firo
Smash Ace
Don’t dismiss this just because this is radically different than other rulesets you may have seen. I’ve been thinking about this for a while (way before this last apex) and thought I’d write it down and get some opinions on it. I think by tweaking how we look at this game we can really stress the strengths of the game and minimize its weaknesses.
Firo's Experimental SSB64 Ruleset
Mode: Time
Handicap: Off
Damage: 100%
All sets consist of 3, 4-minute rounds except for losers quarters and winners semis onward which are 5, 4-minute rounds.
All characters are legal.
Set procedure:
1. Players double-blind pick characters.
2. The player who picked the character lower on the tier list (determined by an ordering published before the tournament begins) gets to choose between two stage orders – Hyrule, Dreamland, Hyrule or Dreamland, Hyrule, Dreamland.*
3. The first round is played.
4. At the end of the round, players note the score for the round. You gain one point for every death of your opponent.
5. The player ahead in points chooses their character, followed by the losing player.
6. The next matches are played in a similar manner, with points carrying over.
7. The player with the most points at the end of the rounds wins the set.
*If players pick the same character and cannot agree on a stage order then a coin is flipped. Best of 5 matches feature each stage another time (or could go to congo once).
*If there are no kills/deaths in the first round, the player with the least percent gets 0.5 points. If the percentage is equal, the lower tiered character gets 0.5 points. If the score is tied at any point after a match, players can choose to double-blind character picks. If the score ends tied, the player with the lower percentage wins.
I really think there are many benefits of this sort of procedure over the current format, which I can delve deeper into if necessary. By having a points system (which would be useful for things like rankings and pools) and exact lengths of each match, we’d be able to fit many more games in and have them focused on exciting and entertaining gameplay, and make scheduling a lot easier. It is unreasonable to have stock matches and have timers for every game.
Some people might have issues with determining stage order based on the tier list, which is valid, but I think we know enough about this game at this point to say that some characters are better than others. Normally, in a competitive game, when there is an imbalance, the game is re-balanced. Allowing the lower tiers to select the stage order helps this in a small, but substantial way, and prevents getting shafted by a bad double-blind matchup. What characters we see a lot of in a tournament is impacted by what stages we allow. I think we’d see a lot more character variety with this setup.
I’ve never run a tournament with these rules, but I’d be willing to try. Let me know what you guys think.
Firo's Experimental SSB64 Ruleset
Mode: Time
Handicap: Off
Damage: 100%
All sets consist of 3, 4-minute rounds except for losers quarters and winners semis onward which are 5, 4-minute rounds.
All characters are legal.
Set procedure:
1. Players double-blind pick characters.
2. The player who picked the character lower on the tier list (determined by an ordering published before the tournament begins) gets to choose between two stage orders – Hyrule, Dreamland, Hyrule or Dreamland, Hyrule, Dreamland.*
3. The first round is played.
4. At the end of the round, players note the score for the round. You gain one point for every death of your opponent.
5. The player ahead in points chooses their character, followed by the losing player.
6. The next matches are played in a similar manner, with points carrying over.
7. The player with the most points at the end of the rounds wins the set.
*If players pick the same character and cannot agree on a stage order then a coin is flipped. Best of 5 matches feature each stage another time (or could go to congo once).
*If there are no kills/deaths in the first round, the player with the least percent gets 0.5 points. If the percentage is equal, the lower tiered character gets 0.5 points. If the score is tied at any point after a match, players can choose to double-blind character picks. If the score ends tied, the player with the lower percentage wins.
I really think there are many benefits of this sort of procedure over the current format, which I can delve deeper into if necessary. By having a points system (which would be useful for things like rankings and pools) and exact lengths of each match, we’d be able to fit many more games in and have them focused on exciting and entertaining gameplay, and make scheduling a lot easier. It is unreasonable to have stock matches and have timers for every game.
Some people might have issues with determining stage order based on the tier list, which is valid, but I think we know enough about this game at this point to say that some characters are better than others. Normally, in a competitive game, when there is an imbalance, the game is re-balanced. Allowing the lower tiers to select the stage order helps this in a small, but substantial way, and prevents getting shafted by a bad double-blind matchup. What characters we see a lot of in a tournament is impacted by what stages we allow. I think we’d see a lot more character variety with this setup.
I’ve never run a tournament with these rules, but I’d be willing to try. Let me know what you guys think.
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