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If it's not the last stock, doesn't matter.So how do you determine the outcome of a double ko?
I can't see how a ruling could be made based on % regarding suicide rules. If a character is up a stock then they clearly win with a full stock remaining. If they were down a stock they would clearly lose with their opponent having one full stock remaining. If the stocks were tied and a simultaneous KO happens then there are no stocks and no damage since last stocks were exhausted.If it's not the last stock, doesn't matter.
If it's the last stock, go by what the game says.
If it takes it to Sudden Death, go by who had the percent lead.
If the percent was tied, do the tiebreaker match.
I agree on your tiebreaker point.I can't see how a ruling could be made based on % regarding suicide rules. If a character is up a stock then they clearly win with a full stock remaining. If they were down a stock they would clearly lose with their opponent having one full stock remaining. If the stocks were tied and a simultaneous KO happens then there are no stocks and no damage since last stocks were exhausted.
Additionally I don't support %-based wins - arbitrarily awarding wins/losses from unnecessary and arbitrary rules is uncompetitive. This ruling does not accurately reflect who is "winning"; even if weights of the characters were somehow factored in there is still no way to reasonably determine who would take the stock in a game like Smash Bros.
I never support %-based rulings, it's adopted from a translation of some Traditional Fighters health tie breakers and has never been analyzed or discussed. But I was hoping you'd clarify how damage % could even be used in case of a tie with suicide KO's considering both players would have no damage at the end of a simultaneous KO (since they both had just been KO'd and their damage is reset).I agree on your tiebreaker point.
However, considering all the other time complaints and randomness complaints that get considered in rulesets, I am a bit inclined to prefer percent-lead over playing out Sudden Death, which has a tendency to throw all consideration about who was "winning" out the window. I saw the new Tournament Mode has some "whichever player was more active" system in place of Sudden Death, but without knowing what all it considers (much less even having access to the same system), it'd likely be too arbitrary to be valid.
In such cases, I believe (like with any suicide situation), it's only appropriate to defer to the game's ruling, including a sudden death call on the rare occasion it happens.I never support %-based rulings, it's adopted from a translation of some Traditional Fighters health tie breakers and has never been analyzed or discussed. But I was hoping you'd clarify how damage % could even be used in case of a tie with suicide KO's considering both players would have no damage at the end of a simultaneous KO (since they both had just been KO'd and their damage is reset).
As for the More Active ruling, I will reserve my judgement on that until more is understood about it. As a default I am so anti-% that I would probably be inclined to accept whatever we understood about it right now (using whatever stats at the end of the game to determine a winner, like attacks scored and ground/air movement or idle time). At least that has some kind of merit to it rather than an arbitrary out-of-game ruling with no foundation that has never been analyzed and blindly incorporated into major rulesets.
A better ruling would be to say "What the game says, goes."The more I think about it, the more i feel like with this particular case, i'd rather see the clause say if you suicide with bowser, and it sends both players to SD, bowser loses, because in all other cases, given it doesn't kill both at the same time, bowser always dies first.
does the result in a rob getting pushed off stage during an up throw change from stage to stage? or is it consistent throughout? Thats where the main issue seems to come into play with bowser, since on some stages it kill him first, and some kill both characters and kicks it to SD.A better ruling would be to say "What the game says, goes."
Mostly because it means you don't have to worry about any sort of inconsistencies in enforcement or even having the rules in general (like including ROB in the suicide clause when it's not well-known he can do so). Especially when it's been shown through the balance patches and changes that death order is actually considered a part of the move (i.e. with Bowser, as it killed the opponent first in 1.0), there's no reason to make a rule when the property is explicit.
I've only tested ROB on a few (I don't use him regularly), but Smashville, Peach's 64, and Lylat all killed ROB first and dealt 3% to the opponent.does the result in a rob getting pushed off stage during an up throw change from stage to stage? or is it consistent throughout? Thats where the main issue seems to come into play with bowser, since on some stages it kill him first, and some kill both characters and kicks it to SD.
If it kills rob first across all the stages, then its consistent enough to not even need a clause for him then. Not to mention that bowser/opponent have control over his side-b. the only way rob is going to go off the edge is getting pushed off by mario's flud/some other windbox, or doing what you did on stages with moving platforms and catch people at the edge. It's probably 100 times less likely to ever happen with rob than with bowser since you have control over flying slam.I've only tested ROB on a few (I don't use him regularly), but Smashville, Peach's 64, and Lylat all killed ROB first and dealt 3% to the opponent.
