I agree with Kage. At least be consistent with your logic, there is no reason to keep Cruise or Brinstar if you are likewise going to ban Japes/Mansion/Pirate Ship. Like it or not, both those stages have just as much an effect on gameplay and do just as much as some of the stages you banned.
Inui has even noted this inconsistency by changing his last ruleset to finally have all of those stages removed.
- If the timer runs out, the victor is determined first by stock and then by percentage. In the event of a sudden death, both players are to suicide IMMEDIATELY. No fighting with bombs @ 300. At the results screen, regardless of what the screen says, the player with the higher DAMAGE TAKEN is the loser. No exceptions. In the result of a tie, the match will be discarded and played over, same characters and stage. For teams, if this should ever happen, add the damage taken instead for both teams.
This is still one of the worst things in this "competitive" rule set.
Diddy vs Bowser.
Diddy deals 180% each life on average
Bowser deals 130% each life on average
Time runs out with each character on their last stock, 100%
Diddy has taken: 360% damage
Bowser has taken: 460% damage
OR
2 attacks collide with Diddy @ 130% and Bowser @180% and they die on the same frame
Diddy has taken: 390% damage
Bowser has taken: 540% damage
Diddy Kong wins, even though in reality Bowser was likely "winning" at that point in time, having Diddy closer to KO percent then himself. Either way, determining a winner based on damage given/taken in a game where such a statistic is MEANINGLESS is bad form. All this rule does is degrade the ability of people to END STOCKS QUICKLY, which, funny enough, is something this ruleset is obviously trying to promote.
"Hmm, I could go and get a footstool on him at 40% right now, but geez, if I do that and we tie at the end of the game I would lose because that is 100% damage I ended up not doing! ****, I guess I'll just stay on the stage and fight him some more so I can make sure I give more damage than he does."
Seriously, it is about the loss of life, not the percent given. In the event of the time running out, the only reason we look at percent is because not all 3 stocks had been removed. In the event of a tie when both players lose all three of their stocks at the same time (not looking at suicide rules) then it would be dumb to reward a win to someone who was exactly as efficient at removing 3 stocks from the opponent as the opponent was.
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- At the beginning of a set, each player may strike 2 stages from the available 12. Of the 2 strikes, only 1 can be from the 3 Neutrals listed above. You may however choose to strike 2 counter pick stages.
You have 11 available stages now that you have gotten rid of Norfair. So, each player can strike 2 stages...which brings the number of available stages in a set down to 7. In game 5 of a best of 5 where you have already won 2 games (and likewise lost 2 games) you essentially have a choice between just 3 stages for that last game (or 4 if your version of DSR is intentionally suppose to read "last won on".) Great, 4 choices for a CP, and chances are none of them are really any good unless you play a top tier character.
It feels like you want this to be a ruleset where you, essentially, only play on flat stages, yet you aren't quite prepared to make the bold statement of flat out saying: "there are only three stages, FD, Smashville, and Battlefield". Instead, you give people 2 bans and an incredibly small stage list with inconsistent logic for why some stages stay and others are gone, then you give them 2 stage bans which essentially makes the likely list of available stages just "flat with platforms". Since this it the case, why not just come out and say that your stagelist is "flat with platforms" instead of trying to hide that fact by giving people 2 stage bans when you know 99% of all sets are going to have RC/Brinstar/Orpheon banned (because those stages are some of the strongest counter stages for mid-high tier characters).
This ruleset is basically: lets buff the already amazing characters even more. To understand this more, Wes I think has a post similar to this sentiment in his ruleset.