• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Mii Size tournament rules

What size of Mii Fighter should be tournament legal?


  • Total voters
    131

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
This has been a big problem for us getting the custom project together, and I feel like Mii Fighter mains probably have great concerns about this topic as well. We need clarity on this issue, true clarity, months ago, and since that didn't happen, we need it just about RIGHT NOW. What are the tournament rules going to be as a community standard for Mii sizes?

Here's the logistical situation. Mii Maker is absurdly slow to the point that it's honestly absurd to allow players to go into it and make their own Miis in a tournament of any scale. However, Miis of arbitrary size can be imported from a 3ds, but 3ds Mii Maker is really slow too of course so you have to be absolutely sure they've been made before the day of the tournament.

In terms of importing everything, you do have to remember that setting it all up and scrolling through things is a real time sink. Mii Gunner and Mii Swordfighter seem to have some of the most diverse set of viable custom moves of any character; even if we ignore size, both will want around 20 sets... which can be done since Mii Fighter has way more space available than the other characters, but it's obviously insane to ask TOs to make let's say 60 Mii Swordfighter sets to account for 20 movesets and three sizes. Allowing people to import whatever on the day of event is great but not practical for national scale events... which is kinda too big of a problem to just overlook.

There's also the preparation issue. Mii Fighters can have a wide variety of arbitrary performances, and even little tweaks have been found like adding very specific amounts of weight can make certain moves in certain situations combo or not combo and certain amounts of height can let you win priority wars you otherwise lose. Learning every nuance of this even as a main of one of the Mii Fighters seems insane; learning how to fight against it may actually be unreasonable (mastering the nuance of fighting against every possible variation of the Mii Fighters is probably more work than mastering fighting against every custom version of every other character put together).

It seems likely necessary to standardize on one size per Mii Fighter. That solves every issue at once. The important question is this: which size? The optimum sizes for gameplay purposes are pretty much known (absolute min-size for Brawler, min width 1/4 height for Gunner and Swordfighter); we could use those. Some prefer instead to allow just default. There are very, very large pros and cons to each side.

Optimum size allows these characters to be everything they can be; it isn't using the rules to artificially limit the performance of characters, is only imposing a limit for the sake of logistics.

Default is clean and simple; it has the fastest set-up time (you can use guest miis, and yes, all six guest miis are identical gameplay wise), and it's also in a way the least arbitrary since it's a default.

The gameplay implications are profound. Mii Brawler with optimum size is blatantly top tier, arguably the single best character in the game. He's really awkward and hard to play, but he's an extremely mobile powerhouse who can convert stray hits and grabs into fair strings into early Helicopter Kick kills. It has been argued he might even be broken, but there's essentially zero tournament evidence to substantiate this. Default Mii Brawler still seems like a clearly good character but is probably not a tip-top tier character. On the other hand, Mii Gunner and Mii Swordfighter break the other way on the balance curve. Mii Gunner is extremely complex and poorly explored, but there's a lot of reason to be optimistic about the optimum one while the default one seems likely not worth it in the end. If I had to guess, optimum size is upper mid while default size is lower mid. Mii Swordfighter seems like a pretty bad character all around, but default Mii Swordfighter is just comically bad, perhaps the single worst character in the game. So basically, optimum pushes all three up on the tier list, perhaps pushing Brawler too high, but default pushes all three down, likely pushing Gunner and Swordfighter unfairly low. There are large drawbacks to both possibilities, and no, there's no way a middle of the road compromise is sane here no one is going to go for forcing Brawler to default but letting Gunner and Swordfighter have better sizes because we feel sorry for them. That would be profoundly unfair in a way neither "pure" option is.

In terms of actual tournaments so far, almost every tournament has their own rules on this. Some ban Mii Fighters entirely (WHY?), others use the APEX rule that effectively bans them (1111 default size is a joke character with every archetype), some allow only default size, others allow whatever size you want. Real players as a group seem really apprehensive about picking these characters since you just never know what will be legal or not, and it seems like a huge risk to learn anything since there's no consistency on the rules that determine everything about what's actually good here.

So far in the custom project we've been assuming that optimum should be allowed (since rules that intentionally nerf characters are really dubious in my book), but we've run into so many people who feel that only default size should be allowed and it's pretty obvious that there are huge divisions here and that a lot of people overlook it since so few people main these characters. I'd like to at least know where people stand, and I think essentially every TO would benefit from the same thing. If most people agree on one position, it would help us as a group greatly. If we don't agree as a group, we need to figure this out, like, yesterday and work it out. This is IMO the single most important ruleset issue to be discussed right now since the current lack of a standard makes three whole characters essentially unusable for serious players.

tl;dr version: We need to only allow one size on Mii Fighters for logistical reasons most likely. Should that size be the one that is most advantageous to the Mii Fighters (optimum size) or the default size? Please vote in the poll.
 

