SamuraiPanda
Smash Hero
- Joined
- May 22, 2006
- Messages
- 6,924
Hey guys, for those of you who don't know me I'm SamuraiPanda. Old school smasher who played a role in the original rulesets of Brawl and helped TO many different tournaments in the past (although never ran my own). I'd like to open a discussion on the rulesets that we should use going forward with Smash 4. I'll outline each section with a header and give my 2 cents. A lot of this includes options hat we have and then my personal opinion. Some topics are too large to discuss in this thread and I'll try to provide a better place to discuss them.
And if I'm stepping on any toes here Shaya, then just give it a lock. I'll just shift my reasoning to respective threads that already exist later on.
KEEP IN MIND that 3DS tournaments will likely be few and far inbetween once the Wii U version is out, so many of these rules are tailored for the eventual Wii U tournament scene rather than specifically playing to the strengths of the 3DS. Also if you have options or ideas other than those stated here then please share them!
FORMAT
How many stocks/how much time should we run?
Options:
- 3 stock 8 minutes (Brawl rules) best of 3
- 2 stock 5 minutes (Sakurai's For Glory mode format) best of 3
- 2 stock 5 minutes best of 5
Arguments =
- [3 stocks]
Many pro players like M2K advocate that 3 stocks is the most "fair" in a competitive match. They believe this is the best test of skill and allows appropriate time to read your opponent, get read, and read back in return. They believe combacks are more possible and leads to closer matches overall. 3 stocks were first used as tournament standard at the beginning of Brawl's life. IIRC we either rarely used or never used 4 stocks in Brawl tournaments because it was clear at the beginning of the game's lifespan that Brawl was not as fast as Melee and so Melee's rules should not apply.
- [2 stocks bo3]
(a) Competitive Smash Bros tournaments take a VERY long time. Absurdly long compared to other modern fighting games. 8 minutes is the length of a best of 3 set normally. Smash tounaments run all day and night while other fighters can be fit in half a day's time. 2 stocks would alleviate a lot of that. It would be easier to find venues because they don't need to be open so early/late, more players would have time to attend, etc
(b) It is much easier to go UP on stocks later in a game's life than go DOWN on stocks. This is because the relative impact on competitive gameplay of going UP on stocks is much less than the impact of going down.
(c) [thanks to @ popsofctown for this] Players in the future who have trained on For Glory mode and are now looking for in-person tournaments to test their mettle will find this to be easiest to transition to, and players who want to practice online will be able to practice in this format as well.
- [2 stocks bo5]
The time equivalent of 3 stocks best of 3. This format is simply a variance on the current default Brawl ruleset that some believe could lead to more exciting matches, larger variety of stages/counterpicks/characters used, and other various things which would improve the overall competitive metagame. Still has the advantages of B and C from the previous argument.
My personal preference = 2 stocks bo3 at the beginning of Smash 4's lifespan. Even if Smash 4 turns out to be a SIGNIFICANTLY faster game than we currently have, I think 2 stocks would help alleviate many of Smash's underlying tournament issues. I believe that fatigue in tournaments is a very important and very real problem in Smash. The number of people getting to grand finals and just wanting to split because its 2am and they're exhausted would be cut down, and I've seen perfectly legitimate grand finals have absolutely no hype at all because a best of 5 set followed by a reset to another best of 5 set when each game was nearly 8 minutes long is draining to both players and viewers. Additionally, finding venues that are open early/late enough and running tournaments all day long would be a concern of the past.
\
EDIT2: Thinkaman and Amazing_Ampharos also a thread with data illustrating that times are not too different between 2 stock and 3 stock.
How should we run the tournaments?
Options:
- Swiss format for pools/early matches, then top 8/16/whatever uses traditional double elimination
- Double elimination for full tournament
(Open for more suggestions)
Arguments =
- [Swiss to double elim]
This format favors the 3DS. To be honest it is not very viable for tournament play on the Wii U simply because of time it would take to run a tournament. Inifinty, a TO from Texas, did a great write up on why Swiss would be ideal for 3DS (among other things). Some arguments brought against this idea by people who have run large scale Mario Kart and Pokemon 3DS tournaments are that Wifi instability is very difficult to deal with, and Wifi tends to become unstable with a large number of people connecting at the same time. The conversion to double elim later on is to preserve hype and interest.
