I can understand acola's position because people are getting too hung up on being able to ignore hitstun, which isn't exactly rare in Ultimate, and not questioning whether Steve gets more reward than alternative options. All the clips I've seen Steve can achieve roughly the same effect with an airdodge without needing to take damage. I was initially on board with a ban on the tech because people were making it seem like Steve could do this against any move at any time, but now that I've researched the particulars of the tech, things seem much more murky.
Steve has access to a plethora of traps and reversals as it is, so it's hard to actually find a situation where deliberately taking damage is the more rewarding path. Sure he can get 30 after taking 15 in a lot of these clips, but I've seen crazier reversals. That doesn't mean that something ridiculous can't be discovered, but that's why we should take a wait and see approach and ban it if it actually becomes a problem and not just on hypothetical what-ifs from people who don't play the character.
If given the choice between putting in time to learn 4 new hard and intricate matchups or just... playing a different game, many people will choose to play a different game, and you absolutely can't blame them for that.
I don't think it is a case of blame or lack of empathy so much as it just seems like common sense to stop playing a game you don't really like or lack motivation to play. Throughout modern fighting game discussion, whether it be about banning characters or simplifying game mechanics, there's this incredibly bizarre ignorance of the massive elephant in the room: you can't take the competition out of competition and still have it be competition. Even if you simplify everything into the most brainless button masher, you will still have to contend with the fact that some players will put more time and investment in that brainless button masher than other players and they will dominate as a result. A fundamental component in competition is needing enormous amounts of investment relative to the level you are playing at.
And therein lies the problem. People seem to frequently conflate low-level competitive players with casual players when they're two different entities. Just because someone plays at a low level doesn't mean that they aren't subject to the same expectations, principles, and rules that higher level players are. It is fine to say that you don't want to be the best or that you just want to dabble in competition without putting too much effort into it, but you then must accept that there will always be certain ceilings you will encounter with respect to other players and characters. Being a high level player comes with undertaking the investment to overcome those ceilings and if someone is deliberately avoiding that they are always going to be low level and lose to those playstyles or characters.
And this is exactly why we need to be coherent when arguing for a Steve ban. People led off with an appeal toward competitive integrity and now we're on reducing competition at lower levels. Either a character doesn't provide for enough competition or they're too competitive. You can't have both. Similarly, people can't say that we shouldn't compare the current context of character bans to previous contexts in other games and then turn around and say that we have to ban Steve because MetaKnight and Bayonetta allegedly ruined their own meta.
And of course, we should decide whether the ban comes from the tech implications or because he's too strong. Of which neither has real evidence in favor of a ban. Steve is at best a regional threat in Japan and struggles on the world stage and I already talked about the issues with the lack of information on the tech. But trying to juggle multiple contradictory arguments makes ban proponents incoherent and thus not convincing.
As far as I know there's only been two reasons why characters were banned. The first is that they glitched out and/or crashed the game and made it literally unplayable while the second was that they had something about them that was mathematically impossible to counter and led to a large enough disruption that all workarounds failed or caused more problems.
For example, Feral Chaos in Dissidia Duodecim had a multihit move called Via Dolorosa that was unblockable and caused a frame trap on dodge because the second hit makes contact during the dodge cooldown. That meant that anyone could pick a stage small enough to prevent opponents from giving it a wide enough berth and spam this move until they win. The only solution to this would be to de facto ban all small stages, thus impacting strategy around stage selection, or ban the move. It's been a long time since I had anything to do with the game, but IIRC banning the move also had implications on Feral Chaos in terms of selecting what moves or accessories he could take into battle and his viability.
So because the move itself is mathematically impossible to counter at closer distances and trying to work around the move caused further issues, the decision was ultimately made to ban the character. There was controversy around the decision, and I might be misremembering details, but hopefully people reading this get an idea of why we might ban a character. It's not about how many people play the character or about how strong the character is relative to the rest of the cast, it's about the character having aspects about them that interfere with the competitive process itself. Nothing about Steve or Kazuya is even remotely on the level of the headache Feral Chaos caused in terms of balancing.
So people ultimately need to pick one argument and stick with it. The tech
might be a valid point if it turns out to be anything more than a nothing burger, but I remain unconvinced on the contradictory competition arguments. At the end of the day, it doesn't matter what level you are, competition requires enormous investment. Steve might take more time to learn how to fight than some other characters, but that doesn't mean other top tiers aren't exhausting to fight thanks to the extreme execution requirements needed to fight them, and I didn't hear Steve players complaining about the investment needed to play the character at a high level even though he clearly requires more investment to play than to fight.
Don’t bite the hand that feeds you.
I do want to end on a somewhat different but still related topic. A good deal of what drives the ban Steve argument is from influencers in the for-profit side of Smash and their general reasoning seems to be that Steve negatively impacts attendance rates. At first glance, this wouldn't seem like a big deal as it just means weeding out those who didn't really care all that much about the game, but when you consider that attendance rates directly affect the profits of professional players, tournament organizers, coaches, and others from that sphere, everything makes sense.
The hand that feeds the for-profit side of Smash are the players not the other way around. It's the players and the audience attendees who are probably also players that feed everybody from TOs to pros. The players have been organizing and hosting tournaments long before any of these corporations got into the scene and it's a shame that they've been successfully gaslit into thinking they need these parasites. And I think this will become more apparent as the economy continues to decline and more and more of these corporate parasites continue to drop while the players still continue playing the game.
These people trying to tie Steve into the decline of a game that is five years old and in increasingly economic times are completely dishonest. Every player I know that quit Ultimate competitively did so because they hate the design of the game and got massively burnt out long before Steve arrived on the scene. Correlation does not equal causation and there's no objective evidence pointing to a single character causing a decline of interest in Ultimate.
Actually, I would say that it is very conspicuous that Japan is not in favor of a ban so far and Japan doesn't play for money. When you aren't constantly pressed to make the line go up I guess it is much easier to sit back and lab MUs. Maybe the reason there's so much ban talk in the Smash community over everything from characters to controllers is because professional players are so deathly afraid of their results dropping and not being in the money anymore? Almost like profit runs directly counter to competition and less competition = more profit? Sound familiar?
The whole Steve hysteria sounds very much like an NA thing rather an existential threat to the entire community. It's the classic politician move of making a lot of noise about a vaguely defined threat with no empirical evidence and then trying push through a decision before any real discussion can happen on it. And because these people wield enormous influence across the NA scene, this has become the de facto opinion upon much of the scene. But that influence doesn't extend to Japan and that's where we're seeing friction.
And that leads me to question whether fracturing and dividing the global community over a single character is going to increase participation and attendance. Banning possibly the single most popular character in Smash history seems like one of those obviously bad ideas, but doing so when other regions are not on board is pretty much guaranteeing that participation will decrease dramatically. There's a lot of complaining that there is too many Steves at lower levels, but at the same time complaining that he's dropping attendance and that's bad for business. What happens to the line if all those Steves quit the game when you ban their character?
To me this seems like delusional cope from the increasing job insecurity from the for-profit sector in Smash and not actually rational or productive. But Steve is not responsible for the global recession and banning him isn't going to stop the collapse of the for-profit sector. Banning isn't really going to solve anything at all as there isn't actually anything wrong in the first place. Unique characters that play differently from the norm are all over fighting games and there isn't that many Steves winning majors outside Japan.
Unless something ridiculous is discovered with that new tech I'm going to have to agree with Japan on this one. I haven't seen any good argument for a global ban so far. There are locals here and there that have a lot of Steves, but I'm not sure what doing something like banning Steve in Alabama because a local in Mexico really, really,
really likes Steve is supposed to do.