Pazx

hoo hah
Joined
Jan 4, 2009
Messages
1,590
Location
Canberra, Australia
NNID
Pazx13
If we only allow 1 size per fighter I don't see a reason to not have the optimum size. I can understand not wanting to create several different size variations for a single moveset, but if we decide to use the optimum size that issue is non-existent as you only need 1-3 Miis on a console which IIRC can be transferred by QR codes. I genuinely can't see why we'd limit them to default sizes.

Also, slight nit-pick, but Mii Brawlers seem to be moving away from min/min and towards 1/4ish height.

Edit: Mii Brawler is not the best character in the game and your post gives off a subtle vibe of fear-mongering, which I trust is unintentional.
 
Last edited:

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
We know they won't be allowing on-site imports. Is there a supermajority consensus on best Mii sizes for each of Brawler/Swordfighter/Gunner? If there is, then just make them that size, problem solved. If not, it becomes more complicated.

Another concern is human error in setting Mii sizes. QR codes are one workaround for this, I suppose, but IDK how easy/hard it is to make them.
 

ChronoPenguin

Smash Champion
Joined
May 26, 2007
Messages
2,971
Location
Brampton Ontario, Canada
3DS FC
4253-4494-4458
I don't see why they're not just given multiple preset sizes and have the customs themselves selected given the reality that they're available.
Default, Tall + Wide, Short + Thin Gunner
Default, Tall + Wide, Short + Thin Swordfighter
Default, Tall + Wide, Short + Thin Brawler.

I highly doubt an optimal size will be accurately picked out within a years time given the population of players for any of the three Mii's. Going between the extremes and the mid point (default) seems to make the most sense on a practical level and be the easiest way to accommodate.

In the case it was "troublesome" The default weight would obviously be taken because you can already create Default Mii's within the game itself by using their presets.
 
Last edited:

Djent

Smash Champion
Joined
Apr 6, 2010
Messages
2,606
Location
Under The Three Spheres
Optimum Size is a little less elegant, but it fits with the theme of giving characters their optimum custom movesets (which I see as somewhat analogous). Let's make the best version of every character legal.
 

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
I kinda like default because you can make a Mii set on the fly without tinkering in Mii Maker and no issues can possibly come from it (like uploading to a bunch of tournament sets but then realizing they're the wrong size), but of course people want their characters to be the best as possible.

I really don't know. It all depends on if people think Gunner and lolSwordsman are worth the extra effort, really. Or if we wanted to do something complex like default for Brawler and optimal for Gunner and Swordsman, not for a misguided attempt at balancing but because of logistics. Swordsmen and Gunners will ultimately be rare, but Brawler is a contender for top tier and may become common in the future. I'd say it's the best of both worlds, but I'm not particularly invested in the matter.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
If we only allow 1 size per fighter I don't see a reason to not have the optimum size. I can understand not wanting to create several different size variations for a single moveset, but if we decide to use the optimum size that issue is non-existent as you only need 1-3 Miis on a console which IIRC can be transferred by QR codes. I genuinely can't see why we'd limit them to default sizes.

Also, slight nit-pick, but Mii Brawlers seem to be moving away from min/min and towards 1/4ish height.

Edit: Mii Brawler is not the best character in the game and your post gives off a subtle vibe of fear-mongering, which I trust is unintentional.
I don't want to fear-monger; I actually don't care what people vote for. Smallest size Mii Brawler can, legitimately, combo multiple fairs together across the stage and end with a Helicopter Kick which will kill very, very early in that situation. That is terrifying, and it's completely plausible to me that it might hash out to "best character in the game". I tend to view myself as "not a scrub" and don't think something being powerful should be a cause for fear, but I do think we have to be honest that optimum Mii Brawler is blatantly top tier. Precisely how strong among the top tiers he is would require tournament data that doesn't exist now.

Last I checked Brawler's are swinging back to true min size. Settling that is, of course, another complication, but if we agreed on optimum size, that would be a smaller issue to resolve.
 

ShortcutButton

Smash Apprentice
Joined
Jan 17, 2015
Messages
193
NNID
ShortcutButton
Darn. I should read the op before casting a vote. Is there a way to un-vote and vote the other option?
 

