problem at all here with supporting Halberd's cause. I believe the subjective best gameplay experiences this game offers are on 13 stages that do include Halberd and narrowly don't include Windy Hill Zone. Clearly some people find WHZ's gameplay somehow more interesting and engaging than Halberd's, and I can't relate to that personally but it's a consistent position. I do not, however, see any objective reason WHZ would be a better stage or any objective problem with my position.

Are they non-random? Because what happened to convince me that the stage is unviable is that I was fighting a marth main there, threw him offstage, he tried to recover, and the spring that was not there before came rushing in from the right and spiked him. Is that a non-random occurrence? Can it be reasonably tracked? Because the list of characters recovering from that are like... Villager and Metaknight.

And also, I'd rank WHZ way below Mario Circuit.
The springs are really random but they also always move at the same speed and always appear in the same two possible locations. You just have to always remember when moving through those two zones what is possible to occur and account for it, and it's not really too hard to deal with in practice. It is definitely obnoxious since making a poor judgment or taking a gamble that doesn't pay off has a full stock consequence, but I don't think it's really enough to warrant a ban on that basis especially since in practice it doesn't come up much at all.
 

ParanoidDrone

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Idle musings: Would people be even slightly interested in a side-event-for-funsies that followed standard tournament rules with the following stage list?

Mario Circuit
Kalos Pokemon League
Gamer
Windy Hill Zone
Woolly World
Norfair
Orbital Gate Assault
Garden of Hope
Luigi's Mansion
Mushroom Kingdom U
Wii Fit Studio
Coliseum
Mario Galaxy

I think such an event would be amusing to watch at the very least but I suspect I'm in the minority.
 

DeLux

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Do you find Best of Seven series of baseball more competitive than Best of One games of baseball, DeLux?

I might not know enough about basketball to follow you on the other parallel.
Best of 1 baseball series have been some of THE most exciting affairs in history.

THE GIANTS WON THE PENNAT (ew, hurts as a Dodger fan)
ROYALS VS. A'S last year

The desperation of one and done and unloading the tactical salvos since there is no tomorrow if today is not our day is breathtaking. I LOVE the NEW Wildcard system in baseball if that helps.


@ Amazing Ampharos Amazing Ampharos objectively Halberd is a monstrosity though
 
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ParanoidDrone

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@ Amazing Ampharos Amazing Ampharos objectively Halberd is a monstrosity though
I'm going to side with Ampharos on this and say that I'm not seeing it. The Combo Cannon takes ages to hit anyone once it starts up and the worst thing you can say about it is that it's hard to tell who the claw is aiming at. Even then, the claw kills the latest by far out of the three weapons, Mario survives it up to 135%. The bomb does't even aim at anyone in particular, it just fires at a random point over the stage and also takes forever and a day to actually explode. On top of that, if the laser is aiming at you, you can turn around and exploit it by making it fire at a specific location and then capitalize.

Let me restate that: You can turn a stage hazard into an advantage even when it's aiming at you. If that's not rewarding skill and creativity then I don't know what is.

Also it has one of the lowest ceilings in the game but that's not a point against it, that's a valid reason to strike or CP it depending on the character and matchup.
 
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|RK|

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Interesting topic. While I'm here, though - can anyone explain to me why permanent walk-offs are banned? I initially believed that it was because of things like chaingrabs, but we don't have those here.

Going by the standard that another member presented - a stage is competitive if the better player remains most likely to win - why isn't something like Wii Fit Studio allowed?

Fake edit: Wait, is it because people would stand by the edge and fish for grabs the whole time? I suppose I could understand that.
 

David Viran

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Interesting topic. While I'm here, though - can anyone explain to me why permanent walk-offs are banned? I initially believed that it was because of things like chaingrabs, but we don't have those here.

Going by the standard that another member presented - a stage is competitive if the better player remains most likely to win - why isn't something like Wii Fit Studio allowed?

Fake edit: Wait, is it because people would stand by the edge and fish for grabs the whole time? I suppose I could understand that.
I would assume ness would be broken on walk offs.
 

