This is a great way to put it.For Glory is at least "competitive flavor" in the same way "chocolate flavor" is sort of like actual chocolate but isn't nearly as good. But yes.
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This is a great way to put it.For Glory is at least "competitive flavor" in the same way "chocolate flavor" is sort of like actual chocolate but isn't nearly as good. But yes.
4 individual blocks at the spawn points? All the other blocks are fluff? Because 4 unattached platforms are as basic as it gets. But a terrible stage.It's not subjective. If you used the Brawl stage builder, what's the one thing that had to be there before you can make a stage?
Nowhere did I say you "NEED" to do such a thing.Dude, you don't NEED to check each individual person.
Strange, because people have tried pulling the banned stage trick on me as well. I don't want them pulling some kind of trick like that on me with equipment. Thanks for the forewarning.You don't need to get someone else involved at all. It's really, really simple. It's like someone choosing a banned stage. You don't need the TO to come over, the other player can simply look at it and say "no, this stage is banned. You can't pick it. Read the rules, man."
If only it worked that way. Maybe I've just TO'd and competed way too many years now and seen it all, but I wouldn't put it past some players to try to say their opponent used Equipment and they either didn't notice because of load screens or some kind of trickery on their opponent's part and demand a DQ or a rematch.If the person doesn't say anything about a rule being broken and they play a match anyway, it's on them and they have no one to blame but themselves.The only time the TO needs to be involved AT ALL is if the person tries to continue breaking the rules in spite of being told.
Not with that mindset?There's simply no way to find out if changing the damage ratio leads to a better meta in any reasonable amount of time.
In all due respect, we are posting in the "Competitive" discussion here, which focuses on Smash mode. So, "very few people" is just an appeal to populace, which is fallacy. Very few people were playing without Items on, but that didn't matter when the groundwork for competitive rules were being laid.Classic, All-Star, Training, and Stadium don't let you change the damage ratio, and in practice very few people change the damage ratio for Smash mode either.
Are you arguing for a lower Damage Ratio?So you're throwing out the combos they've learned, possibly the way they approach edgeguarding as well since moves that used to be too weak to be practical now knock people away further.
I'm starting to think that maybe the miis won't ever see balance changes -- perhaps they weren't designed or intended to be competitively balanced to begin with.I may be all for customs, but the Miis have always been on my sketchy list because of just how much is involved with them, however trivial that may be. (And that Up-B has got to go for being able to kill that easily at such a low %).
And man, Nakat was schooling him as Ness, but that Up-B is ridiculous.
If anything, I think sticking to the default body types is the best way to go for simplifying.
The Miis are a mode all to themselves really, and I think Sakurai intended that design. They pretty much can be their own fighting roster because of how many variables are involved. They should probably get their own side event.I'm starting to think that maybe the miis won't ever see balance changes -- perhaps they weren't designed or intended to be competitively balanced to begin with.
I'm sure Dabuz and NAKAT would be as aware as anyone, yet it's KOd them a fair amount of times already at very low %s. This is not the throw-UpB combo either, just Up B in general use. Out of shield, after some aerials, from below, etc. The first hit is literally overlooked by design and has set knockback and thus kills (something like this - I don't know enough about the move, but it's obviously not working as intended at low percents).Is the UpB technique in question the One-inch Punch (from Piston Punch or whatever it's called)?
I've heard you can get out of that by vectoring down (and in so you get hit by the rest of the move?); is that not the case? I haven't tested it myself
In that case we got to ban Captain Falcon because his standard side B can KO Fox at I think 25% when he's over 150%.For those missing the stream, NAKAT is currently dealing with Mii Brawler's broken custom Up B that kills at 40%. So yeah. We miiiiiiiight need to likely revise the legality of Miis, or at least some of their customs.
This is without rage. Fixed knockback is fixed knockback. http://smashboards.com/threads/the-one-inch-punch-a-mii-brawler-insta-ko-tech.376667/ It doesn't even need the combo setup, you can land it via a chain perfectly fine as we've seen happen.The more I see posts and topics like this, the more I doubt anyone talking competitive ruleset and stage lists even plays Smash competitively at all, or has any vague concept as to how the rules should be.
In that case we got to ban Captain Falcon because his standard side B can KO Fox at I think 25% when he's over 150%.
