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Stage legality

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Stage legality refers to the playable status of variousstages in mainstreamtournaments.

Categories[edit]

In general, all stages fall into one of three categories:

Neutral stages may be chosen in any game of a set, including the first game. These are also referred to asstarter stages (not to be confused with theterm for stages that do not need to beunlocked to be used in-game).

Counterpick stages may be chosen only after the first game of a set, such as games 2 and 3 of a best-of-3 set. Stages in this category tend to give a slight, though not overwhelming, advantage for certaincharacters over others, such that it would not be fair to include them in the neutral list. These stages may often (though not always) be chosen forcounterpicking purposes, hence the name of the category.

Banned stages cannot be chosen at all. Stages can be banned for several reasons, common reasons including but not limited to:

  • Especially poor matchup balance by providing a rather extreme advantage for certaincharacters (such as allowing the character to utilise excessive, gamebreakingcamping, or utilise infinitechain throws, as in the case ofFox inTemple for the former, orKing Dedede inShadow Moses Island for the latter).
  • Intrusivestage hazards that can easily KO players who are knocked into them, or force players to give up an advantage to avoid them. An extreme example of this isGamer.
  • Allowing players to abuseglitches in the game.
  • Possessing one or more "caves of life," allowing characters to survive much longer than feasibly possible under usual circumstances, and creating a general over-centralisation on the ability totech.
  • Possessing permanent walk-offblast lines and walls; the former creates unreasonably powerful camping positions and allows for potential easyzero-deaths that wouldn't occur normally, as well as marginalizing or completely eliminating offstage play (nullifying the value of a good recovery), while the latter also creates powerful camping positions and allow for zero-death or otherwise heavily damaging combos that wouldn't be possible otherwise. Walk-offs and walls that occur only temporarily on a stage are considered detrimental, but acceptable enough to usually not result in a stage's banning by themselves.
  • Drastically altering gameplay and the strategies needed to win (such asIcicle Mountain andMario Bros.).
  • Possessing elements that causes the stage to be too strenuous on the system's CPU and thus being capable of reducing the game's frame rate mid-match (such asFountain of Dreams inMelee doubles play).

The termlegal stage can also be used to describe any neutral or counterpick stage, or equivalently, any non-banned stage.

In general, due to the wide variety between stages and stage types and the series as a whole not necessarily being designed with serious competitive play in mind, very few stages are balanced enough to be legal for professional competitive play, which is why a majority of stages in all games end up being banned.

Despite the banned stages list, most tournaments feature some variation of the "gentleman rule", a rule that allows players to choose any stage they want, including banned stages, if all players in the match agree to it. This is usually the only way for banned stages to see serious tournament play. However, even with this rule in effect, it rarely sees use to play on banned stages outside a much higher-skilled player letting an opposing more casual or very young player choose any stage they want, as most competitive players never want to willingly play on the banned stages for the same reasons the ruleset had them banned. Even with the rule in effect, TOs may still ban some stages from being played on via the gentleman rule, if the stage has a propensity to delay the tournament by causing much longer matches (such as Temple,New Pork City, andThe Great Cave Offensive).

Major differences in communities[edit]

There are manycommunity preferences in terms of stage choices, with there being no agreed-upon standard across all regions on what exactly constitutes a "legal stage", so a stage's legality can be dependent on the region the tournament is in; this is especially true inBrawl andSmash 4, due to a lack of an officially standardized stage list.Pokémon Stadium 2 inBrawl, for instance, was generally banned in theTristate Area, while tournaments inTexas usually allowed the stage to be a legal counterpick choice.

The commonality of characters can also play a role in what stages are legal or banned. Again inBrawl, the rising prominence ofMeta Knight in themetagame led to stage lists in most regions becoming more restrictive. In the Tristate region, Meta Knight was not banned from tournaments, and as a result, the Tristate tournament scene banned or otherwise restricted stages such asDelfino Plaza,Halberd, andRainbow Cruise due to Meta Knight's overwhelming power on such stages. In some regions, however, Meta Knight was not as widely used as the Tristate Area; as such, some of the aforementioned stages have differing legalities, with Halberd sometimes being a starter stage andFrigate Orpheon going from a banned stage to a counterpick.WHOBO 4, the first American MK-banned major, featured an expansive stagelist that included Delfino Plaza, Halberd, Rainbow Cruise, and Brinstar as counterpicks, even though most of these stages were banned in MK-legal tournaments at the time.

Stage legality inSmash 64[edit]

The following isSmash 64's banlist for stages in tournaments. Until mid-2015, four stages —Dream Land,Hyrule Castle,Congo Jungle, andPeach's Castle — were legal. Currently,Dream Land is the only stage considered legal by most tournaments. However, with tournaments switching from the vanilla version of the game to the19XX mod, in some tournaments likeGENESIS 5 orGENESIS 6, the stagesDuel Zone andFinal Destination, which weren't available without hacking, have seen some tournament presence in doubles, though this is generally rare.

More recently,Smash Remix has allowed for certain hacked stages in tournaments, such as Dream Land versions of existing stages that lack wind, and even stages with a different layout, like 64 versions ofSmashville,Yoshi's Story,Pokémon Stadium and others.Remix also features a tournament stage select that only includes stages considered legal or counterpick.

StageStatus (singles)Status (doubles)Commonly cited reasons for status
Dream LandStarterStarterA modified version of this stage withouthazards (the wind) or alternative versions inSmash Remix are sometimes used as alternatives.
Congo JungleRetired starter[1]Infrequently legal[1][2][3]Top platforms are too high (characters such as Ness can have difficulty approaching without double jumping); Lack of ledge DI hurts recoveries; poor lighting; barrel turning is randomized and it removes double jump hurting certain recoveries.
Hyrule CastleRetired starter[1]Infrequently legal[1][2]Too large; cave of life/the tent at stage's right side promotes camping and can lead to powerful combos; left slant is hard to approach; Tornado stage hazards are too powerful and disruptive to gameplay and can also randomly be fast or slow.
Peach's CastleRetired counterpick[1]Infrequently legal[1][2]Stage lacks grabable edges unfairly punishing characters with short recoveries; irregular geometry, especially due to triangular platforms, sliding main platform, and Bumper; too small to properly accommodate doubles; lack of ledge DI
Saffron CityRetired counterpickBannedToo large; Pokémon are too disruptive and can overcentralize matches; helipad and platforms to the left of the stage promote camping; Ness has issues recovering when caught between platforms leading to a specialized ruleset where Ness would have an extra ban.
Mushroom KingdomBannedBannedPipes can promote camping and stalling; Walk-off blast lines; POW Block is too disruptive a stage hazard
Planet ZebesBannedBannedAcid is too disruptive a stage hazard and can promote camping and stalling; Distracting aesthetics due to poor lighting and awkward camera angles
Sector ZBannedBannedToo large;Arwing lasers can disrupt gameplay;Great Fox's fin at the right side of the stage promotesstalling
Yoshi's IslandBannedBannedClouds can promote camping and stalling especially if characters with poor recoveries become stuck on them; right blast line is too far from the stage
Yoshi's Island (cloudless)BannedInfrequently legal[2][3]Stage layout promotes circle camping in singles; unavailable without hacks
Final DestinationBannedInfrequently legal[2][3]Lack of platforms hurt movement options and promote camping; unavailable without hacks; Freezes occasionally (presumed due to the game triggering Master Hand.)
Duel ZoneBannedInfrequently legal[2]Platforms are higher than Dream Land preventing certain characters from platform cancelling; Ledge DI can cause an SD by "warping" the character into the bottom due to ledge physics; Unavailable without hacks
Meta CrystalBannedBannedUnavailable without hacks; Too small; slants can alter gameplay