DeLux

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I'm going to side with Ampharos on this and say that I'm not seeing it. The Combo Cannon takes ages to hit anyone once it starts up and the worst thing you can say about it is that it's hard to tell who the claw is aiming at. Even then, the claw kills the latest by far out of the three weapons, Mario survives it up to 135%. The bomb does't even aim at anyone in particular, it just fires at a random point over the stage and also takes forever and a day to actually explode. On top of that, if the laser is aiming at you, you can turn around and exploit it by making it fire at a specific location and then capitalize.

Let me restate that: You can turn a stage hazard into an advantage even when it's aiming at you. If that's not rewarding skill and creativity then I don't know what is.

Also it has one of the lowest ceilings in the game but that's not a point against it, that's a valid reason to strike or CP it depending on the character and matchup.
To be fair, there are no sides persay. Just all things that are good and people that run Halberd
 

cot(θ)

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Fake edit: Wait, is it because people would stand by the edge and fish for grabs the whole time? I suppose I could understand that.
I read this as "stand by the edge and grab for fish the whole time."
 

ParanoidDrone

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Interesting topic. While I'm here, though - can anyone explain to me why permanent walk-offs are banned? I initially believed that it was because of things like chaingrabs, but we don't have those here.

Going by the standard that another member presented - a stage is competitive if the better player remains most likely to win - why isn't something like Wii Fit Studio allowed?

Fake edit: Wait, is it because people would stand by the edge and fish for grabs the whole time? I suppose I could understand that.
Walkoffs in general are a very volatile stage feature since both players can get ridiculously early kills. The winner can try to extend their lead while the loser can try to make a quick comeback. If it's a transforming stage then it's a nonissue since you always have the option to literally wait it out, but if it's permanent like on Coliseum then it's something you have to deal with when it happens.
 

|RK|

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I would assume ness would be broken on walk offs.
Hmm, I suppose if they were fishing for grabs successfully, they could continuously kill at low percents. But that's more dependent upon how easy that is. I'd like to see strong players on WFS, but I doubt I ever will.

Walkoffs in general are a very volatile stage feature since both players can get ridiculously early kills. The winner can try to extend their lead while the loser can try to make a quick comeback. If it's a transforming stage then it's a nonissue since you always have the option to literally wait it out, but if it's permanent like on Coliseum then it's something you have to deal with when it happens.
If it were just this, wouldn't that be even? Quick comebacks/lead extensions aren't frowned upon in fighting games. But I suppose it might be bad in a two-stock meta.
 

ParanoidDrone

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If it were just this, wouldn't that be even? Quick comebacks/lead extensions aren't frowned upon in fighting games. But I suppose it might be bad in a two-stock meta.
It seems to be mostly preference, you're right. I'm fine with it in theory until such time as there's a clear trend of bad players beating good ones by simply abusing walkoffs, but I know not everyone thinks that way.
 

Sleek Media

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The answer is that change is terrifying, and anything that is different from Melee's meta is a sin. How did Apex come and go without a triples or quads tournament, much less better stage selection or items? Ridiculous.
 

Pyr

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The answer is that change is terrifying, and anything that is different from Melee's meta is a sin. How did Apex come and go without a triples or quads tournament, much less better stage selection or items? Ridiculous.
Because Trip/Quad tournaments are unexplored by the community and items will always, and forever be, a huge no in competitive play. What's ridiculous is you thinking a major tournament should use items in a main event.
 

Sleek Media

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Because Trip/Quad tournaments are unexplored by the community and items will always, and forever be, a huge no in competitive play. What's ridiculous is you thinking a major tournament should use items in a main event.
What's ridiculous is you having no memory of Evo when Brawl was young. But hey, you're the lord of smash rules, and your judgement is not to be questioned, right? lol
 

popsofctown

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There are two separate things wrong with Halberd. One is the claw. The other is that it shortens games.
Anyone who starts talking about how I should chill out about laser or cannon makes me feel like they have less stage knowledge than I do about Halberd or believe the reverse of that is true, perhaps a presumption based on my being a stage conservative or having a "wrong" opinion. In advanced play on Halberd with stage knowledge on both sides, the claw has like ten times the impact of laser and cannon combined due to the greatest amount of opportunity for an opponent's exploitation. It is not worthy of any time of discussion compared to the claw.

