Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
No, that's Brawl. Brawl is the one with the "chain grab shenanigans".so counter pick.
and wasent 64 imfamous for chain grab shenanigan
I know its unrelated to the topic but will you be posting info and vids when sm4sh comes out?No, that's Brawl. Brawl is the one with the "chain grab shenanigans".
64 is known for their Killer Instinct like super combos and insane momentum swings.
Smash 64 almost had a 5 stock Falcon ditto comeback at APEX 2014 last year.
I definitely see your reasoning that because people focus all of their training on neutral stages to guarantee themselves the first win and so they would rather not learn the complicated counterpicks. But the fact of the matter is that competitive players dislike and ban stages they don't enjoy playing on. Those that are overly complicated or require too much adjustment to play on. Is it a bad thing those types of stages are banned? It focuses more of the gameplay on combat rather than stages, thats for sure.I wanted to wait to get into this, but if everyone else is going to go, I suppose I will too.
This last bit is a point I think you're exactly right on, but I think it causes you to miss some other things about stages due to the implications of this. Against Mr. Game & Watch, Meta Knight's best stages are definitely the more tame ones while I'd always be countepicking either Green Greens, Norfair, or Rainbow Cruise as G&W since those were my best stages in the match-up (few MKs actually ever let me get GGs, but boy, it was beautiful when they did!). I had more than one set where I'd lose game one, I'd win by a huge margin on my counterpick, and then I'd lose game three. In any case where the gap of skill between my opponent and I was sufficiently large that my opponent could expect to win most of the time on the game one stage, my ability to throw out a hard counterpick did nothing for me. I was slow to catch on to this point, but most other players were apparently smarter than I am. They practiced exclusively on game one legal stages, always wanted to ban pretty literally every stage on the counterpick list, and when given a chance to counterpick those stages never did. Back in the day, it infuriated me, but now I see that it is actually just the smartest strategy to try to win. Counterpick only stages are of incredibly marginal utility to a player aspiring to become truly strong, and while such a player would prefer they be banned since his expected performance on those stages is low (due to hyper-focusing all of his practice on the stages that matter), he'll never prove how broken they are since the best strategy generally involves not picking them and relying on them is never a winning strategy.
I don't think that leads to the conclusion that most people want smaller stage lists though. Like if I go to an event with Halberd banned and ask people what they think about that, most say they would prefer Halberd be legal. Even more, my experience is that most people fall in love with familiar stages and the status quo; Pokemon Stadium 1 objectively is a pretty mediocre stage gameplay wise, but because it's such a staple stage, most people seem to appreciate its legality. PictoChat is IMO a pretty objectively excellent stage, but because it's generally not game 1 legal (the kind that matters) and it's complicated, it inevitably grew to be widely disliked and banned. From what I've seen, most people would be maximally happy with more stage diversity to some extent (not stages like PTAD legal but stages like Frigate legal), but the rules have to be written in a way that actually using the stage diversity is rewarded instead of punished. That's the main but not only reason why I support every stage we have legal being legal for game one, and since striking from 20+ stages is not practical anyway, this also makes it a natural cull down to the stages that a majority of people will find fairly reasonable (11, 13, or 15 all seem like reasonable numbers that we could fully populate with relatively tame stages that still contain significant diversity). IMO if we take that road, we'll be making the game that will make most people happiest in the long run.
You are taking the "popularity" statement I made out of context and applying it to things outside of the scope it was used.No it isn't. Popularity isn't important at all.
Why would it be?
I fundamentally disagree with this statement. When your strategy revolves around stage gimmicks, the match no longer becomes... well, a fight. It becomes something much different. Is that a difference that people want (establishing that what people want = increase tournament goers) or is it a difference that makes them dislike playing it? I think to a certain point that overly changing the element of the game is a fundamentally bad plan.Disagree. There's no difference between your strategy revolving around a platform, a ledge, or a hazard.
Literally none.
They're all just different aspects of a stage that are studied and utilized by the players to gain an advantage over the opponent.