Kenturo

Smash Cadet
Joined
Jun 11, 2013
Messages
44
There's also the preparation issue. Mii Fighters can have a wide variety of arbitrary performances, and even little tweaks have been found like adding very specific amounts of weight can make certain moves in certain situations combo or not combo and certain amounts of height can let you win priority wars you otherwise lose. Learning every nuance of this even as a main of one of the Mii Fighters seems insane; learning how to fight against it may actually be unreasonable (mastering the nuance of fighting against every possible variation of the Mii Fighters is probably more work than mastering fighting against every custom version of every other character put together).
Seems like a hyperbole to me. It's literally like a 1% different between the smallest mii and the largest mii in terms of kill percents and ko percent. The only thing i know of that changes on gunner is that on the smallest gunner all of the hits of upsmash wont connect at all while at a slightly larger height or weight it will. I play gunner but I will honestly drop that char like a rock if I have to play default. It is just extremely suboptimal.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
Seems like a hyperbole to me. It's literally like a 1% different between the smallest mii and the largest mii in terms of kill percents and ko percent. The only thing i know of that changes on gunner is that on the smallest gunner all of the hits of upsmash wont connect at all while at a slightly larger height or weight it will. I play gunner but I will honestly drop that char like a rock if I have to play default. It is just extremely suboptimal.
I'm not talking about combos against them; I'm talking about combos as them. You add weight to add small amounts of knockback to make things barely combo or not combo. I know Brawler has some edge cases here.
 

Helkulkhamen

Smash Cadet
Joined
Feb 14, 2008
Messages
35
I strongly support standardizing the Miis to their optimum size. A large portion of the appeal of custom movesets is the ability to create the "best" version of your favorite character. Miis just have an added dimension beyond picking between three of each special move to accomplish this. Let's take a look at the arguments against optimal-size Miis and show why they are not healthy in the long run.

A) "It's too much effort. What if the TOs mess it up?"
QR codes solve this issue completely, and if my tween-age little sister playing her 3DS can make a QR code for her Mii, then I'm sure anyone organizing a tournament can do the same. Furthermore, there is always the potential for a TO to do something wrong, no matter what ruleset is being used, so as long as the risk is kept to a very generous minimum (which QR codes do), we should not hold back the Mii characters.

B) "Mii Brawler will completely dominate the meta-game if we allow him to use his full potential."

It is possible that giving the Mii Brawler his optimum size creates a Frankenstein monstrosity that takes an iron hold on the tournament scene, and I understand that the real fear behind something like this happening is that players will use such an occurrence to make the argument that "customs are broken and need to be banned", which would be a pretty terrible trend to foster. However:
1. This is not happening yet. Banning a character is a solution that should only be used in the most extreme circumstances, and to ban a character that has not even hit the tournament scene yet is a knee-jerk madness. This is the kind of decision that really needs strong tournament data to even think about doing. Besides, is anyone really going to feel upset about giving the existing top tiers some solid competition, at least for a little while?
2. As good as Mii brawler is, he is facing some very stiff competition. Sheik and Diddy are still amazing characters, and tons of other characters get a massive boost from where they already are thanks to customs. If I see Mii Brawlers effortlessly wrecking Sheiks and Diddys and other top-tier characters, then I will reconsider my position, but the strongest characters in smash have historically been those that had a huge variety of amazing options, not just one disgusting option in particular. Even so, that brings me to my next point:
3. Even if it did turn out that optimal-size Mii brawler effortlessly knocks out both the current top tiers and all of the other characters that become even more amazing with customs, all we have to do is agree on a new standard model size to tone him back down. I consider this a last-approach option second to outright banning and hope it would never have to be used, but if it truly were an issue plaguing the competitive smash community then we still have an escape, unlike previous smashes where we would simply have to grit our teeth and accept that a broken character had been coded into the game.

The bottom line is: there is no point in putting all of this effort (and you have made a significant effort, AA) into characters that will never be played. Please, make the Miis worth playing.
 
Last edited:

FallofBrawl

Smash Ace
Joined
Jun 20, 2014
Messages
631
For Mii Brawler, optimum size would be smallest and thinnest, great mobility and combo potential, but lower range, light, and lower power (which doesn't really change by much btw).
Optimal Mii swordsman height would probably be upper mid to at least reach platforms with his tilts/smashes and for his sword range. He should be from middle weight to heavy, making him harder to knock out because his recovery options arent the greatest.
Optimal Gunner is probably mid height and fat, kind of like snake in brawl, he is super heavy and durable, and his projectiles forces the opponents to approach which he can stuff out with his range. That's all I got.
 

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
Can Swordfighter reach the Smashville platform from the ground with any height? I honestly have no idea.

Also last I checked weight has limited if any impact on a Mii's stats.
 

Thundering TNT

Smash Cadet
Joined
Aug 17, 2014
Messages
66
I vote optimal. Thw reason for the custom moveset is to give every character their best chance at winning, right? Well, making them be optimal is the only way to truly do this with miis. And on the issue of "TOs may mess up" I say that a QR code for each optimal size mii could be included in the custom moveset project to insure that anyone using the project for their tourney have the right size for each mii.
 

