1FC0
Smash Lord
- Joined
- Aug 21, 2013
- Messages
- 1,828
I know but many people want it to.This rule doesn't apply to Bowser.
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I know but many people want it to.This rule doesn't apply to Bowser.
The fact that Ganondorf is included tells me that they had no idea what they were doing when they were making the rules for Smash 4.I know but many people want it to.
I thought that was sort of a given by now. Goodness knows the Apex rules have become a punchline all their own nowadays.The fact that Ganondorf is included tells me that they had no idea what they were doing when they were making the rules for Smash 4.
I like the speed of Sudden Death too. And honestly it's really fun.There are other options to use rather than playing out Sudden Death, but none are as strong (none of them can determine a clear winner in every situation like Sudden Death can). It's quite gripping.
If no time limit matches were feasible for tournament play, we'd use them for all games, not just tiebreakers. The time limit isn't there to create a specific mode of play, it's a necessary evil to make sure tournaments finish on time and resolve slow matchups.I've always felt percentages to not be completely fair. I'd rather tiebreakers be 1 stock, no time limit match if the game is a deciding game (i.e. game 3).
Timing out is fine and can be a good strategy when you have stocks ahead. The idea for a no time limit for tiebreakers is to minimize the chance of getting a tie in a tiebreaker.If no time limit matches were feasible for tournament play, we'd use them for all games, not just tiebreakers. The time limit isn't there to create a specific mode of play, it's a necessary evil to make sure tournaments finish on time and resolve slow matchups.
Actually, I disagree. Not anything is better than that. A ruling that cannot reasonably determine a winner is definitely not better than the game's actual design of determining a tie.I like the speed of Sudden Death too. And honestly it's really fun.
But a 15 second timer, until someone is randomly chosen to be closer to a bomb spawn is not acceptable.
Basically anything is better than that.
It's smart to choose one's battles. I don't choose this one.Timing out is fine and can be a good strategy when you have stocks ahead. The idea for a no time limit for tiebreakers is to minimize the chance of getting a tie in a tiebreaker.
Valid point. What to do in the general event of sudden death is so far down on my internal list of "things I care about right now" that it basically doesn't register. As long as it's not literally random (as in the players flip a coin or play RPS or something) then I can work with it.It's smart to choose one's battles. I don't choose this one.
How do you know how that they spawn? If you read it somewhere could you link me to it since I am pretty interested in knowing the details.The bombs actually spawn in a very determined area and is based on player damage %. Additionally when they spawn it is well within reaction time, many people have played side games with these bombs to see who can grab them out of the air and throw them at their opponent best. If the spawn-to-collision time is within the same time frame of most attacks then there is no reason behind saying bob-omb spawns are "random".
This is a well thought out post, but the primary problem with bob-ombs is that a bob-omb falling on my opponent's head does not feel like a win.Actually, I disagree. Not anything is better than that. A ruling that cannot reasonably determine a winner is definitely not better than the game's actual design of determining a tie.
The current common ruling is actually a logistical nightmare because %-based wins both do not accurately judge a true winner (Smash's game design can have a stock loss at any percent from 0-999%) AND cannot determine a winner in all cases (Double-KO's, stalling tactics due to %, and the mess that has been suicide rulings).
Not only does the gameplay pick up when the threat of Sudden Death looms but on the rare chance that the game goes to Sudden Death nearly every instance of the event resolves through a player (skillfully) outplaying their opponent through an offense/response test which is exactly what Smash tournaments is about.
In the case that nobody could score the final KO in the next-hit-KO setting and bombs drop it is actually a final test of skill - NOT random chance.
The bombs actually spawn in a very determined area and is based on player damage %. Additionally when they spawn it is well within reaction time, many people have played side games with these bombs to see who can grab them out of the air and throw them at their opponent best. If the spawn-to-collision time is within the same time frame of most attacks then there is no reason behind saying bob-omb spawns are "random".
And finally, the reason of "random" is actually not reason for a ban or else by that reasoning we would have to ban G&W Judgement, Peach veggie pull, the option to choose a random stage or character, and many stages that could be argued as "random" (like Fountain of Dreams).
This all looks to be a reductio ad absurdum and therefor I couldn't support a stance against Sudden Death.
However, there are still very obvious reasons why %-based rulings should NOT be used to determine a winner in competitions. Playing out Sudden Death to bring in the hype doesn't even need to be one of them, but it is a respectable opinion to have (I share the opinion it's fun to watch).
These things don't break ties though. I believe percentage comparisons are not acceptable. They are arbitrary, perhaps complete nonsense. How would you break ties? A whole match? A whole set? The tennis system where you have to 'score' twice in a row?@ ParanoidDrone : I actually just meant that particular line of discussion with that particular poster. Stage legalities and procedures and custom move legalities and procedures do eclipse the importance of this issue, but I have a low sense of efficacy for all of them so I'm willing to burn more time here.
