Jiggsbomb
Smash Ace
For what I've seen, some TOs use 2 stocks while some use 3 stocks. But what would be the best, 3 stocks or 2? I personally prefer 3 stocks.
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Yeah I was hoping Smash 4 would return to the Melee standard of 4 stocks. That being said, it's still early days and Smash 4 players are still a little slow and unfamiliar with the game.Matches go way too quickly with two stocks, on top of making it much harder to make a comeback. What's with this silly tradition of subtracting a stock every Smash game, anyway? I mean, it made sense in the other games to subtract a stock from the last one, but it seems really unnecessary to do it again this time.
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I 100 % agree with you. 4 Stocks might be a bit too much, but will see. There might be a groundbreaking tech discovered in the future that really increases the movement and pace of the game. But I think 3 stocks is the bestMatches go way too quickly with two stocks, on top of making it much harder to make a comeback. What's with this silly tradition of subtracting a stock every Smash game, anyway? I mean, it made sense in the other games to subtract a stock from the last one, but it seems really unnecessary to do it again this time.
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They keep subtracting stocks because KOing people has gotten progressively harder since Melee, where eating an Nair at 90% would potentially murder you, to getting smashed at 140% and surviving. This game feels like 3 stocks would work fine though.Matches often go way too quickly with two stocks, on top of making it much harder to make a comeback. What's with this silly tradition of subtracting a stock every Smash game, anyway? I mean, it made sense in the other games to subtract a stock from the last one, but it seems really unnecessary to do it again this time.
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Vectoring was the main reason that two stocks was considered standard, no? With vectoring, stocks took a pretty long time.I think we need the three-stock matches because of the removal of vectoring. Also, a two-stock doesn't sound as impressive as a three\four-stock
Except it's easier and faster to kill in Smash 4 than in Brawl....They keep subtracting stocks because KOing people has gotten progressively harder since Melee, where eating an Nair at 90% would potentially murder you, to getting smashed at 140% and surviving. This game feels like 3 stocks would work fine though.
THANK YOU.2 stock is better. This mirrors not only For Glory online, but it matches other fighting games in terms of numbers of rounds. I also alleviates the huge time problem Smash has since matches are max of 5 minutes rather than 8 minutes. The longest a set could be is 15 minutes rather than 24 minutes before, so tournaments will move a lot faster. Grand finals should still be 3 stock.
Except it's easier and faster to kill in Smash 4 than in Brawl....
^This game feels like 3 stocks would work fine though.
Agreed, and I think it's the reason why we should go to two. CEO this year was held back 2 hours because Smash took so long. Marvel 3 and SF4 took their allotted hour with no problem and moved much quicker. If you're not a fan of Smash, you'll be sitting there so 5 hours before the other games come on for 2. And as you said, even if it's just Smash, it's going to take a while to finish and most people don't want to spend their entire day watching Smash for one more stock.THANK YOU.
I'm going to be going to another tourney on the 6th of December (same place), but I don't want to be there by noon and leave by midnight because people want one more stock. It's already 2/3 anyway, so why make it a 3/5 stock count? It gets way too long getting everything done when you have larger scale tournaments.
At a certain point, they can be 3 stocks, but the preliminary stuff should be 2 stocks per until then. We need to speed things up.
Translation: For the sake of being timely, 2 stocks is good. If it's a small tourney and time isn't a concern, then 3 stock the whole thing. Otherwise, make top cuts the 3 stock matches.
