Boxed Pixels: Snes Review: Super Street Fighter 2 (Game 022)
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- Official SSF2 Tier List (V 188.8.131.52): SuperSmashFlash
- Choose a newcomer from SSF2 and add them to the roster
- Play Dragon Ball Z/GT/Kai/Super Games Online
- Super Smash Bros. Melee/Master Debug Menu - The Cutting
- Make or add your own character - Super Smash Flash 2
- User blog: Zakary1/SSF2 Character Moveset: Zak (For Fun
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Group – This option allows you to play in four player mode, player number one is you and other three are CPU, you can select your own character as well as you can select characters for your opponents.
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1. Where should WarioWare be on the stage list?
This stage should be a legal singles counterpick. This is also been the case in other platform fighters, namely Project M, Super Smash Flash 2, Yoshi's Story in Melee, and RockWall in Rivals of Aether is a counterpick. It should only be legal in singles since the main stage is too small for doubles to make sense and a counterpick since it is too polarizing to be a starter.
2. What does/would WarioWare offer?
This stage would provide a unique platform layout, no other stage has the same one with four platforms, two resembling the right and left platform on Battlefield except right over the ledge, and two smaller platforms, right above the other two. It also has no moving platforms, no slants, and no randomness to prevent it from being legalized (hazards off of course).
3. Why should it be legal at all?
When talking with others about WarioWare, there are a few problems that people have mentioned with the stage. I asked around on twitter and here's what I've got from others:
1. It has a very high ceiling.
This is a very common misunderstanding, and for good reason too. This infographic, credits to @Ruben_dal for the stage data information, shows that WarioWare's ceiling is 210 as opposed to most legal stages 192. Yet the difference is extremely minimal, and I'll show you why. This spreadsheet shows that WarioWare's initial stage doesn't start at zero, but instead at 12. This means instead of 210 units, it's actually 198 units, main stage to the blast zone. This doesn't make much of a difference in the game as Mario's Up Smash kills 2 percent later than on Battlefield, or at least according to this video.
2. The platform layout allows for simple and easy juggles.
The platform layout has worked in past games, as the aforementioned PM and SSF2 WarioWare and RockWall in Rivals of Aether. The two top platforms are also the same height as the middle platform on Battlefield. The platform layout just works, I don't really know what else to say other than it's been tested and it has been proven to work.
3. It is too polarizing for certain characters, even for a counterpick.
We can do a comparison to other stages that have also been very polarizing. Think Marth on Final Destination in Melee, or Zero Suit Samus on triplat stages in Smash 4, or Greninja on Final Destination in Ultimate. All of these examples show that just as polarizing stages have existed in past games. Turns out certain characters or playstyles do well on certain stages, who would have guessed. WarioWare is also supposed to be a counterpick, as in it is supposed to give an advantage to your character and not to your opponent.
4. Our standards for stage legalization is higher, why deal with it?
This is totally right! Our standards are a lot higher for stages. We don't have to deal with clone stages like Dreamland or Midgar, or transforming stages like Delfino Plaza, and we even can turn the hazards off for Unova, Pokemon Stadium 1 and 2, Kalos, and Lylat Cruise. WarioWare is nowhere near as bad as these previous stages mentioned. On WarioWare, you don't have to fight against the stage at all since it throws nothing unfair at you.
5. Why bother with a stage that will just always be banned?
Ban rate has almost nothing to do with stage legalization. If this were the case, then Final Destination would be banned, it didn't see a single top 8 game during Genesis 6, yet it's a starter. When looking at a stage to be legalized, it should be from an objective point of view, not an "I don't like the stage and it should be banned everywhere".
6. The side blastzones are too close (This is the biggest one obviously).
The meat and potatoes of this whole stage is probably right here. My main point in all of this is that just as small stages have existed in other platform fighters or smash games. It is also good to remember that dying earlier also means killing earlier. For example, It is much easier and noticeable to say "I died to this move because of WarioWare" than "I lived to this move because of Pokemon Stadium 2". I for one prefer having faster games, but to each their own. Without further ado, the data. WarioWare is, mathematically speaking, around 25 percent smaller than Battlefield. This post, spreadsheet included, shows that Yoshi's Story in Melee is also around 25 percent smaller than Battlefield. This post, with a different spreadsheet, also shows that WarioLand, or WarioWare in Project M, was also around 25 percent smaller than its version of Battlefield. Unfortunately, I haven't been able to find anything on stage blastzone data for Super Smash Flash 2, since it is not as well known. I did some very primitive comparisons though between games. Mario's forward smash kills Mario at 58 at the ledge on Yoshi's Story, 61 on WarioWare, 66 on Battlefield, and 74 on Dreamland in SSF2. Mario's forward smash kills Mario at 56 at the ledge on WarioWare, 67 on Town and City, 72 on Battlefield, and 74 on Kalos in Ultimate. The percentages look similar, but either way, SSF2 contains smaller than average stages. If two different game engines (counting Project M and Melee as one game engine here), can both have smaller than average stages, why can't a third? No, Project M is not a fake game, there are still tournaments being held and Project Plus continues to advance it even further. Super Smash Flash 2, while not as well known, is a great game and I encourage everybody here to give it a go. Also, check out BowlerSSF2 and Sherwood for some SSF2 content.
TLDR: Just as small stages have existed in the past, and it would still be even. It also isn't as small as some make it out to be.
Conclusion: LEGALIZE WARIOWARE AS A LEGAL SINGLES COUNTERPICK
Challenge | You v. 3x Lv. 9 Bowser CPUs
- 4 Stock | 7 Minute
- No items (nor smash ball)
- Stage | Final Destination
-Play on teams, with every CPU being in the same team
It isn't impossible. If anything, characters that have multi-hit attacks are a good counter against the three bowsers. Lucario is also good, since he can build up aura. I found Crystal to be also good, especially with her sniper. I found Sonic to somehow be good against them as well. I guess it's just that I was able to throw out so many moves in a rapid succession, and was also able to knock them towards the void.