This thread is meant to discuss all current stages for Smash Ultimate.
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You forget that it's a walk-off stage, which removes "poor recovery" as a weakness (, , and suddenly become way better), nullifies "great recovery" as a strength (, , and become way worse), and changes gimping strategies from "epic edgeguarding" to "throw near the blast zone". Offstage play is not even a thing on Green Hill, especially with hazards off. It's up to you whether or not you consider that degenerate. Most competitive players do, because dying at 0% from being piledriven directly into a blast zone by even a weak, safe throw or tilt with no chance to DI or recover is freaking ridiculous. I don't, because hanging around the blast zone to score a cheeky kill could let your opponent get a cheeky kill on you just as easily, meaning that going for a cheap-shot kill is rather risky.Green Hill Zone competitive viability:
Just turn off hazards and you get a slope which could be pretty useful i could see it being a good stage for faster characters but most slow smash 4 characters aren't even very slow anymore tbh it would pretty interesting even as a counterpick
It is not in the game, wondering why myself...but still sadI don't have the game yet, but I have a crucial question about returning stages because the wiki still isn't updated. Is Mushroomy Kingdom 1-2 from Smash Brawl back or is it omitted like in Smash 4? I'm posting here because I'm 99% certain that question doesn't warrant a thread of its own.
I have no clue why they changed it in the first place...So, the Omega forms of most of these stages seem incredibly small.
I want Melee's FD proportions back.
Oh well. That sucks. It was one of my favorites from Smash Brawl to be honest, and not having any fitting place for the underground pieces sucks.It is not in the game, wondering why myself...but still sad
I'm actually happy Icicle Mountain didn't return, but I definitely would've loved its battlefield and final destination form.I'm disappointed in no Icicle Mountain.
However, we still have Summit, so I'm okay.
Let's discuss Summit and its infinite glacier.
I believe that the water will be a huge issue in the eyes of the competitive scene, and it has a weird platform setup, so I think not.Is Pirate Ship with hazards off viable? I'm pretty sure it still has water you can wade in, and I doubt that would be accepted in competitive.
You forget that it's a walk-off stage, which removes "poor recovery" as a weakness (, , and suddenly become way better), nullifies "great recovery" as a strength (, , and become way worse), and changes gimping strategies from "epic edgeguarding" to "throw near the blast zone". Offstage play is not even a thing on Green Hill, especially with hazards off. It's up to you whether or not you consider that degenerate. Most competitive players do, because dying at 0% from being piledriven directly into a blast zone by even a weak, safe throw or tilt with no chance to DI or recover is freaking ridiculous. I don't, because hanging around the blast zone to score a cheeky kill could let your opponent get a cheeky kill on you just as easily, meaning that going for a cheap-shot kill is rather risky.
They're going to have to adjust the vertical blast zones because those are ludicrously high, even for a casual stage.Did Sakurai say something why the Training stage was exclusive to Training Mode. I don't remember but I wish it was selectable in multiplayer.
Suppose Nintendo announced that, in a patch, it was made playable in multiplayer mode. It would have the same grid background with the same spawn points which are expanded to incorporate eight players. The launch lines would be retained but are now coded to a character's damage level with the color is based on their player spot.
It would probably make for a good eight player stage in casual play for messing around.They're going to have to adjust the vertical blast zones because those are ludicrously high, even for a casual stage.