Alright, so I just played some money matches with a few friends of mine (a Pit main who is respectably skilled at the game, and two others a little above his skill level who main Metaknight and the other Marth) and some of our matches took place on Pokemon Stadium 2, PTAD, Green Greens, and Luigi's Mansion; and I must say...they're honestly not much of an issue at all, given a little open-minded observation. I'm neutral on Green Greens and Luigi's Mansion right now because I still need to play on those stages more and form a more complete perspective on them.
- Pokemon Stadium 2: The gameplay on Pokemon Stadium 2 closely resembled gameplay on Pokemon Stadium 1, and I play on the latter very often (it's my intended stage against MKs during stage striking), the air and ice portions (arguably the two most controversial forms due to their temporary effect on the physics of the characters) really do not degrade the quality of competition (or interfere with the aspect of competition itself, forgive my sub par wording) during a match. They both add another element for players to strategically use and watch out for, with no detrimental or broken factors included. In fact, I found the stage to promote even less camping and temporary halts to a match just from sheer stage layout alone, unlike its older counterpart. I really couldn't find anything wrong with the stage and it didn't grant either of us a significant advantage no matter what character we used from our respective pools, including my Metaknight. The stage, in my opinion, seems like a perfectly reasonable addition as a counterpick stage. Good choice, BBR.
- Port Town Aero Dive: You know...I'll admit that I used to refuse any association with this stage with a passion, just from my initial encounter with the stage's hazards. I didn't understand how to play on the stage correctly, but after a quick review of the detailed PTAD stage observation thread and how to avoid the hazards, I didn't get hit by any of the cars at all. I played on the stage a few more times to learn the order of the stage's transformations, and there are only a few portions that even present hazards, all of which are completely avoidable. This stage also adds an additional element to the gameplay: the "fight for the safe spot" factor, especially on the transformation that has the three platforms with the cars temporarily passing by underneath; both players must temporarily try to overtake the other and keep the safe spot for themselves. That's still competition, fighting to stay safe and put the other in danger/limit their options, plain and simple. After finally putting personal bias and beliefs about the stage aside, and actually researching it during gameplay, I didn't find it much different at all from playing on Mute City back in all of the Melee tournaments I went to. Mute City also had a specific concept about its layout. Both players had to fight to keep control of the edge-less platform during its floating duration, both players were susceptible to gimps and characters like Peach and Jiggs had an advantage because of their air-prone playstyles; they have an advantage there because it is a perfectly acceptible counterpick stage that just so happens to mold well with the way those characters play, that's perfectly fine, and by all means those players will utilize it if it's not struck by the opponent. I will give it a little more time, but as of right now I see Port Town as an acceptable counterpick stage. Those who do not understand...I'll be frank and say you need to play more Melee and/or try to become a little more mature when it comes to having a competitive perspective. It stretches far beyond your initial, possibly subconscious self-serving impression of what competition is.
I put aside any personal bias, tried everything out for myself, and can honestly say that I've overcome ignorance for the sake of enlightenment, and I'm glad I did. Thumbs up on those two stages, BBR.