Sudden Death is a poor tiebreaker not because it fails to test any skills, but because it doesn't test skills pertinent to the competition for which it is designed to break ties. Chess ties are resolved by playing more chess until a player wins the set. Close tennis games are finished by playing more tennis. This solution fosters a better competitive environment because the practice strategy is singular, instead of being split among the two skills. Players have more consistent outcomes when they both have a high amount of skill in the event they are competing with, or at the very least they have a better time. A 1 stock rematch of an obscure anime fighter wouldn't be as satisfying as a one stock rematch of the smash game you were playing.
Sudden Death is vastly different from the standard game. If you programmed an A.I. (with or without a human reaction time restriction, which Ninty ought to have done for lv9s btw) to fight stock matches and a different one to fight Sudden Death's, you'd hardly be able to reuse any lines of code. Fullhop, what's that? I can't perfect shield bob-ombs while doing that. Why would I ever jab, he's at kill % already.
Rematches should always be as close to the original game as possible. This game actually doesn't need any rematches though, except for % ties. If you feel like you have enough time to resolve timeouts by 1 stock rematch instead of least % wins, then instead invest that time in allowing Bo5's before L/Winner's Finals/ Grand Finals, enhanced strategic stage picking procedures that consume more time, or whatever else you can think of, they will use that time and go even further towards giving you more accurate results about who deserves to win the tournament. Timing someone out doesn't entitle your set to deserve more time for accurately determining its winner. Getting to Loser's Semifinals does entitle you to that moreso.
Wish I could, but I've been looking at how to handle ties/stalemate for a long time and I'm not sure where all the info I've read over the years is actually located.How do you know how that they spawn? If you read it somewhere could you link me to it since I am pretty interested in knowing the details.
I present to you two opportunities to contrast with your argument of feeling.This is a well thought out post, but the primary problem with bob-ombs is that a bob-omb falling on my opponent's head does not feel like a win.
Why don't you do 1 stock rematch for timeout wins? % wins is equally arbitrary in those cases.If Bowser Bowsercides in Sudden Death I think he's awarded the win (someone check pls I know there's a result one way or the other) so perhaps 1 stock 3 minute rematch in the case of sudden death is the best choice, and if it happens again THEN we use something more arbitrary like initiator loses/%.
And what if the rematch goes to time?Why don't you do 1 stock rematch for timeout wins? % wins is equally arbitrary in those cases.
The Bowsercide rematch can go to time too.And what if the rematch goes to time?
Don't have a timer?And what if the rematch goes to time?
We have to have a timer. In Smash 64 (which doesn't have a timer) games have literally gone for hours.Don't have a timer?
Well, if you have a timer than you can get infinite ties. That's just how it is.We have to have a timer. In Smash 64 (which doesn't have a timer) games have literally gone for hours.
Yes using Ganon's sideicide does give him the win. (I do main Ganon)Isn't Ganonside an exception? I could have sworn that Ganonside has Ganondorf win the match.
</not a ganon main>
Charizard, Kirby and MK cannot suicide with up throw, if the platform moves out from under them they will "land" at the height the platform was at when the throw was input.Here's a trivial idea: in the case of sudden death, both players are awarded a victory. It might already be in this thread somewhere, and I haven't really thought about it much, but how do y'all think it would fare?
Also, who are the offenders here? Which suicides go to sudden death? Dedede, Kirby, and Bowser? What about Wario? Charizard's up-throw on moving platforms? Doesn't MK have a similar throw? Do Kirby's throws suicide on moving platforms? This is a very strange and complex area of the game.
Actually, I looked into it and, if timed right, Kirby and Meta Knight can suicide with their up throws. Link has to be holding a bomb or Megaman has to have a Crash Bomb on you. If it explodes at the right time, both players die. But that's probably a glitch.Charizard, Kirby and MK cannot suicide with up throw, if the platform moves out from under them they will "land" at the height the platform was at when the throw was input.
ROB however can suicide with up-throw.
Not a glitch, it's an exploit on the fact they are out of the screen. It shouldn't be happening too often.Actually, I looked into it and, if timed right, Kirby and Meta Knight can suicide with their up throws. Link has to be holding a bomb or Megaman has to have a Crash Bomb on you. If it explodes at the right time, both players die. But that's probably a glitch.
I realize this post is nearly a year old, but the reason we don't honor sudden death is because it severely favors one character archetype over all others (that being fast, quick characters).I suppose the real question is about when Sudden Death occurs due to a tie and every time I find myself asking why it is impossible to reasonably condemn Sudden Death as non-competitive. I can't find a way to do it.
I interpret the "favors one character [...]" phrase to mean this is an argument by way of a violation of Fairness Principle.I realize this post is nearly a year old, but the reason we don't honor sudden death is because it severely favors one character archetype over all others (that being fast, quick characters).
This statement sounds like it is trying to make a case that playing to a character's advantages when being completely informed of the rules used ahead of the time (e.g. using timer) is somehow wrong?If you play a fast character like Fox or Shiek, you'd do everything you could to steer the game to a sudden death because you have such a massive advantage over any character slower than you.
Not at all, only that this is one of the reasons that the rules are what they are and why most tournaments don't allow SD to play out.This statement sounds like it is trying to make a case that playing to a character's advantages when being completely informed of the rules used ahead of the time (e.g. using timer) is somehow wrong?