GS3K

Smash Ace
Joined
Nov 29, 2014
Messages
595
Location
Kansas
NNID
Gamestar3000
Can Swordfighter reach the Smashville platform from the ground with any height? I honestly have no idea.

Also last I checked weight has limited if any impact on a Mii's stats.
Iirc, from one jump, short swordfighters can, medium and taller ones can't.
 

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
Iirc, from one jump, short swordfighters can, medium and taller ones can't.
I actually meant can they hit someone standing on it with their usmash or other move, like how I think literally every non-Mii character can usmash someone standing on the lower Battlefield platforms while standing on the ground.
 

Epok

Smash Ace
Joined
Dec 5, 2005
Messages
590
Location
Grand Rapids MI
I feel like "optimum size" is still subjective right now because it depends on play style.

Not to mention it feels like mii fighter data in the competitive scene is lacking at this point.

I think if players have a mii that is of their own design that doesn't have badges on it they should be able to upload it. If the dont have one prepared, the should have to pick the default mii.
 

Smog Frog

Smash Lord
Joined
Jun 30, 2014
Messages
1,180
i think we can conclude that small/thin is best for mii brawler at least, with the strange small/wide here and there.
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
I have infinite experience with Mii Fighter and how to set them up. I'd still favor optimum mii's for non custom competitive play but this discussion here is at least a good first step.

imo you should use one of the folowing:

- Limiting the Sets per Mii Character to 10 like everyone else
Just because you have more space doesn't give Mii Fighter the privilege to gain more moves to select from than others. You should put that on par with the rest of the cast. So 30 Sets for all Mii's total.

- Creating 9 combination of Mii sizes on the WiiU console prior to the tournament. (like Small/Thin, Small/Medium, Small/Fat, Medium/Thin usw.)

I really like the second option for non-custom tournaments but the problem is that they have differences inbetween small and medium but they are so small and irrelevant that you could ignore that..
 

ShenCS

Smash Cadet
Joined
Jul 4, 2008
Messages
30
Location
UK
I voted for defaults. I feel that it's just more pleasant on the TOs if they only have to deal with what is in the game, minimising fuss. I figure that optimal sets can be explored at a later date when everyone is more comfortable with the customs meta. Furthermore, the defaults would form a nice, easily shared baseline for the community. Imagine, it's not just TOs having to waste extra time on the Miis, but everyone that needs to practice on them. It's not much, but hey, it's one less hassle.
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
Customs: on should obviously contain any size mii brawler and no one should argue against that.
 

GSM_Dren

Smash Journeyman
Joined
Dec 4, 2014
Messages
389
Location
Oahu, Hawaii
Optimum size should be allowed per mii fighter, along with of course the default option. The custom moveset project's goal is to create the most optimal options for each character, and mii sizes would follow in suit. Each mii fighter is different from the next, so it would not make sense to only allow the default size. I truly do not have much experience against the mii fighters (seeing how many TOs can't decide whether to ban them, 1111 them, etc.). Allowing mii fighters and their optimum size means we may actually see more gameplay of them and players would be more encouraged to play them.
 

TheHypnotoad

Smash Ace
Joined
Jan 28, 2015
Messages
615
I feel like this should depend on the tournament. For something like EVO, which quite frankly knows almost nothing about Smash 4 other than "It gets us Nintendo bux," it would probably be better to just stick with default sizes to avoid overly complicating it. For tournaments which are more dedicated to Smash and are actually knowledgeable about the scene, it seems reasonable for them to use optimal Mii sizes, since they would know what those sizes are and what the most efficient way of making the Miis is.
 

digiholic

Smash Ace
Joined
Nov 13, 2009
Messages
678
Location
Albuquerque, New Mexico
NNID
digiholic
Optimum all the way. I don't think Optimal Brawler is polarizing enough to invalidate anyone more than Diddy and Sheik have, and they're in a good place balance-wise. I'd rather have more passable characters than fewer overpowered characters.
 

popsofctown

Smash Champion
Joined
Mar 13, 2008
Messages
2,505
Location
Alabama
I know some people might not agree with this logic, but I think it makes sense to ban 1/4th height miis because they were probably not developed and playtested the way others were. In the bugtesting process, you always test your extremum points to see if you get bugs, so maximum and minimum miis were probably examined the most in internal testing. Probably even more than the defaults. Bugtesting and balance testing can often happen alongside. If there's a magical combination of distance on Brawler's uptilt and hitstun from high enough weight and low enough after lag from low enough weight that gets you the best combo on someone, that's a sort of power that from the getgo isn't really coming from developer intent. It might turn out to be fine, it might turn out to be too dominating, but it's not a good starting point.. There's a difference between tyrannically enforcing developer intent by banning moves that are obvious glitches just because the developer failed to achieve his intent sometimes versus just not using territory that wasn't intended for play in the first place. It's just like how if you found away to glitch the game and get GigaBowser playable from the character select screen, no one would want that to be legal. No one would ask, "is this thing top tier, is it mid tier, is it low tier". Just as a starting it doesn't make sense to have that attitude towards it because it wasn't intended for play. It's not a good starting place for effort to see whether something should stay in or be banned or not.
It's true that the medium range miis are more intended for play than giga bowser, but they seem somehow less intended for play than other characters, they aren't allowed in for glory and piston punch seems to have received less patch support than the game as a whole.

