I've something that will kickstart a new discussion. Akin to the 2 Stock vs 3 Stock debate, there is another debate that isn't recognized yet, but I will bring this up after seeing countless videos of time-out matches occurring. My main topic will be this< and there will be substantial and heavily viable reasoning and justification for this: The removal/change of Damage Based Time Out Wins/Losses. What this is, for those who don't know, is when an opponent is in higher damage than the other opponent, then the opponent with the higher damage loses. However, on the flip side, there is the fact that opponents with the "same" damage will create a tie breaker in order to make sure that they have a fair fight. Now this is a concept that is excruciatingly and heavily flawed beyond reason, for there is simply no benefit of this whatsoever and there are things to take into consideration when this rule is applied.
This rule applies even when:
- A Sacrificial KO move (e.g. Flame Choke) is activated and grabs the opponent over the ledge of the stage.
- An attack hits the opponent in the very last seconds of the match and counts.
- An attack that should have KO'd does not KO due to time out.
Addressing the Flaws of Time Out
Now let me get onto addressing the horrendous flaws that should have made this rule obsolete years ago before I go to these. Firstly, in Super Smash Bros. as a series, even though the screen does not show the exact percentage, do note that unless you are in a mirror matchand do the exact same moves to each other, there will never be such a thing called "exact percentage", meaning that even if both opponents have 80% damage, one may have 80.2% and the other has 80.75% damage, but the two are counted as having the same exact damage solely due to the on-screen appearance of this.
Secondly is how time outs merely play out. If a Sacrificial KO move or a KO move is normally played without risk of time-outs, then the character who used it often wins irregardless, but if the timer times out just as the opponent reaches the blast line, it does not count in favor to the person who used the could-have-been final blow or KO move on the opponent. Now this is a heavy flaw because not only does the rule disregard any KO move, but it unjustly eliminates players who initiated these moves when they could have won either way.
Then we have the fact that within the last ten seconds, or even five seconds, when one opponent has the damage lead, and the other opponent manages to make them lose that lead, the opponent who initiated the attack wins. That's a horrible flaw that is undoubtedly inane and also unjustly eliminates some players. And notably, Time Out rules will make players camp one another out in the event that a player has a damage lead, which is quite horrible if you ask me.
Fixing the Flaws
So what can we do to fix this? What is there that could possibly be done to fix this system I deem flawed? Why it's the most basic concept that should have been accepted a long time ago. We remove the Damage portion of the time-out rule. Now before you try to refute my claim, I'll back this up by stating these:
Firstly, this would allow for a fair tie breaker to ensue in the event that the time does run out. If the time runs out, then neither opponent will be suffering the consequence of what happened or gain from the consequence of this. This also leads into another thing, because if the damage-based tie breaker is removed, then the players will not be motivated into camping or trying to keep the damage lead up, and will instead, press on with the fight and possibly even end the match earlier than anticipated.
You see, the current rule has it set up to where it benefits the player with the lower damage, so the player with the lower damage will consequently win and try to camp to win. What the removal of the "Damage" portion does is it will remove any and all motivation to camp and make it to where both opponents will still have to fight to determine a winner, simply instead of just trying to keep that damage lead. This allows for just player wins and losses and doesn't lead into any victories or losses based on the time out rule.
Philosophy and End Statement
My philosophy is that tie breakers should be like sport tie breakers. You simply cannot add anything to judge when both opponents have the same stock. That is not how it works in many sports; you never see a team winning depending on how far the ball is to the other team's goal or hoop. While you can say that Street Fighter and Mortal Kombat do damage based systems, please note that it only works for the games because there's no such thing as "Stocks" in those games, the life in those games is literally only the HP, and the time-outs are fairly given to the opponents and sometimes, matches even end in draws!
What I believe is that Super Smash Bros.'s ruleset do away with the Damage portion of the time-out rule to make the competitive side of the game fair for everyone. While you can have your opinions, someone has to come out and say that the way we're doing it now is unfair and needs changing for possibly the better.
The Impromptu Question
What is better for a game competitively than complete fairness?