I can agree to this list.The only way hazards should ever be the reason a stage is banned are:
- The hazard itself is the stage, thus making gameplay revolve entirely around it (and any attempt to not do so results in a loss) [currently no known examples, but Port Town Aero Dive was close, New Pork City's chimera was close, Summit's Fish is really close, but all of these are easily avoidable even with an opponent attempting to use them against you]
- The hazard is entirely unpredictable and/or unreliable, so that a reasonable person cannot ascertain exactly what will happen or why, despite experience and study of the stage [Example: Wario Ware's reward system]
- The hazard itself creates variance despite player experience, resulting in a truly random or largely skewed result [Example: Summit]
- The hazard itself causes long lulls in combat and/or mandatory inactivity [See: Bridge of Eldin. PS1 could also be banned for this reason, as could PS2 due to wind transformation's permanent rise]
- The hazard alters or changes actual game input and rules in a way that is unrelated to the majority of other stages [See: Spear Pillar flipping the camera]
- The hazard, while minor, arbitrarily targets only one participants and gives them an unfair advantage or disadvantage that is large enough to potentially grant or deny victory. [Example: Wario Ware's stomping foot, Halberd's targeting system/claw]
- The hazard tests a skill set that isn't inherent to smash, but otherwise completely removed. [no known examples yet, but consider a stage that has math problems that heal health]
You're correct in that. But at the same time if we make our definition of "What competitive Smash should be" to be broad enough, we could still allow for testing. Even if there is more space on the stages and allowing more room, do people still want walkoffs?It is suuuuuuuuper super important that we don't take the approach of "Here's what we want the game to be" before the game comes out but to instead embrace the game as it is and let it grow organically. I still see people saying "ban walkoffs", but we have no idea how the walkoffs even work in this game.
What if there's way more space on these stages, thus allowing more room, and forcing those who want to camp the edge to consistently take % damage?
What if ther'es a way to break out of grabs instantly in Smash 4 that we have yet to discover?
What if it turns out 100% of the cast can attack someone shielding by teh edge of the stage with impunity, thus making it a losing strategy?
Everything should always be tested.
When you start off with "here's what we plan on getting out of the game" you can end up completely eliminating entire playstyles and altering the tier list artificially. People still think Falco is good in Brawl and he is absolutely terrible. We artificially made him good!
I was using the word counterpick to mean counterpick-only stages in this context. Battlefield is a "neutral" thus not a "CP-only stage" so would not fall under this category.You're arguing against yourself. If MK has such a huge advantage on Battlefield or whatever stage and has an advantage, that is his counterpick. Ergo, counterpicks are powerful.
Single free win stages would be banned by the player. MK players would always ban Brinstar vs Wario. Matchups won't change because of single stages. I still think you dramatically over-state the importance of single stages, especially in certain matchups.If you are of equal skill with a player and you hone a counterpick that is either bad for your opponent's character or good for your character or, if you're lucky, both, that gives you an advantage in the set you otherwise would not have. G&W's matchup on Green Greens, for example, is markedly different against MK. Wario beats MK on Brinstar. The tier list with a Brinstar/Rainbow Cruise/Green Greens starter list would have been remarkably different.
You would need 2 of every "genre" of stage in order to make a difference for matchups. Say Wario beats MK on "stages that get progressively smaller," then he would need BOTH Norfair and Brinstar to be legal in a tournament because MK would ban one or the other.If you remove the other types of stages then you're essentially only giving one type of counter-pick. It's not different than banning Battlefield, Smashville, and the other flat/plat stages and saying "Those flat/plat stages can only win you a single game anyway, you'll still lose the set".
On one hand, I completely agree with this statement. In order to achieve character diversity, flat+plat stages shouldn't really be the only choices on a starter list.If the starter list is only one type of stage then, by default, it's a bad starter list. The original starter list had Castle Siege, Delfino, Halberd, Smashville, FD, Battlefield, Yoshi's Island (Brawl), PS1 (sometimes 2), and Lylat as options as one of the varieties and even then it was only an 'okay' list.
Amen.Quite frankly, that brand of Smash doesn't gets attendants, doesn't get viewers, and doesn't get anyone hyped.
I will say that stages like Mute City, Delfino Plaza, and Haleberd don't necessarily fit into that.Amen.
See, my experiences don't match that. Delux hosts tournaments locally with 9 starters as the only legal stages; he runs FD/BF/YI(B)/SV/Lylat/PS1/Delfino/Siege/Rainbow Cruise. I've attended I think 3 of his events, and between them, I've struck down in tournament to every stage on that list at least once other than FD and SV for the sole reason that I strike them 100% of the time (both stages just plain suck for G&W). Right from the start, I know the "it turns out the same every time" thing isn't true because I find game one when I strike is played on a huge variety of stages with 9 starters. If you had a decently sized tournament (let's say 32 man), I'd be really surprised if any 9 stage starter list wouldn't have at least one game one in the tournament played on every stage, and I think the more familiar people get with a stage ruleset, the more inclined they are to use all of it. Even if one stage was really never picked, it has an influence for being there just because one person is striking it instead of something else which has a very signfiicant impact on the results.I definitely see your reasoning that because people focus all of their training on neutral stages to guarantee themselves the first win and so they would rather not learn the complicated counterpicks. But the fact of the matter is that competitive players dislike and ban stages they don't enjoy playing on. Those that are overly complicated or require too much adjustment to play on. Is it a bad thing those types of stages are banned? It focuses more of the gameplay on combat rather than stages, thats for sure.