100% false, and I will show you why, of which there is absolutely no debate that 2 Stocks does decrease the chance of comebacks. Mainly Mathematics. I am Ganondorf main, meaning I have of the characters most susceptible to Gimping, especially to characters like Sheik, but I digress. Let's say your character has an average kill percent of 100%, as does your opponent. Let's also say your opponent gimps you at while he is at 10% whilst you are at around 30. You need to make up an average of 190% in order to win over your opponent, and if you are players of equal skill and a 50-50 matchup, means that right now, you have a 1/4 chance of winning at that current time(1/2 chance of winning both stocks, is 1/2 X 1/2 = 1/4). This is a huge drawback within winning a set, and can very much create a one sided battle and causes you, the player, to play much more defensively due to Smash 4's mechanics. Let's take the same scenario with 3 stocks. With a gimp, you only need to make up an average of 150%, leaving your probability of winning at 1/3( 1/2 * 1/2 * 1/2 * 2(the chances, or number of stocks you have) = 2/6 = 1/3). While you as the player will play a little bit more defensively, they still have room for error. And not only that, but matches can be even more exciting, as comebacks can be bigger. For example, you lose 2 of your stocks and make a comeback from that. Nothing is more exciting in the community than that. Not only that, but it can cause greater character balance flaws if it is 2 stocks. Little Macs KO punch, is very terrible for 2 stocks, completely blocking the chance of a comeback with some specific characters. So. Fact 1 completely disproven.True, Mac's KO punch may skew results about comebacks. I also had an incredible Jiggs comeback with a last minute Wall of Pain. I also saw an incredible Link comeback, a ZSS comeback, a Yoshi comeback, a Diddy comeback, and a DeDeDe comeback. 2 stocks doesn't decrease the chance of comebacks, I hate that sentiment getting thrown around here. I saw more comebacks at this tournament than I have ever seen at a Brawl tournament, with all three of its stocks.
With two stocks, there are less what I call "dead stocks". You're clearly going to lose this match due to a smart character pick / stage pick, you're down, and the battle is way too uphill. Now you're not dragging your feet for an extra stock only to lose anyway -- you're getting back to the match you want to play, quicker. With only two stocks, you also get to the "between match" moment quicker, where you can think over the match that just happened, get some quick coaching, and formulate a plot. It gives commentators time to catch up and talk about factors outside of the match, or give some better feedback as to things that happened during the match. It speeds up the set and keeps viewers interested. And maybe, just maybe, it will let an event finish on time.
I don't know what games you've been watching, but I can tell you from experience that lowering the timer will just make players force timeouts. It will in no way force people to become more offensive. You'll be encouraging the opposite of what you want.What you are experiencing with your tournament is merely flaws within its organization. The TO needs to be prepared for the maximum amount of time a set can take, with no question about it. Not only that, but if you set the time to 6 minutes and 3 stocks, not only does this make players play more offensively, but it is only a single minute of time difference that makes a match more exciting to spectate.
That is what friendlies and the Bo3 set are for. In tournaments, you're expected to know your match-up before you play it, not after it.What you are saying about polarizing matchups, with the "dead stock" is exactly what we do not want. That 3rd stock really means something when making a comeback, as I have proven above, and prevents characters from being too unbalanced. The competitors also need that extra time to understand the matchup as playing. Smash 4 is a game about matchups, no question about it, but there is little to no possible way to have played all of these matchups right now. There are 51 playable characters, each with 12 sets of custom moves, leaving us with 612 different variations of characters. That means that there are 374,544 total matchups you can have. With stages, using 13(that is a very conservative number) means that there are 4,869,072 total matchups overall, with stages and characters. Allowing players with an extra stock allows them to get more familiar with the matchup, and play to the best of their ability.
Again it depends on the matchup, but on average(from all competitive matches I have seen and played). 3 stock matches take around 4 minutes at a high level. 6 minutes is plenty of time within Smash 4's engine.I don't know what games you've been watching, but I can tell you from experience that lowering the timer will just make players force timeouts. It will in no way force people to become more offensive. You'll be encouraging the opposite of what you want
What you are asking is literally impossible. As I have stated there are 4,869,072 matchups with stages and characters. Say you have a single 4 minute match to familiarize with yourself with all of them,(which still isn't enough to know the matchup) that will take over 46 years of total playtime((the amount of matchups X 4)/(60*24*365). It is literally impossible at this time to know all the matchups. Also, I am not talking about SD's, but gimping and early KOs. Ganondorf can KO most characters at 0% with aerial wizard kick, whilst Sheik can gimp you off the stage. There is also needed time to understand your specific matchup(as I have stated, is impossible due to the sheer amount of them). It creates better character balance for attacks that kill early/gimp, especially for the case of characters like Little Mac.That is what friendlies and the Bo3 set are for. In tournaments, you're expected to know your match-up before you play it, not after it.
