Nate22Hill
Smash Apprentice
2 stocks makes comebacks almost impossible especially with the rage factoring into it. I think 3 stocks is only fair just on that reason alone
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Items would be fine if they didn't spawn at random times and locations, and only for having them on there is a chance of something randomly exploding. Otherwise they would be perfectly fair. Equipment doesn't make them better because of the RNG that goes with them. And I am a stage libertarian myself, so as long as a hazard is not too* random or powerful, or a strategy too* degenerative, I am fine. I have at least 15 stages I'd consider fair.I don't really understand your position on this, @ ぱみゅ . I do understand that you think upsets are important to the sustainability of competitive Smash, but I don't think audiences or even players lend much credence to victories won by gimmicks or luck.
The game would be much more upset-friendly if we allowed items and removed stage limitations, but as a community, we have moved away from that towards a scenario where results were as accurate a reflection of player skill as possible. I don't think you are in favor of items, so that means you have drawn an arbitrary line in the sand where your comfort with chance victories lies. I don't think I need to tell you that it will be extremely hard to support that opinion.
Oh, that's another point, I don't agree with standardization of rulings for this game either.I commonly disagree with "official" smash 4 rules though. Once I saw pre-patch Lylat was a tournament stage, i kind of lost hope.
That's a good idea. I forgot about how pools worked. When I made this thread I had a single or double elimination tournament in mind, but I now see how using both 2 or 3 stock depending on where in the tournament it is could have the best of accuracy and time together. Thank you for sharing.In Brazil we had a rule where pool matches were 2 stocks and 6 minutes and after-pool matches where 3 stocks and 7 minutes, it worked greatly.
That can happen some times. That's a major downside to 3 stock, If you take up the full 8 minuets while most other matches take 4 minuets. With 2 stock you can only take up 6 minuets while everyone else takes up 3 minuets. It's just like I said before "It all depends on what's more important to you, accuracy or time."I really on the fence about it. I like both honestly, I do notice a lot of people play a lot safer with 2 stocks though. Almost campy at times... But I've had 3 stock matches take almost 8 minutes as well. Mostly because even though my opponent was down they refused to approach at all.
At times there is going to be matches that almost takes up 8mins or actually time out. They are rare however. It could be argue why play with less stocks when Smash 4 is faster than Brawl.That can happen some times. That's a major downside to 3 stock, If you take up the full 8 minuets while most other matches take 4 minuets. With 2 stock you can only take up 6 minuets while everyone else takes up 3 minuets. It's just like I said before "It all depends on what's more important to you, accuracy or time."
Thanks for sharing.
Changing the damage ratio would change what combos characters can do. Having 3 stocks 6mins would encourage more aggressive play but the amount of time is a bit short.What about "3 stocks, 6 min, 1.1x damage rate"?
That would be a good idea except that it will change some of the core physics of the game. I would be open to trying it out, however I doubt many other smashers would because It messes with some of the core physics of the game.What about "3 stocks, 6 min, 1.1x damage rate"?
I never really liked the 3 stocks covers an accidental SD argument. It's your job not to SD, by that logic we should add something incase someone accidentally uses laggy move in a bad situation...3 stocks is what I always play and I feel an accidental SD is less damaging in 3 stock compared to 2 stock. To be fair, when I play with my friends we all play quite aggressively but I still don't see why tourneys are playing 2 stock anyway.
Your right. We need better reasons and argument points to back up 3 stock. although they may be somewhat true there not good argument points.I never really liked the 3 stocks covers an accidental SD argument. It's your job not to SD, by that logic we should add something incase someone accidentally uses laggy move in a bad situation...
This sentence really rubs me the wrong way; as if you're implying that 2s5m is the ONLY way a tournament should be run.And it may be time for the community at large to start putting pressure on 3s8m TOs to conform.
I'll probably collect more data when the next notable 3s8m tournament occurs. 50+ matches (including some top level play) is not a particularly small sample size, however. Especially when taken in tandem with my earlier data.Edit: Also, using one tournament as your data set seems silly. Especially when trying to "end the debate".
Completely speculative. Which TOs are "afraid" of going 3-stock?The bottom line is that a majority of TOs are afraid of breaking the (arbitrarily) established norm at the risk of compromising some sort of perceived "legitimacy" in the eyes of the community at large.
I'm not sure what you mean by "more balance," but small ruleset differences matter. Concerns about the splintering of the meta would be remedied with a universal ruleset regarding stock and time....but I feel it has more balance than 2 stock. It's just a one stock difference, it seems a bit arbitrary to have one absolute standard when it's rather situational.
I dislike 2s5m. I'd much rather see 2s6m or 2s7m.This sentence really rubs me the wrong way; as if you're implying that 2s5m is the ONLY way a tournament should be run.
All of the data I collected and posted on Smashboards comes from 3s8m tournaments. I began collecting data on 2sXm tournies, but I found that the average match length was well over a minute shorter so this exercise was unnecessary.I notice you don't state the average match time you've determined for any format of 2-stock tournaments. Why is that, and what is it?