The claw randomly selects one player to be struck by it. Neither player has any control over that selection. The player selected by the claw always has a strategic disadvantage, at a minimum. You have to use invulnerability or blocking to avoid taking damage from the claw, and your opponent knows that you have to use invulnerability and blocking to avoid taking damage. Good players can capitalize on that and punish the predictable behavior. It's also possible to start a juggle before the claw selects you and be forced to stop the juggle to avoid the claw.

Arguing that the claw doesn't always kill is a terrible argument, the only acceptable argument would be that somehow good players can totally avoid the impact of the claw consistently, which would also be bunk, but less bunk. Once the claw has dealt its chunk of damage and put one player into disadvantaged state, it's already had a huge impact on the game from RNG.

The second is the shorter games. Halberd is the stage that makes KOs earlier more so than any other stage. This reduces the total amount of interaction between the two players, sometimes by an entire's stock's worth. This happens to amplify the impact of the claw, although either issue would be a problem on its own.

If Halberd were legal, I would want it to be a 4 stock, 8 minutes stage. That would be if I could be talked into tolerating the claw. Players should get a consistent amount of skill testing in their sets, whether or not correct strategy led them to striking down to Halberd. Players who know they are stronger than other players should not feel obligated to strike a stage that will make it easier for the weaker to win just by virtue of behaving like a 2 stock match, either. That reduces the sense of efficacy players get from practicing and mastering smash beyond other players by giving some underdog edge from the free strike.

Stages that last longer than other stages are ok, they actually test skill more than normal. Testing skill more than normal is obviously ok, it's not symmetrical to testing skill less than normal at all. Time out games can be incredibly skill testing. We set the stock count to 3 to make sure that game is at least long enough for good skill testing, then set the timer to 8 so that the game is at least short enough for the tournament to finish on time. A stage that promotes slow play is unable to modify the 8 minute timer (if a transformation stage lagged the timer or something, then that would be what it takes to make the "if short is bad then long is bad too" symmetry that AA referred to). A stage that promotes fast play can rather easily remove a stock or part of a stock's worth of interaction from a game.


As for the long list of stages you referred to, AA, yes, there's some stages that seem like they are banned by the hivemind for a style of play we don't like. But in actuality, a lot of people don't enjoy them because their games feel shorter, and people don't like when a 3 stock game feels 2 stock, but they can't always put their finger on that. Walkoff stages often seem that way, where lots of early kills near the edges makes the game feel shorter, then people think the stage is annoying and unfun and they can't explain exactly why or they pin it on something else, but really they're just upset that the stage is genuinely less competitive and rewarding the more skillful player less. I think walkoff stages really do degenerate into walk-off camping eventually with or without Brawl D3, but even without the tactic in its purest form, you can play somewhat closer to the walkoff edges against a more skillful player and more easily get an upset. Super Mario Bros. scrollers are similar. I think the thing with Skyworld is onstage spikes shooting through the clouds as a special mechanic, which would be another game shortener.

Luigi's Mansion and Wiley's Castle are ones in your list that don't shorten games as an auxillary effect to whatever it is that seems to make people hate that style of stage. With those, I would indeed ride along with your argument ad-absurdum and speculate that they should perhaps actually be legal. I'm not saying that just to keep up with you, I think I'm timestamped for speculating the Wiley should be legal before you made that post. Lmansion cave of life is a game extender, which as I will stick to, is more competitive, not less competitive. I think those stages actually might have more merit than some of the ones currently accepted as legal that have shorter gameplay. These are both highly polar stages which makes it very important that you are using a system with plenty of bans for game 2 and 3, but they do not trivialize skill testing like Halberd.