But what is a practical solution to the issue you've presented? I remember doing tournaments where the full stage list was strikeable. Those took WAY too long. Then we had tournaments where the entire stage list was condensed for the striking procedure. Besides taking too long, the trend ended up becoming the same. People eventually started striking down to neutrals only. Even with Castle Siege, Halberd, and Lylat on the strike list people continued to strike down to classic neutrals.
Is that because the striking system was introduced too late into Brawl's lifespan? Maybe. Regardless, the issue is that most competitive players don't like counterpicks that change core gameplay too much.
Why?
1. Best solution is to only practice neutrals. The 1st pick is a limited stage selection to "normal" stages and because the final counterpick can go back to a neutral again.
2. Competitive players have a preconceived notion of what competitive Smash "should" be like, and don't like when this is challenged
3. Encourage "annoying", "stale", or "boring" gameplay like camping walk offs.
Are there any other core reasons why competitive players don't like unusual counterpick stages? Let's try to identify all the issues why they don't like them, then tackle how to make a solution to each one.
You mean like what I used to=???I know its unrelated to the topic but will you be posting info and vids when sm4sh comes out?
I think we should mostly discard the "rather not learn the complicated counterpicks" entirely and simply say 'you should learn'. That said, if we have an option to not have that and have a tournament of 100 or DO have than and a tournamnet of 10, I think most would pick the former!I definitely see your reasoning that because people focus all of their training on neutral stages to guarantee themselves the first win and so they would rather not learn the complicated counterpicks. But the fact of the matter is that competitive players dislike and ban stages they don't enjoy playing on. Those that are overly complicated or require too much adjustment to play on. Is it a bad thing those types of stages are banned? It focuses more of the gameplay on combat rather than stages, thats for sure.
This was a self-fulfilling prophecy. People who wanted those stages always struck down to them, but playing me often resulting in me striking those very stages and getting a better result.But what is a practical solution to the issue you've presented? I remember doing tournaments where the full stage list was strikeable. Those took WAY too long. Then we had tournaments where the entire stage list was condensed for the striking procedure. Besides taking too long, the trend ended up becoming the same. People eventually started striking down to neutrals only. Even with Castle Siege, Halberd, and Lylat on the strike list people continued to strike down to classic neutrals.
This is mostly an issue with the starter list. We removed 'random' because sometimes it resulted in an advantageous first stage for one player... and it eventually was replaced with a system that guaranteed it. That was a problem!Is that because the striking system was introduced too late into Brawl's lifespan? Maybe. Regardless, the issue is that most competitive players don't like counterpicks that change core gameplay too much.
Why?
1. Best solution is to only practice neutrals. The 1st pick is a limited stage selection to "normal" stages and because the final counterpick can go back to a neutral again.
Screw those guys, they're noobs.2. Competitive players have a preconceived notion of what competitive Smash "should" be like, and don't like when this is challenged
Subjective! All subjective stuff should be taken with huuuuge grains of salt.3. Encourage "annoying", "stale", or "boring" gameplay like camping walk offs.
I like this idea.Are there any other core reasons why competitive players don't like unusual counterpick stages? Let's try to identify all the issues why they don't like them, then tackle how to make a solution to each one.
Of course not! Popularity is important to an extent, but Smash has always been built on the premise of "Smash is fun. If we build it, they will come." The integrity of competition is fundamental to that!You are taking the "popularity" statement I made out of context and applying it to things outside of the scope it was used.
Popular means more people playing the game. The most important thing about making a ruleset is about attracting the most competitors for the longest period of time. Am I correct in that assumption?
