Budget Player Cadet_
Smash Hero
The death spike (the one that will send you off to the side in a OHKO) on the first third is easy to deal with. DI down and tech.
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One character is never enough to ban a stage!meteor spike mostly.
This stage would also be in a incredibly good MK stage vs basically anyone.
Exactly (though you can ko with a chaingrab throw), that's one of the main reasons stage walkoffs get such a bad rep in Brawl.It is not the chain grabs themselves UM, it is that the chain grabs move the opponent across the stage into a death.
First, the side areas. Both of these spots provide a permanent wall, a walk-off in the other direction, and an extremely difficult to approach camping position. The cars disrupt these campers SLIGHTLY, but they're easy enough to spot-dodge to avoid the shield-stun. While I haven't seen it dominate a match, these are a problem, since they cause degenerative gameplay in every aspect. Like fin camping, without the ledge invincibility.
The idea is that you only get locked for a few iterations before the cars break it by timing the risky approaches. Yes, 10 seconds of Dedede chain grabbing you followed by a forced car hit is ridiculous damage, but why did you let yourself be grabbed right after a car passed? You should have waited until the next one was about to come.Next, the cars. While they give you plenty of warning and time to avoid it, holding your opponent into them without getting hit yourself, is quite possible from my experience. That said, even if you choose to take the hit and hold your opponent into it, the outcome is not usually negative for you, unless you're an extremely light character. However, this just compounds the advantage for heavies who can wall-lock, like DK or Dedede. The main claim to fame for them is that they disrupt chaingrabs, but I've yet to see them have enough disruption to eliminate any significant part of that problem.
Dedede and DK are really the only threats. I'd be happy if my opponent were playing like he's obsessed with landing a wall-lock - it probably means he's being predictable and exploitable. For GW, Marth, ROB, I would definitely say it's reasonable to expect a player to avoid getting d-tilted against a wall for the whole matchSpeaking of that, we have another two permanent walls that become the entirely focus of gameplay in the center. If one character can lock you on them, that becomes the dominant strategy instantly. The walls are permanent, and approaching a character in the middle who has a lead is also extremely difficult. Not much more I have to say here.
The effect is there, but it's not broken on Onett, and I'd probably be more inclined to label it as a CP quality. Also, Onett's ceiling is actually significantly higher than most legal stages in the game.The lighter rectangle surrounding that is a lesser problem, but one that persists nonetheless. Due to the nature of the houses, with correct DI, it is very possible to get a "Shadow Moses Lite" effect, severely weakening characters without strong vertical kill moves. As you've seen in my video, it is entirely possible for characters like Dedede to reach 200%, despite the stage's reasonable blast zones.
It's also a good balance stage to include for characters with weak recoveries.With all these problems in mind, I thought to myself, "Ok, what does it bring to the table that is POSITIVE?" Well, if neither character has a CG or wall-lock, it becomes a very aerial based stage that takes the fighting above the cars. Beyond that, it has very few unique or beneficial features of merit, and controlling the ground portion is almost always the dominant strategy.
Spear Pillar as a counterpick in doubles. Go.
If it comes down to 1v1 last stock each, and if the faster player has the lead... Seems like a fair number of ifs. The cave of life problem is still there, I guess...
What Linkshot said, basically. If it comes down to 1v1, circle stalling once again becomes a problem. Not to mention it still has Cave of Life issues.
If I can get used to that, so can (insert pro player here). It's not even that the stage changes... In fact, only the perspective changes. Same with the flip. It's hardly a hazard once you learn how to deal with it (in fact, unlike almost any other hazard in the game, it literally is not a hazard once you learn how to deal with it).And, you know, "HEY LETS PLAY UPSIDE DOWN!"
Okay, very very interesting.Alright sports fans, here's the Onett video.
http://www.youtube.com/watch?v=KCwPC2s78Cc
Dedede is just too strong on it.
