Stage legality
Banned stages are stages that are banned from most mainstream tournaments. Stages can be banned for several reasons, common reasons including but not limited to:
- Poor matchup balance by providing a rather extreme advantage for certain characters (such as allowing the character to utilise excessive, gamebreaking camping, or utilise infinite chain throws, as in the case of Fox in Temple for the former, or King Dedede in Shadow Moses Island for the latter).
- Allowing players to abuse glitches in the game.
- Possessing one or more "caves of life," allowing characters to avoid being KO'd for extended periods of time.
- Drastically altering gameplay and the strategies needed to win (such as Icicle Mountain and Mario Bros.).
- Having a significant amount of slowdown during a match.
Major differences in communities
There are many community preferences in terms of stage choices. For example, when Luigi's Mansion was banned on the East Coast, it was allowed on the West Coast. This is usually due to the characters used most often in the community. The East Coast is also well known for much smaller allowable stage lists than the West.
Banned stages in SSB
Stages marked with XX are universally banned, while those marked with X have questionable legality, where it's dependent on the TO whether or not the stage is banned.
Stage | Banned in | Commonly cited reasons for banning | |
---|---|---|---|
Singles | Doubles | ||
Mushroom Kingdom | XX | XX | Pipe camping; stalling |
Planet Zebes | X | X | Acid disrupts usual gameplay |
Sector Z | XX | XX | Overly large; Arwing lasers; run away camping; stalling |
Yoshi's Island | XX | XX | Cloud camping; stalling |
Banned stages in SSBM
In the current Smash Back Room rule set, all stages are listed definitively as a starter, counterpick, or banned stage. As such, all stages that are listed as banned are marked with XX.
Stage | Banned in | Commonly cited reasons for banning | |
---|---|---|---|
Singles | Doubles | ||
Big Blue | XX | XX | Random terrain; scrolling stage; Circle and run away camping; stalling |
Brinstar Depths | XX | XX | No ledges to grab; irregular stage design and frequent rotating of the stage causes drastic changes in gameplay; contains caves of life; abnormally low ceiling gives a disproportional advantage to vertical finishers; various, unreasonably strong camping and stalling positions |
Corneria | XX | XX | Excessive camping/stalling behind the big fin; fin allows for wall infinites; random stage hazards in Arwing lasers |
Flat Zone | XX | XX | Randomness of the stage (such as falling, damaging materials, appearing and disappearing platforms, and oil slick); overly small; no bottom blast line; walk-off blast lines |
Fountain of Dreams | XX | Significant slowdown during doubles play | |
Fourside | XX | XX | No large, stable platforms for fighting; stalling; walls allow infinites |
Great Bay | XX | XX | Ceiling spikes in the lower area allows for frequent, low percent KOs that would not occur in usual circumstances; circle camping; stalling |
Green Greens | XX | XX | Over-centralises gameplay on camping; randomly appearing bomb blocks disrupt normal gameplay |
Icicle Mountain | XX | XX | Randomly moving stage; disproportional advantage to characters with high, fast jumps; over-centralises gameplay on keeping up with the stage's scrolling |
Jungle Japes | XX | XX | Overly powerful stage hazard in Klap Trap; unusually high ceiling gives a disproportional advantage to horizontal finishers; high potential for camping and stalling; very poor matchup balance, giving a disproportional advantage to characters with projectiles and those that can traverse the stage well |
Kongo Jungle | XX | XX | Overly powerful camping position on the rock platform on the bottom right of the stage |
Mushroom Kingdom I | XX | XX | Irregular stage design forces major gameplay changes; bricks create caves of life; walk-off blast lines |
Mushroom Kingdom II | XX | XX | Walk-off blast lines; stage is overly small |
Mute City | XX | XX | Lack of ledges on main platform; main platform is too small to accommodate doubles play as well as significant slowdown during doubles play |
Onett | XX | XX | Overly powerful and frequently appearing stage hazards in cars, which deal in excess of 30% damage and can KO at low percents; walls allow infinites; no lower blast line; permanent walls promote camping; walk-off blast lines |
Poke Floats | XX | XX | Irregular terrain; scrolling stage; circle and run away camping; stalling |
Princess Peach's Castle | XX | XX | OHKO stage hazard in Banzai Bill; walls allow infinites; permanent walls promote camping |
Hyrule: Temple | XX | XX | Overly large; large cave of life in lower area over-centralises gameplay on teching; multiple areas allow for run away and circle camping; stalling; gives an extreme advantage to fast characters (most notably Fox) |
Venom | XX | XX | Slowdown; walls allow for infinites; several, unreasonably strong camping positions |
Yoshi's Island N64 | XX | XX | Camping on clouds to the stage's right and left hand sides; run away stalling |
Yoshi's Island | XX | XX | Rotating block platforms create caves of life; walk-off blast lines; marginalizes offstage skills; rotating blocks in the middle pit can block recoveries |
Banned Stages in SSBB
Stages marked with XX are currently banned in the Unity ruleset, while stages marked with X are stages that are not banned in the Unity ruleset, but do get banned in tournaments that do not follow the Unity ruleset.