I think only minimum, medium, and maximum settings should be in the running for being allowed, and as far as the custom moveset project is concerned you'll want minimums.
 

Helkulkhamen

Smash Cadet
Joined
Feb 14, 2008
Messages
35
I know some people might not agree with this logic, but I think it makes sense to ban 1/4th height miis because they were probably not developed and playtested the way others were. In the bugtesting process, you always test your extremum points to see if you get bugs, so maximum and minimum miis were probably examined the most in internal testing. Probably even more than the defaults. Bugtesting and balance testing can often happen alongside. If there's a magical combination of distance on Brawler's uptilt and hitstun from high enough weight and low enough after lag from low enough weight that gets you the best combo on someone, that's a sort of power that from the getgo isn't really coming from developer intent. It might turn out to be fine, it might turn out to be too dominating, but it's not a good starting point.. There's a difference between tyrannically enforcing developer intent by banning moves that are obvious glitches just because the developer failed to achieve his intent sometimes versus just not using territory that wasn't intended for play in the first place. It's just like how if you found away to glitch the game and get GigaBowser playable from the character select screen, no one would want that to be legal. No one would ask, "is this thing top tier, is it mid tier, is it low tier". Just as a starting it doesn't make sense to have that attitude towards it because it wasn't intended for play. It's not a good starting place for effort to see whether something should stay in or be banned or not.
It's true that the medium range miis are more intended for play than giga bowser, but they seem somehow less intended for play than other characters, they aren't allowed in for glory and piston punch seems to have received less patch support than the game as a whole.

I think only minimum, medium, and maximum settings should be in the running for being allowed, and as far as the custom moveset project is concerned you'll want minimums.
Here is the thing though: we have no idea of how much playtesting went into the Miis. None of us were developers involved in the creation of Smash 4, so guessing that they weren't tested for "overpowered-ness" is exactly that: a guess. My guess is that many but not all combinations of Miis were tested during the creation of the game in order to prevent graphical glitches, and at some point Sakurai (or some other developer) made the conscious decision to scale move lag / mobility based on Mii attributes, and they just went with what seemed reasonable. Again, this is only a guess, and it may be in fact that the frame data on all the potential Miis was agonized over before being decided in final.

Even so though, developer intention should really not have any effect on the way we play this game. Players are constantly finding outside-the-box ways to play a game; that's a key component of what makes them interesting! Imagine if we'd only played Melee the way Sakurai intended; as much as I enjoyed Brawl, it is a prime example of what happens when you stifle the creative gameplay that had flourished in the community at large.

Again, it is possible that the developers blatantly overlooked the combat abilities of a particular kind of Mii, but from what I've seen I'm not convinced that any kind of Mii is good enough to be banned: just good enough to compete at a high level tournament, and giving the community more top-character options beyond the ones we already have can only be a good thing.
 

popsofctown

Smash Champion
Joined
Mar 13, 2008
Messages
2,505
Location
Alabama
Here is the thing though: we have no idea of how much playtesting went into the Miis. None of us were developers involved in the creation of Smash 4, so guessing that they weren't tested for "overpowered-ness" is exactly that: a guess. My guess is that many but not all combinations of Miis were tested during the creation of the game in order to prevent graphical glitches, and at some point Sakurai (or some other developer) made the conscious decision to scale move lag / mobility based on Mii attributes, and they just went with what seemed reasonable. Again, this is only a guess, and it may be in fact that the frame data on all the potential Miis was agonized over before being decided in final.

Even so though, developer intention should really not have any effect on the way we play this game. Players are constantly finding outside-the-box ways to play a game; that's a key component of what makes them interesting! Imagine if we'd only played Melee the way Sakurai intended; as much as I enjoyed Brawl, it is a prime example of what happens when you stifle the creative gameplay that had flourished in the community at large.

Again, it is possible that the developers blatantly overlooked the combat abilities of a particular kind of Mii, but from what I've seen I'm not convinced that any kind of Mii is good enough to be banned: just good enough to compete at a high level tournament, and giving the community more top-character options beyond the ones we already have can only be a good thing.
Insisting that I don't know for sure that 1/4 height miis were playtested less than Mario is kind of like insisting that gravity is just a theory. Or insisting that I don't know for sure that default rules were playtested more than heavy gravity mode. Anyone who has developed any software ever knows that you test extreme values more than intermediate ones.

