Raziek
Charging Limit All Day
So, I don't know for sure if this has been discussed before, but one of the things I have been tinkering with is the idea of doing stage striking with either 7, or 9 stages.
I feel one of the problems with the current rule-set is that, among the 5 usually legal stages (The neutral 4 + either PS1 or Lylat), there isn't enough actual strategy involved in the striking. The majority of matches I see usually result in going to Smashville.
My goal is to promote more strategy within the initial stage selection. I feel like a lot of characters get pigeonholed into being taken to a stage that they come into a disadvantage on, or otherwise they just end up at SV. I want to see more strategy to it, by increasing the influence of counter-pick elements, making striking more strategic.
In this line of thought, I determined that the easiest way to do this would be to add more stages to strike from. Having seven stages gives you three strikes, nine gives you four. The additional amount of strikes helps characters who have difficult with the current stage set by providing alternatives.
Obviously, the flaw in this is that certainly some characters, particularly Meta-Knight, will take advantage of this, since MK arguably breaks the counter-pick system. (This is a discussion for another time and thread.) However, I'm interested in experimenting in my area to see how this would work, and if the benefits create a more diverse, strategic aspect of gameplay, or if people continue to go to Smashville anyway.
One further thing to note, is that I will be posting a more progressive stage list that I am also experimenting with, and would be happy to see opinions and input on. My region (Nova Scotia) is rather accepting of such things, so I feel it's a good testing ground.
So without further adieu, here is my current iteration of the stage list:
(Stages with a 7 by them are in that category for the 7 starter rule-set, likewise for the 9. I will also include our typical 5-starter ruleset.)
Starter
Final Destination
Battlefield
Smashville
Yoshi's Island (Brawl)
Lylat Cruise
Halberd (7, 9)
Frigate Orpheon (7, 9)
Pokemon Stadium 1 (9)
Castle Siege (9)
Counter
Delfino Plaza
Pirate Ship
Norfair
Pokemon Stadium 2
Port Town Aero Dive
Distant Planet
Pictochat
Jungle Japes
Rainbow Cruise
Green Greens
Brinstar
Luigi's Mansion (This one I'm a little iffy on)
Reasonings for Individual Stages (Starters Only at this time):
Halberd
This stage often seems condemned to being a counter-pick because of how dominant Snake can be on it, due to its low ceilings. However, when you consider that the intention of this list is to promote more strategy, introducing stages with minor counter-pick elements is not an issue.
Let us consider the hazards and nuances of Halberd.
The first primary hazard of the stage is that the bottom drops out whenever the platform takes off. However, because the stage has ample warning before takeoffs, for any player who is paying attention, this should not be an issue. The only other thing that might causes problems would be getting stuck in a changrab or spike just before the platform leaves. In which case, either the opponent died as well, or he had VERY good timing. An element of strategy that occurs infrequently, and should not be considered an issue.
The second issue is what I shall refer to as "FD Lip Syndrome". This is an instance where the edges of a stage do not possess curvature like Smashville or Battlefield's, and as such, actually require a little bit of THINKING to deal with. We have had no problems adapting to awkward ledges in the past, this is no different.
Third and finally, the Cannon, Claw, and Laser.
The Cannon is easily avoided. it takes a long time to get there, and it's trajectory is clear and obvious. If you ever get hit by it, one of two things happened:
A) Your opponent outplayed you, by throwing, hitting, or otherwise forcing you into the hazard.
B) You weren't paying attention.
Neither of these components rely on luck, and as such, are not a reason to ban the stage.
The Claw is slightly different, but very much the same. It gives you ample warning by beginning to flail around. At this point, the counterpick element arrives. You can either play offensively, and try to pressure your opponent into a situation where the claw will hit them, or you can play defensively, and avoid getting hit yourself. Both players have this option, and while the claw's selection is random, as far as I know, it does not favor one player over the other. On top of this, it is relatively to shield on reaction, IF you aren't being pressured by your opponent. (either on or off stage)
The Laser is much of the same story as the Cannon. You can easily see it coming, and if it happens to target you, you can EVEN influence where you want it to shoot. Yet another element that can be used offensively or defensively. In addition, the argument of being hit or thrown into it also goes both ways. If you DO happen to end up in it, you should know how to SDI out of it. Ignorance is not a reason to ban a stage. This is probably the most dangerous of the hazards, but it is infrequent, and possess options available to both players.