The rage mechanic does crazy things.
Let's not pretend it only does them for the Mii Fighters.
Wow. That's... crazy.This is without rage. Fixed knockback is fixed knockback. http://smashboards.com/threads/the-one-inch-punch-a-mii-brawler-insta-ko-tech.376667/ It doesn't even need the combo setup, you can land it via a chain perfectly fine as we've seen happen.
I agree, I don't have problems with the 40% top platform kills, a lot of characters can do things kind of like that (though Brawl'ers is still good, but good for him!).I mean, sure, the Mii Fighter up-b exploit is dumb and should be patched. The game is better without it.
But Puffster only got 2 low percents kills on NAKAT. The first wasn't even the exploit, it was just a throw combo at 35% on the top platform of battlefield.
A combo that kills at a low % from the top platform at Battlefield? If it were any other character but a dumb Mii, we'd be talking about how great that character is. If it were Melee, we'd be yelling about the crazy combo hype.
The only actual exploit kill out of d-throw was the grab on the Yoshi's platform, which is obvious since high platforms are the only place it works on characters besides Jigglypuff in the first place. (We saw first-hand that it didn't kill Ness from a middle Battlefield platform.) Once NAKAT understood the cheese, he proceeded to win.
Sure, it's stupid and needs patching, but it's clearly not game-breaking. Brawler isn't the best character in the game.
As for Rosalina, I agree that she is overpowered. Apparently the devs do too! Problem solved?
Yeah, for sure. It's just really puzzling/frustrating to see the logic of:I agree, I don't have problems with the 40% top platform kills, a lot of characters can do things kind of like that (though Brawl'ers is still good, but good for him!).
It's just the set knockback KO that just makes the commentators and viewers go "...really? We can't even be excited about that kill because it broke the game's rules and made no sense. :/"
Ah I definitely don't want to ban custom moves, they're a barrel of fun and make some of the characters I play actually decent. I'm just saying that this move is clearly glitched, so we can logically ban it without it being a big deal if we adapt common sense into our rules until it's patched out. I mean, Brawler should still do fine without it as he has other cool stuff going on.Yeah, for sure. It's just really puzzling/frustrating to see the logic of:
"Mii Fighter has a janky cheese move that needs to be patched" -> "We should ban all custom moves!"
Yeah, we're all on the same page here. This is my favorite xkcd:Ah I definitely don't want to ban custom moves, they're a barrel of fun and make some of the characters I play actually decent. I'm just saying that this move is clearly glitched, so we can logically ban it without it being a big deal if we adapt common sense into our rules until it's patched out. I mean, Brawler should still do fine without it as he has other cool stuff going on.
Tell that to Sakurai, the guy using For Glory stats for our incoming balance update. I'm really feeling it now4 individual blocks at the spawn points? All the other blocks are fluff? Because 4 unattached platforms are as basic as it gets. But a terrible stage.
Most stages have platforms AND solid ground so FD is actually pretty abnormal.
Actually I think Sakurai is going to be smart on this one. He is looking at the data and actually taking good things from it. We can hope it's going well.Tell that to Sakurai, the guy using For Glory stats for our incoming balance update. I'm really feeling it now
He already knows that, because everything I stated is objectively true. With the exception of platform stages being terrible (although thats almost objectively true).Tell that to Sakurai, the guy using For Glory stats for our incoming balance update. I'm really feeling it now
The data...from what? Only online play leaves data to track. They aren't really going to say "Well, this char does great on Yoshi's Island, so instead of nerfing x, we'll leave that alone". Way too many variables to consider while balancing the roster. Now the changes might translate well to other stages, but I'm putting money on them largely pulling from For Glory play for their balancing changes. They may be good changes, but still. Other fixes may include viral glitches like Yoshi or Zamus's infinite.Actually I think Sakurai is going to be smart on this one. He is looking at the data and actually taking good things from it. We can hope it's going well.
Too bad I said I was stating SUBJECTIVE opinions BASED on OBJECTIVE observations. So congratz on dem reading skillz you uzed when ya mocked meh.He already knows that, because everything I stated is objectively true. With the exception of platform stages being terrible (although thats almost objectively true).
