I haven't gotten enough time to read everyone else's posts yet, but a friend of mine asked me to create a stage legality list for our school's upcoming SSBB tourny and this is what I came up with. I appologize if this seems long-winded, I went over each stage.
All stage selections were amde under the assumption that all items (including the SB) are off.
Also, a brief summary of my listing catagories (I'm not sure how these relate to others interpritations of the catagories or if they match up with the officical use of the phraseing):
Ban: It's kinda hard to mess this on up... just don't pick the stage.
Counter-Pick: These are stages that are picked (or not picked) depending on the current score of the match (picks based on a players discretion). Not picked as a first stage.
Legal: Pick them... don't pick them... it's up to you. The first battle of the match is always on one of these stages though.
Ban
Mushroomy Kingdom: This stage has alot of breaking features. Stage 1-1 isn't to-to bad, but lets ppl grab hog people off the edge and then run back. Stage 2-2 is worse. 2-2 features the same flaw as 1-1, but now people can camp the top of the screen and U-Throw people off at very low percentages.
Rumble Falls: I'll admit, the stage is fun to play on. However the speed changes (scrolling in general) and the almost-hidden spikes (which seem good at KOing people, forced me to put this stage on the Ban list.
Spear Pillar: This stage is off the hook. In any match, the pokemon or stage may KO you more than your opponent. Slowed time, flipping stage, inverse controlls, an attacking legend, and beams of death made this stage a sure thing on my Ban list.
WarioWare, INC.: This stage is cool in my opinion, but it draws more attention to itself than to the fight. The mini-games withing the stage almost put the fight on hold at times, and give bonuses to players on purpose. This is why I put this fun stage on the Ban list.
Port Town Aero Drive: As a general rule I enjoy the falcon stages. However the cars deal insane damage and knockback. That, put together with the fast paced scene changes put this stage onto the Ban list.
Distant Planet: I argued with myself for a while about putting this stage on Ban or Counter-Pick. In the end, I decided to place this stage on the Ban list due to the fact that players can almost lock opponents onto the slope during the rain, effectively building lots of damage or killing them.
New Pork City: The new Temple stage, except that Temple is in this game as well. Far to big, fast players have advantage, spamming, blah blah blah. You guys know the drill. Add a 1-hit KO element into the level and Game Over. Banned.
Summit: This stage is wierd, in my opinion. I put it onto the Ban list because of a few reasons. There aren't grab-ledges after the peak falls (not sure about before), there's a death-fish that eats you, and the gravity lessens during the slide.
75 M: A good idea... but not. This stage is far to cramped. It can either be to easy or to hard to KO your opponent (depending on the characters used) and as such favors some people over others. Plus DK is an a** when you're hit into him.
Flat Zone 2: Short edges, destructive stage features (note destructive, not destroyable), and cramped spaces put this onto the Ban list.
Mario Bros.: I actually enjoy this stage... a lot. However, it can be very difficult to KO your opponent unless the stage hazzards are used, so in the end I ut this on my Ban list as well.
Pictochat: Interesting, but some of the stage layouts can be deadly. An example is chain-smashing people into the spiked sides. Ban.
Hanenbow: Weird... that doesn't even begin to describe this stage. The stage also looks like it has a ledge where there is not and the water is non swimmable (or difficult to swim in). This put it on my Ban list.
Temple: A favorite for everyone... that play fox or falco or wolf or... blah blah. Spammin, fast, blah blah. You guys prolly know all this already so I'm just gunna shut-up now about this stage. Ban.
Yoshi's Island (meele): A returning stage, this stage is prime for SDs with the blocks center. Also, getting locked under the stage till you fall is no fun for anyone. Ban.
Jungle Japes: This is fun, and while it's now a whole he** of a lot easier to recover from the water, it stil moves quickly and has the Clampers jumping around. This put it onto my Ban list.
Big Blue: Personally, I just hate the stage.
Shadow Moses Island: After testing Dedede's throwing out with a bonch of characters and against a few diferent people I decided to Ban this stage. It's not an easy combo to get out of, but it's nearly impossiable to get out of. I'll continue testing onwards throughout the week to see if I can find any reliable ways out.
...
For other reasons I'l include the rapidly changing stag positions and deadly ground.
~All Custom Stages~
Counter-Picks
Luigi's Mansion: A fun stage in cramped spaces with questionable walling. In all honesty, the only thing that kept this off of my Ban list is that it has no "hazards" to speek or and in the normal progression of combat the house is likely to fall anyways.
Norfair: I've heard a lot of mixed commentary about this stage. In my opinion (and from my experiance on the stage) there is ample warning for when and where the lava is coming from. Also, the lava never seals death. I've heard people say the capsul doesn't let people in... hit the capsul to open it... pelase?
Bridge of Eldin: To be honest, I almost put this on my legal list and Pirate Ship on my Counter-Pick list. The hazards can be sen a mile away, however the bombs almost always kills if you're knocked into it. It was because of this fact that I put this stage on my Counter-Pick list.
Mario Circut: I know a lot of people have issues with stages that have cars in them, hoever in this stage there si suficient warning beforehand and the cars only cover one of the levels. Also, the cars don't have quite enough knockback to have me really worried. In my experiance, if I die from the cars I'm at a high enough percent to be killed by their next hit anyways.