- [Double elim]
Traditional format, time tested to be more-or-less one of the best ways of testing skill (Swiss is superior here though) while running a smooth and fast tournament. For logistical issues, this will likely be the de-facto format for Wii U tournaments in the future.
Personal preference = Double elimination. People playing the 3DS version are practicing Smash 4 for the eventual Wii U release. I don't think people should have to adapt to new formats they are uncomfortable with just for a month.
STAGES
What stages should we use?
Let's not discuss this huge topic here. Please refer to this thread for further discussion.
How should stage selection work?
Options:
- Random stage selection from a given "starter" list
- Rock Paper Scissors for first stage selection from a given list prior to selecting characters
- Stage striking
- For Glory Mode (IE ONLY FD AND OMEGA STAGES)
(Open to more suggestions)
Arguments =
- [Random stage]
You will have to pick a character for your first match with enough versatility to fit all stages in this "starter" list and not be signfiicantly weak to one. Limits character selection.
- [RPS]
Both you and your opponent have time to consider who to play on the given stage. Player who wins the RPS can clearly choose the stage best for them.
- [Striking]
This is the given format for Smash tournaments now for a reason. While not a perfect solution, it is by far the best option we've had in tournament play since the inception of competitive Smash bros.
- [For Glory Mode]
(thanks to @ popsofctown for this) Players in the future who have trained on For Glory mode and are now looking for in-person tournaments to test their mettle will find this to be easiest to transition to. This severely limits viable character choice and limits variety in competitive play. It may allow for a larger early and middle-lifespan fanbase, but it would likely severely hinder the longevity of the game.
Personal preference = Yeah I didn't really hide that clearly stage striking is the best from this list in my opinion. I'd find it hard for anyone to argue that one of the other points here is superior to striking. There are other suggestions I've seen floating around for a ruleset superior to stage striking but nothing viable quite yet.
How should stage banning work?
This is really up to the TO for how many stages they allow you to ban. I believe this should reflective of the number of stages they have but again its up to them. However, in this section I'd like to address a big issue people have been sleeping on (IMO). Omega stages, which are the "FD" versions of almost all the stages in the game. They have SLIGHTLY different properties form FD. There may or may not be differences in blast zones (yet to be tested extensively) but stage length is the exact same among all of them. They have 5 different platform types apparently though; Pillar, Floating, and Wall formats. The exceptions being the Mother stage and Arena which may have slightly different properties to these three (thanks to @ ParanoidDrone for the info).
How should we address Omega stages in tournament play? Specifically in banning?
Options:
- Banning FD bans FD+all Omega stages
- Banning Omega bans ALL Omega stages, but they are separate from FD
- Omegas are all individual stages
(Open to more suggstions here)
Arguments =
- [Ban FD+Omega together]
When banning stages in competitive play, you are USUALLY banning to get rid of a "type" of stage. When someone bans FD against the Ice Climbers, that means they want a stage with platforms to utlize vs the ICs. Similarly, some characters will be extrodinarily strong on flat stages vs flat+plat stages and otherwise. Little Mac is the perfect example of a character who will without a doubt thrive on a flat stage. By combining the ban, you are allowing players to ban the entire flat stage "type" at once. In tournaments with only 1 stage ban but allowing FD and Omega, how can ban out that type?
- [Banning Omega bans ALL Omega stages]
Yes Omega stages have different properties between them so lumping them all together may be "unfair" to certain stages. However this may be the best solution for the aforementioned "type" banning.
- [Omegas are individual stages]
If you run this, then your tournament better have 20 stage bans.
Personal preference = Banning Omega bans ALL Omega stages. This does not mean you cannot ban individual Omega stages you may not like (Warioware's Omega seems HUGE) but it allows you to ban the full "type". Lumping FD+Omega together IMO causes an unfair lumping. Not all Flat+plat stages are lumped together (i.e. Brawl Smashville and BF) so why should one ban cover every single version of a single, often-used type? Given, if there is only one version of a single type on a stage list (i.e. only one walkoff stage) then they suffer from that issue.
CUSTOM EQUIPMENT
This discussion should be focused in this thread. My favorite quote from the thread that perfectly reflects one of the biggest reasons I'm personally against equipment is from @Tristan_win :
Discussion regarding SHOULD they be allowed should go to this thread. I also believe that Thinkaman's thread regarding the issue is a wonderful overview of the potential merits they could have for the competitive scene.
