BigRick
Smash Master
^^
Wow my congratulations then Mr Kieser
Wow my congratulations then Mr Kieser
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Thoughts on the item-banning rule and whether it deals with this issue? When fighting a character that can exploit this glitch, you can choose to use your ban on it, under the current ISE ruleset.Not everyone has moves with invincibility frames. Not everyone can exploit ithe spring sufficiently. Also, what if the spring spawns next to the ledge, making it impossible to stand on the other side of the spring? Excuse me while I spam triple Din's Fire at you.
Nobody really used the Item CP system effectively, though. Like I said, I just chalk that up to people not being used to item play yet (and thus not knowing what items are +/- for your character), but I was really hoping to see more CP'ing in general, intelligent or not. And, I agree with your sentiment about bans and CP's; the way I see it, it isn't necessary to be uber-conservative with the item bans because we have a CP system in place. Yeah, if an item is just broken as all hell, ban it, but if not just be smart with your CP's and you won't have to deal with it.Thoughts on the item-banning rule and whether it deals with this issue? When fighting a character that can exploit this glitch, you can choose to use your ban on it, under the current ISE ruleset.
This is obviously a rough idea that needs to be refined by those who actually care. Its basically a meshing of our current competitive rules with items in a way that could potentially reach a larger tournament demographic than always having items on. I came up with this before Brawl was even released in the US, but I've never cared enough to do anything about it. As those who participate in this project are quite dedicated to the cause, I wanted to see if you'd be willing to try and make this additional item ruleset.Even after everything that has gone down between SWF and SRK, I personally still believe that items should be tested in tournaments, just not making items-on the default setting. I threw an idea out that we could make items on/off be a counterpick option with items off being default; and the items on the list are a set list we made. And/or there was another idea where items off is default, but the loser can counterpick (if he chooses to) 1-2 items on from a set list, and if he decides to do so then the winner can then choose 0-2 more items to add for that match. But the items don't carry over after that match, so the loser chooses for the next match again. Personally I think thats the best way to appease both sides of this, and it will give the option of items to those who want them but not FORCE items on those who don't want them. If someone is bad with items but good otherwise won't be able to lose due to the items themselves, so its not that big of a deal. Plus, it will be easier for new players who are used to items to transition to the tournament scene. I don't know if it could actually work, but I've personally always thought it was worth a try.
Basically, to oversimplify things, you can say there are 3 types of skill involved in Smash: Character skill, stage skill, and item skill. The ruleset that the competitive Smash community has evolved over the years gives an emphasis on character skill over any other skill type. The first match is played on a "neutral" stage to remove any drastic effects stages may have in order to only test which player has better skill with their character. Then, with the counterpick, skill adjusting to stages is tested, along with skill with other characters if there is any character counterpicking going on. Theoretically, this ruleset allows the player with the better character skill (a subset of which is counterpicking characters) to win, even if their stage skills aren't very good. But, between two players that are nearly equal in their skill with characters, stage skills can play an important role.For instance, let's say that we have two players, one skilled in item play, and one skilled in items-off play. Theoretically, the items-off player would most likely win (if they are of like skill-level) because he would most likely win the first match (items-off by default), play an items-on match at the loser's request and lose, then play another items-off match and win, thus taking the set (assuming a Best-of-3 standard set). The items-on player may be just as skilled (or more), but due to the changing ruleset may not win the set (all due to the rules of the first match in the set). Conversely, we have the same problem if the beginning match of the set is items-on, only with the ultimate outcome reversed. This, arguably, is not a truly accurate test of skill (or rather, a test of which player is more skilled) as the outcome of the set is too dependent on the ruleset being used and not the relative skill of the players. Indeed, the only time this setup would be truly accurate is if a player (or both players) is equally skilled at BOTH rulesets, as a switch in rules mid-set wouldn't affect such a player's ability to win. If such a player faced an opponent who could only win in either style, then surely the more adaptable player would win the set (theoretically).
