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** The fields ''Big Blue'' and ''Poke Floats'' are both fast paced and jump heavy; in the case of the former you have to stay on cars - if you touch the ground you'll get swooped away.

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** The fields ''Big Blue'' and ''Poke ''Poké Floats'' are both fast paced and jump heavy; in the case of the former you have to stay on cars - if you touch the ground you'll get swooped away.
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** Of course, if its the Japanese version, you are allowed to [[GameBreaker Teleport all around the map]]

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** Of course, if its it's the Japanese version, you are allowed to [[GameBreaker Teleport all around the map]]
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*** Great Cave Offensive is up there with 75m as one of the most disliked stages in the series. It's a ''massive'' stage, designed to be a playing field for the newly implemented 8-player matches, but said size brings many issues. The stage is designed to be a maze to traverse through, leaving little room for free movement, the size also makes it so even with 8-players, matches can take a long while to finish. It seems even the developers were aware of this, as the stage's walls and ceilings are covered in damaging lava that KOs who touches it from 100% damage onward, which still can annoy any players who touch it by accident when below said percent as it sends them flying through small spaces. Minecarts also appear as stage hazards that players can either ride or be hit by, but the above problems make them more of a small inconvenience in comparison.

to:

*** Great Cave Offensive is up there with 75m as one of the most disliked stages in the series. It's a ''massive'' stage, designed to be a playing field for the newly implemented 8-player matches, but said size brings many issues. The stage is designed to be a maze to traverse through, leaving little room for free movement, the size also makes it so even with 8-players, matches can take a long while to finish. It seems even the developers were aware of this, as the stage's walls and ceilings are covered in damaging lava that KOs can KO anyone who touches it from 100% damage onward, which still can annoy any players who touch it by accident when below said percent as it sends them flying through small spaces. Minecarts also appear as stage hazards that players can either ride or be hit by, but the above problems make them more of a small inconvenience in comparison.

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* The 20th Floor of the Tower of Lost Souls in ''VideoGame/SoulCalibur IV'' easily qualifies with enemies that are equipped with auto guard impact S, auto negate throw (one of them has S rank) and one of them healing after guard impacts. The only way to win is to spam unblockable moves (best way is with auto unblockable).
** Floors 30-32. You get one character. You cannot heal between fights. You have ELEVEN opponents in total to defeat. The last opponent has 200% health. Good luck.
** The second to last group of floors includes groups of AIs that seem better than the highest difficulty available in vs mode. They also switch back and forth in the middle of combos to produce super combos. When you finally beat these three levels of hell, the FinalBoss of the Ascension almost seems like the developers wanted to see just how impossible they could make a fight.
*** Although, the final boss has oddly... [[ArtificialStupidity suicidal]] tendencies regarding [[RingOut ring outs]].
** Level 71 in ''Soul Calibur II'' Weapon Master. Taki. ''Fucking Taki.'' Unless you're willing to cheat with a guard-ignoring weapon, you ''will'' run out of time.

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* The 20th Floor of the Tower of Lost Souls in ''VideoGame/SoulCalibur IV'' easily qualifies with enemies that are equipped with auto guard impact S, auto negate throw (one of them has S rank) and one of them healing after guard impacts. The only way to win is to spam unblockable moves (best way is with auto unblockable).
** Floors 30-32. You get one character. You cannot heal between fights. You have ELEVEN opponents in total to defeat. The last opponent has 200% health. Good luck.
** The second to last group of floors includes groups of AIs that seem better than the highest difficulty available in vs mode. They also switch back and forth in the middle of combos to produce super combos. When you finally beat these three levels of hell, the FinalBoss of the Ascension almost seems like the developers wanted to see just how impossible they could make a fight.
*** Although, the final boss has oddly... [[ArtificialStupidity suicidal]] tendencies regarding [[RingOut ring outs]].
''VideoGame/SoulSeries'':
** Level 71 in ''Soul Calibur ''Soulcalibur II'' Weapon Master. Taki. ''Fucking Taki.'' Unless you're willing to cheat with a guard-ignoring weapon, you ''will'' run out of time.