While true, the average 3s8m match is longer than in Melee and virtually every professional fighter. Those games give players plenty of time to adjust and learn; why does Smash 4 need so much extra time?What about the idea of learning your opponent? In longer matches you eventually see how your opponent operates,
Yes, but the same can be said for any game, and the ability to make the most of your current/limited knowledge is part of what makes top-level players top-level players.Not every player can analyze their opponent and predict future moves within the 45 seconds of playing. It usually takes a few minutes to even several sets, depending on the person.
Sorry for the delay. The opening post has been updated with data from a recent 2-stock tournament.I notice you don't state the average match time you've determined for any format of 2-stock tournaments. Why is that, and what is it?
You used 1 tournament, to make your sample?Early in Smash 4's lifespan, I began collecting data from 2-stock and 3-stock tournaments. You can see this data here, here, here, and here.
Average match length for 3-stock, 8-minute rulesets (from here on abbreviated as 3s8m) ranged from ~3:45 to ~4:50. Results fluctuated depending on character composition.
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I have advocated for a 2-stock ruleset since launch. While I met with a great deal of opposition, I am pleased that the Smash 4 scene at large has shared my preference: most sizable tournaments and, to my knowledge, all major tournaments play with 2-stock.
But this is not true everywhere. Many regions, specifically in the Midwest and Texas, have stuck with 3s8m. Ruleset debates are still on-going. Why is this? Four arguments are most commonly made in favor of 3s8m:
1. It reduces the problem of "playing for time."
2. The length of matches with 3s8m is overblown.
3. The length of matches with 3s8m will decrease as the meta develops.
4. 3s8m makes major comebacks more plausible.
In what follows, I aim to debunk each of these arguments.
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Reduces the problem of "playing for time."
This section will be quick. Many worry (rightfully so) that a low time limit encourages players to strive for a time-out. Because of Smash 4's robust defensive options, securing a small lead and whittling the clock away can be a safe approach to victory. Having a higher time limit means that "playing for time" becomes less feasible.
This is true. It also has nothing to do with stock count. A 2-stock format could easily adopt an eight minute limit. Or seven. Six minutes should even do the trick. Those who make this argument as a defense of 3-stock rulesets are simply confused.
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3s8m isn't that slow.
Yes, it is. This is what I aimed to demonstrate with my earlier data. Compared to Melee or virtually every other professional fighter, a four-minute average match length is unacceptable. It causes headaches for TOs and can make matches a chore to watch, especially for players not acclimated to the game.
3s8m advocates gave me this refrain: Wait for the meta to develop. Smash 4 is more offensively-focused than you realize. Check again when the game's been out more than a few weeks.
Thankfully, that time is finally here...
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Let the meta develop!
...because it's been over six months since the WiiU release and even longer since the 3DS release.
Earlier today, while filling out paperwork, I got a chance to watch a chunk of sets from E2C 15, a 3s8m tournament. In the spoiler tag below is the raw data collected from those sets.
Format: Player 1 / Player 2 / (**/**) / time taken ; two asterisks mean the game had the opportunity for a reverse three-stock, and four asterisks mean a reverse three-stock was realized. This information becomes relevant in the next section.
brawler/greninja 3:58
brawler/mario 4:07
brawler/sonic 5:30
diddy/fox ** 2:25
diddy/fox 4:17
diddy/fox 4:31
diddy/fox 5:16
diddy/fox 5:41
diddy/mario 5:24
diddy/ness ** 3:39
falcon/olimar ** 2:45
falcon/olimar 3:45
falcon/olimar 4:06
fox/brawler 4:08
fox/brawler 5:06
fox/diddy 4:26
mario/fox 2:40
mario/fox 2:44
mario/fox ** 2:46
mario/fox 3:50
mario/fox 4:03
mario/fox 5:09
mario/lucas ** 3:25
mario/lucas 4:09
mario/lucas 4:11
mario/mario 4:24
mario/ness 5:02
mario/pikachu 2:47
ness/diddy 2:39
ness/diddy 3:25
ness/diddy 4:09
ness/diddy 5:03
ness/fox ** 2:23
ness/fox 3:49
ness/fox 4:48
olimar/falcon ** 2:56
olimar/falcon 4:23
olimar/fox 4:53
olimar/fox 5:09
olimar/fox 7:02
rob/ness ** 4:02
rob/ness ** 4:29
rob/ness 5:23
rosalina/fox 3:43
rosalina/fox 4:16
rosa/luigi 3:13
rosa/luigi 4:28
roy/diddy 5:02
roy/diddy 5:24
roy/roy ** 4:29
yoshi/rosa 3:39
yoshi/rosa 3:47
The average match length was 4 minutes 11 seconds. A few things to emphasize:
1. This average was not brought up by a handful of unusually long matches. We saw no Rosalina dittos, no Pac-Man, etc.
2. This average was brought down by a handful of unusually short matches. These typically involved multiple gimps.
3. This average fits perfectly within the 3s8m range I outlined months ago.
The meta has developed, but average set length has not reduced.
