Banned brawl stages why
Second stage transformation and the transition between stage transformations have walk offs; second stage transformation has no access to a bottom blast line and thus does not allow offstage gameplay; second transformation is very large and allows ease of platform camping.
Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage, solely due to Meta Knight's prowess on the stage. Walk off blast line; a dangerous stage hazard in the Red Bulborb, which can KO players by dragging them off screen; unreasonably powerful camping position at the bottom of the ramp underneath the platform; stage design allows the potential for circle camping.
Randomness of the stage; overly small; numerous damaging and powerful stage hazards; no bottom blast line; walk off blast lines. The stage flipping between its two transformations is susceptible to causing what is commonly seen as unwarranted self destructs; the first stage transformation has no grabbable ledge on the right side of the stage, giving a disproportional disadvantage to characters with tether recoveries and other characters who heavily rely on the ledge to recover.
Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage solely due to Meta Knight's prowess on the stage. Over-centralises gameplay on camping; randomly appearing bomb blocks disrupt normal gameplay; blocks allow for wall infinites.
Excessive camping near checkpoint hazard; walk off blast lines; bottom blast line is not always available; horizontal blast lines that are close with walk-offs and a high ceiling give a disproportional advantage to horizontal finishers. Stage has a rather low ceiling, giving a disproportional advantage to vertical finishers; the hovering platform portion of the stage allows sharking; the Halberd Bridge portion of the stage has powerful stage hazards.
Overly powerful stage hazard in Klap Trap; unusually high ceiling gives a disproportional advantage to horizontal finishers; high potential for camping and stalling; very poor matchup balance, giving a disproportional advantage to characters with projectiles and those that can traverse the stage well most notoriously Falco , to where the stage is seen as an autowin for Falco in most matchups.
Gameplay is vastly altered by stage enemies ; overly powerful stage hazards; impassable platforms create caves of life; walk-off blast lines; no lower blast line. Mario Circuit. Scrolling stage; stage moves too fast for usual gameplay; bricks create caves of life, especially in ; ledges are not grabbable; walk-off blast lines. Overly powerful, frequent stage hazards that disrupt usual gameplay; stage has many ledges that can be easily abused.
Irregular stage design; frequent stage hazard in cars disrupt gameplay; walls allow infinites; walk-off blast lines; no lower blast line. The order in which the drawings appear on the stage is random, and the time to prepare for each drawing is minimal; some drawings can cause a player to be KO'd or fail a recovery against their control such as the Eyes drawing preventing a recovering character from grabbing the left ledge, or the Gusty Gus drawing appearing and stage spiking a character after they have been knocked back ; some drawings create walls, allowing wall infinites; some drawings promote camping; overly powerful stage hazards; numerous glitches can occur on the stage, such as the Earthquake glitch and the Spin glitch.
High potential for stalling in the water or under the ship's rudder; overly powerful stage hazards. Thin lips at the edges of the stage; water transformation has a solid windmill that can create caves of life; walls in fire and rock transformations can lead to camping. Stage transformations can cause what many players see as large, disruptive gameplay changes; wind transformation reduces gravity; ice transformation has slippery terrain; electric transformation has large, fast-moving conveyor belts that disrupt usual gameplay; all transformations but ice have powerful camping positions and high potential for stalling.
One of the most heavily debated stages, as many players have vouched for the stage and argue its transformations to not be as disruptive as commonly claimed, or in some cases that its transformations are even beneficial to gameplay. Many other players, however, adamantly refuse to touch the stage, and thus it remains commonly banned.
Scrolling stage; some portions of the stage have no grabbable ledges; some portions of the stage have walls, allowing wall infinites or walk-off blast lines, creating an over-centralisation on horizontal KO moves; poor matchup balance, where air-based characters have a significant advantage, most notoriously Meta Knight.
Scrolling stage; gives a disproportional advantage to characters with fast, high jumps; punishes characters who rely on tether recoveries ; first spike is an OHKO stage hazard if not teched; irregular stage design forces major gameplay changes, given an emphasis on keeping up with the stage instead of fighting. No lower blast line; walls block access to side blast lines when not destroyed; over-centralisation on teching; game mechanics change too quickly when walls are destroyed or up, giving a disproportional advantage to vertical finishers when the walls are up, and giving that advantage to horizontal finishers when they're down; walls allow for wall infinites; walk off blast lines when the walls are destroyed; a glitch can allow characters to stay on the other side of the walls when they rebuild, allowing the character to safely camp there until the wall is destroyed again.
Impassable platforms; cave of life in centre of stage creates an over-centralisation on teching; the combination of "supersoft platforms" and the aforementioned impassable platforms results in frequent onstage stage spikes , that cause frequent low damage KOs on the stage from what should be a neutral position; potential slowdown in doubles.
Terrain is slippery ; lower gravity occurs at one point of the stage; one-hit KO stage hazard of the fish , which quickly drags characters beneath the lower blast line with no hope of survival; ledges are not grabbable, giving a disproportional disadvantage to characters who rely on ledges to recover, especially those with tether recoveries ; lower area provides a cave of life; stage design allows the potential for circle camping.
