Ballistics
Smash Champion
I was thinking about hosting a couple melee tournaments in Tallahassee Florida, but I'm really quite bored with the current way people run them. So I'd like to fly a couple ideas by the tournament discussion people because there are legit players that post here.
CounterPicking and Stage Banning
I think this process is lame and crippling to a player's game. Green Mario's best stage, final D, always gets banned right off the bat because they know Kyle can use it so well. Also, when you choose a stage to counterpick a player, they can just switch characters and that double blind picking process is always sketchy to me.
Controversial Solution: Play all the neutral stages one right after the other and the player that wins the 2/3 or 3/5 is the victor.
For example: (order decided by players or TOs)
Round 1: Always Final Destination
Round 2: Always Pokemon Stadium
Round 3: (if needed) Always Yoshi's Story
Round 4: (if needed) Always Dreamland
Round 5: (if needed) Always Battlefield (or player's decide)
In this way, the tournament would be less about what character you always play, and more about what character you play best on a particular stage. And since the lineup of stages is predetermined there is no confusion involved with counterpicking and switching characters. So this would allow Kyle to choose mario right off the bat, but if he were more comfortable with another character on the other levels he could choose them without any confusion.
I'm not sure if this would be beneficial to Brawl as well, but it seems like it could be.
Pausing
I'm not that familiar with guilty gear but I know that there is a one use move to just stop the opponents combo or rush down. Kind of like a second chance. There are instances in a melee game where you know you are about to die (wobbling, ken combos, being waveshined against a wall, recovering with captain falcon or ganon) but there is nothing you can really do about it. In fact, there is alot of controversy surrounding wobbling currently.
Controversial Solution
The Thomas Tipman oops rule: A player should be allowed 2-3 one to two second pauses during a tournament match. This pause is used to distract/disrupt/throw off the other player while he is beating your character into the ground. Or it could be used to just get a better grip on the controller or fix some settings or just to highlight an excellent forward smash you just pulled off (calling your kill). The point being that you only have 2 or 3 of them, so use wisely. I think it would throw off a wobble or a guaranteed combo. This would allow wobbling to be used at tournaments and still let the other player have some sort of say of whether or not he/she died. If you use more than 3 that player would forfeit the match.
Granted- skilled players will not let a simple pause throw off their game. Adding another level of depth to this already multi-layered game.
Ridiculously Slow Joint Brawl/Melee Tournaments
Melee doubles then melee singles then brawl doubles then brawl singles = Starting a tournament at 12pm and ending at 2am.
Maybe not so controversial Solution
Waba Games in Georgia introduced me to this pretty sweet way of running an all encompassing smash tournament.
5 dollar door fee (if no setup)
15 singles tournament entry fee (must choose either brawl or melee)
10 dollar per person doubles entry fee (must choose either brawl or melee)
run both brawl and melee events at the same time
Top players enter a 64 crew battle for some bonus prize
Most fun I've ever had at a smash tournament and we finished in half of the normal time, so people can drive home from out of state and not devote their entire life to the tournament. And the emphasis was placed on getting the different communities to fight for who was the best all around smasher.
I'm curious to see if other people have been trying some ideas like this. I know they seem iffy compared to the laborious efforts of the smash back room, but I feel like tournaments are becoming much more interpretive rather than using such static rules. Lemme know what you guys think.
CounterPicking and Stage Banning
I think this process is lame and crippling to a player's game. Green Mario's best stage, final D, always gets banned right off the bat because they know Kyle can use it so well. Also, when you choose a stage to counterpick a player, they can just switch characters and that double blind picking process is always sketchy to me.
Controversial Solution: Play all the neutral stages one right after the other and the player that wins the 2/3 or 3/5 is the victor.
For example: (order decided by players or TOs)
Round 1: Always Final Destination
Round 2: Always Pokemon Stadium
Round 3: (if needed) Always Yoshi's Story
Round 4: (if needed) Always Dreamland
Round 5: (if needed) Always Battlefield (or player's decide)
In this way, the tournament would be less about what character you always play, and more about what character you play best on a particular stage. And since the lineup of stages is predetermined there is no confusion involved with counterpicking and switching characters. So this would allow Kyle to choose mario right off the bat, but if he were more comfortable with another character on the other levels he could choose them without any confusion.
I'm not sure if this would be beneficial to Brawl as well, but it seems like it could be.
Pausing
I'm not that familiar with guilty gear but I know that there is a one use move to just stop the opponents combo or rush down. Kind of like a second chance. There are instances in a melee game where you know you are about to die (wobbling, ken combos, being waveshined against a wall, recovering with captain falcon or ganon) but there is nothing you can really do about it. In fact, there is alot of controversy surrounding wobbling currently.
Controversial Solution
The Thomas Tipman oops rule: A player should be allowed 2-3 one to two second pauses during a tournament match. This pause is used to distract/disrupt/throw off the other player while he is beating your character into the ground. Or it could be used to just get a better grip on the controller or fix some settings or just to highlight an excellent forward smash you just pulled off (calling your kill). The point being that you only have 2 or 3 of them, so use wisely. I think it would throw off a wobble or a guaranteed combo. This would allow wobbling to be used at tournaments and still let the other player have some sort of say of whether or not he/she died. If you use more than 3 that player would forfeit the match.
Granted- skilled players will not let a simple pause throw off their game. Adding another level of depth to this already multi-layered game.
Ridiculously Slow Joint Brawl/Melee Tournaments
Melee doubles then melee singles then brawl doubles then brawl singles = Starting a tournament at 12pm and ending at 2am.
Maybe not so controversial Solution
Waba Games in Georgia introduced me to this pretty sweet way of running an all encompassing smash tournament.
5 dollar door fee (if no setup)
15 singles tournament entry fee (must choose either brawl or melee)
10 dollar per person doubles entry fee (must choose either brawl or melee)
run both brawl and melee events at the same time
Top players enter a 64 crew battle for some bonus prize
Most fun I've ever had at a smash tournament and we finished in half of the normal time, so people can drive home from out of state and not devote their entire life to the tournament. And the emphasis was placed on getting the different communities to fight for who was the best all around smasher.
I'm curious to see if other people have been trying some ideas like this. I know they seem iffy compared to the laborious efforts of the smash back room, but I feel like tournaments are becoming much more interpretive rather than using such static rules. Lemme know what you guys think.