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** The 20th Floor of the Tower of Lost Souls in ''Soulcalibur IV'' easily qualifies with enemies that are equipped with auto guard impact S, auto negate throw (one of them has S rank) and one of them healing after guard impacts. The only way to win is to spam unblockable moves (best way is with auto unblockable).
*** Floors 30-32. You get one character. You cannot heal between fights. You have ELEVEN opponents in total to defeat. The last opponent has 200% health. Good luck.
*** The second to last group of floors includes groups of AIs that seem better than the highest difficulty available in vs mode. They also switch back and forth in the middle of combos to produce super combos. When you finally beat these three levels of hell, the FinalBoss of the Ascension almost seems like the developers wanted to see just how impossible they could make a fight. Although, the final boss has oddly... [[ArtificialStupidity suicidal]] tendencies regarding [[RingOut ring outs]].
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Official name.


* ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. 4]]'':

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* ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. 4]]'':''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'':
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*** Spirit Train can be an absolute nightmare, depending on your luck and how long the match takes. Touching the tracks in front of the train just knocks the player upwards, but touching the tracks behind it drags you almost instantly off the screen to your death - and given how low the back end of the train is, it's very easy to get knocked onto them. Then there's all the obnoxious CameraScrew where the view pans far to the left, obscuring the right side of the stage so a new section can be loaded. Finally, one of the obstacles is a massive bomb that randomly drops onto the train, covers roughly 75% of the stage and kills anyone who was standing on it when it goes off.

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*** Spirit Train can be an absolute nightmare, depending on your luck and how long the match takes. Touching the tracks in front of the train just knocks the player upwards, but touching the tracks behind it drags you almost instantly off the screen to your death - and given how low the back end of the train is, it's very easy to get knocked onto them. Then there's all the obnoxious CameraScrew where EventObscuringCamera that causes the view pans camera to pan far to the left, obscuring the right side of the stage so a new section can be loaded. Finally, one of the obstacles is a massive bomb that randomly drops onto the train, covers roughly 75% of the stage and kills anyone who was standing on it when it goes off.
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* ''VideoGame/AkatsukiBlitzkampf'' has an Extra mode known as ''SUGUROKOU'', where the player must complete a sort-of "steps and ladders" game via clearing different stages. Some of the "FIGHT" parts can be really damn annoying, like a "?" one that has [[DeadlyGaze Sai]], [[DarkActionGirl Marilyn Sue]] ''and'' [[TheBrute Wei]] fighting the player character '''at the same time''': Sai is a BadassinANiceSuit able to give the enemy {{curse}}s, Marilyn is a very fast and skilled LadyOfWar, and Wei can use {{Super Mode}}s to power himself up at will. If a player has the bad luck of getting there with a low lifebar or super bar ''and'' doesn't have bonus cards to counter these disadvantages, well...

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* ''VideoGame/AkatsukiBlitzkampf'' has an Extra mode known as ''SUGUROKOU'', where the player must complete a sort-of "steps and ladders" game via clearing different stages. Some of the "FIGHT" parts can be really damn annoying, like a "?" one that has [[DeadlyGaze Sai]], [[DarkActionGirl Marilyn Sue]] ''and'' [[TheBrute Wei]] fighting the player character '''at the same time''': Sai is a BadassinANiceSuit BadassInANiceSuit able to give the enemy {{curse}}s, Marilyn is a very fast and skilled LadyOfWar, and Wei can use {{Super Mode}}s to power himself up at will. If a player has the bad luck of getting there with a low lifebar or super bar ''and'' doesn't have bonus cards to counter these disadvantages, well...

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* In ''VideoGame/DissidiaFinalFantasy'', the Omega forms of [[VideoGame/FinalFantasyVIII Ultimecia's Castle]] and [[VideoGame/FinalFantasyII Pandemonium]] are a pain to play in, especially against the computer. The former, because of the lack of solid ground and the computer is obsessed with going up and down the rails in the middle, meaning there's battles where you'll be standing there waiting for them to stop playing around so you can just finish the fight; and when it goes into Time Compression, half the solid ground will turn deadly with the gears. The latter because compared to every other level (except Chaos's arena), it's ''very'' cramped with many corridors, meaning there's both little room to dodge, and the camera will screw you up; and this one's twist is that the Stage Bravery is only increased when the red-ground spikes hit a character. Of course, the computer's reflexes are not going to let ''it'' get nailed, which means practically the only way to get the Stage Bravery high is when it hits you.

