Compass Rose
Smash Rookie
- Joined
- Sep 20, 2014
- Messages
- 6
I will come up front and say this now; I have usually avoided the smash tournament scene, mainly because the few players I met..shall we say 'out of hand' when it comes to simply sitting down and playing Smash Bros. One such experience was that I was literally punched in the face because I picked 'random' for a stage rather than Battlefield or Final Destination [keep in mind the others were older than me], and his buddy unplugged the console because we started a match with items on. But now that I took some steps back to see it from a more outside perspective than simply 'fun vs tournament', I learned to understand the mentality [somewhat].
I went off on a tangent, so I go back to the topic at hand; a semi-competitive smash tournament. Since the terms can be subjective, in this case it will mean mixing the chaotic fun of default smash bros rules and the skill-based intensity of the competitive scene.
I would *really* appreciate constructive criticism, suggestions, and advice to further go towards the goal of this; to create a tournament format the fun-lovers and the tournament players can all enjoy.
Ruleset and justifications:
Condensed List (will replace the original once it is finished)
I went off on a tangent, so I go back to the topic at hand; a semi-competitive smash tournament. Since the terms can be subjective, in this case it will mean mixing the chaotic fun of default smash bros rules and the skill-based intensity of the competitive scene.
I would *really* appreciate constructive criticism, suggestions, and advice to further go towards the goal of this; to create a tournament format the fun-lovers and the tournament players can all enjoy.
Ruleset and justifications:
General rules(revised): We all know the conflict between Stock and Time matches, so I figured I'd account for both.
Stock- 3 (7 minute time limit to prevent stalling, and I believe in the three strikes your out clause)
Time: 4 minutes (when no stock)
Item rulings: I don't know all the Smash 4 items yet, so this is more of an umbrella than anything else and a work in progress.
General- Items will be kept at a middle-low spawn rate, not too low, not too high. A major reason for this is to allow the Villager to make practical use of his Neutral special in the case of people counter-picking characters to ensure the Villager can't catch attacks from them [Little Mac vs Villager with no items makes the villager's B move a less useful move aside from invincibility frames].
Items are accepted/banned based on the amount of effort required to use them properly, whether opposing characters can defend against them in a practical manner, and the Risk vs Reward factor. A prime example of the latter is going to be the all or nothing weapon; Daybreak, which has a free-for-all conflict in assembling the parts, and if they get hit before they fire it, they are instantly K.O'd.
Among the accepted items, there will be a pool that is decided via round robin for the tournament. The pool of items that can be used determined by the amount of players in the match times 3 [P*3], but is also capped by the amount of approved items, 1v1 allows for six, 3 player free for all; nine, 4player FFA or 2v2; 12. This is to allow for players to think strategically against one another from the get go.
Accepted items and reasoning (wip):
Hammers: Approved due to the risk presented to the wielder. Not only do hammers have a chance of being useless [squeaky golden and headless normal], but characters can still strike them with ranged attacks and counter-specials work on them.
Home Run Bat: The telegraphing wind-up and the cooldown of the swing are two windows of opportunity the opponent has to punish the user.
Mushrooms: The Poison and regular mushrooms *must* be activated together, since the main risk is the knee-jerk reaction to going for the mushroom and getting the wrong one.
Trap items: Motion Sensors, Pitfalls, Blast Box; things that vanish once they are triggered.
Smash Balls: The main gimmick of SSBB is added to improve the move-pools of all characters. The sheer conflict to get the final smash is enough to warrant it, and serves as a comeback mechanic or a hilarious overkill finisher. Plus, there's always the fact that it is not always a guarantee, since it is possible to whif them.
Banned Items:
General criteria
Hazard items: To count as a hazard item, the item must be intended to trip up an opponent, be on the field for a prolonged period of time, and must be stationary unless otherwise influenced by the player.
RNG-AOE items: Random chance items with wide-scale effects, since the chance of them backfiring is slim, and even a few seconds of helplessness due to poor luck on a wide scale is enough to lose a chance to win.
Healing items
Grab-and-win; Smashball is exempt from this rule since its not as clear cut as simply picking up an item.
Lightning Bolts
Stopwatches
Starman:
Bumpers
Bananas
Uniras
Killer Eye
Pokeballs
Banned Stages: (to be worked on when the 4th game comes out)
Stock- 3 (7 minute time limit to prevent stalling, and I believe in the three strikes your out clause)
Time: 4 minutes (when no stock)
Item rulings: I don't know all the Smash 4 items yet, so this is more of an umbrella than anything else and a work in progress.
General- Items will be kept at a middle-low spawn rate, not too low, not too high. A major reason for this is to allow the Villager to make practical use of his Neutral special in the case of people counter-picking characters to ensure the Villager can't catch attacks from them [Little Mac vs Villager with no items makes the villager's B move a less useful move aside from invincibility frames].
Items are accepted/banned based on the amount of effort required to use them properly, whether opposing characters can defend against them in a practical manner, and the Risk vs Reward factor. A prime example of the latter is going to be the all or nothing weapon; Daybreak, which has a free-for-all conflict in assembling the parts, and if they get hit before they fire it, they are instantly K.O'd.
Among the accepted items, there will be a pool that is decided via round robin for the tournament. The pool of items that can be used determined by the amount of players in the match times 3 [P*3], but is also capped by the amount of approved items, 1v1 allows for six, 3 player free for all; nine, 4player FFA or 2v2; 12. This is to allow for players to think strategically against one another from the get go.
Accepted items and reasoning (wip):
Hammers: Approved due to the risk presented to the wielder. Not only do hammers have a chance of being useless [squeaky golden and headless normal], but characters can still strike them with ranged attacks and counter-specials work on them.
Home Run Bat: The telegraphing wind-up and the cooldown of the swing are two windows of opportunity the opponent has to punish the user.
Mushrooms: The Poison and regular mushrooms *must* be activated together, since the main risk is the knee-jerk reaction to going for the mushroom and getting the wrong one.
Trap items: Motion Sensors, Pitfalls, Blast Box; things that vanish once they are triggered.
Smash Balls: The main gimmick of SSBB is added to improve the move-pools of all characters. The sheer conflict to get the final smash is enough to warrant it, and serves as a comeback mechanic or a hilarious overkill finisher. Plus, there's always the fact that it is not always a guarantee, since it is possible to whif them.
Banned Items:
General criteria
Hazard items: To count as a hazard item, the item must be intended to trip up an opponent, be on the field for a prolonged period of time, and must be stationary unless otherwise influenced by the player.
RNG-AOE items: Random chance items with wide-scale effects, since the chance of them backfiring is slim, and even a few seconds of helplessness due to poor luck on a wide scale is enough to lose a chance to win.
Healing items
Grab-and-win; Smashball is exempt from this rule since its not as clear cut as simply picking up an item.
Lightning Bolts
Stopwatches
Starman:
Bumpers
Bananas
Uniras
Killer Eye
Pokeballs
Banned Stages: (to be worked on when the 4th game comes out)
Condensed List (will replace the original once it is finished)
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