xDD-Master
Smash Champion
1 stock...
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How about being on their last stock? And also this "anti-plank" method wouldn't work, since the person with the higher damage in this scenario would be the one camping/planking, not the other.Of course they would. But there's nothing to stop their opponent suiciding either.
See mostly every one agrees w/ the timer change...to 9 or 10 min. So whom do we go to get this **** changed?I think a 9-10 minute timer wouldn't be a bad idea...
Also, even though I'm usually pretty against items.... Having food on low/very low seems kind of appealing to me for some reason.
Have you considered how difficult it will be to plank if there is no threat of you actually attacking the other person?How about being on their last stock? And also this "anti-plank" method wouldn't work, since the person with the higher damage in this scenario would be the one camping/planking, not the other.
No Cheeses.Have you considered how difficult it will be to plank if there is no threat of you actually attacking the other person?
It's because Brawl has less stocks.9 minutes, at least 9 minutes for semifinals and finals, is my vote.
melee matches are way faster than brawl matches, and melee timer is 8 minutes. Why is Brawl 7-8 minutes? Stupid.
requoted myself so you guys can talk about something else, since everyone ignored my post and I can think of no reason that this idea would be so terrible as to be totally ignored, rather than refuted.Now it's time I threw in some ideas, which is the point of this thread. The basis for some ideas (namely the stage one) I've gotten from other people, the rest I've just thought of. Refinement may be necessary, but consider this:
Trash the starter/counterpick/"I ban this stage" system.
Instead: Combine "starters" and "counterpicks" into one large pool of stages. When you go to play your opponent, only these stages are listed as "on" on the stage selection screen. You will then proceed to strike out each stage each player does not want, in the manner you do for the current "Starters." Whether 1 strike by player A, then 1 strike by player B, repeat would be the best, or 1-2-2-1-etc. would be best, is up for debate, it doesn't really matter.
Anyway, you strike down to the last X amount of stages for the whole set, and those are the only stages you will play for that set. Under the current ruleset, games are best of 3 most of the time, so you will have struck down to three stages.
The first game is then played on a random of these three stages.
The next stage is chosen from the remaining two stages by the loser. Pretty simple concept, and I feel that it is a great improvement over the starter/counterpick system. You know what stages you will be playing before the matches even start.
This also gives you the chance to "ban" all your least favorite stages at the beginning, and the same holds true for your opponent.
It also makes for more "interesting stage" potential. Some of the former "banned" stages, for example Norfair (assuming it's usually banned) and Corneria or whatever could be allowed, since either player will be able to strike it. The only problem I see with this is that it might cause one player to "waste" one or more of their strikes on "gay" stages such as Corneria, while the other player then gets to strike stages they simply don't like, rather than the "gay" ones since their opponent already took care of those.
It also means that any given set has a chance at not even having ANY of the standard neutrals, such as FD, SV, BF, and YI, which I personally think will add more interest. It could also mean that every single match in a set could be played on those neutrals, which is the same as the current starter/counterpick system, so this method simply adds more options. Players could even agree to repeat certain stages if they wish.
tl;dr version: a simple change to at least slightly improve Brawl as it currently is is to combine starter/counterpick stages into one big strikefest at the beginning of the set, allowing everyone to see what stages may be played before the set even starts, and sometimes making for more interesting stage choices.
Ok, my long-winded explanation of that is done.
Now for my next idea: combining the huge stagelist and striking system with more, shorter matches.
My hope for this is to make sets less campy, faster paced, and generally more interesting. Obviously it might not work, but this was what I was thinking: Everyone considers 3-stock, 8 minutes, best of 3 the standard. Why?
What if we lessened the stocks, shortened the timer, and increased the amount of wins required to win a set? I'm not saying it's a perfect idea, and may need tweaking, but... 2 stocks, 6 minutes? That would make sets faster, obviously, but I wonder if that would make timing out an even worse problem.
Here's something ridiculous: what about 1 stock, no time limit, best of 7? O_O!?!?!??
...it sounds kind of dumb. It doesn't leave room for amazing comebacks, or time to adapt to your opponents playstyle and overcome them.
It does solve the problem of people timing out, except that I'm sure people would find a way to camp/plank forever if they were in danger of losing...argh.
Maybe someone else can look at this and tell me what they think, I'm going to bed.
I still think the stagestrike system is ideal, though.
How can you say that?Also, in NO WAY does less stocks hurt Lucario unless he's drastically losing, lol.
Doing good is better than doing bad, then having aura come and pull you out of trouble. I don't consider "Oh, I have a chance to make a 3 stock comeback against my opponent with broken power" a good enough attribute to Lucario, because it shouldn't happen against good players.How can you say that?
Lucario loses first stock, now his killing ability is drastically hindered until he gets to at least mid percents on his second and final stock.
Of course it's a different story if Lucario wins the first stock, because he then has a chance to rack up a lot of damage on his opponents final stock.
Basically, two stocks leaves Lucario no room for comebacks, which is kinda his thing. I'm exaggerating a bit of course, but it's true to an extent. Two stock matches would definitely hurt Lucario.
I was simply saying the room for error is really small, yes if you SD generally you lose, but you have a better chance of redeeming yourself with three stocks instead of two.If you're bad, two stocks hurts you . . . okay so? SDing generally costs the game anyway. If you're better, just win the other rounds.
Also, in NO WAY does less stocks hurt Lucario unless he's drastically losing, lol.
All fighter games where you must deplete your opponent's life bar, and then do it again after a reset to obtain victory are essentially two stock matches. I've always advocated two stocks in Brawl. I find a third stock completely unnecessary.
Hmm, perhaps.I've always advocated two stocks in Brawl. I find a third stock completely unnecessary.
I don't agree with increasing the time limit because that really will just make tournaments longer, most likely.I skimmed through the topic and I've always thought that something like this would be the most optimal method.
3 stock match, 10 minutes.
Since you aren't reaching 10 minutes unless you want to this pretty much eliminates accidental timeouts.
If you DO time out, going to sudden death is flawed because what's to say they can't plank there.
However, if a time out occurs:
1 stock match, 5 minutes, Food on low.
They CAN'T get a stock lead here and they CAN'T keep a percent lead if they do get one. This means they're actually going to have to fight.
Opinions?
Antitrip wiis, problem solved.One stock allows luck to be a crushing factor. In a game with tripping, I cannot advocate one stock. Even an 90% damage string can be overcome by safe play, and avoiding the K.O.. One stock is too drastic a shift, and since you can gimp people in this game, too dangerous.
I will note that ICE CLIMBERS appear weakened in this format.
that's your fault for not having stage control, and because it is food (not of huge importance for one piece) an unlucky occasion where you have stage control 90% of the match then an item comes when you don't, won't cause you to lose the game.Also why food or items will not be tolerated by competitve standards is because well lets think about it
Snake ___________________________ Kirby
pretend thats Final D
Now lets pretend food is on Low
Snake _____food__________________ Kirby
ok it lands there whos going to get it.... Snake
Thats just 1 of the MANY major issues with items which is the example above