Stage legality inMelee[edit]

In the current Smash Back Room rule set, all stages are listed definitively as a starter, counterpick, or banned stage, as follows:

StageStatus (singles)Status (doubles)Commonly cited reasons for status
BattlefieldStarterStarter
Big BlueBannedBannedRandom terrain; scrolling stage; typical stage layout allows for circle and run awaycamping; stalling; track that the cars move on carries characters in contact with it extremely quickly towards walk-off blast lines
BrinstarRetired counterpickBannedAcid disrupts gameplay; breakable platforms distort already-awkward stage structure; over-centralization of the aerial game, causing many characters with poor aerial games to have an unfair disadvantage
Brinstar DepthsBannedBannedNo ledges to grab; irregular stage design and frequent rotating of the stage causes drastic changes in gameplay; containscaves of life; abnormally low ceiling gives a disproportional advantage to vertical finishers; various, unreasonably strong camping andstalling positions
CorneriaRetired counterpickBannedOverly large; excessive camping/stalling behind the big fin; fin allows for wall infinites; random, powerful stage hazards in Arwing lasers; several positions from which characters cannot recover which they can easily be forced into, especially by characters with good aerial games; overall gives unfair advantages to fast characters on the stage and aerial-based characters off of it
Dream LandStarterStarter
Final DestinationCounterpick/starterStarterTypically a counterpick when used with frozen stadium as a starter; The lack of platforms causes certain characters (such as Yoshi) to struggle and significantly changes the dynamics of certain matchups (such as Fox vs. Marth)
Flat ZoneBannedBannedExtremely disruptive stage hazards (such as falling, damaging materials, appearing and disappearing platforms, and oil slick); stage is overly small; no bottom blast line; walk-off blast lines
Fountain of DreamsStarterBannedPotential forframerate issues causing lag during doubles play
FoursideBannedBannedNo large, stableplatforms for fighting, especially in doubles; stalling; walls allowinfinites and stalling; UFOs can allow early vertical KOs
Great BayBannedBannedSolid, middle platform above two lower platforms allows for easy, low-risk, no-edge-guarding-requiredstage spikes that result in frequent low-percent KOs andgimps that would not occur in usual circumstances; stage design allows for the potential of circle camping and stalling; left blast line is too close to the stage; too small to accommodate more than 2 players
Green GreensRetired counterpickBannedOver-centralizes gameplay on camping; randomly appearingbomb blocks disrupt normal gameplay
Icicle MountainBannedBannedRandomly moving stage; disproportional advantage to characters with high, fast jumps; over-centralizes gameplay on keeping up with the stage's scrolling
Jungle JapesRetired counterpickBannedOverly 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 disproportionate advantage to characters with projectiles and those that can traverse the stage well
Kongo JungleBannedBannedPowerful camping position on the rock platform on the bottom right of the stage;Klap Trap too powerful and difficult to avoid when it enters the Barrel Cannon
Kongo Jungle N64Retired counterpickRetired counterpickAbove average size gives an advantage to fast or projectile-bearing characters; higher ceiling forces characters to rely more on horizontal KOs; disruptive aesthetics, especially in one-on-one play (pitch-black background, camera errors)
Mushroom KingdomBannedBannedIrregular stage design forces major gameplay changes; bricks create caves of life, camping spots, and can block hitboxes; walk-off blast lines
Mushroom Kingdom IIBannedBannedWalk-off blast lines; stage is too small; random, disruptivestage hazard inBirdo; lack of proper "center" platform hinders gameplay, particularly in doubles
Mute CityRetired counterpickBannedLack of ledges on main platform; main platform poorly accommodates doubles play, being too small and potentially causing slowdown in gameplay; car hazards are overly powerful against fast fallers
OnettRetired counterpickBannedUnusual geometry; overly powerful and frequently appearing stage hazards in cars, which deal in excess of 30% damage and can KO at low percents; no lower blast line; permanent walls promote camping and infinites; walk-off blast lines
Poké FloatsRetired counterpickBannedIrregular terrain; scrolling stage; layout frequently allows circle and run away camping; stalling; potential for stage spikes
Pokémon StadiumCounterpick/starterStarterTransformations can allow for wall infinites and camping, especially for Fox and Falco. Certain transformations have locations where players can clip through the stage both intentionally and unintentionally, and most characters are unable to survive.
Pokémon Stadium (frozen)Sometimes legalSometimes legalThe lack of transformations make for a more balanced and consistent experience. Unavailable without modding. Sometimes used in modern events such asRiptide.
Princess Peach's CastleRetired counterpickBannedOHKO stage hazard in Banzai Bill; walls allow infinites; permanent walls promote camping; separation of large portions of the stage through a castle tower, making it difficult to traverse
Rainbow CruiseRetired counterpickBannedSeveral 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
TempleBannedBannedOverly large; largecave of life in lower area over-centralizes gameplay onteching; multiple areas allow for run away and circle camping; stalling; over-reliance on vertical KOs due to sheer horizontal size; gives an extreme advantage to fast characters or characters who can circle camp around the stage with horribly skewed character matchups, most notoriously towards many already-top/high tier characters (such asFox,Jigglypuff, andSamus)
VenomBannedBannedSlowdown; walls allow for infinites; several, unreasonably strong camping positions; disruptive and powerful stage hazards; separation of portions of the stage by the Great Fox body makes it difficult to traverse;Jigglypuff notably gains a huge advantage here, as the small blast lines make it easier for it to KO opponents, and then infinitely camp below the Great Fox.
Yoshi's Island N64BannedBannedCamping on clouds to the stage's right and left hand sides; run away stalling; characters with poor recoveries who are lured to the clouds, such asLink andFalco, cannot recover
Yoshi's IslandBannedBannedRotating block platforms create caves of life; walk-off blast lines; marginalizes offstage skills; rotating blocks in the middle pit can block recoveries; left and top blast lines too close to stage; potential for easy and inescapable shine combos fromFox
Yoshi's StoryStarterStarter

In the past, the following stages have been legal counterpicks, but are now banned:

The following stages have never been legal in competitiveMelee history:

Stage legality inBrawl[edit]

For finer-grained status descriptions, seeTournament legal (SSBB).