Overly large; large cave of life in lower area over-centralises gameplay on teching; multiple areas allow for run away and circle camping; excessive stalling potential; gives an extreme advantage to fast characters most notably Fox. Random bonuses from Microgames have an over-centralising effect, to where someone can win by being luckier with the bonuses; walk off blast lines during microgames; overly powerful stage hazards during microgames.
Shy guys can disrupt projectiles; The Blarggwich can assist in recoveries, but arrival and departure times are random. Rotating block platforms create caves of life; walk off blast lines; marginalizes offstage skills; blast lines are abnormally close to the stage.
Project M original stage that replaces Delfino Plaza. Stage design from WarioWare, Inc. Textures usually changed to a Wario Land theme. Too small for doubles.
Yoshi's Island Brawl. Stage design from Yoshi's Island Brawl without platform ghosts. Textures usually changed to a Metal Cavern theme. Occasional hazards; scrolling favors characters with good mobility; several areas of the stage have walk-off blast lines. Too large; walls can allow for powerful combos; all three transformations of the stage have disruptive elements. Unpredictable and randomized stage layout; stage hazards are too powerful; walls allow for powerful combos.
Peach's Castle Too large; promotes camping; bumper creates too much random chance regarding vertical KOs; walls can allow for powerful combos. Scrolling overcentralizes gameplay on keeping up with the stage and unfairly benefits characters with good mobility; frequent walls can allow for powerful combos; bricks can create caves of life and inhibit mobility; walk-off blast lines constantly present.
Right side of stage promotes camping; windbox underneath the stage is too powerful and can lead to early deaths; Klaptrap stage hazard is too powerful and can result in OHKOs; overly high upper blast line overcentralizes gameplay on horizontal KOs. Koume and Kotake create stage hazards that are too powerful; walk-off blast lines; frequent absence of lower blast line. Distant blast lines; train stage hazards and train tracks are too powerful; lower blast line is absent; potential for walk-off blast lines in some transformations.
Hyrule Castle Too large; blast lines are too distant from stage; tornadoes are too powerful and can easily KO opponents at low percentages; Tent at the stage's right side can promote stalling and camping, as well as create a cave of life.
Lava stage hazard is too powerful, especially against fast-fallers; stage creates significant reliance on aerial games, punishing characters that need to stay on the ground; irregular, disruptive design that can frequently change. Scrolling overcentralizes gameplay on keeping up with the stage, giving a strong benefit to characters with good mobility; frequent walk-off blast lines; lower blast line is frequently absent.
Wind can alter gameplay; the top platform is closer to the ceiling than battlefield; thus sligtly favoring characters with vertical finishers.
Too large; upper blast line is too close to stage; Arwings and Wolfen can disrupt gameplay; back fin of the stage can promote camping and wall combos. Lack of bottom blast line; road is too powerful a stage hazard; potentially random placement of F-Zero racers; provides significant advantage to characters with good aerial mobility.
Flying Men are too powerful a stage hazard and overcentralize gameplay on camping on the rightmost platform. Lurchthorn stage hazard too disruptive; second transformation of stage features numerous walls that create caves of life; mid-transformation stage features walk-off blast lines. Microgames have overcentralizing effect due to granting buffs; buffs can be random in nature; all microgames feature walk-off blast lines; stage hazards in microgames are too powerful and disruptive.
Left side of stage features walk-off blast line; slope just underneath the main platform creates a powerful camping position; Bulborb stage hazard can lead to OHKOs; pellets can act as items and benefit characters who pick them up first. Too large; no lower blast line; walk-offs; upper light fixture is too powerful a stage hazard and can promote camping and stalling. Too large; promotes camping and circle camping; walk-off blast lines; grants advantage to characters with good aerial mobility. Tree on left side of stage can promote camping and stalling; Duck Hunt Dog can be disruptive; blast lines are close to stage.
Walk-off blast lines; Fish and other stage hazards are too disruptive and powerful; lower blast line is difficult to utilize. Overcentralization of gameplay on collecting Materia; stage hazards from the Materia are too powerful and disruptive.
Walk-off blast lines; signposts create powerful camping positions; frequent lack of lower blast line. Cave of life potential; high upper blast line overcentralizes gameplay on horizontal finishers; ghosts too powerful and disruptive a hazard; overcentralization on collecting pellets, which can grant buffs to players.
Some stage transformations feature walk-off blast lines and caves of life; aesthetics can disrupt regular gameplay. Big Battlefield. Transformations feature disruptive elements; stage hazards such as Nabbit are too powerful and disruptive. Stage has constant walk-off blast lines and lacks a lower blast line; unusual curvature and gravity of the stage can also impact gameplay physics.
Some transformations of the stage can block off blast lines; Shy Guy racers too powerful a stage hazard. Stage transformations can have walk-off blast lines or no lower blast line; some potentially powerful camping spots; strongly benefits characters with good air mobility. Mario Circuit Brawl. Stage has constant walk-off blast lines and lacks a lower blast line; Shy Guy racers too powerful and disruptive a stage hazard.