It seems pretty clear to me, that in this 7/9 starter system, Halberd clearly belongs as a viable option.
Frigate Orpheon
This stage is one that gets an unusually bad rap, considering how neutral it is in the long run.
First issue: FD Lip Syndrome. Won't explain it again.
The second, and largest issue is the lack of a recoverable platform on the right side of the first transition. This is an interesting element of strategy that is what I feel makes this stage shine as a starter with definitive counter-pick elements.
This type of mechanic is one we have tradtionally dealt with in the past, in this case, from melee. Mute City was a legal counterpick, and it had an edge that displayed the same characteristics. The obvious solution, is to play on the left side of the stage if you wish to avoid the hazard, on the right if you try to use it.
Characters with tether recoveries, like Ivy and ZSS, can strike the stage. This is the whole point of having more strikes. Because they do, they can strike it and still be able to defend themselves from other counterpicks.
Then comes the flip. This one is really a no-brainer. The stage sets off a loud siren, and gives you a few seconds warning to deal with the flip. If you jump towards the center of the stage, you will never die to this. Much like the halberd hazards, you can play either offensively or defensively, to take advantage of the transitions.
The second transition of the stage is incredibly neutral. No flaws whatsoever in the general structure, and the pop-in platforms are much like the platform on Yoshi's Island. You can't always count on it, but it will occasionally save you. In addition, fighting on the platform is yet another offense/defense option. Not a reason to ban it.
This considered, I don't really understand why Frigate has the reputation it does, and it should be accepted in both the 7 and 9 starter sets.
Pokemon Stadium 1
Let us examine its hazards.
First: FD Lip Syndrome.
Each of the transitions will be examined in detail.
In its initial form, it is no doubt neutral. If required, I will elaborate, by I shouldn't have to.
Fire Stage provides issues.
The right side of this transition is not really an issue, but the left tree can and WILL be used to stall under. While this is more or less unavoidable, the transition is short.
Water is an easy stage to deal with, the only hazard is the windmill.
For a player who understands the mechanics, maneuvering through it is not an issue. Holding down on the control stick while jumping allows you to pass right through it. However, when hit into it, you can only tech. This is yet another offense/defense option, and is not game-breaking.
Ground is another problem case.
The ridge on the left side WILL be abused, and the rift in the center provides options for wall infinite's and and tilt locks. Other than that, the only minor issue is the right edge that cannot be rolled across, catching characters on it. This is a nuance that players should be aware of, and it does not provide advantages to one player over the other.
Grass has no issues with it whatsoever.
Three of Five of Stadium's incarnations are neutral, and weighing in the fact that the majority of the time, the stage is in its neutral state, it should be a starter. However, because of the potential abuse of two of the transitions, it should be included in the 9-set, but not 7. There are few feasible alternatives to it considering the remainder of the stage list.
Castle Siege
Castle Siege is another one that gets a bad rap.
First transition has no problems except for FD lip syndrome.
Second Transition has two nuances: The walk-offs, and the statues.
However, the walk-offs are largely avoidable due to the myriad of platforms on the transition. Either stay off the ground, or strike the stage against Dedede or Falco.
The Statues are another Offense/Defense issue. One on hand, they provide interference for projectiles, but they also stall hitboxes for laggy attacks, much like the pillars on Luigi's mansion. That means they're also available to refresh moves.
The Third transition has only one real issue: FD Lip syndrome. In this case, it is combined with tilting, making it slightly more difficult to deal with, by still largely a non-issue.
Probably the biggest problem lies in the in-between transition. This provides three issues.
First, the time spent in this transition is dependent on how quickly the Wii loads the next transition. A minor issue, but present nonetheless.
Second, the stage has been known to occasionally leave a player behind, causing them to fall underneath the stage. (As shown at :47 of THIS video.) It saved me, and killed my friend. Granted, he wasn't paying attention, but this can potentially influence the match.
Third, there is a walk-off present that results in a boundary change. A well-timed grab can result in an easy stock for one player. However, this is again an Offense/Defense change, ban it against Falco or Dedede.
Because of it's small, but present issues, Castle Siege should be in the 9-set, but not 7.