I take a little solace in the fact that Reddit is not representative of the Smash community. But the one guy complaining about ledge camping on Norfair despite the new ledge mechanics making that basically impossible is bleh.The more I see posts and topics like this, the more I doubt anyone talking competitive ruleset and stage lists even plays Smash competitively at all, or has any vague concept as to how the rules should be.
In that case we got to ban Captain Falcon because his standard side B can KO Fox at I think 25% when he's over 150%.
The rage mechanic does crazy things.
Let's not pretend it only does them for the Mii Fighters.
Nice application of Sirlin's article. In terms of the "enforceable" clause, I've implemented a rule where during the counterpick, the players must also announce what moveset they want to change to. This way it won't result in players using 3 different versions of the Mii Brawler without the opponent noticing.In regards to Mii Brawler:
Criteria of a Ban
A ban must be enforceable, identifiable, and warranted.
Enforceable?
"If you can’t reliably detect something, you certainly can’t enforce penalties on it."
Can you tell when Mii Brawler is using the One Inch Punch technique rather than just a usual U-Spec? Well, MAYBE. But not definitely. It could be argued that he got that KO at 60% due to using this tech, but when his opponent is at higher percentages or closer to the distance to the top blastzone it becomes a gray area and most of the time would just become heated arguments instead of clearly being enforceable.
No.
Identifiable?
As stated above, the technique is not entirely enforceable because it cannot be identified. The problem actually may be resolved to b an the entire move altogether because that move (rather than the One Inch Punch tech) is identifiable. But is the move itself ban worthy? That is, is it warranted? Well, that is the next question.
Warranted?
In the Competitive World we understand: "The great lesson of competitive games is that hardly anything warrants a ban."
In Competitive Smash bugs, oversights, glitches, etc. are exploited to their fullest and most of the time we don't even think of them as bugs but refer to them as "advanced tactics".
How to know if it is warranted?:
"The rule of thumb is to assume it doesn’t and keep playing, because 99% of the time, as good as the tactic may be, there will either be a way to counter it or other even better tactics. Prematurely banning something is the scrub’s way."
The limit we impose in competition is when the glitch in question actually stops us from being able to play the game at all (e.g. a "freeze glitch") at which point we have the literal usage of the word "broken" (scrubs use this colloquially to suggest something be banned because they themselves are having a difficult time with the tactic and want to be rewarded with a win rather than rewarded for playing well).
Does the One Inch Punch warrant a ban because it "breaks" the game or is it just "over powered"? Let's look at the actual complaint in question: It KO's at low percents.
KO'ing at too low of percents, or KO'ing too easily is essentially saying it is "over powered" in the competitive game world. This is a far cry from a freeze glitch or some kind of tactic that locks up the game, resets it, or otherwise breaks the game.
Verdict:
No, to call for a ban on this technique is proclaiming being a scrub, that is one who is NOT part of the competitive scene.
Let the designers patch the game or not, that's not YOUR job to do. If they don't patch it, deal with it: Either find a way to counter it like a pro or stay out of the Competitive Arena and play casually somewhere else, this isn't your field.
Other Stuff
The other arguments about the Mii being banned due to being able to switch to a different Mii is more foolish than calling for a ban because of a move being "too good". Good players will be able to adapt to the (almost insignificant) changes easier than if their opponent switched to an entirely different character altogether (might as well ban character choice at that point of reasoning).
TL;DR: Unless you are the game developer, stay far away from saying what the game should and should not allow in the Competitive Arena. Let the Pros play the game to it's fullest potential.
Why do you do that?Nice application of Sirlin's article. In terms of the "enforceable" clause, I've implemented a rule where during the counterpick, the players must also announce what moveset they want to change to. This way it won't result in players using 3 different versions of the Mii Brawler without the opponent noticing.
You're missing the point that the move is bugged and banning it is easily enforceable. He is going to change the meta with this one glitch, and his meta will develop around it. And once it is patched, things will crumble around it. Banning it until it is patched is logical and easy and causes no problems thanks to it being just a custom move, not the entire character.In regards to Mii Brawler:
Criteria of a Ban
A ban must be enforceable, identifiable, and warranted.
Enforceable?
"If you can’t reliably detect something, you certainly can’t enforce penalties on it."
