• 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!

Carrying over % in crew battles?

VGFan95

Elemental Summoner
Joined
Nov 3, 2015
Messages
85
So I've been watching some crew battles recently and have noticed that the Damage % of the winning player is not carried over to the next match. Is there a particular reason for this?

It seems like a match could be started with a third player as Fox, who could use his laser to get the prior winner to his ending damage percentage. This would mean that any percent damage dealt would matter, rather than just stocks mattering.

A possible downside to this would be it taking a little longer to start the match.
 

TheGlove

Smash Cadet
Joined
Jan 28, 2016
Messages
66
Location
In a Glove Box
Besides adding more time to the crew battle, having a person at the same percent they were at in the last game could remove a lot of hype.

If the previous match goes down to last stock last hit and one person wins with like 140 percent they are literally like 1 stray hit away from death. There is no real impetus for the other team to try to counterpick this person and then stuggle with the choice because they know there is another player on the opposing team who will wreck there counterpick. You could send in anyone and have them play super lame since they have a huge life lead and win with a well spaced ariel.

The current system starts the match at a vaguely even start which makes the match feel more fair or honest even though one player is likely down a stock or more.


TLDR there is no real reson not to do your method, but it might limit the hype factor of the crew battle which is sort of the point of crew battles.
 

VGFan95

Elemental Summoner
Joined
Nov 3, 2015
Messages
85
Ah, that makes sense.

I think what happened was I saw a lot of crew battles where there was a very large skill difference, and one good person could beat half the opposing crew, which would be unlikely if % was carried over.

At a national though the players are probably close enough in skill that carrying over damage % wouldn't work well.
 

Raijinken

Smash Master
Joined
Dec 8, 2013
Messages
4,420
Location
Durham, NC
It's also difficult to be precise in percent racking, especially when the "losing" player has to stale a move in order to run that percent up, without the option to reset stales with a stock (unless you add another stock to the list.

It would make some sense to carry percent over, but aside from the hype factor mentioned by TheGlove, it also just takes more setup time for a change that isn't necessarily an improvement.
 

metoo

Smash Rookie
Joined
Nov 11, 2014
Messages
3
Couldn't we just use pummels to get to the right percent? Those can add percent quickly, and fairly accurately. They also are the least affected by staling, as there is no knockback associated with them.

Regardless, I wish we had a way carry percents over. I find it very anticlimactic to see players get percentage back at the end of a tough fought battle.
 

Megamang

Smash Lord
Joined
Apr 21, 2015
Messages
1,791
Imagine there is a really close match. Last hit, high %. Whoever wins that, the next guy would have to take a while to rack him up to that damage... then he might just die immediately, which is kinda lame in terms of hype and they don't get to show their skill, they just die with a bair or something.

Also, rage abusing characters might like this too much. Imagine how annoying it would be if you almost killed a ZSS, then she barely wins with bair... then she comes right out and d-throw uair up launches your character to its death (you play jigglypuff in crews for some reason). Kinda lame also, right?

And then, it would also effect character choice in a needlessly complicated way. Specifically, it would make characters able to securely get kills even more important... And they already rule the meta.

This way, getting a kill in a high percentage situation is really hype, because it amounts for a bigger win for your team. Additionally, you get to play more, especially if you clutch a game.

And, when people play eachother in crews with matchups we want to learn about, its nice to have a 'realistic' situation with both starting at low damage.


With all this in mind, its not for sure a better change. Its unlikely to change now, for all those reasons, and its tradition, unless there is a compelling reason to change it.

And I doubt a high skilled player taking a bunch of stocks is a significant reason for people. If anything, that is what people like about Crew battles, it show region's comparative skills... And it makes a really close match, even hyper. Say, someone has to take down the last of someone's stocks.. that person should get a new attempt each time, not just get whittled down by the team picking fox consecutively because they know they can laser them until someone can land a bair...
 

Megamang

Smash Lord
Joined
Apr 21, 2015
Messages
1,791
I believe this is because the handicap feature gives them the percentage lead every stock, and not just on the initial one.
 

ZafKiel

Smash Apprentice
Joined
Aug 27, 2015
Messages
164
It seems like a bit of work to rest all the percentages like that. Plus it's really hype when a player on their last stock at 140%+ beats the other person and is able to enter the next match with a clean stock.
 
Top Bottom