"Also it has one of the lowest ceilings in the game but that's not a point against it, that's a valid reason to strike or CP it depending on the character and matchup." - ParanoidDrone
The issue is not Kirby vs. Pikachu, where Kirby knows he kills off the side, Pikachu knows he kills off the top, and Kirby has to strike Halberd. That's fine. That's strategy. That's good. If I wanted to forbid that kind of interaction I'd have to be against Kongo Jungle's high ceiling too to be consistent.
The issue is Pikachu vs. Diddy, where the Pikachu knows he's the best in the state, the Diddy knows he's fifteenth best in the state, they both kill off the top super early, the Pikachu is forced to strike Halberd to make sure he gets a long game (with less RNG) to be certain that his superior skill lands him a win against the weaker player. But Pikachu is now a strike behind, and the Diddy player effectively won a free strike for being bad, and you don't want that.
 
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GeneralLedge

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I wonder how stage bans will go when they add custom stage sharing to the game.

How many TOs do you suppose will ban custom stages for being custom stages?
 

Amazing Ampharos

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The claw doesn't make it obvious who it is targeting until it fires. Both players have to take evasive action. In game theory it seems pretty awful, but in practice it just doesn't work out to be a substantial effect very often (except when players just assume it's not targeting them and get hit, but that's their fault). I main the only character who has trouble not getting a real disadvantage from the claw (since it kills my Luma if I don't go substantially out of my way to avoid it), and I don't feel like it's a big deal. It's kinda a mystery to me how players who don't have a Luma to protect have issues with the claw.

Also, to be real, the "weaker player going for an upset" effect is stronger on Castle Siege than Halberd. I don't think it's actually that big on either stage (if Diddy is getting a lot of dthrow uair on your Pikachu, you should rethink whether as a Pikachu main you're better than that Diddy main and walk-off deaths on Siege often involve substantial poor decision making), but that's how I feel about it. It's kinda doubled as well since I feel the early kills so much more often go to the stronger players who set up for them and know how to execute them better. I know as a Rosalina player I wouldn't be scared off Halberd because I believed that I was a stronger player than my opponent (and I do like to cp Halberd fairly often when I'm at tournaments where it's legal); I just don't think the effect of the low blast zones is quite like that.
 

Piford

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"Also it has one of the lowest ceilings in the game but that's not a point against it, that's a valid reason to strike or CP it depending on the character and matchup." - ParanoidDrone
The issue is not Kirby vs. Pikachu, where Kirby knows he kills off the side, Pikachu knows he kills off the top, and Kirby has to strike Halberd. That's fine. That's strategy. That's good. If I wanted to forbid that kind of interaction I'd have to be against Kongo Jungle's high ceiling too to be consistent.
The issue is Pikachu vs. Diddy, where the Pikachu knows he's the best in the state, the Diddy knows he's fifteenth best in the state, they both kill off the top super early, the Pikachu is forced to strike Halberd to make sure he gets a long game (with less RNG) to be certain that his superior skill lands him a win against the weaker player. But Pikachu is now a strike behind, and the Diddy player effectively won a free strike for being bad, and you don't want that.
How is it wasting a strike? I would strike Halberd against Diddy regardless of if I am the best player in the world or the worst one (probably the latter). How is using a strike on a stage my opponent's character is better on wasting it?

And if I main Diddy I'm gonna want to take my opponent to halberd whenever possible, regardless of if I'm better than them or not.
 

popsofctown

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The claw indicated its selection in Brawl. I assumed that was unchanged. If it doesn't, then yeah that's a lot better.
@ Piford Piford
For the purpose of the example both Pikachu and Diddy killed off the top to the same extent, or Pikachu killed off the top slightly more so; it's difficult to get a perfect example with a variety of horizontal vs. vertical kill potential differentials. It also depends on playstyles too, an upsmash happy Pikachu can quite plausibly get more benefit out of low ceiling than one skilled at gimping.
You can substitute whatever matchup you want that makes you happy. The point is there exists some matchups where Halberd provides a slight character benefit to one player, but provides a large underdog benefit to the lesser player, and subverts the stage CP system, because it's much shorter.
 