Can you tell when Mii Brawler is using the One Inch Punch technique rather than just a usual U-Spec? Well, MAYBE. But not definitely. It could be argued that he got that KO at 60% due to using this tech, but when his opponent is at higher percentages or closer to the distance to the top blastzone it becomes a gray area and most of the time would just become heated arguments instead of clearly being enforceable.
No.
Identifiable?
As stated above, the technique is not entirely enforceable because it cannot be identified. The problem actually may be resolved to b an the entire move altogether because that move (rather than the One Inch Punch tech) is identifiable. But is the move itself ban worthy? That is, is it warranted? Well, that is the next question.
Warranted?
In the Competitive World we understand: "The great lesson of competitive games is that hardly anything warrants a ban."
In Competitive Smash bugs, oversights, glitches, etc. are exploited to their fullest and most of the time we don't even think of them as bugs but refer to them as "advanced tactics".
How to know if it is warranted?:
"The rule of thumb is to assume it doesn’t and keep playing, because 99% of the time, as good as the tactic may be, there will either be a way to counter it or other even better tactics. Prematurely banning something is the scrub’s way."
The limit we impose in competition is when the glitch in question actually stops us from being able to play the game at all (e.g. a "freeze glitch") at which point we have the literal usage of the word "broken" (scrubs use this colloquially to suggest something be banned because they themselves are having a difficult time with the tactic and want to be rewarded with a win rather than rewarded for playing well).
Does the One Inch Punch warrant a ban because it "breaks" the game or is it just "over powered"? Let's look at the actual complaint in question: It KO's at low percents.
KO'ing at too low of percents, or KO'ing too easily is essentially saying it is "over powered" in the competitive game world. This is a far cry from a freeze glitch or some kind of tactic that locks up the game, resets it, or otherwise breaks the game.
Verdict:
No, to call for a ban on this technique is proclaiming being a scrub, that is one who is NOT part of the competitive scene.
Let the designers patch the game or not, that's not YOUR job to do. If they don't patch it, deal with it: Either find a way to counter it like a pro or stay out of the Competitive Arena and play casually somewhere else, this isn't your field.
Other Stuff
The other arguments about the Mii being banned due to being able to switch to a different Mii is more foolish than calling for a ban because of a move being "too good". Good players will be able to adapt to the (almost insignificant) changes easier than if their opponent switched to an entirely different character altogether (might as well ban character choice at that point of reasoning).
TL;DR: Unless you are the game developer, stay far away from saying what the game should and should not allow in the Competitive Arena. Let the Pros play the game to it's fullest potential.
@ Terotrous : Clearly you didn't see that a ban has not been proven as warranted.Clearly what you would do is ban that particular UpB custom. He still has 2 others.
You are most obviously incorrect with your accusation that I missed the point, as I wrote in my post about bugs (glitches/oversights/etc.) and about its enforceability being arguable either way (therefore a gray area).You're missing the point that the move is bugged and banning it is easily enforceable.
That is not reason for a ban, that is simply speculation, but leave that to the Pros in the Competitive Arena to deal with.He is going to change the meta with this one glitch, and his meta will develop around it. And once it is patched, things will crumble around it.
If it is logical, then please post this logic (premises => conclusion).Banning it until it is patched is logical and easy and causes no problems thanks to it being just a custom move, not the entire character.
I don't have to apply theory, in fact I don't have to do anything at all: I am not the one taking the stand to call for a ban.You can apply theory all you want, but this is a common sense and easy ban to do temporarily.
I disagree.Allowing it turns your tournament into one decided by a glitch, and nobody was enjoying it last night.
You do realize there are other glitches that do similar things that are not "custom moves" - Pit's Side-Special KO's about 44% under certain circumstances (that percentage was based on Dark Pit's weight).This isn't just because it's a glitch, but one that leads to easy any% fixed KOs. If it was a normal then it'd be trickier and we would have to live with it or ban the whole character, but we are lucky it's just a custom move.
Yes, casual tournaments will be "smart" for banning.Tournaments will be smart for banning this move and encouraging normal play to commence without it.
We don't need a reason not to, we need a reason to do so. And you have not provided conclusive reasoning to demonstrate this.There is no reason not to, other than the ideology that we should not ban anything.
Yes, we ban things for logical reasons. Not rhetoric, not fallacy, not opinion... so until someone provides logical reason we don't ban anything.]But we have a history of banning things for logical reasons, such as items and certain stages.