CAN they be allowed in tournaments?
Oh boy this is a loaded question that proves a large dichotomy between 3DS and Wii U. As it is now, YES they are easily possible for the 3DS and should be a TO decision whether they are or not.
However, for the Wii U to have Custom Specials usable in tournaments there will have to be a quick way to unlock everything for every Wii U. Likely if the 3DS can transfer unlocked specials over to the Wii U (and can do so for multiple Wii Us) then logistically they could work. If every Wii U requires as much time as it currently does on the 3DS to unlock custom special attacks for every single character in the game, then it is unlikely for custom specials to ever be legal in large-scale tournaments simply due to the difficultly and time required for unlocking for all of the Wii Us.
Miis Plz??
Should they be allowed in tournaments?
Ugh another loaded question. I wish this had its own thread to discuss I could redirect to.
Okay, again I'm going to talk about the LOGISTICS of Mii fighters in Wii U tournament play. There is NO ISSUE with Mii fighters for the 3DS and that is a TO-dependent decision to make. There IS however an issue for Wii U tournaments:
The balance of the Mii fighter depends on the height (and width??) of the Mii fighter.
Taller ones have longer reach and shorter ones are faster. If you were to main the Mii fighter, you would have a specific size you want to use. Logistically allowing Mii fighters for the Wii U would require standardized Miis to be used. And how to you make sure that PlayerXX who graciously brought his Wii U for you to use in your tournament is using the CORRECT standardized Mii and didn't paste the standardized Mii's face on a different size body? As a TO, checking every Wii U has the correct standardized Miis is absurdly difficult. And then you have to figure out WHO makes the standardized Mii and which Mii becomes the standard. That is a huge logistical nightmare.
There are TWO scenarios (I can think of) where the Miis would pose no issues being part of the Wii U tournament scene. The first lies in the reliability and speed of connecting a 3DS to the Wii U. If you can quickly connect to sync your Mii fighter via your 3DS without adding much time to a tournament, then they could work. The second is if they give us premade Miis with the Wii U version as well, allowing us to simply chose one of those to play with.
And if I'm stepping on any toes here Shaya, then just give it a lock. I'll just shift my reasoning to respective threads that already exist later on.
KEEP IN MIND that 3DS tournaments will likely be few and far inbetween once the Wii U version is out, so many of these rules are tailored for the eventual Wii U tournament scene rather than specifically playing to the strengths of the 3DS. Also if you have options or ideas other than those stated here then please share them!
FORMAT
How many stocks/how much time should we run?
Options:
- 3 stock 8 minutes (Brawl rules) best of 3
- 2 stock 5 minutes (Sakurai's For Glory mode format) best of 3
- 2 stock 5 minutes best of 5
Arguments =
- [3 stocks]
Many pro players like M2K advocate that 3 stocks is the most "fair" in a competitive match. They believe this is the best test of skill and allows appropriate time to read your opponent, get read, and read back in return. They believe combacks are more possible and leads to closer matches overall. 3 stocks were first used as tournament standard at the beginning of Brawl's life. IIRC we either rarely used or never used 4 stocks in Brawl tournaments because it was clear at the beginning of the game's lifespan that Brawl was not as fast as Melee and so Melee's rules should not apply.
- [2 stocks bo3]
(a) Competitive Smash Bros tournaments take a VERY long time. Absurdly long compared to other modern fighting games. 8 minutes is the length of a best of 3 set normally. Smash tounaments run all day and night while other fighters can be fit in half a day's time. 2 stocks would alleviate a lot of that. It would be easier to find venues because they don't need to be open so early/late, more players would have time to attend, etc
(b) It is much easier to go UP on stocks later in a game's life than go DOWN on stocks. This is because the relative impact on competitive gameplay of going UP on stocks is much less than the impact of going down.
(c) [thanks to @ popsofctown for this] Players in the future who have trained on For Glory mode and are now looking for in-person tournaments to test their mettle will find this to be easiest to transition to, and players who want to practice online will be able to practice in this format as well.
- [2 stocks bo5]
The time equivalent of 3 stocks best of 3. This format is simply a variance on the current default Brawl ruleset that some believe could lead to more exciting matches, larger variety of stages/counterpicks/characters used, and other various things which would improve the overall competitive metagame. Still has the advantages of B and C from the previous argument.