It's only a difference in how you view it. Why would you ban something like Pictochat in Brawl, which has spikes you can throw your opponent into, but not Battlefield in Melee, in which Marth can easily u-throw a spacie onto and force them into a nigh-unbeatable chain? Or Link's chain grab on the spacies on the BF platforms that is basically an infinite?I fundamentally disagree with this statement. When your strategy revolves around stage gimmicks, the match no longer becomes... well, a fight. It becomes something much different. Is that a difference that people want (establishing that what people want = increase tournament goers) or is it a difference that makes them dislike playing it? I think to a certain point that overly changing the element of the game is a fundamentally bad plan.
This stage was actually legal for a few months. We ended up banning it because it was an auto-loss for Bowser, DK, and other characters with poor vertical recoveries when it speed up at certain sections. You literally could not keep up with the stage with any sort of conceivable pressure added.Take, for example, stages like Rumble Falls. Why are they banned? While I do recall us saying "Oh this stage hazard is broken so lets ban it," nobody particularly fought for the stage. These sort of stages fundamentally change the paradigm of competitive Smash.
I could agree with this in theory. Jungle Japes was perfectly fine. But if we got to the point where the stage was literally about hitting your opponent into the klap trap with impunity, this is a fundamental change to a drastic degree. Until we get to that point though, I'd avoid banning the stage.Personally I find that a bannable offense. And one of the ways to shift the paradigm significantly is to allow stages that have a strategy that is so dominant the focus no longer because targeting your opponent as much as it becomes utizing that stage hazard. Its a difficult balance to define that, however, and becomes a stage-by-stage analysis.
Good! anything you can add to it?I can agree to this list.
What people want is irrelevant. People wanted to ban ICs chaingrabs in Brawl, ICs wobbling in Melee. When people said "we ban Dedede's standing infinite on Bowser and DK", they opened a floodgate of bad ideas. It should never have been banned anywhere. The result was people complaining about stuff that was, ultimately, a cry of "my character sucks, make him good".You're correct in that. But at the same time if we make our definition of "What competitive Smash should be" to be broad enough, we could still allow for testing. Even if there is more space on the stages and allowing more room, do people still want walkoffs?
It makes sense, but it's a dangerous mentality. It can be good, but dangerous. There's two extremes you can lean towards that you need to worry about.The question I used to ask myself is "What evidence do we have that this stage is bannable?" Now the question I ask myself is "Would more people come to a tournament because this stage is legal, or would they complain about it and not come because the stages are too dumb?"
I am wholly focused on the community for Smash 4. Not the game itself per se. If that makes sense.
Incorrect. There is no such thing as a "neutral" stage because all stages give certain certain advantages. The point of the striking system was to reduce this advantage as much as possible. It wasn't a preferenced-based thing; if one stage was just even for everyone we'd only play on that stage.I was using the word counterpick to mean counterpick-only stages in this context. Battlefield is a "neutral" thus not a "CP-only stage" so would not fall under this category.
Agreed on the former, but you're thinking too limited. There can be more than one "good stage" in a matchup and there often is. More importantly, if Wario vs. MK on Brinstar = Wario wins and G&W vs. MK on Rainbow Cruise = G&W wins... As MK, what do you ban when you play against someone who plays both Wario and G&W?Single free win stages would be banned by the player. MK players would always ban Brinstar vs Wario. Matchups won't change because of single stages. I still think you dramatically over-state the importance of single stages, especially in certain matchups.
He was amazing on RC in certain matchups. He'd destroy ROB even more than normal but would lose handily to characters like Wario and G&W. It's all relative.Also, MK was amazing on Rainbow Cruise. I remember Judge and some other players showing me a bunch of stupid tricks MK could do on it.
Not necessarily. In addition to what I said above (you can play two characters, there can be more than one, etc.), you also have to remember that certain matchups might just be bad.You would need 2 of every "genre" of stage in order to make a difference for matchups. Say Wario beats MK on "stages that get progressively smaller," then he would need BOTH Norfair and Brinstar to be legal in a tournament because MK would ban one or the other.
