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Two or three stocks? Customs on or off? Miis legal or not? Is Halberd still viable? These hot topics have haunted the Smash community ever since the game released. Will there ever be an agreement? Who knows; what is for sure is that here at Smashboards we want to give our opinions.
Here is where the Smashing Debate comes to life. Through the next weeks we're going to publish parts of this series discussing the issues that attack our stability as a community. And, as part of the #MiiWiik, we're starting right off with the topic that has generated the most debate lately: Mii Legality.
WARNING
Let's get started.
The Issue
The key to understanding this problem is knowing how matchups (MUs) work. Players compare one character's strengths to another's and pinpoint who struggles against who. Miis require a major level of understanding, as they can be created to be anything from paper-thin and 8 feet tall to a ball-round, 3-foot character. These factors obviously make the abilities of the character fluctuate and gives Miis a plethora of variability in combo and damage potential, defense and other stats. Now, these factors, combined with the already wide potential combinations with customs, creates a problem.
The Perspectives
"All Miis Matter": Miis should be completely legal - all 27 combinations - but players should still be limited to using the standard, pre-installed Miis of medium sizes. The alternative Special Moves can't be considered "customs" or equals to other characters' customs because they are already unlocked and present totally different moves, instead of just some changes in damage, speed, and one or two effects.Supports: All combinations allowed, medium sizes.
1111: Miis should be legal, but limited to their 1111 moveset. The ability to use all Miis creates some over-powered combinations and there's no way to control it as they are basically 81 different characters. This choice saves tournament organizers (TOs) a lot of work, and the 1111 setup is fairly balanced. With 81 different movesets, the MUs multiply and players have a lot of difficulty knowing how all of them work.
Supports: 1111 setups for all styles, medium sizes.
Our Opinions
We brought in two of our writers to give their points of view on the subject.Nova
This is just an opinion, but I think there's ZERO reason to limit the movesets of 3 whole characters. Their move variations do not change how their matchups are played, just the options they have in certain situations. Almost all the arguments in favor of the ban translate to "I don't know the matchup, and I don't want to know" (Disclaimer: Almost all of them.)I understand that having the option to counterpick moves is a huge advantages, but that can be solved by banning just that. One option that some tournaments commonly use is to let the Mii player choose any combination of moves, but limit them to one combination per set. That's one. There's also another more extreme option: decide on an "ultimate" moveset, and after it's decided, there's no going back.
While this may seem horrible, it's a lot better than just sticking to 1111, which is the main reason Mii mains are non-existent. Besides, even if the unthinkable happens and we allow Miis to use all their moves, counterpick or not, they'll still be standard size so you don't need to learn combo and kill percentages for all the variations, just one.
Finally, let me ask you something: how many Mii mains do you honestly expect to face in your bracket? If you don't drown in pools, you'll be lucky to face more than two. And even if you do, you can pretty much counterpick Sheik and win (provided that you can, in fact, press buttons). So, why do we keep banning three potential characters that can be viable just for some problems that can be solved easily? We lose virtually nothing and gain a lot just by letting them free of their chains. I'll let you decide which is better.
OniKirby
The magic number, 1111. Many think that this number solves everything. For some, it does.To me, there's no thing as an over-powered character; even Melee Fox and Brawl Meta Knight. You can, after all, defeat a Melee Fox with Kirby; you can, after all, defeat a Brawl Meta Knight with Ganondorf. Let's just say that "it's not the bow, it's the archer". It does not matter if you have a great character in your hands, if you have no hands.
Miis are just more versatile than other characters, and alternative moves do not change the MUs entirely; special moves are just 33% of a character's moveset. Characters in Smash are made to represent their home game. Miis are a way to represent yourself by changing aspects of your creation, moving and switching. In the end, a Mii should reflect you, and not your limitations.
Cutting aside 26 combinations from a character is reducing to a minimum what the character is. It's like playing Fox only using lasers, or playing Ryu with only the light version of his attacks. The alternative moves are made to change your style, and reflect how you like to play. Let's think for a second. By banning customs, normal characters lose their ability to select non-1111 variations. Mii Fighters' movesets cannot be considered "customs" in the same sense: by banning them they are losing what makes them interesting characters.
I'm aware of organizing issues, and they are real. Still, the game can keep 99 Mii Fighters, enough so that all 81 combinations are available on the console using the 3DS-to-Console method.
Conclusion
We agree that Miis should be legal in some way, but not just 1111, as this restricts a player's options. In the end, we want to know your opinion! Let us know what you think about this topic, and stay tuned for the next part of the Smashing Debate.