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FoD had rising and falling platforms. Check out the,There's not a good reason for banning Dreamland, it's a classic and has no flaws. Terrain in the background can damage fighters.Main platform promotes sharking, slopes at the ledges; horizontal blast zones are very close to the main body of the stage; very high top blast zone makes it difficult to KO vertically.Large size and layout promote camping; platforms are very close to the blast zones; unusual gravity as with Mario Galaxy.

I'm already dealing with altered battle rules and buffs/debuffs but do the CPU opponents also got to have perfect dodging/shielding and predicting every move I try?I found a google doc with detailed info on platform and boundary dimensions for a ton of stages:After the explanation concerning the mechanical and counterpick reasoning behind those stages, it seems reasonable to have a reduced number of legal stages reflecting a given layout for our competitive-leaning tournaments,I specifically picked Magicant for one of our BF matches,Wyvern your analysis reflects my own concerns that just because you.Holy shit the metal face spirit is amazing.

For Super Smash Bros.

Textures usually changed to a Wario Land theme. KuroganeHammer - Fountain of Dreams has framerate issues in specific situations. However, even with this rule in effect, it rarely sees use to play on banned stages outside a much higher-skilled player letting an opposing more casual or very young player choose any stage they want, as most competitive players never want to willingly play on the banned stages for the same reasons the ruleset had them banned. Ultimate.

Also is this a new development just with Smash Ultimate, or was Fountain of Dreams banned before? Also since the standard is hazards off, there's no wind to further differentiate the two.Also Melee had to have 4 legal triplats because that was all that game had. © 2020 CBS Interactive Inc. All rights reserved.You're browsing the GameFAQs Message Boards as a guest.I grew up playing Melee and I love me a good stage that doesn't interfere with the fight. In All-Star Mode, this stage is played on when the player faces Marth and any of his teammates; unusually, in Classic Mode, Bowser is fought by the player on this stage during the giant battle, despite this being Kirby's stage and the abundance of Mario stages.

),Platforms are higher than Dreamland preventing certain characters from platform cancelling; Ledge DI can cause an SD by "warping" the character into the bottom due to ledge physics; Unavailable without hacks,Acid disrupts gameplay; breakable platforms distort already-awkward stage structure; over-centralization of the aerial game, causing many characters with poor aerial games to have an unfair disadvantage,No ledges to grab; irregular stage design and frequent rotating of the stage causes drastic changes in gameplay; contains,Overly large; excessive camping/stalling behind the big fin; fin allows for wall infinites; random, powerful stage hazards in Arwing lasers; several positions from which characters cannot recover which they can easily be forced into, especially by characters with good aerial games; overall gives unfair advantages to fast characters on the stage and aerial-based characters off of it,Extremely disruptive stage hazards (such as falling, damaging materials, appearing and disappearing platforms, and oil slick); stage is overly small; no bottom blast line; walk-off blast lines,Solid, middle platform above two lower platforms allows for easy, low-risk, no-,Over-centralizes gameplay on camping; randomly appearing,Randomly moving stage; disproportional advantage to characters with high, fast jumps; over-centralizes gameplay on keeping up with the stage's scrolling,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 disproportionate advantage to characters with projectiles and those that can traverse the stage well.Powerful camping position on the rock platform on the bottom right of the stage;Above average size gives an advantage to fast or projectile-bearing characters; higher ceiling forces characters to rely more on horizontal KOs; disruptive aesthetics, especially in one-on-one play (pitch-black background, camera errors),Irregular stage design forces major gameplay changes; bricks create caves of life, camping spots, and can block hitboxes; walk-off blast lines,Walk-off blast lines; stage is too small; random, disruptive,Lack of ledges on main platform; main platform poorly accommodates doubles play, being too small and potentially causing slowdown in gameplay; car hazards are overly powerful against fast fallers,Unusual geometry; overly powerful and frequently appearing stage hazards in cars, which deal in excess of 30% damage and can KO at low percents; no lower blast line; permanent walls promote camping and infinites; walk-off blast lines,Irregular terrain; scrolling stage; layout frequently allows circle and run away camping; stalling; potential for stage spikes.Transformations can allow for wall infinites and camping, especially for Fox and Falco. Green Greens: Tier 5: Banned: Blast zones are very close to the stage; layout generally promotes camping. We have plenty of triplats as it is already though and it's very similar to Battlefield. Dreamland can be legal, it's just up to the chosen rulesets.

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