Brawl had a highly fragmented and argumentative community when it came to which stages should be legal. As a result, the stage legality list is significantly messier than the previous two games, with most stages being disputed in one way or another. Additionally, a stage's legal status was heavily influenced byMeta Knight's legality, as he tends to gain even more drastic advantages on many fringe stages. Thus tournaments that banned Meta Knight tend to allow more stages than tournaments that kept him legal.

StageStatusCommonly cited reasons for status
75mBannedOverly large; camera has zooming issues and difficulty following characters; excessive stalling potential; random, powerful stage hazards; too difficult to move around the stage; walk off blast lines; very poor matchup balance, where characters with powerful and flexible air games, as well as those who can camp with projectiles, have a disproportional advantage
BattlefieldStarter
Big Blue (Melee)BannedRandom terrain; scrolling stage; ground too close to the cars; gives a disproportional advantage to faster moving characters; stage moves too fast for usual gameplay; too much emphasis on platforming
Bridge of EldinInfrequently legalHigh 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; abnormally high ceiling and walk-offs give a disproportional advantage to horizontal finishers. Has only seen legal usage in some Japanese doubles tournaments; banned elsewhere.
BrinstarInfrequently legalIrregular stage design; acid disrupts gameplay; main platform allowssharking, poor matchup balance, where air based characters gain a significant advantage, most notoriouslyMeta Knight. Meta Knight's advantage on the stage is so large that it's universally banned nowadays in Meta Knight legal tournaments, but it may see legality in Meta Knight banned tournaments.
Castle SiegeCounterpickSecondstage transformation and the transition between stage transformations have walk offs; second stage transformation has no access to a bottom blast line and thus does not allow offstage gameplay; second transformation is very large and allows ease of platform camping.
Corneria (Melee)BannedClose 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
Delfino PlazaCounterpickSeveral stage transformations have walls and/or walk offs; primary section of the stage on the hovering platform allows sharking. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage, solely due to Meta Knight's prowess on the stage.
Distant PlanetInfrequently legalWalk off blast line; a dangerous stage hazard in the Red Bulborb, which can KO players by dragging them off screen; unreasonably powerful camping position at the bottom of the ramp underneath the platform; stage design allows the potential for circle camping
Final DestinationStarter
Flat Zone 2BannedRandomness of the stage; overly small; numerous damaging and powerful stage hazards; no bottom blast line; walk off blast lines
Frigate OrpheonCounterpickThe stage flipping between its two transformations is susceptible to causing what is commonly seen as unwarranted self destructs; the first stage transformation has no grabbable ledge on the right side of the stage, giving a disproportional disadvantage to characters with tether recoveries and other characters who heavily rely on the ledge to recover. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage solely due to Meta Knight's prowess on the stage.
Green GreensInfrequently legalOver-centralises gameplay on camping; randomly appearingbomb blocks disrupt normal gameplay; blocks allow for wall infinites
Green Hill ZoneBannedExcessive camping near checkpoint hazard; walk off blast lines; bottom blast line is not always available; horizontal blast lines that are close with walk-offs and a high ceiling give a disproportional advantage to horizontal finishers
HalberdCounterpickStage has a rather low ceiling, giving a disproportional advantage to vertical finishers; the hovering platform portion of the stage allows sharking; the Halberd Bridge portion of the stage has powerful stage hazards. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage solely due to Meta Knight's prowess on the stage.
HanenbowBannedStage is overly large; irregular stage design forces major gameplay changes; high camping/stalling potential
Jungle JapesInfrequently legalOverly 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 (most notoriouslyFalco, to where the stage is seen as an autowin for Falco in most matchups).
Luigi's MansionInfrequently legalImpassable platforms create caves of life; stage design allows the potential for circle camping
Lylat CruiseCounterpick/StarterSlants at the ledges; tilting can unfairly mess up recoveries
Mario Bros.BannedGameplay is vastly altered by stageenemies; overly powerful stage hazards; impassable platforms create caves of life; walk-off blast lines; no lower blast line
Mario CircuitBannedHigh 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)BannedScrolling 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 CityBannedStage is overly large; walls allow for wall infinites; excessive stalling/camping potential;camera has zooming problems; OHKO stage hazard in theUltimate Chimera; stage is abnormally difficult to traverse, disrupting gameplay
NorfairInfrequently legalOverly powerful, frequent stage hazards that disrupt usual gameplay; stage has many ledges that can be easily abused.
Onett (Melee)Infrequently legalIrregular stage design; frequent stage hazard in cars disrupt gameplay; walls allow infinites; walk-off blast lines; no lower blast line
PictochatInfrequently legalThe 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 have 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 theEarthquake glitch and theSpin glitch.
Pirate ShipInfrequently legalHigh potential for stalling in the water or under the ship's rudder; overly powerful stage hazards
Pokémon StadiumCounterpick/StarterThin lips at the edges of the stage; water transformation has a solid windmill that can create caves of life; walls in fire and rock transformations can lead to camping
Pokémon Stadium 2Infrequently legalStage transformations can cause what many players see as large, disruptive 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 powerfulcamping positions and high potential for stalling. One of the most heavily debated stages, as many players have vouched for the stage and argue its transformations to not be as disruptive as commonly claimed, or in some cases that its transformations are even beneficial to gameplay. Many other players, however, adamantly refuse to touch the stage, and thus it remains commonly banned.
Port Town Aero DiveInfrequently legalRandomness 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 and their speed; main platform has no grabbable ledges
Rainbow CruiseInfrequently legalScrolling stage; some portions of the stage have no grabbable ledges; some portions of the stage have walls, allowing wall infinites or walk-off blast lines, creating an over-centralisation on horizontal KO moves; poor matchup balance, where air-based characters have a significant advantage, most notoriously Meta Knight. Meta Knight's advantage on the stage is so large that it's universally banned nowadays in Meta Knight legal tournaments, but it may see legality in Meta Knight banned tournaments.
Rumble FallsBannedScrolling stage; gives a disproportional advantage to characters with fast, high jumps; punishes characters who rely ontether 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 IslandBannedNo lower blast line; walls block access to side blast lines when not destroyed; over-centralisation on teching; game mechanics change too quickly when walls are destroyed or up, giving a disproportional advantage to vertical finishers when the walls are up, and giving that advantage to horizontal finishers when they're down; 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
SkyworldBannedImpassable platforms; cave of life in centre of stage creates an over-centralisation on teching; the combination of "supersoft platforms" and the aforementioned impassable platforms results in frequent onstagestage spikes, that cause frequent low damage KOs on the stage from what should be a neutral position; potential slowdown in doubles
SmashvilleStarter
Spear PillarBannedRandomness ofPokémon attacks; overly powerful stage hazards caused by Pokémon; Pokémon can cause disruptive changes in gameplay, 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
SummitBannedTerrain isslippery; lower gravity occurs at one point of the stage; one-hit KO stage hazard of thefish, which quickly drags characters beneath the lower blast line with no hope of survival; ledges are not grabbable, giving a disproportional disadvantage to characters who rely on ledges to recover, especially those withtether recoveries; lower area provides a cave of life; stage design allows the potential for circle camping
Temple (Melee)BannedOverly 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.BannedRandom bonuses from Microgames have an over-centralising effect, to where someone can win by being luckier with the bonuses; walk off blast lines during microgames; overly powerful stage hazards during microgames
Yoshi's IslandCounterpick/StarterShy guys can disrupt projectiles; The Blarggwich can assist in recoveries, but arrival and departure times are random.
Yoshi's Island (Melee)Infrequently legalRotating block platforms create caves of life; walk off blast lines; marginalizes offstage skills; blast lines are abnormally close to the stage

