Here's a perfect example that shows you can distinguish who hits the ceiling KO plane first. You may need to view the replay if it is close, but it is way more important to make sure that the right player wins.
https://youtu.be/DGUkmReJNXA?t=16m8s
Yup, Shulk definitely died first as his magnifying glass vanished long before Diddy's did.
Also, he was at 181% so it stands to reason he'd make it there first.
and you don't see people asking for a special scrub rule.
Probably because JP is not
literally committing suicide when she uses the move.
But fine, if you're going to insist that customs are garbage, ignore customs completely and look at the default moves.
Bowser and Ganondorf both have suicide moves that fit their characters: they're mean villains, that's their deal.
In order to use his, Ganondorf needs to catch a player with it while over the edge of the stage. The result is that he wins on last stock because he's HOLDING his opponent below him to ensure they hit the blastzone first. What a meanie!
In order for Bowser to use his... (from the thread I quoted above, since I'm sure no one actually looked at it anyway...)
These results are when Bowser is trying to move in the direction he was facing when he got the grab, whether it is left or right.
When Bowser has 80% more damage than the victim, his inputs seem to have no impact at all.
When Bowser has 30% more damage than the victim, Bowser will lose about half of his control.
When both characters have the same percentage, Bowser will lose about 10% of his control.
When the victim has 10% more damage than Bowser, they will land straight down.
When the victim has 60% more damage than Bowser, they will lose about half of their control
When the victim has 100% more damage than Bowser, their inputs seem to have no impact at all
Bowser is facing away from his intended direction: These results are when Bowser is trying to move in the direction he was not facing when he got the grab.
When Bowser has 70% more damage than the victim, his inputs seem to have no impact at all.
When Bowser has 20% more damage than the victim, he loses half of his control
When both characters have the same percentage, Bowser will lose about 20% of his control.
When the victim has 50% more damage than Bowser, they will land straight down.
When the victim has 80% more damage than Bowser, they will lose about half of their control.
When the victim has 120% more damage than Bowser, their inputs seem to have no impact at all.
TL;DR: Bowser has to have a
100%-120% lead on the victim before he can take them over the edge with 0 resistance.
Now, Bowser is the heaviest character in the game, one that was undoubtedly intended to have a lot of damage racked up on him before being KOed. He was EXPECTED to take a lot of damage and be comboed a great deal (and boy, is he ever!). Thus, he's balanced around the idea that he will kill his opponent at lower percents while they have him at higher percents.
Ergo, this move is designed in such a way that it is INCREDIBLY HARD for Bowser to take someone off of the ledge with him. Now, WHY would they make it INCREDIBLY HARD for Bowser to take someone off the ledge if it's something Bowser didn't WANT to do?
Furthermore, why does Bowser die first on some stages and the game goes to SD on others? Still waiting for someone to solve that riddle...
You know, this was never an issue in any of the previous games. At all. You know why? Because we all understood that you didn't die the moment you hit the blastzone. Now sometimes you do. Oh well, so what?
As competitive players, we DEMAND consistent behavior from game elements. We send our opponents to the blast zones as per the game's requirement for us to defeat them. The rest is up to the game to behave consistently.
In EVERY past iteration of SSB, someone hitting the upper blast zone would ALWAYS be sent over the top or screen KOed. It was consistent.
I have no idea what Sakurai smoked the day he decided to make this random (probably whatever prevents him from aging), but the fact that it's random like this means that we either make a rule about it or we're letting a single RNG decide the outcome of entire matches.
I personally wouldn't want to see that in my tournament but it's obviously up to TOs how they want to handle theirs...