Lower levels of the stage have caves of life; stage geometry can promote circle camping; breakable columns can be disruptive to characters that rely on projectiles. Stage's two "planes" are disruptive to gameplay; background of stage creates a powerful camping position; parts of stage can collapse, creating a randomized layout.
Stage features walk-off blast lines and frequently lacks a lower blast line; upper blast line is too high; King Bulbin and his bombs are too powerful and disruptive a stage hazard.
Too large; Ridley is too powerful and disruptive a stage hazard. Lava on all sides of the stage are too powerful and disruptive; abundance of ledges can promote stalling; overcentralization of gameplay on the capsule.
F-Zero racers are too powerful and disruptive, as well as difficult to predict; ground hazard is too powerful. Stage frequently features walk-off blast lines; creates overcentralization on navigating the stage in its second transformation. Stage is too small and features blast zones that are too close to the stage; spinning blocks can create caves of life; right side of the stage features walk-off blast line. Wind can alter gameplay; the top platform is closer to the ceiling than battlefield, thus sligtly favoring characters with vertical finishers.
The Great Cave Offensive. Too large; promotes circle camping; frequent walk-offs; Danger Zones and mine carts too powerful and disruptive stage hazards. Opening transformation features walk-off blast lines; Halberd's armaments are too powerful and disruptive to gameplay; low upper blast line creates overreliance on vertical finishers. Unconventional layout; stage can be difficult to transverse; Arwing stage hazards are too powerful and disruptive. Slants are located at the ledges of the main stage; unpatched glitch allows characters to fall through the ship at the edges.
Stage hazards too powerful and disruptive, particularly the Flood and Ironworks Chambers; platforms can quickly cross upper blast line and KO players. Stage features walk-off blast lines and no lower blast line; walls promote powerful combos; low ceiling; cars are too powerful and disruptive a stage hazard.
Second stage transformation and transitions feature walk-off blast lines; first and third transformations are too small to accommodate doubles; second stage transformation is too large and potentially promotes camping, circle camping, and stalling. Walk-offs blast lines, alongside a low ceiling; stage's transformations and hazards are too powerful and disruptive; stage's aesthetics are disruptive, due to the fixed camera.
Too large; promotes circle camping; spikes and hazards too powerful and disruptive; frequent caves of life; promotes characters that can easily manuver the stage. Breakable platforms can create caves of life, as well as cause stage spikes that can lead to early KOs. Randomized layout; 5-Volt overcentralizes gameplay on avoiding her gaze and forcing opponents to take damage.
Walk-offs blast lines; no lower blast line; too large; hanging lights are too strong a stage hazard and can promote camping. I don't really know what to think. Snake could probably camp well.
I didn't play it much in Melee so I don't even really know why it's banned in that. Great Bay Realistically though, I don't know how good it would be, even if you couldn't swim like in Melee. Other Melee Stages Icicle Mountain Don't see this being good, it's just a less gay version of Flatzone 2. The tools would probably be even stronger. Now if you could pick up the tools and throw them to stop walkoff camping I'm going off topic.
Mushroom Kingdom 1 Melee has the same problems with walkoff camping as Eldin. Banned imo. Mushroom Kingdom 2's legality arguments always remind me of Distant Planet, in that the stage pushes walkoff campers inwards Birdo , and gives projectiles Eggs. I could see this working in a liberal ruleset. Battlefield Melee ledges suck, yet in Brawl it wouldn't really matter. Final Destination Melee ledges rock, end of story BF and FD are already in Brawl. Smash 64 stages Mushroom Kingdom Also Dedede.
Dreamland would be more like it's 64 counterpart, as in Brawl wind blows you in midair like it did in This wouldn't be too bad, hopefully the wind wouldn't push people off the stage, it doesn't in Melee. Yoshi Story 64 was banned in 64, banned in Melee and I can't honestly see it being legal in Brawl Congo Jungle 64 would provide MK sharking, yet the barrel could easily help bad recoveries. If the barrel was on camera at all times my main dislike about the stage in Melee and 64 and was less random is it random?
Peach's Castle 64 would be good if the bumper was 64 style and not Brawl, and the hills on the left and right of the stage would be techable unlike 64, leading to much longer lives. Hyrule Castle I don't know how this would work. User Info: RagingDemon. Banning anything in a tournament is pretty lame. I mean, isn't the point of the tournament to show one's superiority in all aspects of the game, even if there are one or two things that can tilt the favor to the hands of another player?
I don't think Lylat System is a banned stage. Rise Against is actually a really great band. Check them out. User Info: acr Oh, Shadow Moses I think isn't banned. More topics from this board How do you make the bag fly in home run contest? General 2 Answers Can u have teams in tournament mode? General 2 Answers Who is the best character for home-run contests?
General 5 Answers. Ask A Question. Browse More Questions.
0コメント