I'm not arguing that a particular size of Mii should be banned. You can't ban what's not really even a part of the game yet, no one is really playing Miis because they are in legality limbo. The criteria for initial conditions is different from ban criteria.

This isn't me trying to keep Miis pinned down and suppressed or something, I just think it's a good natural move if, given that we have to stick to one particular mii size, we legalize one that was much more likely heavily used in internal testing. It's quite possible that this proposition buffs miis rather than nerfing them. Perhaps there was one player in internal testing whose job was to just master mii swordsman and play him all the time, and he used min/min of course for best debugging recognition (a smaller amount of the time, max/max), and balance issues to keep mii swordsman competitive were based on his recommendations. Given how little development there has been for mii swordsman so far, it's plausible that no one has gotten on that playtester's level, and though 1/4th seems good right now, at higher levels minimum will actually be stronger and more viable because more development time went into minimum sized mii swordfighter. It goes both ways. If there was a clear, obvious, convincing way that 1/4th height was definitely the thing that will give use the most balanced tier list 2 years from now, like all 3 miis are obviously garbage, and 1/4th height is the only thing that very specifically gives a very good guaranteed combo out of grab, then I would be more likely to be for it. But instead, the only thing we know is that all three might be high tier, mid tier, or low tier, that we need to pick a specific size, that min/min, high/high, and mid/mid were likely most playtested (in that order), and that min/min seems the best of those three for a balanced tier list from an initial perspective. To me the best choices is to legalize those 3 settings that were likely heavily playtested, or if logistically necessary only legalize the one of the heavily playtested setting that initially seems healthiest for the tier list.
 

Zzuxon

Smash Champion
Joined
Mar 19, 2011
Messages
2,559
Location
U.S.A
NNID
zzuxon
3DS FC
3695-0453-0481
I definitely feel optimum is the way to go.
The great thing about customs is that they allow each character to play at their best, and we should extend this to Mii heights as well.
CMP should include QR codes to ensure consistent sizing.
 

Kornaki

Smash Cadet
Joined
Jan 6, 2015
Messages
29
Insisting that I don't know for sure that 1/4 height miis were playtested less than Mario is kind of like insisting that gravity is just a theory. Or insisting that I don't know for sure that default rules were playtested more than heavy gravity mode. Anyone who has developed any software ever knows that you test extreme values more than intermediate ones.

I'm not arguing that a particular size of Mii should be banned. You can't ban what's not really even a part of the game yet, no one is really playing Miis because they are in legality limbo. The criteria for initial conditions is different from ban criteria.

This isn't me trying to keep Miis pinned down and suppressed or something, I just think it's a good natural move if, given that we have to stick to one particular mii size, we legalize one that was much more likely heavily used in internal testing. It's quite possible that this proposition buffs miis rather than nerfing them. Perhaps there was one player in internal testing whose job was to just master mii swordsman and play him all the time, and he used min/min of course for best debugging recognition (a smaller amount of the time, max/max), and balance issues to keep mii swordsman competitive were based on his recommendations. Given how little development there has been for mii swordsman so far, it's plausible that no one has gotten on that playtester's level, and though 1/4th seems good right now, at higher levels minimum will actually be stronger and more viable because more development time went into minimum sized mii swordfighter. It goes both ways. If there was a clear, obvious, convincing way that 1/4th height was definitely the thing that will give use the most balanced tier list 2 years from now, like all 3 miis are obviously garbage, and 1/4th height is the only thing that very specifically gives a very good guaranteed combo out of grab, then I would be more likely to be for it. But instead, the only thing we know is that all three might be high tier, mid tier, or low tier, that we need to pick a specific size, that min/min, high/high, and mid/mid were likely most playtested (in that order), and that min/min seems the best of those three for a balanced tier list from an initial perspective. To me the best choices is to legalize those 3 settings that were likely heavily playtested, or if logistically necessary only legalize the one of the heavily playtested setting that initially seems healthiest for the tier list.
So your theory is that somewhere there is a secret Mii Master who told Sakurai that what this Smash character needs is the ability to combo better.... and Sakurai changed the character for him? The whole supposition begins with the concept that characters were created to be balanced in tournament play, and even ignoring the Mii characters it's clearly not the case that they were, or ever have been.
 

Jigglymaster

Smash Hero
Joined
Aug 14, 2005
Messages
5,577
Location
Northwest NJ
NNID
Dapuffster
I better be given the option to play with default size. The smaller sizes may be better in some aspects but I generally prefer to play with the normal size, it might not be better, but it has some advantages.

