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I wonder if one of us should host a tourney with those 5, luls.
What would the CPs be?
What would the CPs be?
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No .I haxed my Frigate Orpheon a right ledge is it starter now?
The right side not having a ledge is not really that huge an issue. There are 2 and 1/3 characters who only have a tether as a recovery. Those being Olimar, Zero suit Samus, and Pokemon trainer (PT being the 1/3 because he can just change pokes).Frigate Orpheon shouldn't ever be a neutral. The ledgeless side is simply too much of a hazard for some characters, as I mentioned last time the idea was brought up.
I have never felt Yoshi's Island to be highly advantage giving in most matches. Which character(s) do you feel push the starter envelope?I think I've convinced myself that if YI can be a starter, Pictochat can too.
Ike, DK, Bowser, charizard, link, and ganon have bad recoveries of every stage.It doesn't just affect tethers. It can screw over a lot of other characters.
Ike hates it. Marth hates it. DK hates it. Bowser hates it. Charizard hates it if he can't make it over with just his jumps. Snake hates it to some extent (can require another C4 to make it over, thus more damage to self). Spacies hate it (hello heavy landing lag if forced to use Up B, assuming the make it up and over). Link REALLY hates it. Ganondorf hates it. Need I continue? I've got more.
It affects the battle too much: more so than a wall infinity and is an instant "can never be neutral" strike against the stage.
Incorrect except for Link and Ganon. DK and Bowser's recoveries are perfectly usable on most stages. FO's ledgeless side cuts quite a gap into their recovery range. Ike's recovery isn't great, but again the ledgelss side cuts quite a gap into his recovery.Ike, DK, Bowser, charizard, link, and ganon have bad recoveries of every stage.
It is mostly a time saver. Some people still take a while striking when it is only five stages.Starter stages used to be selected for their lack of polarisation when chosen in Random.
But now we have stage striking, so I don't see the point for dividing Legal into separate classes.
I've actually never seen faster striking than at MLG Columbus. Having fewer switches back and forth in the striking order matters more than how many stages there are. MLG Columbus has 9 starters and follows a 3-4-1 order which is a real time-saver.It is mostly a time saver. Some people still take a while striking when it is only five stages.
It once took an opponent about 20 minutes to strike a stage against me at a NE tourney; I was not pleased.I've actually never seen faster striking than at MLG Columbus. Having fewer switches back and forth in the striking order matters more than how many stages there are. MLG Columbus has 9 starters and follows a 3-4-1 order which is a real time-saver.
Quoting from the Backrooms recommended rulesetI see alot of reasons being tossed around about why some stages are banned, should be banned or shouldn't be banned. But is there a thread/post somewhere on this forum that actually lists why stages are starter/cp/banned in the SBR ruleset?
Just curious, is it disclosed somewhere on a public forum?
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Stages become Starter stages when it is agreed by a 2/3 majority in the SBR that each stage is overall a fair stage with only minimal advantages and disadvantages given that has an overall low number of hazards, ineffective hazards, or basic hazards that can be predicted and implemented into a strategy.
Stages become Counterpick stages when it is agreed by a 2/3 majority in the SBR that they are not an overall fair stage in that they give specific advantages and disadvantages to certain types of characters, so much so that it can influence the match directly. Or, that the stage has hazards that disrupt play to such an extent that it cannot be assumed the player can avoid them with minimal effort or the hazards have such incredible damage and knockback that they can directly influence the outcome of a match.
Stages become Banned stages when it is agreed by a 2/3 majority in the SBR that they are not a fair or competitive stage at all, in that certain characters can easily have a near 100% win rate against others at top level play or that a large majority of the cast cannot actively be played on this stage, or that the stage simply requires such a radical change in gameplay that players cannot be reasonably expected to adapt (such as the Cave of Immortality in Hyrule Temple). Hazards can also cause a stage to be banned if they are random in nature and thus directly disrupting gameplay on a consistent basis, or if they are so powerful and/or unavoidable that they directly determine the outcome of a match on a consistent basis.