My personal preference = 2 stocks bo3 at the beginning of Smash 4's lifespan. Even if Smash 4 turns out to be a SIGNIFICANTLY faster game than we currently have, I think 2 stocks would help alleviate many of Smash's underlying tournament issues. I believe that fatigue in tournaments is a very important and very real problem in Smash. The number of people getting to grand finals and just wanting to split because its 2am and they're exhausted would be cut down, and I've seen perfectly legitimate grand finals have absolutely no hype at all because a best of 5 set followed by a reset to another best of 5 set when each game was nearly 8 minutes long is draining to both players and viewers. Additionally, finding venues that are open early/late enough and running tournaments all day long would be a concern of the past.
\
EDIT2: Thinkaman and Amazing_Ampharos also a thread with data illustrating that times are not too different between 2 stock and 3 stock.
How should we run the tournaments?
Options:
- Swiss format for pools/early matches, then top 8/16/whatever uses traditional double elimination
- Double elimination for full tournament
(Open for more suggestions)
Arguments =
- [Swiss to double elim]
This format favors the 3DS. To be honest it is not very viable for tournament play on the Wii U simply because of time it would take to run a tournament. Inifinty, a TO from Texas, did a great write up on why Swiss would be ideal for 3DS (among other things). Some arguments brought against this idea by people who have run large scale Mario Kart and Pokemon 3DS tournaments are that Wifi instability is very difficult to deal with, and Wifi tends to become unstable with a large number of people connecting at the same time. The conversion to double elim later on is to preserve hype and interest.
- [Double elim]
Traditional format, time tested to be more-or-less one of the best ways of testing skill (Swiss is superior here though) while running a smooth and fast tournament. For logistical issues, this will likely be the de-facto format for Wii U tournaments in the future.
Personal preference = Double elimination. People playing the 3DS version are practicing Smash 4 for the eventual Wii U release. I don't think people should have to adapt to new formats they are uncomfortable with just for a month.
STAGES
What stages should we use?
Let's not discuss this huge topic here. Please refer to this thread for further discussion.
How should stage selection work?
Options:
- Random stage selection from a given "starter" list
- Rock Paper Scissors for first stage selection from a given list prior to selecting characters
- Stage striking
- For Glory Mode (IE ONLY FD AND OMEGA STAGES)
(Open to more suggestions)
Arguments =
- [Random stage]
You will have to pick a character for your first match with enough versatility to fit all stages in this "starter" list and not be signfiicantly weak to one. Limits character selection.
- [RPS]
Both you and your opponent have time to consider who to play on the given stage. Player who wins the RPS can clearly choose the stage best for them.
- [Striking]
This is the given format for Smash tournaments now for a reason. While not a perfect solution, it is by far the best option we've had in tournament play since the inception of competitive Smash bros.
- [For Glory Mode]
(thanks to @ popsofctown for this) Players in the future who have trained on For Glory mode and are now looking for in-person tournaments to test their mettle will find this to be easiest to transition to. This severely limits viable character choice and limits variety in competitive play. It may allow for a larger early and middle-lifespan fanbase, but it would likely severely hinder the longevity of the game.
Personal preference = Yeah I didn't really hide that clearly stage striking is the best from this list in my opinion. I'd find it hard for anyone to argue that one of the other points here is superior to striking. There are other suggestions I've seen floating around for a ruleset superior to stage striking but nothing viable quite yet.
How should stage banning work?
This is really up to the TO for how many stages they allow you to ban. I believe this should reflective of the number of stages they have but again its up to them. However, in this section I'd like to address a big issue people have been sleeping on (IMO). Omega stages, which are the "FD" versions of almost all the stages in the game. They have SLIGHTLY different properties form FD. There may or may not be differences in blast zones (yet to be tested extensively) but stage length is the exact same among all of them. They have 5 different platform types apparently though; Pillar, Floating, and Wall formats. The exceptions being the Mother stage and Arena which may have slightly different properties to these three (thanks to @ ParanoidDrone for the info).
How should we address Omega stages in tournament play? Specifically in banning?
