What stages generally favor your character or a potential opponent's character. The following stages are legal in the PMBR 2018 Full Recommended Ruleset [1]. Also no Unova, Castle Siege, and Warioware bad stage list is bad. Water negatively affects edgeguarding; instant-K.O hazard in front of the ship. Pages in category "Stages (SSBU)" The following 118 pages are in this category, out of 118 total. 3.1 Stages that manipulate the Z-axis; 3.2 Stages that conceal the ground; 3.3 Stages that may cause motion sickness; 3.4 No longer banned as of version 8.0.0 Pick your favorite themed music for battle stages and set your background music with My Music. 2. Ultimate tier lists and tier list templates. Super Smash Bros. Warioware Clouds off right side of the stage highly favor camping; right blast zone is extremely far away from the main body of the stage. Scrolling stage with walk-off blast zones. See the most recent SSBU tier lists or make your own Smash tier list. Some Battlefield forms are Tier 5: Banned due to distracting stage effects or gameplay-altering differences, such as 2D stages altering hitboxes. Omega (Ω) stages (also called flat stages or Final Destination stages) are a new feature in Super Smash Bros. for Nintendo 3DS and Wii U.Ω stages provide the same competitive feel found on Final Destination and applies to mostly any other stage in the game. Alle Neuigkeiten findet ihr auch hier: Offizielles Twitter-Konto; Offizielle Facebook-Seite; Teilen: Super Smash Bros. Tier 3 stages are usually illegal, but may be legal in experimental rulesets. Certain transformations have locations where players can clip through the stage both intentionally and unintentionally, and most characters are unable to survive. Tier 1 stages are usually legal, but may be banned in restrictive rulesets such as some Japanese rulesets. Walls allow for infinites and promote camping; disruptive geometry makes the stage difficult to traverse. Features walk-off blast zones and accessible walls; extremely powerful camping spot on the light fixture. 4. The stage features random layouts, but they can be predetermined with button inputs. Several ungrabbable ledges; disappearing platforms; scrolling stage, giving disproportional advantages to characters with good aerial games, and punishing those which have sluggish aerial speed; over-centralizes gameplay on keeping up with the stage rather than actually fighting; extremely skewed character matchups. The stage was revealed on Smash Bros. MeesterTweester. share. Very unusual geometry; large size and slope on far right can promote camping. Water effects (particularly from effect-heavy moves such as. SSBU Tournament (Pseudo-Legal Stages) #12 13 Players. Promotes circle camping; cave of life on the lower level. (BTW This sub is under construction) 101. How many legal stages will be in SSBU? Smash Bros. Battlefield. Most tournaments held after the release of Super Smash Bros for Wii U have used Tier 0 stages exclusively. In Super Smash Bros Ultimate, people are trying to play as much as they can to get a leg up on the competition. Crusade; TF2 +3 ↺3 Team Fortress 2; CS1.6 +4 ↺2 Counter-Strike 1.6; P4G +2 ↺3 Persona 4 Golden (PC) The most tournament legal attention often goes to stages, in order to determine which stages are suitable for tournament play or not. Too large; promotes circle camping; frequent walk-offs; 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, Stage hazards too powerful and disruptive, particularly the Flood and Ironworks Chambers; platforms can quickly cross upper blast line and KO players, Transformations can disrupt normal gameplay, particularly the electric and wind segments, 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, Walk-off blast lines; no lower blast line, 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, Stage hazards are too disruptive and powerful; stage layout promotes camping, Walk-offs blast lines; no lower blast line; too large; hanging lights are too strong a stage hazard and can promote camping, Too large; walk-off blast lines; stage unfairly benefits characters with good aerial mobility; Metal Face too strong and disruptive a stage hazard, Tree on left side of stage can promote camping and stalling; ducks can block projectiles and influence neutral play; 2D mechanic affects hitbox/hurtbox behavior, Too large; several potentially powerful camping positions; high ceiling causes over-reliance on horizontal finishers; disruptive gameplay elements due to the stage's poor lighting and generally zoomed-out camera, Too large; walk-off blast lines; disruptive aesthetics due to camera being zoomed out; promotes stalling and camping; Donkey Kong, Trouble Bugs, and jacks are too powerful and disruptive; unfairly benefits characters with good aerial mobility, Too large; hazards are too powerful and disrupt gameplay, Irregular geometry due to stage being able to tilt; planes feature powerful camping positions; damaging terrain can disrupt regular gameplay, Some transformations feature walk-off blast lines; disruptive stage hazards, such as the fountain and balloon. 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