I'm sorry, I don't think I said where I stood on this discussion.Banning is not a no-no when it's an obvious and easy to implement case, so your position already has holes.
A throw into a one hit kill is definitely really suspect, that's far more reward than the rest of the cast can get off a grab. It doesn't look in any way difficult to pull off in a real match (and already, we have match footage indicating that it can definitely be performed in an actual match).@ Terotrous : Clearly you didn't see that a ban has not been proven as warranted.
Suspect != ban.A throw into a one hit kill is definitely really suspect, that's far more reward than the rest of the cast can get off a grab. It doesn't look in any way difficult to pull off in a real match (and already, we have match footage indicating that it can definitely be performed in an actual match).
Not saying it won't be patched nor that it should not be patched, but in that scenario I'd just shrug your opinion off and get on with things.Honestly if Miis are allowed and Sakurai doesn't fix that in a patch it seems like a really obvious ban to me.
I wouldn't be able to either if I were going about it the way you were.@ T0MMY I can't in good conscience debate this for too long.
Since I am pro-ban, I would have to ask you: How do you know it is a "clear bug"?The move has set KO knock back via a clear bug in the move's properties.
They don't "ban" Custom Moves, they simply state the settings for the game. One setting of which is Customization: Off.And what tournaments are you talking about. The ones banning custom moves? Bans are the norm so far, and the majority of tournaments seem perfectly okay with generally banning custom moves.
Where do you see this, or is this more fluffy speculation?You know why they do it? Because the TOs are suspect of their balance.
Until you prove it is "clearly bugged" then this has no ground to stand on.One inch punch reinforces the general ban on customs. I cannot argue that all customs should be allowed because they are balanced, as one inch lunch is clearly bugged and not working properly. So I have to be disciplined and use my noodle and advise an exception.
That does not follow.So if the majority of tournaments ever decide to legalize custom moves (again, because bans are the norm currently due to suspect balance), banning one that accidentally auto KOs due to a bug would be a logical and minor step.
I would disagree that this is happening at "competitive" tournaments, I would say that banning Mii is happening at "scrubby" tournaments. But maybe our definition of "competitive" differ?We can ban this custom, or ban customs over-all simply because some are broken and bugged. Or ban Miis. This is already happening at competitive tournaments, yet it's clearly too heavy handed.
Banning just that tech would still have to undergo a proof. Enforceable? Not entirely. Identifiable? No. Warranted? Clearly: No.There is a better solution. Banning only one inch punch is the option that is most soft handed, outside of allowing it.
I disagree, as this does not follow.Same goes for stage bans - allowing all stages sure is easier, but it's lazy and stupid to do so as a TO. Bans take discipline to decide on as a TO, and any disciplined TO that wants to allow Miis will ban one inch lunch while it remains bugged.
I'm not saying you can't come to a conclusion about bans. I am saying that if you are worrying about the metagame in a Competitive Tournament then let the pros figure that out.Yeah, "hands off and let the pros figure it out" is an easy position to take, but some of us feel we can actually come to a fine common sense conclusion about small bans without worrying that we're being extreme and unrealistic.
I personally rule changing custom moves akin to changing characters or stages, so it's something that needs to be considered in counterpicks.Why do you do that?
That kind of takes away one of the strategic aspects of using the Mii.
Lol, this is semantic non-sense.They don't "ban" Custom Moves, they simply state the settings for the game. One setting of which is Customization: Off.
Are you talking about the multi-hit mini spike?I just want to poke my head in real quick and say that the Mii Brawler's One-Inch Punch technique looks like it's exploiting the same mechanism behind spiking with the first hit of Greninja's uair, Mega Man's bair, etc. That is, the initial hits of multihit moves have unusual knockback properties in order to link the rest of the move properly and precise spacing and timing can let players connect with only that first hit.
Yes. As far as I can tell the only difference between that and the One-Inch Punch is the actual knockback value being exploited. Unless I'm way off base with how it's done.Are you talking about the multi-hit mini spike?
Right, it's just an incredibly (bizarrely) high base knockback hitbox. It doesn't kill at 999%.Yes. As far as I can tell the only difference between that and the One-Inch Punch is the actual knockback value being exploited. Unless I'm way off base with how it's done.