Additionally, the community at large has never considered thesample stages in theStage Builder as official stages, and as a result, they are all considered banned. Despite this, none of the three stages would be theoretically legal in any ruleset: Hole has no grabbable ledges from the outside and contains a powerful camping location in the lower-left spikes; Bath frequently lacks the lower blast line and has walls that block the horizontal blast lines and allow for infinites; and Maze's irregular design promotes camping, circle-camping, and stalling, and the stage's architecture creates caves of life. Arguably, a large number of setups also often lack the stages, as they interfere with the loading of mods via theSmash Stack.

Stage legality inProject M[edit]

The following stages are legal in thePMBR 2018 Full Recommended Ruleset[1]

For counterpicks, the winner of the previous game strikes 2 legal stages after character selection and the loser picks one of the remaining ones.

StageStatus (singles)Status (doubles)Comments
BattlefieldStarterStarter
Pokémon Stadium 2StarterStarter
SmashvilleStarterStarter
Green Hill ZoneStarterStarterEntirely redoneProject M version with a platform rotating in a circle at the center.
Delfino's SecretStarterStarterProject M original stage that replacesDelfino Plaza.
Final DestinationCounterpickCounterpick
Fountain of DreamsCounterpickBannedToo small for doubles.
Wario LandCounterpickBannedStage design from WarioWare, Inc. without transformations. Textures usually changed to a Wario Land theme. Too small for doubles.
Dream LandCounterpickCounterpick
Yoshi's Island (Brawl)CounterpickCounterpickStage design fromYoshi's Island (Brawl) without platform ghosts or slopes. Textures usually changed to a Metal Cavern theme.

Stage legality inSuper Smash Bros. for Nintendo 3DS[edit]

Since the release of its home console counterpart,Super Smash Bros. for Nintendo 3DS has had minimal tournament presence. The following stage list is used byAnther's Ladder for 3DS netplay and most online 3DS tournaments:

StageStatusCommonly cited reasons for status
BattlefieldStarter
Final DestinationStarter
3D LandBannedOccasional hazards; scrolling favors characters with good mobility; several areas of the stage have walk-off blast lines
Golden PlainsBannedCoins have an overcentralizing effect due to the buffs they can grant; walk-off blast lines
Rainbow RoadBannedShy Guy stage hazards are too strong; several stops on the stage have walk-off blast lines
Paper MarioBannedToo large; walls can allow for powerful combos; all three transformations of the stage have disruptive elements
Super Mario MakerBannedUnpredictable and randomized stage layout; stage hazards are too powerful; walls allow for powerful combos
Peach's Castle (64)BannedToo large; promotes camping; bumper creates too much random chance regarding vertical KOs; walls can allow for powerful combos
Mushroomy KingdomBannedScrolling overcentralizes gameplay on keeping up with the stage and unfairly benefits characters with good mobility; frequent walls can allow for powerful combos; bricks can create caves of life and inhibit mobility; walk-off blast lines constantly present
Yoshi's IslandStarter
Jungle JapesBannedRight side of stage promotes camping; windbox underneath the stage is too powerful and can lead to early deaths; Klaptrap stage hazard is too powerful and can result in OHKOs; overly high upper blast line overcentralizes gameplay on horizontal KOs
Gerudo ValleyBannedKoume and Kotake create stage hazards that are too powerful; walk-off blast lines; frequent absence of lower blast line
Spirit TrainBannedDistant blast lines; train stage hazards and train tracks are too powerful; lower blast line is absent; potential for walk-off blast lines in some transformations
Hyrule Castle (64)BannedToo large; blast lines are too distant from stage; tornadoes are too powerful and can easily KO opponents at low percentages; Tent at the stage's right side can promote stalling and camping, as well as create a cave of life
BrinstarBannedLava stage hazard is too powerful, especially against fast-fallers; stage creates significant reliance on aerial games, punishing characters that need to stay on the ground; irregular, disruptive design that can frequently change
Dream LandBannedScrolling overcentralizes gameplay on keeping up with the stage, giving a strong benefit to characters with good mobility; frequent walk-off blast lines; lower blast line is frequently absent
Dream Land (64)CounterpickWind can alter gameplay; the top platform is closer to the ceiling than battlefield; thus sligtly favoring characters with vertical finishers
CorneriaBannedToo large; upper blast line is too close to stage; Arwings and Wolfen can disrupt gameplay; back fin of the stage can promote camping and wall combos
Unova Pokémon LeagueBannedPokémon hazards are too disruptive and powerful.
Prism TowerCounterpickSome transformations feature walk-off blast lines.
Mute CityBannedLack of bottom blast line; road is too powerful a stage hazard; potentially random placement of F-Zero racers; provides significant advantage to characters with good aerial mobility
MagicantBannedFlying Men are too powerful a stage hazard and overcentralize gameplay on camping on the rightmost platform.
Arena FeroxCounterpickSome transformations feature caves of life.
Flat Zone 2BannedStage features no lower blast line and has walk-off blast lines; Game & Watch hazards are too powerful and disruptive
Reset Bomb ForestBannedLurchthorn stage hazard too disruptive; second transformation of stage features numerous walls that create caves of life; mid-transformation stage features walk-off blast lines.
WarioWare, Inc.BannedMicrogames have overcentralizing effect due to granting buffs; buffs can be random in nature; all microgames feature walk-off blast lines; stage hazards in microgames are too powerful and disruptive
Distant PlanetBannedLeft side of stage features walk-off blast line; slope just underneath the main platform creates a powerful camping position; Bulborb stage hazard can lead to OHKOs; pellets can act as items and benefit characters who pick them up first
Tortimer IslandBannedRandomized layout; too large; no lower blast line.
Boxing RingBannedToo large; no lower blast line; walk-offs; upper light fixture is too powerful a stage hazard and can promote camping and stalling.
Gaur PlainBannedToo large; promotes camping and circle camping; walk-off blast lines; grants advantage to characters with good aerial mobility
Duck HuntRetired counterpickTree on left side of stage can promote camping and stalling; Duck Hunt Dog can be disruptive; blast lines are close to stage. Banned on December 19, 2016.[4][5]
Balloon FightBannedWalk-off blast lines; Fish and other stage hazards are too disruptive and powerful; lower blast line is difficult to utilize
Living RoomBannedWalk-off blast lines; some transformations can promote camping and/or stalling; blocks are too powerful and disruptive a stage hazard
Find MiiBannedDark Lord is too powerful and disruptive a stage hazard; stage can grant buffs to some players
Tomodachi LifeBannedToo large; stage can promote camping
MidgarBannedOvercentralization of gameplay on collecting Materia; stage hazards from the Materia are too powerful and disruptive
PictoChat 2BannedHazards are too disruptive and powerful for gameplay
Green Hill ZoneBannedWalk-off blast lines; signposts create powerful camping positions; frequent lack of lower blast line
Wily CastleBannedYellow Devil too powerful and disruptive a stage hazard
Pac-MazeBannedCave of life potential; high upper blast line overcentralizes gameplay on horizontal finishers; ghosts too powerful and disruptive a hazard; overcentralization on collecting pellets, which can grant buffs to players
Suzaku CastleBannedRight side of the stage features a walk-off blast line.
Umbra Clock TowerBannedSome stage transformations feature walk-off blast lines and caves of life; aesthetics can disrupt regular gameplay

Stage legality inSuper Smash Bros. for Wii U[edit]

LikeBrawl, there is no uniform stagelist forSuper Smash Bros. for Wii U, with some differences and disagreements on stage categories between areas. The table below generally uses the most commonly accepted legality for each stage.

StageStatusCommonly cited reasons for status
Ω formsVariesSometimes banned due to being identical to Final Destination; sometimes legal as an alternative to Final Destination due to Ω forms sometimes having different blast line distances or main platform shapes
BattlefieldStarter
Big BattlefieldBannedToo large; promotes circle camping due to abundance of platforms
Final DestinationStarter
Mushroom Kingdom UBannedTransformations feature disruptive elements; stage hazards such asNabbit are too powerful and disruptive
