Underload
Lazy
I can't (nor am I going to) please everyone. If you decide to play a character that only has good matchups against top tiers on counterpicks, that's your problem.Yay for seven, but no yay for three starters - that's possibly the worst option we could take. It skews the first match in favor of campers way too much to be fair. When my choices are "some platforms", "flatness", and "flatness", Peach cries.
I've already figured the reason you want 7 starters is so you can strike BF, FD, and SV and force your opponent to pick between one of four counterpick-worthy stages.
BF, FD, and SV are BY FAR the most starter-worthy stages in the game. Zero stage hazards, flat throughout, no gimmicks. I can name at least one ideal that every stage on that list breaks, except for those 3.
Because I have 3 starters. 4 stages pretty much eliminates stage striking as a fair possibility. Yoshi's is the most starter-worthy stage after BF, FD, and SV, though.Yoshi's Island as a CP? I'm curious to the reasoning.
Same for removing a minute off the timer.
As for the timer, tell me what preconceived notions you have that 8 minutes is better. You'll know why a 7 minute timer is a better option once you do that.
If I want a 7 minute timer, I also want measures to be taken to prevent blatant forms of stalling. 150% is an extremely fair kill percent for Dedede, what would be the player's reasoning to go any higher? To shave some time off the clock, of course.I'm also unsure why we need a cap on wall infinites. They're easy enough to avoid, and none of the stages have permanent walls. Does it happen often enough that it affects time (if that's the reasoning)?
If you get grabbed at 120% on, say, the rooftop transformation of Delfino, and get stuck against one of the walls, Dedede could go for a good 30 seconds, well over a feasible kill percent. It's simply unnecessary, that's just one example.