A genius said:
- The hazard itself is the stage, thus making gameplay revolve entirely around it (and any attempt to not do so results in a loss) [currently no known examples, but Port Town Aero Dive was close, New Pork City's chimera was close, Summit's Fish is really close, but all of these are easily avoidable even with an opponent attempting to use them against you]
- The hazard is entirely unpredictable and/or unreliable, so that a reasonable person cannot ascertain exactly what will happen or why, despite experience and study of the stage [Example: Wario Ware's reward system]
- The hazard itself creates variance despite player experience, resulting in a truly random or largely skewed result [Example: Summit]
- The hazard itself causes long lulls in combat and/or mandatory inactivity [See: Bridge of Eldin. PS1 could also be banned for this reason, as could PS2 due to wind transformation's permanent rise]
- The hazard alters or changes actual game input and rules in a way that is unrelated to the majority of other stages [See: Spear Pillar flipping the camera]
- The hazard, while minor, arbitrarily targets only one participants and gives them an unfair advantage or disadvantage that is large enough to potentially grant or deny victory. [Example: Wario Ware's stomping foot, Halberd's targeting system/claw]
- The hazard tests a skill set that isn't inherent to smash, but otherwise completely removed. [no known examples yet, but consider a stage that has math problems that heal health]
TOs won't follow a unified standard anyway unless there's some advantage to doing so. They'll all always do their own things.On one hand, I completely agree with this statement. In order to achieve character diversity, flat+plat stages shouldn't really be the only choices on a starter list.
On the other hand, I believe that competitive players find flat+plat stages to be the stages they enjoy the most. These are the stages in highest demand in tournaments. The stages we look for when Sakurai announces a new stage. Earlier in my statement I mention we should figure out WHY they like flat+plat stages and fix that before we expand the stage list. Shoving stage variety down the throats of players is a HORRENDOUS idea. Thats a great way for the BR or any unified (or near unified) stage list to be shunned completely. Nobody will follow an overly lax stage selection, especially in the beginning of a game's life.
So 4 man FFA with items that leads into bracket 1v1 with no items? Because that's Nintendo's tournament standard.Our community needs unity. We will be scrutinized and watched from every angle in the future. Nintendo, Twitch users, and the internet in general will be watching how Smash 4 turns out competitively. If we get our ducks in a row from the get go, we can make the ripple of Smash 4 become a tidal wave.
This is why it is all the more important to have logical reasoning, clearly illustrating why each decision was made.Competitive Smash has become a basic platform variance fighter, by virtue of its stagelist. The precision/skill sets required at top level Smash require variance for a multitude of situations/scenarios that already exist within a small subset of stages that come with the game. Many stages are undeniably competitive but grossly malign these skill sets by circumvention or in some rare cases expanding them (Pokemon Stadium 2). We used to be able to blame the players for the eventuality of smaller stage lists of similarities, now you're going to have to blame the populist nature of streaming/social media which will likely have a significant reactive impact on rulesets.
If content/information are going to be big and widespread, the rate at which the meta advances will be unprecedented (by in large part also by us "learning" how to "Smash" better through each iteration). I know people will be open to more stages early, but I also foresee the massive speed at which they are discarded.
So you reported because you got your feelings hurt and couldn't take criticism. I like how you say I'm the most childish member when you reported me because you did not like how I talked about the precious community. You can take criticism like a man and actually, I don't know, use it to better yourself and others. Instead, you complain. The community isn't perfect.And no, I reported you because you speak lies and seek to insult the smash competitive community that aren't remotely true. I won't stand for lies and slander based on lies to go unpunished. I won't let you or any other person bully any part of the community without retribution.
None of what you said is correct.You aren't even close to accurate with your statements. The big haters of SRK back in the day were the Brawl players after they tried to impose tournaments with item which no one wanted. That's why EVO 2008 bombed, and why SRK got bombed. Quite frankly, the Brawl competitive players were in the right. The OP of this thread (Samurai Panda), myself, and others stood firmly against what they were doing, which is why the Brawl scene divorced them.
Most of those people doing it at SRK are now gone and out of power. They treated everyone, mostly us, as less than them. Eventually, they got burned, specifically during that SFxT Capcom produced show controversy. SRK and the fighting game community as a whole had a new set of big name leaders after that, and we are all a lot better for that. Games and scenes stop being bullied by sites like SRK, and yes, that includes Smash, which yes, includes Brawl.
In other words, when ever anyone says something you don't like, you try and shut them up. You go LALALALALALALALALA I'M NOT LISTENING and hope they go away. A lot of the things I have been saying are trying to point out the flaws in the community's behavior. It's not all sunshine and roses kid. Heck, take MLG 10 where Brawl was kicked about due to bracket fixing. Sundance talked about it on a podcast and said that, after hearing that, his son no longer wanted to play Smash.Now, with the truth straightened out, here's a demand, not a plea.
Turn from hating on the competitive community needlessly, or we, the competitive community, will burn you with this "report" button until you don't have a voice anymore.