Bowser has more control than the opponent since 1.0.6 so now it makes even more sense to make Bowser lose when it ties.If it kills rob first across all the stages, then its consistent enough to not even need a clause for him then. Not to mention that bowser/opponent have control over his side-b. the only way rob is going to go off the edge is getting pushed off by mario's flud/some other windbox, or doing what you did on stages with moving platforms and catch people at the edge. It's probably 100 times less likely to ever happen with rob than with bowser since you have control over flying slam.
The suicide clause they have is only for when it goes to SD, I'm assuming. Otherwise, the situations they described make no sense.I can't see how a ruling could be made based on % regarding suicide rules.
The suicide clause (referring to the older version stating "The suicider loses, period") has always felt very... Pokemon-inspired to me. Except in Pokemon it's coded to the game and has been since Stadium, whereas for Smash it's still a community rule.The suicide clause they have is only for when it goes to SD, I'm assuming. Otherwise, the situations they described make no sense.
If DDD pulls someone down with him and they wiggle out before he hits the blast zone and he dies first, they wouldn't award him the win, I'm sure (at least I'd HOPE...).
That said, if he inhaled someone and they DIDN'T wiggle out and both players hit the blast zone at the same time, yeah, the win should go to D3 because A) he initiated and B) the other player didn't take the necessary steps to save him/herself from it (which they could've done by either not getting hit or wiggling out in time).
My guess is they won't be awarding the win to Bowser if he dies first.
Rules in the case of sudden death are required because sudden death is uncompetitive though.The anti-Sudden Death clauses make more sense, but they're still counter to the game's ruling in a lot of cases.
The older version? When was the first suicide rule created?The suicide clause (referring to the older version stating "The suicider loses, period") has always felt very... Pokemon-inspired to me. Except in Pokemon it's coded to the game and has been since Stadium, whereas for Smash it's still a community rule.
I'm actually mentally double-checking myself and I'm fairly sure I've actually been mistaking the Smash suicide clause for Pokemon's. For years. I feel stupid now.The older version? When was the first suicide rule created?
I see Brawl's referenced most commonly because it was created for Ganonciding and controller port nonsense.
Everything was fine when SSB4 shipped, but then they fixed the flying man glitch, horked flying slam in the process and never really bothered to fix it since.
I just wish it was CONSISTENT: either SD all the time or kill Bowser first all the time, none of this stage-dependent nonsense...
And it sucks for Bowser players and anyone who may be FIGHTING Bowser players because EVERYONE needs to know which stages will kill Bowser first and which will go to SD (which will likely award Bowser the win).
Otherwise, they may steer Bowser off the ledge intentionally and cost themselves the match.
Any tourney that enforces this is ******** as the result screen never results in a win for Bowser.Otherwise, they may steer Bowser off the ledge intentionally and cost themselves the match.
It's because it's grandfathered in from Melee into Brawl into the most recent game and it's never been thoroughly discussed, just blindly followed. Smash is not a healthbar-based traditional fighter, any player could lose a stock at any percent damage and each character has different weight which affects their survivability. Saying Jigglypuff is just as likely to have lost at 50% vs Bowser at 50% makes absolutely no sense even if trying to justify it with some kind of conceptualized "lead".Any tourney that enforces this is ******** as the result screen never results in a win for Bowser.
If it goes to sudden death you do a 1 stock 3 min rematch generally, and if Bowser loses then you just win.
Why people feel so entitled to ignoring what the game engine says confuses me.
But what if you run into the situation of constant double ko's, even in the rematch? or is this not meant to apply to smash?Sudden death for timeouts is different bh.
For timeouts, a % clause is required (and at least a little justified by the game since the pokemon stadium regards the person with the lowest % as in the lead) in order to prevent abusive playstyles rewarding the losing player.
For suicide moves resulting in a double KO, it's clear that the match is tied in that scenario, so a rematch is justified.
Incredibly unlikely.But what if you run into the situation of constant double ko's, even in the rematch? or is this not meant to apply to smash?
According to my reading, in Smash4, Ganondorf and Diddy (stupid and hard as Diddy's is to pull off) are the only characters who will always win. All others are supposed to lose, but some go to Sudden Death instead, depending on the stage.I think i'm going to start adjusting any rulesets i use with this clause to read: The result screen will determine the outcome of a match. In the event the game goes to sudden death, Bowsers OPPONENT is declared the Winner.
something along those lines anyways.
speaking of which, has there been much testing as far as other characters and what happens when they hit the blast zone with another character trapped on them? It seems like Ganon is always victorious, so i don't see an issue there. but what about Dedede or Kirby, or Wario? I might get a friend online soon to just run though a handful of tests to see what might happen, but I think everything i've seen so far is that kirby and dedede also die first, due to the opponent being in a semi-invulnerable state after being spit out when they die. I just don't want to clause anyone else if its not needed.