I really want to understand all this talk about "Too unforgiving in case a character SDs." type of stuff. It's unfortunate that it happens, but we shouldn't be setting our tournament format around it.
I'll rephrase by saying if your intent on lowering the timer is to encourage more exciting matches, it's going to do the opposite. If your intent is to save time per match then that's a different story. I am not inherently against lowering the timer (I believe 8 minutes is far too long at the moment, even with three stocks), but my point is the conscious decision to time an opponent out should be expected.Again it depends on the matchup, but on average(from all competitive matches I have seen and played). 3 stock matches take around 4 minutes at a high level. 6 minutes is plenty of time within Smash 4's engine.
The issue with your mathematical expression is that it is scientifically unsound, because you treat all variation of each match-up of equal value, which is the wrong thing to do. I'll break it down.What you are asking is literally impossible. As I have stated there are 4,869,072 matchups with stages and characters. Say you have a single 4 minute match to familiarize with yourself with all of them,(which still isn't enough to know the matchup) that will take over 46 years of total playtime((the amount of matchups X 4)/(60*24*365). It is literally impossible at this time to know all the matchups. Also, I am not talking about SD's, but gimping and early KOs. Ganondorf can KO most characters at 0% with aerial wizard kick, whilst Sheik can gimp you off the stage. There is also needed time to understand your specific matchup(as I have stated, is impossible due to the sheer amount of them). It creates better character balance for attacks that kill early/gimp, especially for the case of characters like Little Mac.
Actually, the variance is as I would mathematically believe, as custom moves, more often than not, changes your opponents play style, combos, and the entire matchup itself. Take Ganondorf, for example, and take a look at 2 of his custom moves. The default Wizard Kick is a very viable option for Ganondorf, giving Ganondorf on of the best anti-air options when above the opponent, in the game. This Ganondorf, works more on reads, on is less combo heavy and more power heavy. Now WDK Ganondorf is more suited to deal with projectiles, and is more combo heavy due to the better speed., and has a terrific horizontal recovery. In place of that, Ganondorf has an extremely hard time when he is juggled this time around, and needs an entirely different strategy around the character. Essentially creating 2 different characters, and that's only a single custom variant! It is much like Melee clones are different despite being so alike in design and moveset.I'll rephrase by saying if your intent on lowering the timer is to encourage more exciting matches, it's going to do the opposite. If your intent is to save time per match then that's a different story. I am not inherently against lowering the timer (I believe 8 minutes is far too long at the moment, even with three stocks), but my point is the conscious decision to time an opponent out should be expected.
The issue with your mathematical expression is that it is scientifically unsound, because you treat all variation of each match-up of equal value, which is the wrong thing to do. I'll break it down.
Neutral A
Tiltx3
Aerialx5
Specialx4
All characters have 13 possible actions within their moveset, excluding getup attacks, rolling, and ledge options. Custom specials only possibly change 4 out of that 13, thus lowering the threshold of familiarization. Stages as a whole are also not nearly equal to amount of value than an entire character, far less in fact. Positional play is applied to all stages, it's just a matter of which character has the position advantage or not. Again, this all depends on the character's moveset.
When you apply this, learning the variance of each match-up doesn't take nearly as long as one would mathematically believe. This is of course, disregarding the fact that the reality of the situation is not as you describe. Players tend to use top tiers, top tiers will be trained against more. Trends/Cookie Cutter builds with Custom Specials are also expected, thus lowering the importance of knowing of other customs, whether it's because they suck or are never used. We also have this forum. Learning is not a binary thing.
I know you weren't talking about SDs, that was to posters above who mentioned that stocks should be three in case a player accidentally SDs. If a character gets gimped or KO'd early, then it sucks to be them. They'll have to try harder to win in that case. If they can't, then they can make a comeback in the next match.