We, the competitive players of Smash, no, we the players of Smash, will not let ANY PART OF OUR COMMUNITY get bullied by you and your pathetic like-minded liars anymore without retribution. The era of hating competitive players or quite frankly any sort of Smash players based on how they play on these Smash 4 boards is over.
You can evolve past your hate or go extinct like countless other hate mongers before you.
Thx for replying!I will say that if you don't learn to play on stages that don't fit "the tournament norm" but still have merits for being legal.
Stages like Peach's Castle (64), Congo Jungle (64), Hyrule Castle, Rainbow Cruise/Ride, Corneria, Mute City, Delfino Plaza, and Haleberd fit under this.
You mean like what I used to=???
An updated version perhaps.
But actually videos... eh... maybe.
Hopefully I have less videos like the one of me vs. Shroomed where I get destroyed but all anyone focuses on while watching is my tongue!!!![]()
I agree, but I would take it a step further and say nuts to a back room. Most communities don't have one. Decisions like these are just based on the consensuses of the community as a whole. It also give TOs more room to make rules for their tournament which would be more indicative of the region. And there shouldn't be a problem if everyone understands the rules for that tournament.I agree so hard about what you said about a single cohesive ruleset SP. I don't know if it was just that the BR was too slow in Brawl, but it did always feel like the BBR stage lists just meant we were banning stages in the Midwest since everywhere else had already banned them. I've dedicated a huge amount of thought (and stress) into thinking how things can be different on that front, and while I'm not sure a BR-only approach is enough (definitely needs significant transparency and outreach to the broader community), I could definitely get behind a faster moving BR as a starting point to get some real unity going.
I've actually been working on a kinda private side project for a draft preliminary smash 4 ruleset (obviously leaving the stage list blank for now!) that hopefully could be generally useful for early tournaments (so we just hash out the stage list real fast when the game hits and plug it into the more general rules). I was going to continue tweaking it and wait until the next big smash 4 reveal to post it. It's mostly standard fare with the caveats that it writes custom movesets into the procedure and tweaks stage selection procedure a bit in ways that I think will make the system work a bit better (not horribly different from the current system though). As of now, I'm sticking with that plan and am going to post it publicly at an appropriate time, but if we have other avenues getting rolling on this stuff, I can move that up. IMO rulesets are the most important BR topic by far. If the BR puts out a late and/or lousy tier list, it just makes people on the internet upset. If the rulesets are not handled well, it has a very significant practical downside for actual tournaments worldwide. For that reason, getting something good and commonly accepted going early on rulesets would be a BR priority #1 in my book, and I'll definitely do anything I can to help make that happen.
No, because you are purposely slandering competitive players. That's what you're about. That's what your world revolves around now that you have to live in a world where those HEATHEN 3rd party characters are playable in Smash 4.So you reported because you got your feelings hurt and couldn't take criticism.
I complained because you deserve that punishment for purposefully lying and slandering the smash competitive community.I like how you say I'm the most childish member when you reported me because you did not like how I talked about the precious community. You can take criticism like a man and actually, I don't know, use it to better yourself and others. Instead, you complain. The community isn't perfect.
Keep in mind folks this is coming from the person who told a now Smash 4 mod that him liking Melee over brawl makes him a "traitor" to the series.The fact that people get reported for their feelings getting hurt is why Smashboards has become the place where logic goes to die.
They did it over competitive player's heads and refused to listen to us. I was there for it.The reason EVO 2008 ran items is because Mr. Wizard (the guy who runs it) and others took the logic that because Brawl is a brand new game, and as such, anything is fair game. There was also the fact that the main reason items were turned off in Melee was you could turn off the containers which could randomly explode (plus, for some reason, Melee had a habit of spawning items right when you're doing an attack). Brawl let you do this. You have to also consider that the FCG never bans something unless it's actually broken. Take Akuma. The reason he was removed from tournament play was because of the fact he couldn't be dizzied, had air fire balls, and lots of invincibility frames. This isn't like Meta-Knight where he is just good. Akuma would beat every other character hands down. Now, contrast this to the Smash community, who bans anything for whatever reason, and you can see where a problem arises.
He ignored all the SWF staff members (including then the OP SamuraiPanda), all the TO's for Smash, and the top competitive players of Melee and Brawl in the likes of KDJ, HugS, Ken, Ally, and M2K.Now, Mr. Wizard DID listen to the community and had a thread on SmashBoard to discuss the rules.
There were a few 50+ entrant tournaments before that. I went to 2 of them.However, that was the first major tournament for Brawl.