Piford

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The claw indicated its selection in Brawl. I assumed that was unchanged. If it doesn't, then yeah that's a lot better.
@ Piford Piford
For the purpose of the example both Pikachu and Diddy killed off the top to the same extent, or Pikachu killed off the top slightly more so; it's difficult to get a perfect example with a variety of horizontal vs. vertical kill potential differentials. It also depends on playstyles too, an upsmash happy Pikachu can quite plausibly get more benefit out of low ceiling than one skilled at gimping.
You can substitute whatever matchup you want that makes you happy. The point is there exists some matchups where Halberd provides a slight character benefit to one player, but provides a large underdog benefit to the lesser player, and subverts the stage CP system, because it's much shorter.
So your saying in a match were Halberd would be an otherwise neutral stage, the claw makes it so one player has a slight advantage. I'd have to agree, but generally the better player would be better at dodging and positioning themselves. The claw has a large amount of startup signaling when it will strike, but very little start-up when signaling who it will strike. You have to incorporate the claw hitting either player into your strategy well before it signals who it's hitting. You want to simultaneously get your opponent into a position where it sucks if he gets hit, and a position where you will be fine if it targets you. Even if you can't successfully get your opponent into a position where it hits him (into hitstun or lag), you should always be able to avoid it unless your opponent outplays you and forces you to get hit by it. You have so many avenues in avoiding it (air dodge, spot dodge, shield, roll, move quickly, move out of range) that you really should never get hit by it unless your opponent forces you to. And you shouldn't be in a position to be punished when if it targets you.
 

|RK|

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What's ridiculous is you having no memory of Evo when Brawl was young. But hey, you're the lord of smash rules, and your judgement is not to be questioned, right? lol
But everyone hated that, no? In addition, items add more randomness to the game. It's not tested in Smash 4, sure. But it is immediately intuitive as to why it's not allowed. Moves that rely on RNG tend to at least be tied to a particular character, so you know that there is a possibility of say, a 9, or a misfire, or a Bob-Omb. Item spawns are truly random.
 

teluoborg

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There seems to be a lot of misunderstanding in this thread.

People don't ban stages because they are "random" or "unfair" (unless they are uneducated lol), it's because no one cares that you are able to dodge the halberd claw, it has no competitive value.

"The ability to deal with intrusive stage features" is not something that is interesting to judge people on, not more that "the ability to handle 1v1v1v1v1v1v1v1 matchup" or "the ability to collect coins effectively".
I mean, it could be interesting, but not as the main event of a tournament.

Since the beginning of Melee there has been a natural selection. This evolution says that "player vs player" skills should be the deciding factor in competitive play, not stage features. Saying that FLSS on a 13 stage list should be tournament standard is similar to denying 10+ years of competitive smash history.

Objectively, the stage list from least intrusive to most intrusive should be as follow :
1-Battlefield/omega
2-Smashville (moving platform)
3-FD (SOLAR FLARE)
4-Duck Hunt (duck killing game)
5-Town and City (questionnable moving platforms)
6-Castle Siege/Delfino (stage changing + temporary walkoffs)
7-Lylat Cruise (tilting take offs)
8-Skyloft/Wuhu (stage changing + hitboxes)
9-DK 64/Big Battlefield (giant stage)
10-Halberd (RNG based player targetting hitboxes seriously why are people still thinking this stage is cometitively viable)
11-The rest (too big, too many hitboxes, too much rng, change of game mechanics)

To me a good stagelist stops at 6. Lylat is an error and went from being terrible in Brawl to terrible and buggy in Smash 4. Anything below can influence the outcome of a match too much.



Disclaimer : I love playing on every stage, i usually enjoy playing with items and DK 64 is my favorite stage. Still I'm not delusional enough to think a FLSS will ever be a viable tournament setting. As a side event why not, but never a major tournament.
 

GeneralLedge

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I think people like Halberd because of the very strong ledge snap and/or sharking mix-ups and/or a straightforward platform layout.

If it's the lattermost, why not just remake the stage as a Custom map? No more random hazards.
 

Brinzy

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So who actually likes Lylat Cruise?

I guess if you're against someone with a straight line recovery as someone who can recover pretty easily no matter what, you'd pick Lylat Cruise.
 
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