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Alternative rule set: no counterpicking?

mio

Smash Ace
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First of all, a little history (skip to bottom if you wanna get to the point)...

Street Fighter obviously has no problem with stages, but the imbalance of characters and match-ups is just as much of an issue as it is in smash. It's always been like that. However, since top-level competitive Street Fighter was born in the arcades as opposed to console (the 90s were the golden age of arcades, during this time they were possibly just as cool/popular as hookah bars and internet cafes are today; console was for ******* and little kids), the rule sets for tournament play formed around one concept: master your character. This is because at the arcade, when you win, you stay on with your same character, and keep playing until someone is able to knock you off. I'm sure there were plenty of people who picked more than one character for fun, but on average, serious competitive players tried to learn the ins and outs of a single character so that they could learn to dominate with that character (and that character alone) at the arcade.

Smash on the other hand (as we know) was designed on console as a 2nd grader's slumber party game and was never meant to be the masterpiece that we know and love today. As a result, the tournament rule sets developed from this concept: minimize the amount of randomness and imbalance. With the various imbalances in stages, characters and match-ups, it makes sense what the smash community has done with standardizing its counterpicking rule set.

Looking at the two communities, it's very interesting to see how vastly different the rule sets are. In smash, counterpicking is a well-known and accepted part of tournaments that is admirable if you can do it effectively. In Street Fighter (at least up until SF4), counterpicking is for f@ggots, and you'd better master your god**** character if you want to see yourself anywhere close to top 8.

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So my point is, has anyone ever had two thoughts about this when it came to smash? Are we soooo accustomed to counterpicking stages and characters that we couldn't do without it? If we were to combine old school street fighter rule sets with the current smash rule sets, keeping the "master your character" and "no counterpicking" concepts in mind, this is what the rule set would look like:

2/3 double elim
3/5 semi/grand finals
Neutrals only
No character switching (i.e. pick your character at sign-ups, tell the organizer and that's the character that you are locked into playing for the entire tournament)

Let's think about it. If we ran a tourney with this rule set, would only top tier characters win the tournament (Fox, Marth, Shiek, Falco)? Or would people who have mastered their characters win? If every player went with their primary main: Mango Puff, Zhu Falco, Darkrain Falcon, Ka-master Luigi, etc... do you think worse players using a top tier character would win because of the imbalance of the match ups? Or do you think the best players with their primary mains would (for the most part) prevail?

I guess what I'm asking is, would this be a fair/good rule set to try out for smash, or would it simply not work well? If so, I will probably organize a tourney using this rule set just to see how it works.
 

GSUB

Smash Lord
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I really like this idea.
The only problem I see is no stage-counterpicks.

In SSB, different stages benefit a character - it's not all flat, like street fighter (Even FD would benefit some characters over others)

I would definitely go to that tournament, but would like to see stage-counterpicking. The best will still win, because they also get their counter-pick :laugh:
 
D

Deleted member

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i don't like it since u are punishing people who take the time to learn more than one character effectively
 

mio

Smash Ace
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In the exact same way, it rewards players who dedicate themselves to a single character and master ALL of their character's match-ups effectively.


And taking the time to learn other characters effectively usually means you're just looking for an easy way out of your main's bad match-ups, rather than sticking it out and getting good at that match-up with your main.
 

Atlus8

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I think it might be better if the winner of a match is unable to switch character! I'm sure there are people that have been g@yed out of countering their opponent! Player A counter picks Brinstar to Player B's Fox! Player B then switches to Puff/Peach! G@@@@Y!
 

-Rei-

Saviour of PacWest
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seeing that there won't be no counterpicking allowed, every player would just stage strike since no one would want to take a chance for a random stage, which would make most matches on battlefield (seeing that was the stage used most in the first match). i am going to assume also there would be no stage counterpicking, which would make this boring.
 

HyugaRicdeau

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DRZ#283
If you were going to do this, the way I would do it is, you start off with 7 or 9 or some odd number of stages, and you do stage striking until there are 3 remaining. Those are the 3 (5 for finals?)that will be played in the set. To get the first stage, you again each strike one. You then do advanced slob picks but only the 3 stages are selectable. I guess pick characters before striking but you could do it after, or when you get down to 3 stages.
 

TheLifeRuiner

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sorta off-topic

Could someone explain to me why a match is neutral ->counterpick ->counterpick? in a 2/3 obv

it always seemed to me that that was always going to be in favor of whoever wins the first match

i would think it would have been neutral -> counterpick -> neutral

am i missing something?
 

mio

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Just to clarify what I mean by this guys... there would be NO COUTERPICKING lol. Like not for anything (stages or characters). You would select your character at registration. Officially the rules would probably be to just do stage striking of neutrals only until both players agreed upon one stage, and then you'd play there for the entire set. Just decide the stage beforehand and play. Rely on your mastery of your character and nothing else.
 

pockyD

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well the "best" stage rules would be something like game 1 = battlefield; game 2 = final destination; game 3 = dreamland

why keep any variance at all??
 