Battleship Halberd: This stage is relatively asy to get the hang of. The main reason it's on my Counter-Pick list is because of the instant-death in the beginning and the ample damaging hazards.
Skyworld: This was another one I almost put on my legal list. It's a simple enough stage, however, it's on my CP list because of the ease of level --> cloud spiking. If you time it right, the level will respawn just after they fly THROUGH the cloud, making it difficult for a good number of the characters to recover.
Green Greens: The things that worry me in this stage is the wind and the bombs... both of which can be seen 2 miles away, and accounted for effectively. However, their presence put this stage onto my CP list.
Rainbow Cruise: Personally, I thing this is a fun stage. It's balanced, and doesn't favor any character above others. People like to complain because it scrolls and the platfomrms can dissapear on you. My counte for this is the fact that the level NEVER changes. The pace is slow meaning you can focus on the fight, the edges are reliable and actually make edge hogging/guarding MORE difficult im many cases. Also, the platforms dissapere at the same point every, every time. Play the stage 3 - 4 times and you'll know it like the back of your hand. Slower character players say it disfavores them, but the beginning and end-->beginning cycles favor their harder hitting more than a fast character's. However, due to the scrolling and periodic disappearing platforms (which as I said are slow and consistant) I put this onto my CP list instead of my legal list.
Cornaria: Ship fire that hits in all the wrong places, being carried off by ships, a GIANT FRIGGIN LASER, and a wall that can be used to lock an opponent almost put this into my Banned list. On the other hand, it's a classic and almost everyone knows how it works. In the end, my sense of tradition overcame my common sense and I put this into my CP list.
Onett: To be perfectly honest, I
HATE this stage. However, it is more or less balanced. Also, the stage gives you a giant warning when the cars are coming (JUMP!!! up, 'x', and 'y' all do it, JUST JUMP FOR THE LOVE OF GOD). The middle platform drop, but I don't really see that as to big of an issue. CP list for sure.
Brinstar: This stage has lava... and 101 ways to dodge it while keeping the fight moving at a good place (STOP CAMPING AND FIGHT!). Other than that, it's balanced enough for 90% of the characters to fight well on it. In the end, though, the lava till puts this onto the CP list.
Pirate Ship: *The Great Ninja* This stage has been moved to the CP section now (if you don't get the ninja reference, read a couple of post pages ahead), and it will probably stay here. The cannonballs have awful KO power, but we'll respect their 15-20 % damage. Also, abrupt changes in gravity and an insecure water area favor characters with good spiking d-airs. The rock area and the tilted ship also favor character's with "lunge like" moves.
Legal
Battlefield: Old, origional, balanced (sorry, couldn;t think of another 'o' adjective). This stage favors NO character over another and is a great setting for an even battle between anyone. Legal, no 'ifs', 'ands', or 'buts'.
Final Destination: *See the above description
Delfino Plaza: I know some people might question this "Why is this in Legal while Aero Port is Banned?" I have a number of reasons for this. The moving section does not have any bottom to build the damage of a character, making it effectively a moving Batlefield. On top of that the landing points are all balanced and favor no character ofer any other, not to mention the lack of mentaly-ill dirvers that seem to always aim for you. "I killed another pedestrian!" (Score +50points).
Yoshi's Island (Brawl): Blah blah walk-off edge blah etc.. (you get the picture). BE CAREFULL!!! Pay attention and you'll be fine on this stage. Other than that, it as a popping platform on the sides and is a balanced stage for all characters.
Lylat Cruiser: Yes, the stage tilts. No, that doesn't effect play to any real extent. Thing of it as a more bada** version of Battlefield. I've had a couple instances of ship fire, but the likelyhood of that is next to nothing compared to Corneria.
Pokemon Stadium 1&2: It's true, I'll admit it, the format of the stage changes. I'll also admit that it's pretty cool when it does (FRIGGIN SWEET!). The stage outline changes, favoring one character set one minute and then another the next. However, for this exact reason I feel that the levels are very balanced, especialy since the changes are randomly decided. Legal, no two ways about it.
Smashville: This level is Final Destination... with a giant moving platform hovering above it. I see no complaints about this level, so Legal.
Castle Siege: This stage is nice. Not only is it a Fire Emblem stage (Marth FT EPIC W), but it's also changing the type of play that it favors. Granted, that at rare times a stray catapult ball of fiery doom may hit you, but it's a rare enough occurence that it's not a large concern and players can focus on the fight.
Green Hill Zone: Yes, there is a pinwheel-checkpoint in it, and yes it can hurt you. However this is only if it's struck with PURPOSE and MEANING (yea... or something like that). On a more serious note, 9/10 times there'll still be enough room for a meaningfull battle to take place. The portions of the stage may break away at some points, but this doesn't make it any less favorable to any one person or another.
Frigate Orpheon: Thank you to Firestorm88 for aerting me to some aspects of the stage that I was not aware about. The stage has henceforth been moved from Ban to Legal.
And there you have it, that's what I've come up with after playing Brawl for far to long (it's my precious





). Anyways, some of the selections I made are obviously questionable and up for debate, but this is may take on it.