Does anyone think that a 2 stock game is not enough time/life to adapt to someone's playstyle you didn't expect? I was initially in favour of a 2 stock 5min rule but 3 stock 8min allows the smarter player to adapt and hard read the opponent for a longer period of time to possibly even turn games around.
Ted mentioned that he would prefer to see 2 stock matches Bo5 for the whole event over 3 stock matches, I tend to agree and will likely lean toward this for the 3ds game at least, long sets will roughly take the same amount of time (30min) and still allow for adaptive play over the set. The WiiU may benefit from 3 stock since easier controls and more precise movement which should make gameplay more consistent and punishing which results in faster games
No custom moves I think, unless it's a side tourney. Half of them are super broken; the game becomes really dumb.
I say allow custom moves at first, there are many great arguments put out on the internet (including smashboards) from notable figures in the wider smash community that support (and how to implement) the use of custom moves in tournament. Many notable events have already used them with success (eg KTARX) and from what I have seen and played with them there are very little custom moves deemed overpowered. I would prefer moves that are proven to be too strong in competition to be banned individually before banning the whole concept from day 1, this just seems hasty imo
A bigger question is the use of Miis, the general consensus from the wider community seems to be favouring banned since there are no default Miis and size/weight affect strength/speed values and couple that with having to set up your Mii for every WiiU (not too much a problem for 3ds though)
In regards to Ferox/Bomb Reset, I have a strong dislike of stages than inhibit the ability of one player to kill the other. In PS1, the windmill was pretty much the only thing that would stop a kill, but even then, a follow up was pretty easy. But having ceilings in the middle of the stage really inhibits getting the kill, and makes the player with the stock lead at that point pretty ridiculous.
In Brawl the windmill also gave the ability to kill opponents earlier in a stage spike fashion (not an issue in melee), so it works both ways. also in both brawl and melee the windmill is no where near the only thing that stopped a kill, other include the tree stump (both sides) on the fire transformation, the giant rock and slanted platform of the rock transformation. but as you said follow ups are relatively easy which allows players the opportunity for custom combos when either reading/reacting to the opponent dealing with getting hit into these kinds of objects. The same applies to ferox and again I believe we should include it for some events and gather data before jumping to conclusions.
Its easier to cut things out after they have been proven to be a problem than add things later when we notice the stage list just straight out benefits certain characters/playstyles. Same thing applies to custom moves.
I also think that anytime a player HAS to jump to approach means that the stage is silly. Aerial approaches are even less safe than they were in brawl (thanks to the airdodge nerf), so sitting on one side of the stage and waiting for the opponent becomes a pretty broken tactic. Unless you have a better projectile, in which case, they're in trouble.
What stage/s are you referring to here and how exactly do they force an aerial approach?
I feel that characters play a bigger role than stages when certain approaches are required.