- Longer Feint Jump
- More damaging attacks
- Slightly Heavier
- Slightly better range
 
Last edited:

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
I better be given the option to play with default size. The smaller sizes may be better in some aspects but I generally prefer to play with the normal size, it might not be better, but it has some advantages.

- Longer Feint Jump
- More damaging attacks
- Slightly Heavier
- Slightly better range
Alright, this is something that definitely needs to be addressed. After some discussion, let me fill you in on where we stand, and maybe you can provide some insight for us on what we should do from here.

First off, the main problem that comes about from involving default size Miis in addition to optimal size Miis is that we are, or are dangerously close to breaking the 100 Mii Fighters limit inherent in a save file for Smash 4. In addition, even if the limit weren't there, it would definitely be unreasonable to ask TOs to make over 100 sets for Mii Fighters, so we can't go down that route. I'm pretty sure we're pushing our limits by even having a total of 45-60 sets between the three Mii Fighters...

There was also the idea of creating a single set for each Mii Fighter, which involved only using the optimal moveset(for Brawler, that would be 2122) for each Mii Fighter in combination with a default sized Mii. In total, this would only add three sets to the total amount of Mii Fighters, so that's not too bad. However, I have my own concerns about allocating more than one kind of Mii to each Mii Fighter. I touched on this a few times before, but I seriously want to avoid any situation that adds any work or confusion on the part of the TO. By requiring them to use multiple Miis for each Mii Fighter, and to allocate different kinds of movesets to each Mii, the amount of time required for setup is increased and the room for error is increased too. If you seriously need the default Mii setting in the project, we will accommodate it, but please take into consideration the issues that come with it, too.

And just in case, because I know this point has been glossed over multiple times, but are you going to EVO? Because at any tournament that is not of massive international scale, you should be able to simply import sets from your 3DS to a WiiU console(or in your case, create a Mii Fighter right on the WiiU with a guest Mii). The only reason EVO doesn't allow imports is that, for the overwhelming scale of the tournament they are hosting, they absolutely cannot afford to take such a gamble with time like that. When we release this project in its final form, we intend to stress the facts: that imports from 3DS are non-intrusive to tournament time, and that people should always have access to options they may want to use that are not covered by this project. Players should not be limited just because something they want to do isn't written down on our list.

If you're not going to EVO, then the problem you're expressing ideally should not exist. If you are, though, then we need to make a decision about how we handle Mii sizes and allocations, as described before. We'll do our best to respect your wishes, but first we'll need to hear your thoughts on the matter.
 
Last edited:

Jigglymaster

Smash Hero
Joined
Aug 14, 2005
Messages
5,577
Location
Northwest NJ
NNID
Dapuffster
As of right now I am TRYING to go to EVO. I have to make sure I have the money to afford it as I need to buy plane tickets and what not. But yes, for the most part my plan is to go. I am HEAVILY in favor of using Default Sized Mii's over the optimal ones, they're a lot more convenient for everybody as they can be accessed via Guest Mii on any Wii U.

Combo strings and percent kills become different when you change the size, as somebody such as myself who spends hours in the lab learning the smallest things about my character I'd like them to stay the way as they are. Besides if you want EVO to be on your side with the simplicities of the Mii Fighters, it would be wise to keep them normal sized. Because then they'll ask "Well whats the difference between having different sized Mii fighters? Why would somebody want that? Does it make the character OP?"

If you guys want one size to pick from, pick Default. It's not right that we just pick what we currently "think" is the best. It's not a straight upgrade from Default and there ARE worse things about it. And as the metagame develops a different sized Mii fighter might become better, then the rules become wacky and the character ends up getting banned again. So like I said, if you're so concerned about not confusing the TO's, make them all default size.

Besides, the fact that we have to go OUTSIDE OF THE GAME to make different sized mii's just makes it flat out unnatural, the character doesn't even look like it was meant to be that small, the moveset and everything was designed around the Default Size and that's what most people here in my area have become accustomed to.
 

Sixfortyfive

Smash Journeyman
Joined
Feb 2, 2008
Messages
235
Besides if you want EVO to be on your side with the simplicities of the Mii Fighters, it would be wise to keep them normal sized. Because then they'll ask "Well whats the difference between having different sized Mii fighters? Why would somebody want that? Does it make the character OP?"
Simplicity isn't really a relevant argument when the process of copying everything from a master 3DS is exactly the same regardless of size.

And EVO isn't the type of tournament to ban something out of fear of it being OP until they see evidence with their own eyes.

It's not right that we just pick what we currently "think" is the best. It's not a straight upgrade from Default and there ARE worse things about it. And as the metagame develops a different sized Mii fighter might become better, then the rules become wacky and the character ends up getting banned again.
But ALL of the sets in the custom moves project are based around what we currently "think" is best, and they're all updated over time. Why should Mii size parameters be any different?
 