Why does it matter what it's phrased as? FD along with battlefield are the only non-interactive stages in the game. lol, like wtf, nobody even called it perfectly neutral recently, you're just day dreaming.When you claim that FD is "perfectly neutral" ground, you assume that brawl is intended to be played, neutrally, on a perfectly flat stage with no platforms. If FD was the "default" stage, this would be a fair assumption. Instead, what we have is exactly one stage with these qualities. Every other stage has something that gets in the way. It is an assumption that is beyond ridiculous to claim that FD is the "perfectly neutral" way to play Brawl when there is exactly one stage that provides these conditions and no further evidence to back that up. The more fair assumption is, in fact, that FD is a completely non-neutral stage, as it has a very basic quality that no other stage in the game shares (only one, perfectly flat, uninterrupted base platform. There is no other stage in the game that shares this quality).
Not that this matters, but wouldn't we be more on the scrub side if we practically played like scrubs?Then of course there are all the other arguments like "character variability should matter" and "randomness is a part of the game", etc. that you can all just look at, laugh at, ignore, and continue playing Super Smash Scrubs Baww where you ban anything you just don't like. Why does this feel like the MK ban debate all over again?
So you are assuming this. Did you even read what I said? This is a ridiculous assumption to make in smash. Beyond ridiculous! You are saying that this tiny subset of non-moving stages is the one true way to play the game. Or at least, the most balanced way. I could do the exact same thing with Mario Bros, and my statement would be just as valid (barring appeal to authority and appeal to tradition). If there was a built-in button for "default stage" that sent you to FD, yes I could understand this. But there isn't. There's nothing of the sort.Perfectly Neutral, not THE perfect neutral. The perfect Neutral would be a stage that is FD-like in nature (No shenanigens, it can have stationary platforms there's nothing wrong with that) that also has the best possible obtainable balance for the broader spectrum of matchups. That stage doesn't exist obv.
Stages like FD and BF are the pinnacle of no nonsense stages. Battlefield is neutral. Why? Because it doesn't do anything, not because the platforms add nothing to gameplay or don't change some matchups. FD is neutral. Why? Not because the flat playing field favors "no one" and is void of any matchup skewing, but because that flat playing field doesn't do anything.
WHYYYYYYYYYYYYYYYYYYYThat's how I think stages should be done: Stages that do nothing should be the ones people start on. Let them figure out the risk of not picking a ground character, let matchups play out with nothing but player vs player if possible. Should that be done for the entire set? No. For Game 1 yes I think you should put in the extra effort to have it occur on a "nothingness" stage. Past that point, go right on ahead into the CP realm.
You're calling it the perfect neutral. Or rather, it and its kin. You're saying "non-interactive is the neutral way to play smash". You are constantly saying this. This is the assumption you are making, and the one I am challenging.Why does it matter what it's phrased as? FD along with battlefield are the only non-interactive stages in the game. lol, like wtf, nobody even called it perfectly neutral recently, you're just day dreaming.
Which player here is the scrub:Not that this matters, but wouldn't we be more on the scrub side if we practically played like scrubs?
ASORIGH#OH$*()H#%(BH#$G(H#GI agree. Non-interactive stages allow the most adaption to the player's frequent decisions (what competitive gaming is about). We are a competitive community, so we should strive to act as one. I don't visibly see any justice in preserving our competitive name-sake if we see it otherwise, and we should merely phrase ourselves as party gamers.
I WANTED TO CUT OUT A PIECE OF THIS TO PUT A MAGNIFYING GLASS ON HOW STUPENDOUSLY STUPID IT ALL WAS AND I COULDN'T! EVERY PART OF IT IS STUPENDOUSLY STUPID!!!!I agree. Non-interactive stages allow the most adaption to the player's frequent decisions (what competitive gaming is about). We are a competitive community, so we should strive to act as one. I don't visibly see any justice in preserving our competitive name-sake if we see it otherwise, and we should merely phrase ourselves as party gamers.
Disagree. When my opponent starts zoning me with an fair and that lava spout is coming from behind, what happens when he baits into my grab range? When my opponent is sharking me below on halberd, how do I react to it, and how do I punish his upB or tornado?I agree. Non-interactive stages allow the most adaption to the player's frequent decisions
Since when is competitive gaming purely about 1v1? You're in fact talking out of your *** on this one. And smash as a game is never meant to be 1v1, unless... well, you pick FD or BF or Temple or another one of the non-moving, non-random stages.(what competitive gaming is about)
And here you're acting as if smash is completely non-competitive on active stages.We are a competitive community, so we should strive to act as one. I don't visibly see any justice in preserving our competitive name-sake if we see it otherwise, and we should merely phrase ourselves as party gamers.