He told us numerous times our opinions weren't good enough, because he's the dictator, and we need to listen.There was an IM conversation with Mr. Wizard where a Smash fan just ran off hypothetical situations. Mr. Wizard told him that wasn't good enough.
In other words "No bullying". Your reign of terror is over. It's been over for a long time. I'm just here see someone put the nails in the coffin to make sure it truly dies.In other words, when ever anyone says something you don't like, you try and shut them up. You go LALALALALALALALALA I'M NOT LISTENING and hope they go away.
You mean when a few months back you said all competitive players don't have lives, a stable job, or have a family?A lot of the things I have been saying are trying to point out the flaws in the community's behavior.
Bracket fixing is always a thing in every game. It wasn't the bracket fixing as much as the pot sharing, which honestly, was a one-off thing, and regardless, Brawl got dropped after that.Heck, take MLG 10 where Brawl was kicked about due to bracket fixing. Sundance talked about it on a podcast and said that, after hearing that, his son no longer wanted to play Smash.
I'm sorry, I don't call competitive smashers a "disgrace", imply they don't have lives, a family, and an outstanding job, and don't just sit around this site belittling people with all my efforts.You are the problem with the community because you want to use the report button as a way to silence opinions you don't want. Silencing people with a different opinion than you ins't a solution. Its willful ignorance. And it's childish.
We now need an official Gary Oak emoticon for this one phrase. Though I agree with the rest of your post in general.Smell 'ya later hater.
The only way I will is if I find a way to soft mod my 3DS that isn't too intrusive and if Smash 3DS has an English text option.Thx for replying!btw are you getting the Japanese version or just waiting until it comes out in America?
I wonder who's that guy. I heard he had a quite violent career as a BR. Funny enough though, I get that feeling too whenever I see most BRs these days.The Melee Back Room was run by Unknown, who we now know is terrible for the smash community, and caused all kinds of crap. He ran a mini-Canada and Midwest fan club that catered to those 2 communities despite those communities having more than a handful of prominent players.
(seriously Midwest, get good at Melee)
Why, aren't you a nice, excepting individual.History never forgets SmashChu. History never forgets.
I complained because you deserve that punishment for purposefully lying and slandering the smash competitive community.
Evolve or die.
In other words "No bullying". Your reign of terror is over. It's been over for a long time. I'm just here see someone put the nails in the coffin to make sure it truly dies.
Smell 'ya later hater.
I know this is a bold face lie because I've seen the IM conversations between Mr. Wizard and Smashboards. And Mr. Wizard's reasons were what I mentioned hereHe told us numerous times our opinions weren't good enough, because he's the dictator, and we need to listen.
Why SRK hated the Smash communityActually Mr Wizard asked the back room to convince him why items weren't viable for tournament (since it was a new game) and they had no good answer like how in melee any item being turned on leads to item carriers that randomly explode.
However, since they couldn't make a good argument I think he went ahead and did what would be "hype" instead of turning off bad items. TBH I really wish brawl had considered an item ruleset, they were banned cause melee did it but melee went through years of debating before the explosive capsules put the nail in the coffin. I feel like they add killing power and offensive options, but the RNG factor still sucks.
EDIT: Oh... and the reason I said that we hate you for that-- is because much of the Smash community attempts to diffuse **** by scapegoating Brawl. But even more than that, most of them complain about **** that's really their flaw as players, and yet they blame it on the game.
The tier list in that game is Biased( and I say this as a former Sonic player, who's character was moved up eight spots to mid[which I wanted to happen, but not for the reasons it did]), and has somewhat to do with matchups, but more so how to please the community and stop people from complaining. People ***** and moan about Brawl's effectiveness in the scene, yet fail to adapt. They write out long diatribes about how Brawl ruined the community, and how Melee should have just been the only game to have ever existed.
Oh, and Brawl +. That project is so ****ing ridiculous words can't even describe. Not once did the SF community, ever in anger of the game mechanics of any game go "Hey guys, lets go and change the mechanics back to ST mechanics and make it MORE competitive... feel me?" Alpha 3 was played as Alpha 3(including infinite's), 3s was played as 3s, and God damn it-- IV is played as IV. The immense amount of complaining from the Smash community is immature, and it doesn't make them look very intelligent when it's going on. In a few years, maybe they'll realize this in retrospect, but if not, then their community won't really take a step forward again. Just saying.
