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Frigate Orpheon: Neutral or Counterpick? ~

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
I would like to hear some solid suggestions as to why this stage should be counterpick. I personally see it as Neutral, but everyone seems to claim otherwise. The stage flip effects everone the same way and is very avoidable, and any character with good recovery that would be able to return on the one side lacking a ledge would have just as much of an advantage on any other neutral.
 

Sinz

The only true DR vet.
Premium
Joined
Aug 31, 2005
Messages
8,189
This stage is so counterpick it isn't funny. If it is Neutral have fun playing against Snakes.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
This stage is so counterpick it isn't funny. If it is Neutral have fun playing against Snakes.
Way to contribute.


Anyone else have some good reasons why this stage isn't neutral.
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
Mar 16, 2007
Messages
7,244
Location
NC
Neutral? With an edge that can't be tethered? Neutral stages are supposed to give the smallest advantages in the fewest match-ups, and all match-ups for tether recovery characters would be really bad on Orpheon. The stage is a counterpick.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
1) The stage only has one missing ledge during the first transformation of the level. During the other transformations, it has two, which equates it to a regular neutral like Yoshi's Island for example. Half the time there is a platform near the edge that is missing. The amount of missing edges is minimal.

2) Tether recoveries can be gimped by simply edge hogging on ANY level. By the ledge being absent, it only acts as a player edge hogging them. It effects all characters except those with crazy recovery, which have advantages on other neutrals anyway. Tether recoveries are not the only characters to have a flaw here.

3) The other tether recovery characters effected by this are Ivysaur and Olimar. Zamus has her Down B, Samus and Link have there Up B, as does Sheik.
 

RT

Smash Hero
Joined
Aug 16, 2005
Messages
9,673
Location
...
NNID
Rockettrainer
3DS FC
4038-6677-8162
Counter-pick. Neutral stages should have properties that do not overly interfere with the match, whether it be stage hazards, auto-scrolling, etc.
 

Overswarm

is laughing at you
Joined
May 4, 2005
Messages
21,181
This is like, the perfect counterpick stage. Definitely not a starter.
 

Ban3

Smash Journeyman
Joined
Feb 28, 2008
Messages
403
Location
is fighting for his friends at Sugar Land TEXAS
this stage should be counter pick because to me neutral stages are even, they dont favor one thing over another. a neutral stage should not have any distractions or anything that would draw attention to anything but ur opponent. this stage does not have this quality, because the stupid stage flips over poteintaial leading into a sd
 

Rapid_Assassin

Smash Master
Joined
Feb 8, 2005
Messages
4,163
Location
RI
Counterpick. Characters with multiple jumps have an advantage over those with average recoveries, and ungrabbable edges give more of an advantage for non-tether characters.
 

Mr. Escalator

G&W Guru
Joined
Apr 11, 2008
Messages
2,103
Location
Hudson, NH
NNID
MrEscalator
As a starting stage? It doesnt really fit the bill of relative neutrality among characters. In the first transition, you have two things to watch out for; a temporary wall and a ledge impossible to grab. You obviously can't infinite on the wall because the platform rises, but G&W's Dtilt can certainly rack up a good deal of damage and hit with a finisher in the time for it to go make to the middle position. When it's up, its incredibly hard for characters to recover. You cant grab the edge, so you must land on ground, or on the upper platform, meaning it's incredibly easy to ledgeguard. Also, it's a very bad situation for characters with only tether recoveries.

The transition is also a problem. It puts many people in an awkward position, whether they end up under the stage or far out to the sides. Oh, and this scatters all of Olimar's pikmin, making this transition almost like a free stock.

The second part isnt so bad, and the only real issue I see with this might be the moving platforms off stage. If you use a get up attack or roll on this and it pulls offscreen, you're dead. If an opponent grabs you and already has the stock advantage, he can easily carry you off with himself.

So all in all, it's a great counterpick, one of my favorites, but it doesnt seem to be a quality neutral stage.
 

Declan

Smash Apprentice
Joined
Dec 23, 2006
Messages
126
Location
Fairfax (Va) and SoVa
1) The stage only has one missing ledge during the first transformation of the level. During the other transformations, it has two, which equates it to a regular neutral like Yoshi's Island for example. Half the time there is a platform near the edge that is missing. The amount of missing edges is minimal.

2) Tether recoveries can be gimped by simply edge hogging on ANY level. By the ledge being absent, it only acts as a player edge hogging them. It effects all characters except those with crazy recovery, which have advantages on other neutrals anyway. Tether recoveries are not the only characters to have a flaw here.

3) The other tether recovery characters effected by this are Ivysaur and Olimar. Zamus has her Down B, Samus and Link have there Up B, as does Sheik.
Ummm ya that's exactly right. Edge hogging is an AT (simple but still) so if the stage is effective using ATs against you then it isn't neutral. It's as simple as that. Also, your opponent can jump off the stage to "edge guard" making it almost impossible for many chars to get back.
 

Demenise

Smash Journeyman
Joined
May 22, 2007
Messages
498
1) The stage only has one missing ledge during the first transformation of the level. During the other transformations, it has two, which equates it to a regular neutral like Yoshi's Island for example. Half the time there is a platform near the edge that is missing. The amount of missing edges is minimal.

2) Tether recoveries can be gimped by simply edge hogging on ANY level. By the ledge being absent, it only acts as a player edge hogging them. It effects all characters except those with crazy recovery, which have advantages on other neutrals anyway. Tether recoveries are not the only characters to have a flaw here.

3) The other tether recovery characters effected by this are Ivysaur and Olimar. Zamus has her Down B, Samus and Link have there Up B, as does Sheik.
1) Yes, but that first transformation, it's a free stock loss to many. And a free stock makes the game uneven if it's that cheap.

2) The difference is that you can get the person OFF of the ledge. With Ivy, you can Razor Leaf them, or at least hit them, then grab the ledge. You can't when there are no ledges.

3) If even two characters have that bad of a disadvantage on this stage, it's still not fair.
 

Gamekidadv

Smash Cadet
Joined
Apr 27, 2008
Messages
44
Location
Peoria, Illinois
I love this stage, its one of my favorite in the game. However, that impossible to grab ledge, and bad personal experience with stage flipping(though I acknowledge this as avoidable for the most part), make me lean toward counter pick.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Counterpick. Olimar and Ivysaur are even more vulnerable here than they usually are; all it takes is a toss off the right side and they're pretty much out a stock. The stage flip, while avoidable, can still interfere with the fight and possibly lead to unpredicted KOs. The general layout is neutral, but the ungrabbable ledge and the flipping are not.
 

Amarkov

Smash Apprentice
Joined
Dec 20, 2007
Messages
86
Unfortunately, counterpick. If Olimar or Ivysaur are knocked off the right side during the first transformation, they pretty much immediately lose a stock. That is not neutral in any way.
 

Tandy

Smash Rookie
Joined
Jun 6, 2008
Messages
23
Location
Sarasota FL
counterpick only because of olimar and zamus...they get shafted by tether recovry really easy on this map..whenever olimar bans delphino i use frigate instead
 
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