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I'm not even sure if I'm even allowed to make official threads, but I propose we start discussing an official ruleset for Squad Strike that's tourney viable as a secondary/side format.
Here's the rules I've been messing around with:
-3v3
-Stamina
-200hp
optional:
-meters on
-hazzards off
Some rapid fire QA:
Why Stamina?
It's an underused mode that's a lot of fun, and fundamentally changes how the game is played. Knockback scalling is dramatically reduced in Stamina, but DI is still a thing. This means combos are more consistent, ballooning is no longer intrusive, and you still have a counterplay. Moreover, since it's HP based now, the meta of the game changes dramatically, shaking up tiers, and allowing for stages which were previously banned due to caves of life and walls (since ring out was your only KO option), to be competitively viable (at least seemingly). Stages with ceilings are now OK, and allow for a lot more gameplay variety in fact, as what ultimately matters is your remaining HP. I'll have to test this out further, but it also seems FSs are a lot more balanced in Stamina mode, which MIGHT make meters viable, though I'm not too sure, as you still can't punish them.
Why Squad Strike?
This mode is a lot of fun, and it allows for a lot more roster variety. Being forced into your next character will add a lot more strategy into your team picks, and once again, will shake up the matchups and tiers even more. Lower tier characters will get more of a spotlight, simply for being a good counter to one character on your opponent's team, and higher tier characters will be less dominant as it's dependant on their survivability, which is constrained to their HP. Plus, with a roster tgis large, having a format that forces people to be good with multiple characters is always good.
Anyway, let's talk about it, and see if we can agree on a standardized ruleset that can become an official side format for tourneys. I think Squad Strike and Stamina combined have a lot of potential, and the difference is as large as that of 2v2, while still being very competitively viable. Enough to merit a strong community push, at least imo.
Here's the rules I've been messing around with:
-3v3
-Stamina
-200hp
optional:
-meters on
-hazzards off
Some rapid fire QA:
Why Stamina?
It's an underused mode that's a lot of fun, and fundamentally changes how the game is played. Knockback scalling is dramatically reduced in Stamina, but DI is still a thing. This means combos are more consistent, ballooning is no longer intrusive, and you still have a counterplay. Moreover, since it's HP based now, the meta of the game changes dramatically, shaking up tiers, and allowing for stages which were previously banned due to caves of life and walls (since ring out was your only KO option), to be competitively viable (at least seemingly). Stages with ceilings are now OK, and allow for a lot more gameplay variety in fact, as what ultimately matters is your remaining HP. I'll have to test this out further, but it also seems FSs are a lot more balanced in Stamina mode, which MIGHT make meters viable, though I'm not too sure, as you still can't punish them.
Why Squad Strike?
This mode is a lot of fun, and it allows for a lot more roster variety. Being forced into your next character will add a lot more strategy into your team picks, and once again, will shake up the matchups and tiers even more. Lower tier characters will get more of a spotlight, simply for being a good counter to one character on your opponent's team, and higher tier characters will be less dominant as it's dependant on their survivability, which is constrained to their HP. Plus, with a roster tgis large, having a format that forces people to be good with multiple characters is always good.
Anyway, let's talk about it, and see if we can agree on a standardized ruleset that can become an official side format for tourneys. I think Squad Strike and Stamina combined have a lot of potential, and the difference is as large as that of 2v2, while still being very competitively viable. Enough to merit a strong community push, at least imo.
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