With all of this talk about custom moves and Miis, I'm curious as to people's opinions about equipment. From what I get out of it (please enlighten me if I'm wrong), equipment is not very popular at all in tournaments, mostly due to how much more information and unpredictability it forces on the players.
One thing I like about equipment is how it can complement the playstyle of certain characters. As an example, I created a 1211 MK with -49/+50/+14, Air Defender, and Glider. MK was designed to overwhelm opponents - less so in 4 than Brawl, for sure - but his low air speed and somewhat high damage output makes it hard to chase opponents around. By increasing his air speed and reducing damage, this becomes much easier. However, he can still KO opponents with a well placed Uair, Bair, or DC.
For a compromise, I feel there should be multiple rulesets, one for defaults, one for custom moves and standard Miis, and one for custom moves, equipment, and all Miis. For the latter ruleset, the stock count should be one higher for two reasons. One is to let the players get used to each other's configurations, and also because custom matches tend to go faster due to the buffs they place on characters.
I'm not into the tournament scene as much as I maybe should be, but there's my two cents, anyway.
There are a multitude of problem, any of which is a show-stopper single-handedly.
It's flat out logistically impossible.
You make a MK with -49/+50/+14, Air Defender, and Glider? Great. How do you plan to put that on every console at a tourney? Not only would it take a prohibitive amount of time, but what equipment each setup has on it is random. You literally can't do it. (Contrast with custom moves, where everyone uses the same sets and making them takes seconds, not minutes.)
Not without a 3DS, which has its own issues for this. Using a 3DS for this purpose still takes tons of logistical tourney time, and also forces
every player to have a 3DS and grind equipment in that version. (Unlike using a 3DS for custom moves, which is a one-and-done deal that only requires one handheld at an entire event)
Extreme variations in Attack and Defense cause match length to be hyper volatile.
The natural match time for a 3-stock game between 2 attack-maxed Little Macs or Ganondorfs could be around 30 seconds. It's basically 2-3 hits per stock.
The natural match time for a 3-stock game between 2 Defensive-focused Mega Mans or Villagers is probably going to be around 20-25 minutes.
To say nothing of Sonic, which brings us to...
Extreme variations in Speed effects stalling in many matchups.
The size and movement physics parameters of the characters are carefully calibrated such that, on stages suitable for 1v1, no character can avoid their opponent indefinitely. Stalling potential is limited and incurs risk. Even Ganondorf can corner Sonic--on every 1v1 stage.
Shattering this carefully constructed equilibrium with speed mods changes this. A sufficiently fast Sonic, Falcon, and Palutena can run away from several default-stat slow characters easily and indefinitely, even on FD.
You will also see things break down in this way if you try other things that mess with these factors such as Tiny Smash.
Extreme variations in equipment stats are impractical to train against.
It's daunting to have to train against 51 possible opponents. Custom moves further complicate things, but it's still reasonable. For example, custom moves on an opponent doesn't change how your moves hit or combo them.
But when you add variations to how hard moves hit, that is out the window. Your combo-%s and move behaviors are going to be radically difference based on the combination of attack and defense stats.
Speed adjustments are even worse; this changes the rules on what is punishable, what punishment options are available, and even what aerials auto-cancel or not. The entire game becomes less predictable and more unsafe. (More defensive.)
Many of the equipment effects are competitively degenerate.
Stalling: (heavily encourages or enables staling, or dramatically mitigates/skews possible harassment)
- All-around Trade-off
- Auto-Healer
- Countdown (sort of)
- Crouch Healer
- Nimble Dodger
- Perfect-Shield Helper
- Shield Exploder (especially with Perfect Shield Helper)
- Shield Healer
- Shield Reflector
- Shield Regenerator
- Vampire
Luck-based:
- Critical Hitter
- Shield Healer (iirc?)
- Vampire
Overpowered or Centralizing:
- Critical Hitter
- Desperate Attacker
- Desperate Immortal
- Desperate Speedster
- Home-Run Bat
- No-Flinch Smasher
- Picky Eater
- Quick Batter (w/ HRB)
- Vampire
Polarizing: (Affects certain matchups more than others excessively, degenerating things into rock-paper-scissors and requiring players to use a different equipment set for every matchup)
- Air Attacker
- Air Defender (best example: I would run this on every character in the game against Jigglypuff)
- Air Pinata
- Air Pushover
- All-around Trade-off
- Anchor Jump
- Antiglide
- Antileap
- Bob-omb (counters trade-off abilities)
- Double-Jump Boost
- Double-Jump Drag
- Escape Artist
- First Striker
- Glider
- Gluey Edge
- Hi-Jump
- Insult to Injury
- Item Hurler
- Item Lobber
- Item Pitcher
- Leaper
- Lo-Jump
- Meteor Master
- Moon Launcher
- No-Flinch Smasher
- Shield Exploder
- Shield Healer
- Shield Reflector
- Speed Skater
- Sprinter
- Thistle Jump
- Trade-off Attacker
- Trade-off Defender
- Trade-off Speedster
- Vampire
Irrelevant: (Essentially not applicable to competitive 1v1 play)
- Caloric Attacker
- Caloric Defender
- Caloric Immortal
- Caloric Powerhouse
- Caloric Speedster
- Countdown (sort of)
- Double Final Smasher
- Final Smash Healer
- Food Lover
- Item Shooter
- Pity Final Smasher
- Smash Ball Attractor
- Smash Ball Clinger
- Sudden Death Gambler
- Super Final Smasher
This is a huge % of the effects, much more than half. And of those that remain, the ones we COULD use, they tend to make this carefully-tuned game worse, not better; examples:
- Various Items (like Ray Gun)
- Unharmed [X]
- Safe Respawner
- Hyper Smasher
- Smooth Lander
- Speed Crasher
In conclusion, there are a dozen reasons why equipment is ill-suited to a competitive environment.
Take your pick!