Mario GalaxyBannedStage has constant walk-off blast lines and lacks a lower blast line; unusual curvature and gravity of the stage can also impact gameplay physics
Mario CircuitBannedSome transformations of the stage can block off blast lines; Shy Guy racers too powerful a stage hazard
Delfino PlazaRetired counterpickStage transformations can have walk-off blast lines or no lower blast line; some potentially powerful camping spots; strongly benefits characters with good air mobility
Mario Circuit (Brawl)BannedStage has constant walk-off blast lines and lacks a lower blast line; Shy Guy racers too powerful and disruptive a stage hazard
Luigi's MansionBannedLower levels of the stage have caves of life; stage geometry can promote circle camping; breakable columns can be disruptive to characters that rely on projectiles
Jungle HijinxsBannedStage's two "planes" are disruptive to gameplay; background of stage creates a powerful camping position; parts of stage can collapse, creating a randomized layout
SkyloftRetired counterpickThe underside of stage can meteor smash players
Bridge of EldinBannedStage features walk-off blast lines and frequently lacks a lower blast line; upper blast line is too high; King Bulbin and his bombs are too powerful and disruptive a stage hazard
TempleBannedToo large; enables circle camping; walls create caves of life and promote powerful combos
PyrosphereBannedToo large;Ridley is too powerful and disruptive a stage hazard
NorfairBannedLava on all sides of the stage are too powerful and disruptive; abundance of ledges can promote stalling; overcentralization of gameplay on the capsule
Port Town Aero DiveBannedF-Zero racers are too powerful and disruptive, as well as difficult to predict; ground hazard is too powerful
Woolly WorldBannedStage frequently features walk-off blast lines; creates overcentralization on navigating the stage in its second transformation.
Yoshi's IslandBannedStage is too small and features blast zones that are too close to the stage; spinning blocks can create caves of life; right side of the stage features walk-off blast line
Dream Land 64CounterpickWind can alter gameplay; the top platform is closer to the ceiling than battlefield, thus slightly favoring characters with vertical finishers
The Great Cave OffensiveBannedToo large; promotes circle camping; frequent walk-offs;Danger Zones and mine carts too powerful and disruptive stage hazards
HalberdRetired counterpickOpening 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
Orbital Gate AssaultBannedUnconventional layout; stage can be difficult to transverse; Arwing stage hazards are too powerful and disruptive
Lylat CruiseCounterpick/StarterSlants are located at the ledges of the main stage; unpatched glitch allows characters to fall through the ship at the edges.
Kalos Pokémon LeagueBannedStage hazards too powerful and disruptive, particularly the Flood and Ironworks Chambers; platforms can quickly cross upper blast line and KO players
Pokémon Stadium 2BannedTransformations can disrupt normal gameplay, particularly the electric and wind segments
OnettBannedStage 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
ColiseumBannedWalk-off blast lines; no lower blast line
Castle SiegeRetired counterpickSecond 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
Flat Zone XBannedWalk-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
Palutena's TempleBannedToo large; promotes circle camping; spikes and hazards too powerful and disruptive; frequent caves of life; promotes characters that can easily maneuver the stage
SkyworldBannedBreakable platforms can create caves of life, as well as cause stage spikes that can lead to early KOs
GamerBannedRandomized layout; 5-Volt overcentralizes gameplay on avoiding her gaze and forcing opponents to take damage
Garden of HopeBannedStage hazards are too disruptive and powerful; stage layout promotes camping
SmashvilleStarter
Town and CityStarter
Wii Fit StudioBannedWalk-off blast lines; randomized layout
Boxing RingBannedWalk-off blast lines; no lower blast line; too large; hanging lights are too strong of a stage hazard and can promote camping
Gaur PlainBannedToo large; walk-off blast lines; stage unfairly benefits characters with good aerial mobility; Metal Face is too strong and disruptive a stage hazard
Duck HuntRetired counterpickTree on left side of stage can promote camping and stalling; ducks can block projectiles and influence neutral play; 2D mechanic affects hitbox/hurtbox behavior
Kongo Jungle 64BannedToo 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
75mBannedToo 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
Wrecking CrewBannedToo large; hazards are too powerful and disrupt gameplay
PilotwingsBannedIrregular geometry due to stage being able to tilt; planes feature powerful camping positions; damaging terrain can disrupt regular gameplay
Wuhu IslandRetired counterpickSome transformations feature walk-off blast lines; disruptive stage hazards, such as the fountain and balloon
MiiverseVariesSometimes banned due to being a near-exact clone of Battlefield and potentially having distracting background images; sometimes legal as a cosmetic alternative to Battlefield. However, due to Miiverse shutting down, the possible distracting background no longer shows up which could make this stage legal.
Windy Hill ZoneBannedToo large; promotes camping and stalling, especially on the right side of the stage; unusual gravity mechanics and physics due to stage being curved
Wily CastleBannedYellow Devil is too powerful and disruptive a stage hazard
PAC-LANDBannedStage has walk-off blast lines and frequently lacks a lower blast line; autoscrolling overcentralizes gameplay on navigating the stage and avoiding obstacles; unfairly benefits characters with good mobility
Suzaku CastleBannedRight side of stage features a walk-off blast line.
Peach's Castle (64)BannedDisruptive geometry, especially on the lower part of the stage and the triangular platforms; Bumper hazard is too disruptive
Hyrule Castle (64)BannedToo large; high ceiling creates over-reliance on horizontal finishers; Tent creates a powerful camping position and has a cave of life; tornadoes are too powerful and disruptive
Super Mario MakerBannedUnpredictable stage layout; potential for walk-offs; disruptive stage hazards
Pirate ShipBannedCannonballs and catapult are too powerful and disruptive as stage hazards; frequent absence of lower blast line; King of Red Lions and the area underneath the ship on the island create powerful camping positions
MidgarBannedOvercentralizes gameplay on Materia, which can summon powerful and disruptive stage hazards
Umbra Clock TowerBannedSome transformations feature walk-offs and caves of life; stage aesthetics can be distracting