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* In ''VideoGame/DissidiaFinalFantasy'', the Omega forms of [[VideoGame/FinalFantasyVIII Ultimecia's Castle]] and [[VideoGame/FinalFantasyII Pandemonium]] are a pain to play in, especially against the computer.
**
The former, because of the lack of solid ground and the computer is obsessed with going up and down the rails in the middle, meaning there's battles where you'll be standing there waiting for them to stop playing around so you can just finish the fight; and when it goes into Time Compression, half the solid ground will turn deadly with the gears. It also gives Ultimecia herself (who's already a GameBreaker in both games regardless of stage) a ''massive'' home field advantage, because the high verticality is ideal for [[SpamAttack spamming Apocalypse over and over]] for cheap HP hits.
**
The latter because compared to every other level (except Chaos's arena), it's ''very'' cramped with many corridors, meaning there's both little room to dodge, and the camera will screw you up; and this one's twist is that the Stage Bravery is only increased when the red-ground spikes hit a character. Of course, the computer's reflexes are not going to let ''it'' get nailed, which means practically the only way to get the Stage Bravery high is when it hits you.
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Pulled the work name out of a pot hole.


* [[VideoGame/DissidiaFinalFantasy The Omega forms of Ultimecia's Castle and Pandemonium]] are a pain to play in, especially against the computer. The former, because of the lack of solid ground and the computer is obsessed with going up and down the rails in the middle, meaning there's battles where you'll be standing there waiting for them to stop playing around so you can just finish the fight; and when it goes into Time Compression, half the solid ground will turn deadly with the gears. The latter because compared to every other level (except Chaos's arena), it's ''very'' cramped with many corridors, meaning there's both little room to dodge, and the camera will screw you up; and this one's twist is that the Stage Bravery is only increased when the red-ground spikes hit a character. Of course, the computer's reflexes are not going to let ''it'' get nailed, which means practically the only way to get the Stage Bravery high is when it hits you.

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* [[VideoGame/DissidiaFinalFantasy The In ''VideoGame/DissidiaFinalFantasy'', the Omega forms of [[VideoGame/FinalFantasyVIII Ultimecia's Castle Castle]] and [[VideoGame/FinalFantasyII Pandemonium]] are a pain to play in, especially against the computer. The former, because of the lack of solid ground and the computer is obsessed with going up and down the rails in the middle, meaning there's battles where you'll be standing there waiting for them to stop playing around so you can just finish the fight; and when it goes into Time Compression, half the solid ground will turn deadly with the gears. The latter because compared to every other level (except Chaos's arena), it's ''very'' cramped with many corridors, meaning there's both little room to dodge, and the camera will screw you up; and this one's twist is that the Stage Bravery is only increased when the red-ground spikes hit a character. Of course, the computer's reflexes are not going to let ''it'' get nailed, which means practically the only way to get the Stage Bravery high is when it hits you.
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** [[VideoGame/{{Splatoon}} Moray Towers]] takes everything that people dislike about it in its home games and adapts it to ''Smash'', with a series of vertically zigzagging walkways, making vertical movement quite the chore.

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** [[VideoGame/{{Splatoon}} [[Franchise/{{Splatoon}} Moray Towers]] takes everything that people dislike about it in its home games and adapts it to ''Smash'', with a series of vertically zigzagging walkways, making vertical movement quite the chore.
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Added DiffLines:

*** Great Cave Offensive is up there with 75m as one of the most disliked stages in the series. It's a ''massive'' stage, designed to be a playing field for the newly implemented 8-player matches, but said size brings many issues. The stage is designed to be a maze to traverse through, leaving little room for free movement, the size also makes it so even with 8-players, matches can take a long while to finish. It seems even the developers were aware of this, as the stage's walls and ceilings are covered in damaging lava that KOs who touches it from 100% damage onward, which still can annoy any players who touch it by accident when below said percent as it sends them flying through small spaces. Minecarts also appear as stage hazards that players can either ride or be hit by, but the above problems make them more of a small inconvenience in comparison.
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*** Auto-scrolling stages in general are rarely popular, since they effectively [[UnexpectedGameplayChange turn the game's format]] from "fighting game" to "competitive platformer", but the king of this is Pac-Land in the UsefulNotes/WiiU version. It's a remarkably dead-on recreation of ''Pac-Land'''s aesthetics - it's just that those aesthetics happen to be butt-ugly, with the typical comparison being to an MS Paint drawing. The fact that the 3DS's ''VideoGame/PacMan'' arcade-style stage is a much more standard layout with much nicer design based on a much more popular game doesn't help matters. The reaction to Pac-Land arriving in ''Ultimate'' rather than the arcade version provoked quite a bit of confusion.

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*** Auto-scrolling stages in general are rarely popular, since they effectively [[UnexpectedGameplayChange turn the game's format]] from "fighting game" to "competitive platformer", but the king of this is Pac-Land in the UsefulNotes/WiiU version. It's a remarkably dead-on recreation of ''Pac-Land'''s ''VideoGame/PacLand'''s aesthetics - it's just that those aesthetics happen to be butt-ugly, with the typical comparison being to an MS Paint drawing. The fact that the 3DS's ''VideoGame/PacMan'' arcade-style stage is a much more standard layout with much nicer design based on a much more popular game doesn't help matters. The reaction to Pac-Land arriving in ''Ultimate'' rather than the arcade version provoked quite a bit of confusion.
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*** 75m is arguably the most disliked stage in the series due to its layout, being lifted from its [[VideoGame/DonkeyKong game of origin]], the result is a huge stage comprised of various diminute platforms in a less than ideal layout for the more frenetic and aerodynamic nature of ''Smash Bros.'' It's near impossible to fight at the small platforms in the middle of the stage, leaving players to take a risk either at the top right, where they are very close to the blast zone, or in the larger platform with [=NES=] Donkey Kong, who attacks them periodically and deals huge knockback, and stage hazards like the spring that comes out whenwver Donkey Kong is active make things more bitter.

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*** 75m is arguably the most disliked stage in the series due to its layout, being lifted from its [[VideoGame/DonkeyKong game of origin]], the result is a huge stage comprised of various diminute platforms in a less than ideal layout for the more frenetic and aerodynamic nature of ''Smash Bros.'' It's near impossible to fight at the small platforms in the middle of the stage, leaving players to take a risk either at the top right, where they are very close to the blast zone, or in the larger platform with [=NES=] Donkey Kong, who attacks them periodically and deals huge knockback, and stage hazards like the spring that comes out whenwver whenever Donkey Kong is active make things more bitter.
Is there an issue? Send a MessageReason:
None


*** 75m is arguably the most disliked stage in the series due to its layout, being lifted from its [[VideoGame/DonkeyKong game of origin]], the result is a huge stage comprised of various diminute platforms in a less than ideal layout for the more frenetic and aerodynamicnature of ''Smash Bros.'' It's near impossible to fight at the small platforms in the middle of the stage, leaving players to take a risk either at the top right, where they are very close to the blast zone, or in the larger platform with [=NES=] Donkey Kong, who attacks them periodically and deals huge knockback, and stage hazards like the spring that comes out whenwver Donkey Kong is active make things more bitter.

to:

*** 75m is arguably the most disliked stage in the series due to its layout, being lifted from its [[VideoGame/DonkeyKong game of origin]], the result is a huge stage comprised of various diminute platforms in a less than ideal layout for the more frenetic and aerodynamicnature aerodynamic nature of ''Smash Bros.'' It's near impossible to fight at the small platforms in the middle of the stage, leaving players to take a risk either at the top right, where they are very close to the blast zone, or in the larger platform with [=NES=] Donkey Kong, who attacks them periodically and deals huge knockback, and stage hazards like the spring that comes out whenwver Donkey Kong is active make things more bitter.

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