A rule that says Bowser always loses is just as short-sighted and problematic as a rule that says Bowser always wins, and it's for one simple reason: what if the game gets patched so that it declares Bowser to be the winner in these circumstances? You'd end up nullifying a balance change with a holdover rule that no longer makes much sense and is contrary to the game's inferred intentions.I think i'm going to start adjusting any rulesets i use with this clause to read: The result screen will determine the outcome of a match. In the event the game goes to sudden death, Bowsers OPPONENT is declared the Winner.
It did happen in the Poyo vs. Average Joe match recently. They used the rule that they would play another 1 stock match with no time limit, and in the event of another double KO, the suicider would lose. I think this is fair, because they're holding up the tournament by constantly ending the match with a double KO and should not be allowed to continue.Incredibly unlikely.
Literally never held up a tournament ever.
Why wouldn't we just change the rules at that point? We can cross that bridge when we get to it, I don't really see why your future hypothetical should have any bearing on our current rulesets.A rule that says Bowser always loses is just as short-sighted and problematic as a rule that says Bowser always wins, and it's for one simple reason: what if the game gets patched so that it declares Bowser to be the winner in these circumstances? You'd end up nullifying a balance change with a holdover rule that no longer makes much sense and is contrary to the game's inferred intentions.
Why are these two things separate
- If a match ends with both players dying at the same time resulting in Sudden Death, a 1 stock, 3 minute match is played with the same characters and stage.
- If the match goes to Sudden Death due to a suicide move (Ganon’s side-B, Kirby/DDD swallow, holding someone in a grab on a platform as it moves out of the boundaries, etc.) the player who initiated the move is considered the winner.
The latter rule refers to both characters dying simultaneously due to a suicide move whilst the former rule applies to both characters dying simultaneously in all other situations. I'll see if I can make that clearer.Why are these two things separate
Why have two different rules for the same situation?
(unless the latter is for the rematch? clarification needed)
But why make the distinction at all?The latter rule refers to both characters dying simultaneously due to a suicide move whilst the former rule applies to both characters dying simultaneously in all other situations. I'll see if I can make that clearer.
Now you are suggesting that we take into consideration hypothetical patches of which we have no reason to believe that they will actually come. Do you really think it is a good idea to use a ruleset that is less fitting to the game that we actually play just so that it fits a patched version of this game that does not and may never even exist better?A rule that says Bowser always loses is just as short-sighted and problematic as a rule that says Bowser always wins, and it's for one simple reason: what if the game gets patched so that it declares Bowser to be the winner in these circumstances? You'd end up nullifying a balance change with a holdover rule that no longer makes much sense and is contrary to the game's inferred intentions.
The more I think about it the more it seems like a 1 stock rematch is far more logical, I assume that's what you were encouraging. This means the questions are:But why make the distinction at all?
They both died at the same time, the game considers that a tie, why go by anything different?
Why wouldn't we just change the rules at that point? We can cross that bridge when we get to it, I don't really see why your future hypothetical should have any bearing on our current rulesets.
That's the entire point that I'm making. And you do have reason to believe changes will come; it's already happened!Now you are suggesting that we take into consideration hypothetical patches of which we have no reason to believe that they will actually come.
I'm ok with a suicide clause in the case of repeated sudden deaths, since they're necessary for a tournament to continue (and having the initiator win in a repeated sudden death seems more reasonable than the inverse)The more I think about it the more it seems like a 1 stock rematch is far more logical, I assume that's what you were encouraging. This means the questions are:
- How do we resolve multiple consecutive Sudden Deaths? (eg. Poyo vs Average Joe) I know it's uncommon but I feel as though it's necessary to have in writing.
- Is Bowsercide forcing a 1 stock rematch on some stages and awarding the win to Bowser's opponent on other stages an issue? Alternatively, should the initiator of Bowsercide always be considered the loser for the sake of consistency?
...As well as everyone who will ever play against a Bowser player because they ALSO need to know whether they should be trying to take Bowser off the edge of the stage or trying to keep him ON the stage and hope they can DI and survive the hit.It should not exist.
Being inconsistent through stages is a move trait that Bowser mains should learn.
This actually DID happen numerous times in a custom tournament. I can't remember which one, but it was Kirby vs. DK on customs and Kirby was using the custom inhale that made him leap forward.Incredibly unlikely.
Literally never held up a tournament ever.
Yes but what changes? It could happen that the game gets patched and Bowser always loses, or always wins, or always SDs. Or the Bowserciee could not be patched again. All these situations require different discussions because people may want different rules.That's the entire point that I'm making. And you do have reason to believe changes will come; it's already happened!
The in-game rules governing suicide KOs changed from Brawl to Smash 4, and even from one revision of Smash 4 to another... but as this thread demonstrates, people neglected to update the community rules accordingly.