-Rei-

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just wondering

does japan still do that rule where they only use: battlefield, final destination, and dreamland?
 

mio

Smash Ace
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I guess that's why Japan sucks, I don't think you get as much tech skill / DI practice not playing on all those crazy stages
 

-Rei-

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thanks for the clarification kouryuu.

okay that being said. i come to my next point.

i don't think the metagame will improve if every match ends up being: battlefield, final destination, dreamland. since that is what it would become with neutrals only and no counterpicking.

one of the reasons the u.s. has become better than japan is because we have been using a different ruleset which made us improve the metagame.
 

pockyD

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that depends on how you define the metagame

the metagame exists within the confines of the rules; if the stage set becomes narrowed down to those 3 stages and never returns to our current stage set (or even the wider previous one), then you can't say it doesn't improve; it's just an alternate metagame. knowing all sorts of tricks on stadium, for example, would get thrown out the window, but in its place we would spend more time developing strategy and gameplay on the other stages

so maybe the japanese metagame is "weaker" if you take their players and make them play by our rules; but if we tried to play by THEIR rules, there's a decent chance that it's really OUR metagame that appears weak

conclusion: metagame is a terrible term
 

-Rei-

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you have a good point there since there is the possibility of non-top/high tier characters improving in the matchups against the current top/high tier since they don't have counterpick stages holding them back.

there is also the possibility of holding them back since i just thought of sheik chain grabbing all of them on fd.
 

ResidentWaffle

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umm that's dumb only because every tournament we'd see puff dittos between mango and hungrybox.

Also japan does suck they play brawl now.

And I heard they use final only in some regions, sounds balanced and fun to play in their tournament scene.
 

mio

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The 3v3 format that I wanted to try a looong ago time ago for Oxnard 1 was basically crews without the stock rules. If you switch it to Street Fighter style team rules, the results of each match are independent of one another and the winner gets to advance to the next opponent with 100% health (stocks in this case). From this perspective, it doesn't matter how good/bad a teammate does in his match, it's whether he wins that match or not. Also a controversial format in for crews, but I would technically call it "3v3 teams" (characters also locked in and all must be different so that it's completely SBO style) and I think that would be really interesting to try out.
 

Atlus8

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The 3v3 format that I wanted to try a looong ago time ago for Oxnard 1 was basically crews without the stock rules. If you switch it to Street Fighter style team rules, the results of each match are independent of one another and the winner gets to advance to the next opponent with 100% health (stocks in this case). From this perspective, it doesn't matter how good/bad a teammate does in his match, it's whether he wins that match or not. Also a controversial format in for crews, but I would technically call it "3v3 teams" (characters also locked in and all must be different so that it's completely SBO style) and I think that would be really interesting to try out.
I always disliked that kind of team format in any 2d fighting game! If we were to utilize that for Melee then Mango/noob/noob can still take first place! Hell, I just saw a SFIV vid where Mago took out four guys on a 5v5!
 

JDM

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You obviously haven't seen Daigo plus 2 noobs at SB4 not get first place.
 

DJMirror

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That rule sound interesting but dude season beating 4 3vs3 was boring (IMO) cuz daigi carried the **** out of those guys
 

mio

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If you don't have a best player on your team that can beat the best player on their team in a fair match, why should your team deserve to advance? It's true that you could have 2 scrubs + Mango/Daigo carry a team to 1st place, and it's true that another overall team might have a higher overall balance of skill, but that's just like Michael Jordan carrying the Bulls to the finals. He had a few good teammates, but he was by far the most important part of the success on that team. Even though the other finalists may have had a better overall team, if they couldn't stop Jordan they couldn't take the title. They didn't put training weights on Jordan every time he won a game for the Bulls. Similar to Jordan winning a game for the Bulls, why put a stock handicap on the overall team when one of their teammates wins a match for them?


More importantly, give me a break... good players will form good teams, most likely the best ones who deserve to win. There won't be 2 scrubs + one top player unless they're joking and want to risk/waste $15 bucks to enter.
 

Kouryuu

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As far as crews go, we should just leave it the way it is. It's the one thing unique to Smash that no other fighters can do, and I like it much more than any other 2D fighting game team format. It makes things much more interesting. More emphasis is put on team composition than on individual players. Otherwise, it's just not that much different than singles.

It would **** though if we have characters locked from beginning to end, with only one character in each team (similar to SBO). Neutral only CP.

I'd love to see 3v3 crews in tournaments, but I doubt it would happen.
 

Atlus8

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Because it comes down to just having the best player! A team like Marthpwnzer/Jkun/Mango is likely to beat a team like M2K/Jman/DashizWiz! One person on one team can easily do the dirty work while the other two can go home then comeback to get their prize money! How is that fair?
 
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