So like reverse stage striking? Battlefield, Final Destination, and Smashville at first, then instead of striking stages off a list you make 2 or 3 picks to add to the list? Sounds interesting.Since this has pretty much diverged into stage discussion and there's some pretty big names here, I wanted to share my random thought:
What if instead of banning stages from the normal stage list, we added stages to a list with either just FD, BF, or SV? I think it'd help with the chaos at the beginning, and inherently keep regions from diverging as much since we're instead adding individual stages instead of creating a big list and hacking it down.
I guess the problem would be making stages legal in this fashion would be harder then banning stages from regular play, but it's not like I've put a ton of thought into this or have a ton of experience dealing with stage lists.
That honestly makes a lot of sense as far as how people generally feel about counterpick stages, but... that doesn't address the fact that people would want to sometimes get rid of FD or BF or whatever neutral pick to give them an edge. For instance, Yoshi loves FD because there's nowhere to run from his egg spam, while Marth loves the platform stages a tad more because he can catch people from underneath a platform.So like reverse stage striking? Battlefield, Final Destination, and Smashville at first, then instead of striking stages off a list you make 2 or 3 picks to add to the list? Sounds interesting.
I was thinking we'd do that for outright bans instead of stage striking, but that's another possibility we should consider.So like reverse stage striking? Battlefield, Final Destination, and Smashville at first, then instead of striking stages off a list you make 2 or 3 picks to add to the list? Sounds interesting.
i don't think that should lower your interest in pokemon since there are plenty of other big online communities that have not banned them.I'm not anyone important, but I'm the type who's against bans in general unless they're truly necessary. One does not simply throw stage/character bans out there and expect the game to have a good, large competitive scene. Why, my interest in Pokémon goes down every time Smogon makes another stupid ban. (Mega Kangaskhan? Okay. Mega Gengar? I think you're overstating it, but sure.... Swagger? That's just silly. Leppa Berry? Pffft what the ****. Aegislash? What are you on?!)
the swagger and aegislash bans were really overstepping it. I'm honestly amazed they were banned and gale talonflame was not. However, if pokemon had different battle arenas where, say, it was always raining, that kind of thing would quickly be banned from competitive play and I don't think you'd see anyone arguing over it.I'm not anyone important, but I'm the type who's against bans in general unless they're truly necessary. One does not simply throw stage/character bans out there and expect the game to have a good, large competitive scene. Why, my interest in Pokémon goes down every time Smogon makes another stupid ban. (Mega Kangaskhan? Okay. Mega Gengar? I think you're overstating it, but sure.... Swagger? That's just silly. Leppa Berry? Pffft what the ****. Aegislash? What are you on?!)
I dunno, I think it would be cool to have different terrain types available for competitive matches than just buildings/indoors. You'd get more mileage out of moves like Nature Power or Secret Power.the swagger and aegislash bans were really overstepping it. I'm honestly amazed they were banned and gale talonflame was not. However, if pokemon had different battle arenas where, say, it was always raining, that kind of thing would quickly be banned from competitive play and I don't think you'd see anyone arguing over it.
lol that was black and white in a nut shell.I dunno, I think it would be cool to have different terrain types available for competitive matches than just buildings/indoors. You'd get more mileage out of moves like Nature Power or Secret Power.
That said, constant weather effects would be outright broken every which way, I agree.
I know that. And that's why they killed that in Gen VI. If they had some sort of arena thing where there was constant weather, it would probably be banned instantly no questions asked. Or they'd leave it legal like they did Stealth Rock, even though by their own logic Stealth Rock was horribly unhealthy for the metagame every which way.lol that was black and white in a nut shell.
not using a weather effect? your not winning.
It depends. If it's just an aesthetic difference between terrains, that's cool, but once it starts affecting the core gameplay (such as weather or even the move Misty Terrain) it starts to affect balance, and that's why it's necessary to ban stages that have that kind of effect.I dunno, I think it would be cool to have different terrain types available for competitive matches than just buildings/indoors. You'd get more mileage out of moves like Nature Power or Secret Power.
That said, constant weather effects would be outright broken every which way, I agree.
well we the smash community are not to different from smogon to be honest despite popular opinion.I know that. And that's why they killed that in Gen VI. If they had some sort of arena thing where there was constant weather, it would probably be banned instantly no questions asked. Or they'd leave it legal like they did Stealth Rock, even though by their own logic Stealth Rock was horribly unhealthy for the metagame every which way.
If we make the rulesets behind closed doors, you're right.well we the smash community are not to different from smogon to be honest despite popular opinion.