I think this is where I'll finish for tonight, I look forward to input and comments. Enjoy! (Hopefully it wasn't TOO long, no TL;DR for you.)
I feel one of the problems with the current rule-set is that, among the 5 usually legal stages (The neutral 4 + either PS1 or Lylat), there isn't enough actual strategy involved in the striking. The majority of matches I see usually result in going to Smashville.
My goal is to promote more strategy within the initial stage selection. I feel like a lot of characters get pigeonholed into being taken to a stage that they come into a disadvantage on, or otherwise they just end up at SV. I want to see more strategy to it, by increasing the influence of counter-pick elements, making striking more strategic.
In this line of thought, I determined that the easiest way to do this would be to add more stages to strike from. Having seven stages gives you three strikes, nine gives you four. The additional amount of strikes helps characters who have difficult with the current stage set by providing alternatives.
Obviously, the flaw in this is that certainly some characters, particularly Meta-Knight, will take advantage of this, since MK arguably breaks the counter-pick system. (This is a discussion for another time and thread.) However, I'm interested in experimenting in my area to see how this would work, and if the benefits create a more diverse, strategic aspect of gameplay, or if people continue to go to Smashville anyway.
One further thing to note, is that I will be posting a more progressive stage list that I am also experimenting with, and would be happy to see opinions and input on. My region (Nova Scotia) is rather accepting of such things, so I feel it's a good testing ground.
So without further adieu, here is my current iteration of the stage list:
(Stages with a 7 by them are in that category for the 7 starter rule-set, likewise for the 9. I will also include our typical 5-starter ruleset.)
Starter
Final Destination
Battlefield
Smashville
Yoshi's Island (Brawl)
Lylat Cruise
Halberd (7, 9)
Frigate Orpheon (7, 9)
Pokemon Stadium 1 (9)
Castle Siege (9)
Counter
Delfino Plaza
Pirate Ship
Norfair
Pokemon Stadium 2
Port Town Aero Dive
Distant Planet
Pictochat
Jungle Japes
Rainbow Cruise
Green Greens
Brinstar
Luigi's Mansion (This one I'm a little iffy on)
Reasonings for Individual Stages (Starters Only at this time):
Halberd
This stage often seems condemned to being a counter-pick because of how dominant Snake can be on it, due to its low ceilings. However, when you consider that the intention of this list is to promote more strategy, introducing stages with minor counter-pick elements is not an issue.
Let us consider the hazards and nuances of Halberd.
The first primary hazard of the stage is that the bottom drops out whenever the platform takes off. However, because the stage has ample warning before takeoffs, for any player who is paying attention, this should not be an issue. The only other thing that might causes problems would be getting stuck in a changrab or spike just before the platform leaves. In which case, either the opponent died as well, or he had VERY good timing. An element of strategy that occurs infrequently, and should not be considered an issue.
The second issue is what I shall refer to as "FD Lip Syndrome". This is an instance where the edges of a stage do not possess curvature like Smashville or Battlefield's, and as such, actually require a little bit of THINKING to deal with. We have had no problems adapting to awkward ledges in the past, this is no different.
Third and finally, the Cannon, Claw, and Laser.
The Cannon is easily avoided. it takes a long time to get there, and it's trajectory is clear and obvious. If you ever get hit by it, one of two things happened:
A) Your opponent outplayed you, by throwing, hitting, or otherwise forcing you into the hazard.
B) You weren't paying attention.
Neither of these components rely on luck, and as such, are not a reason to ban the stage.
The Claw is slightly different, but very much the same. It gives you ample warning by beginning to flail around. At this point, the counterpick element arrives. You can either play offensively, and try to pressure your opponent into a situation where the claw will hit them, or you can play defensively, and avoid getting hit yourself. Both players have this option, and while the claw's selection is random, as far as I know, it does not favor one player over the other. On top of this, it is relatively to shield on reaction, IF you aren't being pressured by your opponent. (either on or off stage)
The Laser is much of the same story as the Cannon. You can easily see it coming, and if it happens to target you, you can EVEN influence where you want it to shoot. Yet another element that can be used offensively or defensively. In addition, the argument of being hit or thrown into it also goes both ways. If you DO happen to end up in it, you should know how to SDI out of it. Ignorance is not a reason to ban a stage. This is probably the most dangerous of the hazards, but it is infrequent, and possess options available to both players.