And when the starter list contains every (non-obviously-broken) stage? How is that not fair? You go to the most fair stage for the matchup.A stage list with other choices would arbitrarily favor the characters who do well on those stages. No matter what we shape the stage list to be, it is shaped that way because "We thought it was best to do so in this Manner." It isn't one side is subjective and the other is not. I hate how people try to word it to make it seem like 9 starter stage list with RC, Brinstar, or even more modest choices are the "right" direction to go because having ol FD is too "arbitrary".
So MK breaks the system. Gotcha. Now why make the system overall less fair because one character (arguably) breaks the system? Keep in mind that the only major tournaments that have ever run this ruleset were not overrun by MKs.I just want Game 1 to be on a stage like FD or BF. Why? Because our CP system is so earth shatteringly broken, with MK having many "playground" stages that Game 1 a lot of times is do or die. When a Game is THAT important, yes I think the sacrifice of Delfino or Frigate or Halberd or CS or whatever is worth it.
Did I ever say I wanted game one to be played on RC or Brinstar? Or even Delfino? At least, vs. MK? No.The advantage of having the 3rd game CP is so significant in Brawl that I would rather Game 1 be as close to Player vs Player as possible, so that when M2K plays ADHD on BF and wins, ADHD can shake his hand and say "OK M2K, let's get this over with. Let me beat you on Smashville/Pictochat and you can take me to Norfair/Brinstar/RC and get this over with". That's a tougher, closer set than "LOL Game 1 Delfino/RC/Brinstar/stages we have added". Whether this is because Brawl is a crappy game, or that the CP stages we allow are too wild, or character imbalance is so strong that it doesn't really matter what stages you allow, whatever the case is currently it's not a pretty picture and I think the least we can do is try to salvage Game 1.
Frigate is a really good starter, actually. You should check out raziek's thread.The only real feasible change I could see is it being bumped up to 9 starter list. Past that frankly you go into clear CP land and you just start relabeling clear CP stages into starters just because. Past the usual FD BF SV PS1/YI Lylat, you get into CS Halberd and Delfino with Delfino being the most questionable obviously. Past that point, you start getting into stages like Frigate, Distant Planet, etc clear CP stages, with anything past that being the absurd really.
That's where the problem is in this idea. If it is possible to have to re-strike again we might as well be re-striking after each match.So... eliminate the stage counterpick system ENTIRELY and choose all three (or 5) matches before round 1 using the striking procedure. Simply play the matches in reverse order (the last stage is the first round, the second to last is the second round, etc.).
The only caveat is if players change characters between matches, in which case, re-strike from all non-banned stages...
Well why do we ban mushroomy kingdom, other than the walls? The scrolling is very easy to keep up with.1) The randomness in WarioWare affects the outcome of the match far more than Green Greens does, especially when both players know how to play on Green Greens. I know it's subjective that we place the line before WarioWare and after Green Greens, but that's the way it is =\ Plus, people who play on it often claim they see consistent results.
2) I don't know of any stage that is banned for abnormal blast zones...
Oh, that's a terrible argument. If you have to re-strike, you do. If you don't, you've saved time. Just because some people might re-strike, doesn't mean we have to FORCE all people to.That's where the problem is in this idea. If it is possible to have to re-strike again we might as well be re-striking after each match.
You're honestly just trolling at this point. If you're not going to at least try to argue SENSIBLE points, why are you still here?Well why do we ban mushroomy kingdom, other than the walls? The scrolling is very easy to keep up with.
I guess I'll have to make myself more clear on the point. The idea that you brought up was of two factors, saving time and an improved idea over the current stage system. My first point was to explain how your system couldn't actually save as much time as it could most likely increase how long it takes to get stages going again (having to strike more than once). For starts the original system only strikes once, and it is only neutral stages, while your system would have to strike more than just neutral stages and possibly multiple times. As for the rest of my argument, I believe you're either understanding of it so I won't bother going into more detail.Oh, that's a terrible argument. If you have to re-strike, you do. If you don't, you've saved time. Just because some people might re-strike, doesn't mean we have to FORCE all people to.
Now, let's get some red/purple names to comment.