Options:
- Banning FD bans FD+all Omega stages
- Banning Omega bans ALL Omega stages, but they are separate from FD
- Omegas are all individual stages
(Open to more suggstions here)
Arguments =
- [Ban FD+Omega together]
When banning stages in competitive play, you are USUALLY banning to get rid of a "type" of stage. When someone bans FD against the Ice Climbers, that means they want a stage with platforms to utlize vs the ICs. Similarly, some characters will be extrodinarily strong on flat stages vs flat+plat stages and otherwise. Little Mac is the perfect example of a character who will without a doubt thrive on a flat stage. By combining the ban, you are allowing players to ban the entire flat stage "type" at once. In tournaments with only 1 stage ban but allowing FD and Omega, how can ban out that type?
- [Banning Omega bans ALL Omega stages]
Yes Omega stages have different properties between them so lumping them all together may be "unfair" to certain stages. However this may be the best solution for the aforementioned "type" banning.
- [Omegas are individual stages]
If you run this, then your tournament better have 20 stage bans.
Personal preference = Banning Omega bans ALL Omega stages. This does not mean you cannot ban individual Omega stages you may not like (Warioware's Omega seems HUGE) but it allows you to ban the full "type". Lumping FD+Omega together IMO causes an unfair lumping. Not all Flat+plat stages are lumped together (i.e. Brawl Smashville and BF) so why should one ban cover every single version of a single, often-used type? Given, if there is only one version of a single type on a stage list (i.e. only one walkoff stage) then they suffer from that issue.
CUSTOM EQUIPMENT
This discussion should be focused in this thread. My favorite quote from the thread that perfectly reflects one of the biggest reasons I'm personally against equipment is from @Tristan_win :
CUSTOM SPECIALSI am absolutely against using equipment in tournaments for so many reasons but the flavor I'll bring up right now is how they would make the game less deep on the mid to high level. As someone gets better and better at smash they tend to naturally learn how to better manage not only their percentage but their opponents as well. 'I can kill them at X%, I can combo them from X%, he can't kill me until X%, he can't combo me until X%' I feel this plays a big part in the mid to high level of smash and by everyone adding equipment it would expend the amount of information you would need to know to unreasonable amounts.
Sure people might die faster and matches would be quicker but the thinking involved to win those matches would be a lot less, in a way it would make smash4 the worst smash due to inconsistencies from match to match.
Discussion regarding SHOULD they be allowed should go to this thread. I also believe that Thinkaman's thread regarding the issue is a wonderful overview of the potential merits they could have for the competitive scene.
CAN they be allowed in tournaments?
Oh boy this is a loaded question that proves a large dichotomy between 3DS and Wii U. As it is now, YES they are easily possible for the 3DS and should be a TO decision whether they are or not.
However, for the Wii U to have Custom Specials usable in tournaments there will have to be a quick way to unlock everything for every Wii U. Likely if the 3DS can transfer unlocked specials over to the Wii U (and can do so for multiple Wii Us) then logistically they could work. If every Wii U requires as much time as it currently does on the 3DS to unlock custom special attacks for every single character in the game, then it is unlikely for custom specials to ever be legal in large-scale tournaments simply due to the difficultly and time required for unlocking for all of the Wii Us.
Miis Plz??
Should they be allowed in tournaments?
Ugh another loaded question. I wish this had its own thread to discuss I could redirect to.
Okay, again I'm going to talk about the LOGISTICS of Mii fighters in Wii U tournament play. There is NO ISSUE with Mii fighters for the 3DS and that is a TO-dependent decision to make. There IS however an issue for Wii U tournaments:
The balance of the Mii fighter depends on the height (and width??) of the Mii fighter.
Taller ones have longer reach and shorter ones are faster. If you were to main the Mii fighter, you would have a specific size you want to use. Logistically allowing Mii fighters for the Wii U would require standardized Miis to be used. And how to you make sure that PlayerXX who graciously brought his Wii U for you to use in your tournament is using the CORRECT standardized Mii and didn't paste the standardized Mii's face on a different size body? As a TO, checking every Wii U has the correct standardized Miis is absurdly difficult. And then you have to figure out WHO makes the standardized Mii and which Mii becomes the standard. That is a huge logistical nightmare.
There are TWO scenarios (I can think of) where the Miis would pose no issues being part of the Wii U tournament scene. The first lies in the reliability and speed of connecting a 3DS to the Wii U. If you can quickly connect to sync your Mii fighter via your 3DS without adding much time to a tournament, then they could work. The second is if they give us premade Miis with the Wii U version as well, allowing us to simply chose one of those to play with.
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