Stage legality inSuper Smash Bros. Ultimate[edit]

Super Smash Bros. Ultimate, having the most stages in the series and the option to turn stage hazards off, has the most potentially legal stages of anySmash game. Since the stage list and hazard toggle were revealed, players and TOs have been debating the stage list for the game, and have yet to come up with a definitive answer. Major tournaments have largely erred on the side of having relatively large (eight to ten) stage lists, but some regional tournaments have already cut back to four to six legal stages.

StageStatusCommonly cited reasons for status
Battlefield formsVariesTreated the same as Battlefield and struck alongside Battlefield when either is chosen. Some Battlefield forms are banned due to distracting stage effects or gameplay-altering differences, such as 2D stages altering hitboxes.
Ω formsVariesTreated the same as Final Destination and struck alongside Final Destination when either is chosen. Some Ω forms are banned due to distracting stage effects or gameplay-altering differences, such as 2D stages altering hitboxes.
BattlefieldStarter
Small BattlefieldCounterpick/StarterStage layout is similar to Pokémon Stadium 2, albeit with a smaller stage size and larger platforms. Thus, there has been some debate on where Small Battlefield stands in the current stage list, with some tournaments having it replace PS2 as a starter, while others put it as a counterpick.
Big BattlefieldBannedToo large; promotes circle camping due to abundance of platforms
Final DestinationStarter
Peach's CastleBannedDisruptive geometry; offstage triangles and walls can block K.Os and promote camping.
Kongo JungleBannedToo large; high ceiling; platform layout promotes stalling and circle camping.
Hyrule CastleBannedToo large; green tent creates cave of life.
Super Happy TreeBannedClouds off right side of the stage highly favor camping; right blast zone is extremely far away from the main body of the stage.
Dream LandBannedToo similar to Battlefield, omitted from most rulesets to reduce redundancy.
Saffron CityBannedToo large; contains walls; helipad and platforms to the left promote camping.
Mushroom KingdomBannedContains walk-off blast zones; pipes can be used for stalling and camping. Lower blast zones practically nonexistant.
Princess Peach's CastleBannedWalls allow for infinites and promote camping; disruptive geometry makes the stage difficult to traverse.
Rainbow CruiseRetired counterpick[6]Contains slopes and walls, top platform is extremely close to the blast zone.
Kongo FallsBannedRock off the right side of the stage promotes camping; sharking is possible underneath the main platform.
Jungle JapesBannedHigh ceiling; platforms off both left and right sides promote camping; water current unfairly punishes characters with poor recoveries.
Great BayBannedSolid middle platform above two lower platforms allows for easy, low-riskstage spikes that result in frequent low-percent KOs andgimps that would not occur in usual circumstances; water promotes camping and negatively affects edgeguarding; left blast zone is too close to the stage; stage design overall promotes camping
TempleBannedFar too large and promotes circle camping; very large cave of life in lower half of the stage.
BrinstarBannedBlast zones are very close to the main body of the stage and all 3 soft platforms; uneven geometry favors short characters; main body promotes sharking
Yoshi's Island (Melee)BannedFeatures walk-off blast zones; caves of life; uneven geometry which allows characters to live far longer than they would otherwise.
Yoshi's StoryInfrequently legal[6][2]Features slopes on the ledges; blast zones are rather close to the main stage. Also features a low ceiling, which can lead to early kills, making this stage banned in some tournaments.
Fountain of DreamsBannedWater effects (particularly from effect-heavy moves such asWario Bike orPower Geyser) can cause performance issues, even in Battlefield and Ω forms; too similar to Battlefield with hazards off.
Green GreensBannedBlast zones are very close to the stage; layout generally promotes camping.
CorneriaBannedToo large; upper blast line is too close to stage; gun and back fin promote camping.
VenomBannedWalls allow for infinites; several unreasonably strong camping positions; separation of portions of the stage by the Great Fox's body makes it difficult to traverse.
Pokémon StadiumInfrequently legalOften excluded in favor of Pokémon Stadium 2: Top and side blast zones are the same, stage is a bit smaller, platforms a bit lower, camera is angled differently.
OnettBannedIrregular stage design; houses allow for infinites; contains walk-off blast zones and generally disruptive geometry.
Mushroom Kingdom IIBannedToo small; walk-off blast zones; no proper center platform.
Brinstar DepthsBannedContains walls and caves of life; unusual geometry; strong camping position under the main body of the stage; low ceiling.
Big BlueBannedThe road at the bottom of the stage will move players very quickly to the blast zone; no bottom blast zone; main body of stage is very small; unusual camera.
FoursideBannedBuildings can be used for wall combos and infinites; unusual geometry favors circle camping.
Delfino PlazaBannedVarious transformations include walls, walk-off blast zones, water, and generally uneven geometry. Main transformation's main platform can be sharked. Transformations cannot be turned off.
Mushroomy KingdomBannedScrolling stage with walk-offs; bricks can be used for caves of life.
Figure-8 CircuitBannedStage features walk-off blast zones. No bottom blast line.
WarioWare, Inc.Infrequently legal[7][6]Horizontal blast zones are extremely close to the main body of the stage; unusual camera.
Bridge of EldinBannedFeatures walk-off blast zones; the bridge remains intact with hazards off, covering the lower blast zone.
NorfairBannedToo large; abundance of ledges and strange layout can promote stalling.
Frigate OrpheonRetired counterpick[6]Unusual, shifting semisoft platform on right side can prevent successful recoveries, as the ledge on the main body of the stage disappears when it is at equal height or lower; creates accessible wall, which can promote camping until the platform rises.
Yoshi's IslandInfrequently legalSlopes at the ledges, horizontal blast zones are close to the body of the stage, layout is similar to Smashville.
HalberdRetired counterpickOpening transformation has walk-off blast zones; potential for sharking the main platform of the main transformation. Narrow blast zone on second transition can benefit horizontal attackers.
Lylat CruiseInfrequently legalSlants can alter gameplay and mess up projectiles; certain recoveries had difficulties grabbing the ledge prior to 8.0.0.
Pokémon Stadium 2Counterpick/StarterSometimes deemed as a counterpick, with Small Battlefield replacing it as a starter, and other times excluded in favor of the original Pokémon Stadium in certain regions of the world.
Port Town Aero DiveBannedVarious transformations feature walkoff blast zones and unusual geometry; touching the track when on the flying platform may damage players.
Castle SiegeInfrequently legal[6][2]The camera may be blocked by a wall in the bottom right corner of the stage; contains a slope in the center of the stage; asymmetry affects how stage control operates.
Distant PlanetBannedFeatures walk-off blast zones.
SmashvilleStarter
New Pork CityBannedToo large; promotes circle camping; contains walls and caves of life.
SummitBannedSlippery floor can be disruptive and give theIce Climbers an unfair advantage, as they are immune to the ice physics; cave of life in the center; damaging hazard as the stage slides down the mountain, covering the bottom blast zone; water in one of the transformations can promote stalling and negatively affect edgeguarding.
SkyworldBannedCave of life in center stage, generally disruptive geometry.
Shadow Moses IslandBannedContains walls which block access to side blast lines when not destroyed and allow for infinites; walk-off blast lines; stage has no access to a bottom blast line.
Luigi's MansionBannedLower levels of the stage have caves of life; stage geometry can promote circle camping.
Pirate ShipBannedWater negatively affects edgeguarding; instant-K.O hazard in front of the ship.
Spear PillarBannedPromotes circle camping; large cave of life on the lower level.
75mBannedPlatforms are too small; features a walk-off blast zone; contains hazards (even with hazards turned off); stage promotes circle camping due to extreme size.
Mario Bros.BannedContains caves of life, walk-off blast zones, unusual horizontal blast zone behavior, and no lower blast zone.
HanenbowBannedLayout promotes stalling; unfairly benefits characters with high aerial mobility; 2D property results in unusual hitbox behavior.
Green Hill ZoneBannedFeatures walk-off blast zones; no lower blast zone; uneven terrain favors short characters.
3D LandBannedScrolling stage with walk-off blast zones and walls.
Golden PlainsBannedFeatures walk-off blast zones and walls.