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But what about comebacks?
In a 2-stock format, losing a life to a gimp or a missed input seems much more significant than in a 3-stock ruleset. But does that extra stock really make major comebacks more probable?
There are many ways to analyze this. I opt for the simple approach: recording how many games presented the possibility of a reverse 3-stock, and how many games realized a reverse 3-stock. If 3s8m made comebacks more realistic- indeed, if Smash 4 is the kind of game where major comebacks are realistic- we'd expect to see at least some, right?
So does that extra stock pull its weight? Out of the hundreds and hundreds of matches I've collected data from, I have seen ~24 matches were a 3-stock comeback was possible. A 3-stock comeback was never successfully made.
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My concluding thoughts:
There is no longer a good reason to opt for 3s8m. It was a ruleset that created long matches in the past, it continues to create long matches in the present, it does not make major comebacks more realistic, and concerns with "playing for time" can be addressed equally with a 2-stock ruleset.
Many Smash 4 fans have expressed reasonable concerns about the splintering of the scene. Despite being in its infancy, Smash 4's meta is being pulled in many directions by many different rulesets. Customs or no customs? Eight minute or six minute? 2-stock or 3-stock?
That last debate, I hope, will be put to bed. And it may be time for the community at large to start putting pressure on 3s8m TOs to conform. The promises of 3s8m have not been realized. 2-stock creates matches of a more reasonable length, meaning multiple Smash 4 events can be run simultaneously without issue, and meaning multi-game tournaments will be more receptive to Smash 4's inclusion. It's better for the growth of the scene.
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If you have any questions or disagreement, feel free to tell me and I'll be happy to respond as best I can.
EDIT: Someone requested data from a 2-stock tournament for comparative purposes. In the spoiler tag below is data collected from S@X 102, which featured a 2s6m ruleset.
charizard/ryu 3:00
diddy/mewtwo 3:12
falco/kirby 2:04
falco/marth 1:57
fox/ness 2:38
fox/ness 2:46
fox/ness 2:52
fox/ness 3:27
fox/ness 4:03
fox/sonic 3:51
fox/sonic 4:00
gnw/bowser 2:54
gnw/bowser 3:04
gunner/rob 2:42
link/mac 1:56
link/mac 2:03
lucas/bowser 2:42
lucas/bowser 2:50
lucas/luigi 1:51
lucas/luigi 1:51
luigi/fox 1:04
luigi/fox 2:46
luigi/roy 2:15
luigi/sonic 3:04
luigi/sonic 3:39
luigi/sonic 5:01
mac/roy 2:18
ness/rob 2:07
peach/gnw 2:31
peach/ryu 2:26
peach/ryu 1:44
pika/roy 3:10
pika/roy 3:48
pika/sonic 3:29
pika/sonic 4:44
pika/yoshi 3:34
pika/yoshi 4:02
pika/zss 3:07
pika/zss 3:36
ryu/luigi 2:48
ryu/luigi 2:55
ryu/mewtwo 2:45
wiifit/luigi 3:23
yoshi/bowser 1:44
yoshi/bowser 3:02
yoshi/bowser 3:22
yoshi/luigi 3:02
yoshi/roy 2:42
yoshi/roy 2:53
yoshi/ryu 3:07
zss/roy 2:33
zss/roy 3:10
Average match length: 2 minutes 55 seconds
What is the average time for Melee? I can't imagine it's much more than a 15 second difference.While true, the average 3s8m match is longer than in Melee and virtually every professional fighter. Those games give players plenty of time to adjust and learn; why does Smash 4 need so much extra time?
You cannot look at preference in a bubble. Part of what informs preference is misinformation.All your data is worth far less than surveys on viewer and more importantly competitor satisfaction. Those are the only things that matter in this debate. If people prefer 3 stock we should play 3 stock and if people prefer 2 stock we should play 2 stock.
IIRC, just over three minutes. Melee is a tricky case because average match length depends heavily on other factors, like character composition (compare Fox vs. Falco to Peach vs. Peach) and player quality (top player matches are generally quicker).What is the average time for Melee? I can't imagine it's much more than a 15 second difference.
This is true of any ruleset with a higher stock count. Ten-stock Melee would see less upsets than four-stock Melee. Five-stock Sm4sh would see less upsets than two-stock Sm4sh.But mostly my point is that you forgot one important argument in favor of the 3 stocks format : it reduces the possibilities of upsets.
Agree but at least 3 stocks is reasonable enough compared to higher stocks count and the goal when making a ruleset is not only to make the experience for players/ viewers/ To's better but also to point out the best player of the tourny. This is almost the number one reason of why we are making tournies.This is true of any ruleset with a higher stock count. Ten-stock Melee would see less upsets than four-stock Melee. Five-stock Sm4sh would see less upsets than two-stock Sm4sh.
No one would argue for ten-stock or five-stock, of course. They'd take too long.