Stage | Banned in | Commonly cited reasons for banning | |
---|---|---|---|
Singles | Doubles | ||
75m | XX | XX | Overly large; camera has zooming issues and difficulty following characters; excessive stalling potential; random, powerful stage hazards; abnormally difficult to move around the stage; walk off blast lines |
Big Blue (Melee) | XX | XX | Random terrain; scrolling stage; ground too close to the cars; gives a disproportional advantage to faster moving characters; stage moves too fast for usual gameplay |
Bridge of Eldin | XX | XX | High potential for camping/stalling; walk off blast lines; overly powerful stage hazard in the bomb thrown by King Bulbin; bottom blast line is not always available |
Corneria (Melee) | XX | XX | Close blast lines and an abnormally low ceiling, which gives a disproportional advantage to vertical finishers; excessive camping/stalling behind the big fin; fin allows for wall infinites |
Distant Planet | XX | XX | Walk off blast line; stage hazard in Red Bulborb that drags players off screen; unreasonably powerful camping position at the bottom of the ramp underneath the platform; stage design allows the potential for circle camping |
Flat Zone 2 | XX | XX | Randomness of the stage; overly small; numerous damaging and powerful stage hazards; no bottom blast line; walk off blast lines |
Green Greens | XX | XX | Over-centralises gameplay on camping; randomly appearing bomb blocks disrupt normal gameplay; blocks allow for wall infinites |
Green Hill Zone | XX | XX | Excessive camping near checkpoint hazard; walk off blast lines; blast lines are very close to the stage, making it overly small; bottom blast line is not always available |
Hanenbow | XX | XX | Irregular stage design forces major gameplay changes; high camping/stalling potential |
Jungle Japes | XX | XX | Overly powerful stage hazard in Klap Trap; unusually high ceiling gives a disproportional advantage to horizontal finishers; high potential for camping and stalling; very poor matchup balance, giving a disproportional advantage to characters with projectiles and those that can traverse the stage well |
Luigi's Mansion | XX | XX | Impassable platforms create caves of life; stage design allows the potential for circle camping |
Mario Bros. | XX | XX | Gameplay is vastly altered by stage enemies; overly powerful stage hazards; impassable platforms create caves of life; walk off blast lines; no lower blast line |
Mario Circuit | XX | XX | High potential for camping/stalling; walk off blast lines; frequent stage hazard in karts that often disrupt gameplay; no lower blast line |
Mushroomy Kingdom (1-1 and 1-2) | XX | XX | Scrolling stage; stage moves too fast for usual gameplay; bricks create caves of life, especially in 1-2; ledges are not grabbable; walk off blast lines |
New Pork City | XX | XX | Overly large; walls allow for wall infinites; excessive stalling/camping potential; camera has zooming problems; OHKO stage hazard in the Ultimate Chimera; the stage is difficult to traverse |
Norfair | XX | XX | Overly powerful, frequent stage hazards in lava flares that disrupt gameplay |
Onett (Melee) | XX | XX | Irregular stage design; frequent stage hazard in cars disrupt gameplay; walls allow infinites; walk off blast lines; no lower blast line |
Pictochat | XX | XX | The order in which the drawings appear on the stage is random, and the time to prepare for each drawing is minimal; some drawings can cause a player to be KO'd or fail a recovery against their control (such as the Eyes drawing preventing a recovering character from grabbing the left ledge, or the Gusty Gus drawing appearing and stage spiking a character after they been knocked back); some drawings create walls, allowing wall infinites; some drawings promote camping; overly powerful stage hazards; numerous glitches can occur on the stage, such as the Earthquake glitch and the Spin glitch |
Pirate Ship | XX | XX | High potential for stalling in the water or under the ship's rudder; overly powerful stage hazards |
Pokémon Stadium 2 | X | X | Stage transformations can cause large gameplay changes; wind transformation reduces gravity; ice transformation has slippery terrain; electric transformation has large, fast moving conveyor belts that disrupt usual gameplay; all transformations but ice have powerful camping positions and high potential for stalling. |
Port Town Aero Dive | XX | XX | Randomness of the stage; overly powerful stage hazards in the cars (which can KO under 50%); cars can be difficult to see coming due to the colors; main platform has no grabbable ledges |
Rumble Falls | XX | XX | Gives a disproportional advantage to characters with fast, high jumps; punishes characters who rely on tether recoveries; first spike is an OHKO stage hazard if not teched; irregular stage design forces major gameplay changes, given an emphasis on keeping up with the stage instead of fighting |
Shadow Moses Island | XX | XX | No lower blast line; walls block access to side blast lines when not destroyed; over-centralisation on teching; disproportional advantage to vertical finishers; walls allow for wall infinites; walk off blast lines when the walls are destroyed; a glitch can allow characters to stay on the other side of the walls when they rebuild, allowing the character to safely camp there until the wall is destroyed again |
Skyworld | XX | XX | Impassable platforms; over-centralisation on teching and stage spikes; significant lag in doubles |
Spear Pillar | XX | XX | Randomness of Pokémon attacks; overly powerful stage hazards caused by Pokémon; Pokémon can cause physics changes, such as slowing down time, reducing gravity, and reversing control; stage design allows the potential for circle camping; lower area of the stage provides a large cave of life |
Summit | XX | XX | Terrain is slippery; lower gravity occurs at one point of the stage; highly dangerous stage hazard in The Fish, which drags characters beneath the lower blast line; ledges are not grabbable and Tether recoveries do not work; lower area provides a cave of life; stage design allows the potential for circle camping |
Temple (Melee) | XX | XX | Overly large; large cave of life in lower area over-centralises gameplay on teching; multiple areas allow for run away and circle camping; excessive stalling potential; gives an extreme advantage to fast characters (most notably Fox) |
WarioWare, Inc. | XX | XX | Random bonuses from Microgames have an over-centralising effect, to where someone can win being luckier with the bonuses; walk off blast lines during microgames; overly powerful stage hazards during microgames |
Yoshi's Island (Melee) | XX | XX | Rotating block platforms create caves of life; walk off blast lines; marginalizes offstage skills; blast lines are abnormally close to the stage |