Cool. When are going to be vids up on youtube?Alright guys, now that our first official 'ISP' tournament has been concluded, it's time to reflect on how things went and see how our standard holds up to scrutiny. Without further ado, here's my...[BIG F@$#ING POST!]
Here's what I have uploaded so far. I think there are like 1 or 2 more left to do, but work has gotten in the way of my uploading. Should be done tonight, though. I'd have more, but our camera died at the start of the GF; hopefully I'll have decent capture equipment by our next tournament.Cool. When are going to be vids up on youtube?
You're not invincible 100% of the time, and 1 frame is enough for anyone who has the will to play a game competitively. End of story.Look, if it wasn't actually effective, would I get 100% dodge rate? It shouldn't matter who I was playing against.
Eventually somebody would've gotten me with the dragoon if there's a significant period without invincibility.
All two frames without invincibility...
Just from my dodge rate you should be able to glean that the timing is near impossible.
Actually, had a change of heart on this one a while ago.You're not invincible 100% of the time, and 1 frame is enough for anyone who has the will to play a game competitively. End of story.
Playing against idiots will alloy for idiotic strategies to work.
Give any serious player 1 week and they should have it down perfectly.It'll work until people learn the frame vulnerabilities well enough to take advantage of even that one frame
Basically, you shouldn't allow an item in a tournament because it's unfair some people are skilled enough to use it effectively and others aren't?so while on the lower levels of play, it's way too weak, for a format to be good for tournaments it must be balanced regardless of the two player's skill levels.
1 week for most, 1 day for some, never for the rest.Still, it's gonna be a little while before people can consistently beat spot-dodge spamming.
Perhaps, doesn't matter if it's banned, does it?Give any serious player 1 week and they should have it down perfectly.
No, I said it should be universally banned because it's a free stock if you're good enough.Basically, you shouldn't allow an item in a tournament because it's unfair some people are skilled enough to use it effectively and others aren't?
Nice, throw in a personal attack to cap this off. Really, I wouldn't mind discussing this with you if you'd just be civil. Wonderful wonderful decorum, really.You deserve your title as much as I do to get out of pools for once.
Perhaps, doesn't matter if it's banned, does it?
No, I said it should be universally banned because it's a free stock if you're good enough.
It doesn't matter how many people can use this as long as the number is potentially greater then 0.
Ultimately my change of heart came from the realization that, if this is to be a valid format we can't look down on item's users and expect them to have less technical skill.Cause brawl has so much technical skill.
Plenty of fighter games have one hit ko combos or abilities, and seeing as how all brawl fights last till 140% from people camping (probably an exaggeration) I think it'd speed things up. It would also improve the stage control part of the game.
I flame for a reason.Nice, throw in a personal attack to cap this off. Really, I wouldn't mind discussing this with you if you'd just be civil. Wonderful wonderful decorum, really.
This has become pointless.
Speed things up at the cost of fairness...Cause brawl has so much technical skill.
Plenty of fighter games have one hit ko combos or abilities, and seeing as how all brawl fights last till 140% from people camping (probably an exaggeration) I think it'd speed things up. It would also improve the stage control part of the game.
*sigh* just listen to yourself, flaming is bad, period. It doesn't matter how pointless you think the discussion is. It takes away, not just from the discussion but the entire board's environment.I flame for a reason.
This has become pointless.
First off, let me answer this question (very late, I know). Mr. Saturn actually has a variety of uses. First of all, he eats through shields very, very quickly, so he is useful for baiting a player with an already weakened shield into a number of actions (a smart player will refrain from shielding for fear of getting owned by Saturn, while a less experienced player will spam shield anyway and most likely eat a charged F-Smash). Saturn also interrupts any animation when he connects, which means he is great for:whats the point of mr.saturn?
wait, what?Ok, people, keep it civil. This is supposed to be a flameless thread.
actually just posting to say that i'm starting to think about trying items on. keep going with this stuff.Jack Kieser said:APPROVED ITEMS:
(Fire Flower)