Paper MarioBannedFeatures walk-off blast zones and walls.
Gerudo ValleyBannedFeatures walk-off blast zones; bridge remains closed with hazards off, covering the lower blast zone.
Spirit TrainBannedUneven terrain; front of train is a damaging hazard; portions of stage may intrusively carry players offscreen.
Dream Land GBBannedScrolling stage with walk-off blast zones; 2D property results in unusual hitbox behavior.
Unova Pokémon LeagueInfrequently legal[2]Similar toPokémon Stadium 2; visually dark; teleport recoveries don't 'hug' against the sides of the stage; lightning effects can cause issues with certain colorblind players.
Prism TowerBannedSome transformations have unusual geometry; walkoff blast zones in initial transformation.
Mute City SNESBannedBottom blast zone is covered by a damaging hazard; unusual layout promotes camping; stage flattens the hitboxes of characters.
MagicantBannedExtremely powerful camping spot under the main body of the stage; generally unusual layout promotes camping.
Arena FeroxBannedRandomized layout; often includes caves of life, walls, and ceilings.
Reset Bomb ForestBannedHigh top platform; disruptive gap in center stage.
Tortimer IslandBannedWater negatively affects edgeguarding; very large size.
Balloon FightBannedFeatures walk-off blast zones; unusual horizontal blast zone behavior.
Living RoomBannedFeatures walk-off blast zones and falling hazards (even with stage hazards off).
Find MiiBannedCage blocks KOs and creates a small cave of life; rock column on right and aforementioned cage promote camping.
Tomodachi LifeBannedBlast zones are extremely close to all areas of the stage; layout unfairly inhibits characters with poor vertical movement.
PictoChat 2BannedToo similar to Final Destination, omitted from most rulesets to reduce redundancy.
Mushroom Kingdom UBannedMain body of the stage is extremely large, and reaches very close to the horizontal blast zones.
Mario GalaxyBannedFeatures walk-off blast zones. Gravity inhibits certain horizontal projectiles.
Mario CircuitBannedFighters can be damaged by the track, various transformations include disruptive geometry, including walls, ceilings, caves of life, and walkoff blast zones.
SkyloftRetired counterpick[7][6]Main platform promotes sharking, blast zones are very close to the main body of the stage.
The Great Cave OffensiveBannedExtremely large; too many caves of life; Danger Zones are too significant a departure from normal gameplay; blast zones are only accessible in small areas; walk-off blast zones.
Kalos Pokémon LeagueCounterpick/StarterWalls located on the ledges of the stage; overall rather large blast zones.
ColiseumBannedFeatures walk-off blast zones; no lower blast zone.
Flat Zone XBannedThe stage is randomized and features walk-off blast zones; stage affects hitbox behavior.
Palutena's TempleBannedToo large and promotes circle camping; lower part of the stage has caves of life; several damaging spike hazards.
GamerBannedLayout is randomized; often includes caves of life. Its Battlefield and Ω forms are often banned due to the camera angle differing from other stages and the blast zone walls being concealed.
Garden of HopeBannedToo large; very unusual layout with multiple accessible walls, and two offstage platforms which can encourage camping.
Town and CityCounterpick/StarterWhile in early years of Ultimate the stage was consistently considered a starter[2], views of the stage have changed as more competitively viable stages (including competitively viable Hazards On stages) were added to the game. This is mainly due to Town and City usually being the only transformative stage in most competitive stage lists, as well as having a transformation which is duplicative of Final Destination. When the platforms return during transformation, there is technically a walk-off, which can lead to unfair KOs at extremely low percentages as the platforms move to the blastzones.
Wii Fit StudioBannedLayout is randomized; features walk-off blast zones.
Boxing RingBannedFeatures walk-off blast zones and accessible walls; extremely powerful camping spot on the light fixture.
Gaur PlainBannedFeatures walk-off blast zones; unusual layout and large size promote camping.
Duck HuntBannedTree on left side of stage can promote camping; blast zones are close to stage; stage affects hitbox behavior.
Wrecking CrewBannedPlatforms are too close to the top blast zone; unusual and randomized layout; ladders intrusively affect movement.
PilotwingsBannedUnusual layout with accessible walls can promote camping. Terrain in the background can damage fighters.
Wuhu IslandInfrequently legalMain platform promotes sharking, large slopes at the ledges; horizontal blast zones are very close to the main body of the stage; very high ceiling makes it difficult to KO vertically.
Windy Hill ZoneBannedLarge size and layout promote camping; platforms are very close to the blast zones; unusual gravity as with Mario Galaxy. Its Battlefield and Ω forms are usually banned due to the dense grass hiding traps set by Isabelle, Snake, and Steve
Wily CastleInfrequently legal[6]Too similar toFinal Destination, omitted from most rulesets to reduce redundancy.
Pac-LandBannedExtremely intrusive layout includes walls and walk-offs; scrolling can be unfairly detrimental to slower characters, flattened hitboxes significantly alters gameplay.
Super Mario MakerBannedRandomized stage layout, often including damaging hazards, caves of life, and walk-off blast zones, flattened hitboxes significantly alters gameplay.
Suzaku CastleBannedFeatures walk-off blast zone on the right, and a powerful camping spot on the left.
MidgarBannedToo similar to Battlefield, omitted from most rulesets to reduce redundancy.
Umbra Clock TowerBannedDistracting background; too similar to Final Destination, omitted from most rulesets to reduce redundancy.
New Donk City HallBannedTransformations feature strong camping positions, and walk-off blast zones.
Great Plateau TowerBannedTop of tower creates massive cave of life in center stage.
Moray TowersBannedLarge size and unusual geometry promote circle camping; large block on left side creates cave of life, which can also KO extremely early if the tech is missed.
Dracula's CastleBannedVery unusual geometry; large size and slope on far right can promote camping.
MementosInfrequently legalSlight slope in center of stage, asymmetrical layout, top platform can promote camping, stage altogether is large and paired with large blast zones.
Yggdrasil's AltarInfrequently legalSome of its layouts promote camping. The beginning layout is also too similar to Final Destination.
Spiral MountainBannedAccessible wall on the right promotes inescapable infinites. Bottom blast zone is very low.
King of Fighters StadiumBannedThe stage has large walls on either side which can allow for infinites. The stage is fairly large. Finally, the mechanic of the walls requiring a fighter to be launched into them with sufficient horizontal speed strongly favours fighters with vertical KO options and horizontal moves with high base knockback.
Garreg Mach MonasteryBannedFeatures walk-off blast zones; no lower blast zone. The chandeliers as platforms in the reception hall promote camping. The shops, although breakable, serve as walls which allow for infinites.
Spring StadiumInfrequently legalCeiling strips causes living longer and teching situations.
Minecraft WorldInfrequently legalThe stage randomly chooses between one of six different layouts, but each one can be manually selected with button inputs. Provides a home-stage advantage toSteve due to it being designed with hisMine mechanic in mind; stage is overall rather large paired with large blast zones
Northern CaveInfrequently legalStage layout is static and laid out similarly to Kalos Pokémon League without side walls but background is visually busy.
Cloud Sea of AlrestBannedThe right side of the stage is irregularly slanted, and the angle of the slope occasionally changes. The area starting immediately below the stage is obscured by clouds, making edgeguarding difficult. The meteor blast zone is also very close to the stage.
Mishima DojoBannedThe stage has large walls on either side and a ceiling which can allow for infinites. While the walls and ceiling are destructible, the blast zones beyond them are close to the stage.
Hollow BastionCounterpick/StarterStage layout is static and laid out identically to Smashville with hazards off.

See also[edit]

References[edit]


v • d • e
Generalcompetitive smash history
Incompetitive play64 ·Melee ·Brawl ·Smash 4 ·Ultimate
Major DocumentariesThe Smash Brothers ·Metagame ·Smash Documentary: Road to the New Era
List ofmajors64 ·Melee ·Brawl ·Smash 4 ·Ultimate ·PM
Tier lists64 ·Melee (NTSC/PAL) ·Brawl (NTSC/PAL/JPN/Post-Brawl) ·Smash 4 ·Ultimate
Misc.Metagame ·Greatest of all time ·Stage legality ·Character legality ·Power ranking ·Top 100 Melee Players of All Time ·List of largest Smash tournaments ·List of largest prize pools in Smash tournaments