Jigglymaster

Smash Hero
Joined
Aug 14, 2005
Messages
5,577
Location
Northwest NJ
NNID
Dapuffster
Simplicity isn't really a relevant argument when the process of copying everything from a master 3DS is exactly the same regardless of size.

And EVO isn't the type of tournament to ban something out of fear of it being OP until they see evidence with their own eyes.


But ALL of the sets in the custom moves project are based around what we currently "think" is best, and they're all updated over time. Why should Mii size parameters be any different?
However there's only 1 size you CAN make without importing from a 3DS. That's the default size.


And okay, what if I DISAGREE, that the Smallest Mii fighter is the best? What if I think Default is better, or at the very least, viable in its own way? As somebody who literally pioneered the character I feel like I should have a say in this.
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
Alright... this is gonna be tough to figure out, for sure. Before we get any deeper into the conversation, just keep in mind I'm not with you or against you in any of this. My goal here is to be as objective as possible and to figure out solutions based on what I can figure out in front of me.

First off, I believe you're already accepting of the idea that Miis don't necessarily have to be default size just because they're available in the game right off the bat without having to consult Mii Maker. To take it a step further, if we were to go by those standards, maybe Mii Brawler would benefit from it, but don't forget that Gunner and Swordfighter would be affected by the same parameters, and I can pretty much affirm that at least one of them would be negatively affected by the change(Gunner needs the mobility, and Swordfighter needs lower endlag on his moves), just based off what I gathered from the discussions that I helped to lead. We can't just run with straight defaults across the board, so let's look for an alternative path...

I do understand that you pretty much laid the groundwork for Mii Brawler so I'm willing to believe you know what you're talking about. I'm willing to bite the bullet here and have two different Mii configurations available for Brawler, simply because it would be an optimization to allow Brawler to choose between intense mobility and more reliable combos. However, it is also clear that there is a much larger consensus for Small/Thin Mii Brawler, so the sets for Default are going to be a little more limited, as there is a cap on how many sets we want to allocate to a specific Mii Fighter.

How does this sound: A Mii based off the design of the female in this image, with the combined moveset lineup of 1/2, 1, 2/3, 2, for a total of 4 sets. Is that acceptable?
 

Bjurrse

Smash Cadet
Joined
Nov 30, 2014
Messages
28
Location
Sweden
NNID
Bjurrse
I voted for the default size.

I have been maining mii brawler since the european release on the wii u. I may not be a proffessional in any regard, but I do think for logistical reasons its the way to go.

Everyone who plays miis competetively are also used to the default sizes.

Jigglymaster has a point about the prefered sizes. They will change with time, and people will always have different preferences. Better to just have the default one, and save the different sizes for fun games with friends.

What John12346 said about two different sized pre-made miis sounds fine imho.

And a personal opinion is that the small/thin miis looks absolutely ********. ;)
 

Overswarm

is laughing at you
Joined
May 4, 2005
Messages
21,181
I voted for optimal, but this assumes an optimal is discovered. If not, default.
 

Judo777

Smash Master
Joined
Sep 9, 2008
Messages
3,627
I always said use guest Miis to effectively resolves the issues discussed here and to also resolve the issue of preventing players from making offensive miis. You can try and make rules to prevent that, but it seems iffy. Another alternative, is just to make optimum Miis that look like the guest Miis.
 

Jigglymaster

Smash Hero
Joined
Aug 14, 2005
Messages
5,577
Location
Northwest NJ
NNID
Dapuffster
I think out of all the mii fighters, Brawler has the least diverse optimal custom moveset, what with
2122
1122
2132
1132

Onslaught(Side B 1) and Feint jump(Down B 2) should almost always be preferred, and Soaring Axe Kick(Up B 1) and Exploding Side kick(Neutral B 3) should never be considered.

give him the "optimal size" and the default size and that gives him his 8 loadouts. I think that's fair to request.

While I would like to have my own Mii, I don't care too much about what they look like since it doesn't effect the gameplay.

And a personal opinion is that the small/thin miis looks absolutely ********. ;)
Also I heavily agree with this, their unnatural size bothers me a lot.
 

popsofctown

Smash Champion
Joined
Mar 13, 2008
Messages
2,505
Location
Alabama
I really hate the trend towards 1/4th size gunners. I'm not sure it's optimum. It might be optimum in the wrong sense too, in that it might put gunner in the highest place it can be in a tier list, yet does so in a way that makes it the more of a bad version of another character rather than the higher uniqueness of min/min.

If it gets locked in it's something I really expect to bug me two years from now.
 
Top Bottom