Which guys are you referring to and why does your caring impact anything?i don't care what is thought up by these guys
Not as common as you think I suppose. Would you like to make a list for me then, since its obvious to you?That stuff is mostly common sense.
I can understand your position. Some stages are definitely candidates for more than one category, FD being a good example. It complies with "Starter" requirements for the most part, but often influences matches (think Diddy/IC's/Falco) to the extent a Counterpick would. Thus, the BBR wisely included the 2/3 supermajority rule into their criteria for a stages' placement, allowing for the "in between" categories of Starter/Counter and Counter/Banned, leaving the difficult task of deciding Rainbow Cruise's legality and the like up to the TO.Not as common as you think I suppose. Would you like to make a list for me then, since its obvious to you?
Basically I have read alot of complaints about stages being unfair for different reasons. Walkoffs, sharking, too small, too big , the stage moves, the stage sinks under lava, stage can kill you/damage you etc.
This.That stuff is mostly common sense.
I don't see why wind, apples and blast zones would be a reason to ban the stage. Thats just 2 obvious hazards with fair warning and blast zones that size shouldn't be an issue. The only real problem I see with Green Greens is that the camera can zoom in too close making it impossible to see what kind of blocks have dropped behind you (you can just play this stage in fixed camera mode). There is also the bomb wall glitch, which would make a camper's paradise (until its deactivated).This.
I do question why stages like Green Greens and Pirate Ship have ever been considered legal.
And I use common sense in order to question.
Green Greens... the wind, the blocks, the apples, the low blast zones... It's wack but watching Ook beat MikeHAZE's D3 on Green Greens did show that it's not THAT bad, but the stage got the final KO in so I'm pretty doubtful about it.
Pirate Ship however... Wtf. The potential gay play on that stage is unreal, but in the defense of this stage/MK haters, the bombs most likely hit a Meta Knight out of Tornado.
Then again, Ganon stands more of a chance on these daft stages than fair ones so maybe I should keep my trap shut.
Edit: Seen alot of talk about Pictochat legality and would just like to state that since the week of this game's *** release (when I got it) I have been fighting for that stage's legality. It might be a little bit weird but my god... I-I-It's beautiful :'D
On the first criterion: Dedede is broken on bridge of eldin (Why the heck am I defending a final destination clone? This is easily one of my least favorite stages alongside final destination and Warioware Inc.) because of an infinite combo, right? Then why not ban Dedede's infinite chain-grab. It is not like it doesn't work on non walls and non walk-offs. Bowser vs Dedede is just as unwinnable on final destination as it is on bridge of eldin. DK vs Dedede same story. It's just now Dedede creates more unwinnable match-ups than before. Why is it an infinite working on more characters an auto-ban on a stage when it still creates unwinnable match-ups on all stages that don't have enough hazards or movement to break it (most of which are banned).Err...okay well there are three main criteria I use.
- The stage is overcentralizing, such that one character or a small subset of characters has a near 100% win rate on said stage.
- The stage introduces and encourages degenerate strategies, the most notable of which is circle camping (ties into the first criterion)
- The stage introduces non-negligible variance in the outcome of matches played on it, such that player skill is marginalized (with adaptation to the stage being considered a player skill, of course)
Bridge of Eldin is a stage that breaks the first criterion. Dedede will beat the majority of the cast here. Hanenbow, Summit are stages that break the second - both stages allow running away indefinitely, so the faster character will win just by running the loop; this is considered degenerate gameplay. WarioWare breaks the third - since the rewards are random (your opponent could get invincibility while you become giant, even though you both succeeded in the minigame), the outcome of the match could be decided entirely by luck, regardless of player skill.
Hopefully that answers most of your questions - if you still have doubts about any of the stages feel free to bring them up. I don't really feel like going through all the stages ._.