Rebonack
Smash Apprentice
I slogged through the general boards backlogs and didn't find anything resembling this particular concept, so I figured why not?
I'm sure everyone here is familiar with with Stamina mode. If you aren't you get there by prodding that bunny-eared hat next to BRAWL.
Now, the major problem with stamina mode is the fact that it tends to be rather unfavorable to the heavier characters since their weight is no longer an asset and serves mostly to make them easier to juggle. With the addition of the ability to set the starting stamina this problem can be alleviated rather easily.
How you ask?
Well, I'll tell you hypothetical inquirer.
Characters have more stamina based on their KO resistance. Simple, no?
The method is easy enough. I used Samus' Fsmash and down tilt to gauge knockoff resistance since both attacks KO at approximately the same percentage on most of the cast. That way both vertical and horizontal resistance are taken into account. Add the two kill percentages together and you have your max stamina for each character.
The KO percents for Charizard were used for Pokemon Trainer. Since they all have different KO resistance and one is forced to use all of them. And Charizard actually isn't that heavy to begin with.
Had to subtract 10 from everyone since the Heavies clocked in at 310. And in a show of sportsmanship the low tier characters got a +10 buff for sucking. Captain Falcon got an additional +10 for being manly.
Meta Knight got a -10 nerf for being Meta Knight.
The results are as follows. Characters with an asterisk are low-tier and thus buffed. If you want the weight value alone just subtract ten (or twenty for Falcon).
300
Bowser, Captain Falcon*, Donkey Kong, Dedede, Snake
290
Link*, Samus*, Ganondorf*
280
Mario*, Pokemon Trainer*, Ike, Yoshi*, Wario
270
Wolf, Lucario, Sonic*, ROB
260
Luigi, Pit, Ness*, Lucas*
250
Marth, Diddy Kong, Peach, Ice Climbers, Toon Link, Olimar
240
ZS Samus, Pikachu, Zelda/Sheik, Falco
230
Kirby, Fox, Mr. Game & Watch, Jigglypuff*
220
Meta Knight
So there you go, weighted stamina mode. It really helps out those characters cursed with bad recovery (Olimar, Ivysaur, Link) and those who have trouble KOing (Samus, Toon Link) while at the same time nerfing characters with crazy KO power and gimping abilities. Like the four best characters in the game, for example.
And since knock-back remains more or less the same all those low percentage combos are actually a viable option throughout the whole match. Though as a trade-off the edge-game is de-emphasized quite a bit, but if you can manage to get a gimp kill it's more akin to knocking off two stock-lives. So there's a bit of give and take as with any game-play variants. Furthermore, setting the damage ratio to 1.1 makes up-tilt locks and Falco's chain-grab escapable and D3's chain-grab harder to pull off. Even better, it stops being an infinite against DK. All this while still preserving the ability to use short combos.
Questions?
Comments?
STFU n00b?
I'm sure everyone here is familiar with with Stamina mode. If you aren't you get there by prodding that bunny-eared hat next to BRAWL.
Now, the major problem with stamina mode is the fact that it tends to be rather unfavorable to the heavier characters since their weight is no longer an asset and serves mostly to make them easier to juggle. With the addition of the ability to set the starting stamina this problem can be alleviated rather easily.
How you ask?
Well, I'll tell you hypothetical inquirer.
Characters have more stamina based on their KO resistance. Simple, no?
The method is easy enough. I used Samus' Fsmash and down tilt to gauge knockoff resistance since both attacks KO at approximately the same percentage on most of the cast. That way both vertical and horizontal resistance are taken into account. Add the two kill percentages together and you have your max stamina for each character.
The KO percents for Charizard were used for Pokemon Trainer. Since they all have different KO resistance and one is forced to use all of them. And Charizard actually isn't that heavy to begin with.
Had to subtract 10 from everyone since the Heavies clocked in at 310. And in a show of sportsmanship the low tier characters got a +10 buff for sucking. Captain Falcon got an additional +10 for being manly.
Meta Knight got a -10 nerf for being Meta Knight.
The results are as follows. Characters with an asterisk are low-tier and thus buffed. If you want the weight value alone just subtract ten (or twenty for Falcon).
300
Bowser, Captain Falcon*, Donkey Kong, Dedede, Snake
290
Link*, Samus*, Ganondorf*
280
Mario*, Pokemon Trainer*, Ike, Yoshi*, Wario
270
Wolf, Lucario, Sonic*, ROB
260
Luigi, Pit, Ness*, Lucas*
250
Marth, Diddy Kong, Peach, Ice Climbers, Toon Link, Olimar
240
ZS Samus, Pikachu, Zelda/Sheik, Falco
230
Kirby, Fox, Mr. Game & Watch, Jigglypuff*
220
Meta Knight
So there you go, weighted stamina mode. It really helps out those characters cursed with bad recovery (Olimar, Ivysaur, Link) and those who have trouble KOing (Samus, Toon Link) while at the same time nerfing characters with crazy KO power and gimping abilities. Like the four best characters in the game, for example.
And since knock-back remains more or less the same all those low percentage combos are actually a viable option throughout the whole match. Though as a trade-off the edge-game is de-emphasized quite a bit, but if you can manage to get a gimp kill it's more akin to knocking off two stock-lives. So there's a bit of give and take as with any game-play variants. Furthermore, setting the damage ratio to 1.1 makes up-tilt locks and Falco's chain-grab escapable and D3's chain-grab harder to pull off. Even better, it stops being an infinite against DK. All this while still preserving the ability to use short combos.
Questions?
Comments?
STFU n00b?