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From the Brawl side of things, it wasn't even technically a legal stage until Apex 2014.That color is reserved for former Smash Lab Leader.
It's time for some arguments. I think 99% are in favor of halberd, so Luxy, why are you coming here, acting like some random hipster telling us the stage we all love is not fine?
While I do trust that you know more about the evolution of Brawl's ruleset more than me being a Brawl Backroom member, Halberd was definitely legal before Apex 2014 being legal at Apex 2012From the Brawl side of things, it wasn't even technically a legal stage until Apex 2014.
Do you have any arguments or are you just here to antagonise?False, it wasn't legal until Apex 2015* (apologies) when the ruleset changed to allow the stage "Halberd" instead of "Battleship Halberd".
Everyone just used the gentlemen's agreement to use the stage if they used the Apex ruleset![]()
Oh man. This made me laugh so hard.False, it wasn't legal until Apex 2015* (apologies) when the ruleset changed to allow the stage "Halberd" instead of "Battleship Halberd".
Everyone just used the gentlemen's agreement to use the stage if they used the Apex ruleset![]()
so you suggest that we ban Smashville?Having the stage randomly advantaging one character or another, no matter how easy it is to avoid the hitbox, is the bane of competitive gaming where you want to reduce randomness to the strict minimum.
Who spawns next to the platform is RNG, so maybe I spawned on the right and as the platform moves I can get an easy fair string into death. Obviously you shouldn't ban smashville, but there is some RNG involved with every stage with spawn points as they are all asymmetrical in some way except maybe final destination, and even then maybe the player is more comfortable on one side of the map instead of the other.But the platform has no random factor in it. It always spawns at the same place (extreme right side) and always moves the same way. Balloon appearance is random but does not target anyone in particular, in this regard it's more similar to the scenery change timer on castle siege or the platform setup order on town and city, except with an even smaller window of gameplay intrusion.
And if I want to use your flawed arguments : I personally have never died because of the smashville balloon, therefore it should be legal but I have been killed by the claw therefore Halberd should be banned. QED
And if I want to use actually valid arguments : it's not just about getting hit. Go read some articles about zoning and maybe you will understand the impact the claw and lasers can have on high level play and incidentally decide the outcome of a match.
So yeah, it's not about personal experience, it's about wanting or not to have the outcome of a match (and therefore a tournament) decided by RNG.
But maybe you're the kind of people that liked tripping in Brawl in that case you want rng to be a decisive factor and there is no point arguing.
Doing a fast move (obviously depends on character, with some characters it won't work) or hitting a move and then retreating to the ledge or away from it's range. Obviously there's some characters who struggle with it, in that case you just avoid conflict for the couple seconds the claw is out.@Piford : care to give an example of positioning that would allow you to punish your opponent if he gets targeted by the claw while yourself being safe if you have to dodge it ?
Or a matchup where having the smashville platform with you allows you to get an early kill while it would be impossible for your opponent to do the same ?
If not what you're doing is just bad theorycrafting.
There are RNG in both Smashville and Halberd, but they don't have the same level of interaction with the players at all. The RNGs of Halberd are on the same level as Nabbit.
Also I've noticed that recovering low seems to be the current meta (stagespike risk notwithstanding) so WHZ being a stage that discourages low recoveries is an interesting twist.Windy Hill has really weird springs on the bottom corners that can fly away or fly back without any indication. They also like to spin around.
With that said, I'd think a good way around it is the general understanding of "recover low at your own risk". With that said, the ledges are already rather close to the blast zones so I don't understand how 'recovering low' would be anything but player controlled.
Other arguments against it I've heard are the curve making some character projectiles difficult to use, but I'm pretty sure that just forces it to be a counter-pick. Nothing stopping projectile users from just striking it, and same could be said for characters that are consistently forced to recover low enough to be spring-gimped.