I almost like the new rules set. I understand the purpose of it, but it needs a few changes/additions.
1) PS1 needs to be a starter so that we have five. The randomness factor really doesn't make that much of a difference (given with two stages you can just run away). In melee we PS1 which made 6 starters on Random. Going down to 4 is just nuts.
2) The small Counterpick list is cool being limited and such. Though Brinstar is the only one that doesn't seem to fit. Low ceilings and annoying lava. This is really the only stage on the list that can hurt you (unless you are just plain slow on Halberd). Yes I know you can avoid the lava but when it rises to the top platform it's REALLY hard for some characters.
3) Grab release infinites should be banned and limited only to two grabs (ie grab, release, grab, release, no grabbing again). Sheiks used to do this in ditto matches cause CG-ing all of the place is boring and lacks skill. This can also be applied to DDD's infinite.
4) The suicide rule is a good idea. The person who initiates the attack loses. This shouldn't apply if Port Priority matters (aka bowsercide).
5) Also removing Sudden Death completely is a great idea. However switching to damage taken should not be used as an accurate way to determine a more skilled player, especially when considering DK, DDD, and sometimes Lucario.
6) Stalling being more clearly defined to remove planking and other unnecessary abuses of invincibility frames is a good idea. Doing these tricks doesn't demonstrate skill.
EDIT: Just to be clear I would not adopt this ruleset as final. It's a cool set for skill development, but overall it removes a lot of the fun stages I like to use for my character counterpicks.
1) PS1 needs to be a starter so that we have five. The randomness factor really doesn't make that much of a difference (given with two stages you can just run away). In melee we PS1 which made 6 starters on Random. Going down to 4 is just nuts.
2) The small Counterpick list is cool being limited and such. Though Brinstar is the only one that doesn't seem to fit. Low ceilings and annoying lava. This is really the only stage on the list that can hurt you (unless you are just plain slow on Halberd). Yes I know you can avoid the lava but when it rises to the top platform it's REALLY hard for some characters.
3) Grab release infinites should be banned and limited only to two grabs (ie grab, release, grab, release, no grabbing again). Sheiks used to do this in ditto matches cause CG-ing all of the place is boring and lacks skill. This can also be applied to DDD's infinite.
4) The suicide rule is a good idea. The person who initiates the attack loses. This shouldn't apply if Port Priority matters (aka bowsercide).
5) Also removing Sudden Death completely is a great idea. However switching to damage taken should not be used as an accurate way to determine a more skilled player, especially when considering DK, DDD, and sometimes Lucario.
6) Stalling being more clearly defined to remove planking and other unnecessary abuses of invincibility frames is a good idea. Doing these tricks doesn't demonstrate skill.
EDIT: Just to be clear I would not adopt this ruleset as final. It's a cool set for skill development, but overall it removes a lot of the fun stages I like to use for my character counterpicks.