It seems pretty clear to me, that in this 7/9 starter system, Halberd clearly belongs as a viable option.
Frigate Orpheon
This stage is one that gets an unusually bad rap, considering how neutral it is in the long run.
First issue: FD Lip Syndrome. Won't explain it again.
The second, and largest issue is the lack of a recoverable platform on the right side of the first transition. This is an interesting element of strategy that is what I feel makes this stage shine as a starter with definitive counter-pick elements.
This type of mechanic is one we have tradtionally dealt with in the past, in this case, from melee. Mute City was a legal counterpick, and it had an edge that displayed the same characteristics. The obvious solution, is to play on the left side of the stage if you wish to avoid the hazard, on the right if you try to use it.
Characters with tether recoveries, like Ivy and ZSS, can strike the stage. This is the whole point of having more strikes. Because they do, they can strike it and still be able to defend themselves from other counterpicks.
Then comes the flip. This one is really a no-brainer. The stage sets off a loud siren, and gives you a few seconds warning to deal with the flip. If you jump towards the center of the stage, you will never die to this. Much like the halberd hazards, you can play either offensively or defensively, to take advantage of the transitions.
The second transition of the stage is incredibly neutral. No flaws whatsoever in the general structure, and the pop-in platforms are much like the platform on Yoshi's Island. You can't always count on it, but it will occasionally save you. In addition, fighting on the platform is yet another offense/defense option. Not a reason to ban it.
This considered, I don't really understand why Frigate has the reputation it does, and it should be accepted in both the 7 and 9 starter sets.
Pokemon Stadium 1
Let us examine its hazards.
First: FD Lip Syndrome.
Each of the transitions will be examined in detail.
In its initial form, it is no doubt neutral. If required, I will elaborate, by I shouldn't have to.
Fire Stage provides issues.
The right side of this transition is not really an issue, but the left tree can and WILL be used to stall under. While this is more or less unavoidable, the transition is short.
Water is an easy stage to deal with, the only hazard is the windmill.
For a player who understands the mechanics, maneuvering through it is not an issue. Holding down on the control stick while jumping allows you to pass right through it. However, when hit into it, you can only tech. This is yet another offense/defense option, and is not game-breaking.
Ground is another problem case.
The ridge on the left side WILL be abused, and the rift in the center provides options for wall infinite's and and tilt locks. Other than that, the only minor issue is the right edge that cannot be rolled across, catching characters on it. This is a nuance that players should be aware of, and it does not provide advantages to one player over the other.
Grass has no issues with it whatsoever.
Three of Five of Stadium's incarnations are neutral, and weighing in the fact that the majority of the time, the stage is in its neutral state, it should be a starter. However, because of the potential abuse of two of the transitions, it should be included in the 9-set, but not 7. There are few feasible alternatives to it considering the remainder of the stage list.
Castle Siege
Castle Siege is another one that gets a bad rap.
First transition has no problems except for FD lip syndrome.
Second Transition has two nuances: The walk-offs, and the statues.
However, the walk-offs are largely avoidable due to the myriad of platforms on the transition. Either stay off the ground, or strike the stage against Dedede or Falco.
The Statues are another Offense/Defense issue. One on hand, they provide interference for projectiles, but they also stall hitboxes for laggy attacks, much like the pillars on Luigi's mansion. That means they're also available to refresh moves.
The Third transition has only one real issue: FD Lip syndrome. In this case, it is combined with tilting, making it slightly more difficult to deal with, by still largely a non-issue.
Probably the biggest problem lies in the in-between transition. This provides three issues.
First, the time spent in this transition is dependent on how quickly the Wii loads the next transition. A minor issue, but present nonetheless.
Second, the stage has been known to occasionally leave a player behind, causing them to fall underneath the stage. (As shown at :47 of THIS video.) It saved me, and killed my friend. Granted, he wasn't paying attention, but this can potentially influence the match.
Third, there is a walk-off present that results in a boundary change. A well-timed grab can result in an easy stock for one player. However, this is again an Offense/Defense change, ban it against Falco or Dedede.
Because of it's small, but present issues, Castle Siege should be in the 9-set, but not 7.
I think this is where I'll finish for tonight, I look forward to input and comments. Enjoy! (Hopefully it wasn't TOO long, no TL;DR for you.)