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A recent Japanese tournament did this actually. (Look up SHI-Gaming on YouTube for the matches)Here's something crazy:
Smash has often done Bo3 sets for most games, and Bo5 games for finals. This is common and accepted; it has some problems, but the pros outweigh the cons.
The biggest flaw is that it is kind of weird for the finals to be a "different game" than the rest of the tourney. Because of our stage selection rules--primarily DSR--Bo5 set gameplay is non-trivially different than Bo3. For example, in Brawl, Frigate was a common stage in many Bo5s, but rare in Bo3s.
We might consider running finals as a Bo3 with more stocks/time, rather than a Bo5. It fulfills the same purpose, but is more exciting, faster, and is much closer to being the "same game" as the rest of the tourney. (Exact same stage protocols)
Following that train of thought, we could run 2-stock, 3-stock, and even 4+ stock sets at various stages of a bracket.
Any thoughts?
I remember seeing a gif of hungrybox getting disappointed after being notified that the match he just lost meant he lost a BO3 set, not a BO5 set (which he and his opponent thought it was).
BO3 finals isn't a bad idea, and will likely cut at least 30min of tourneytime. Obviously the players who reach that level often will have a lot to say on the topic, but I imagine they're in the back room talking about things that make threads like this irrelevant haha It's good we're all talking about it though, it's important to discuss this.
Consigning this.Just figured I'd drop in to make a quick point. None of our arguing here matters. Whatever major TOs go with will be the standard anyways. Just a thought.
What if stocks are counterpicked? Like let's say the default is 3 stocks the first game, then the losing player can choose if the next match is 2 stock (5mins) or 3 stock (8 mins), then so on and so forth?
Well then just change the ****ing format. Tournament smash started WITH ITEMS and 5 stock. Then it moved to 4 stock no items. Then it moved to Brawl. The format can change, I just doubt that 3 stocks will be a problem when it wasn't a problem for Brawl and that game was slower.The worry is that time will be a problem with a three stock ruleset. It wasn't in this particular tournament, no. What about when people master vectoring? What if the metagame trends defensively? What if aggressive edgeguarding proves unsafe? What if campy play proves rewarding?
What we know for sure right now is that Smash 4 blast zones are huge and, in most cases that don't involve SDs and spikes, people live a long time. Maybe this will get better. Maybe this will get worse. Better to err on the side of caution until we get more data and the meta develops.
Honestly I think this is a real problem. I'm sure a lot of tournaments run long due to disorganization in general. Things like players getting caught up in friendlies and not prioritizing the completion of their matches in the bracket, players gone missing for food/bio/smoke breaks without letting the TO know, players getting caught up in conversations and not hearing their name or setting up, etc.I wish smoothness and fast matchmaking was how I can describe my tournament experiences
I think calling IC infinites an "interaction" is extremely charitable. Plz refrain from such blatant pro-IC bias in the future, Sliq.Also, no more Ice Climbers, so no more running away for 8 minutes to avoid the least fun video game interaction of all time.
What happens if the game goes to time (which will happen much more often with a shorter timer) and a winner can't be decided? As it stands right now, all of our options in this situation cause more problems than it solves. For example, if we make players replay the game to determine a winner, what is stopping players from continuing to trigger the "impossible to win" clause over and over either on purpose or on accident and extending the tournament by a half hour? If we mark it as a draw, who goes up in the bracket and who goes down to losers?Why not keep the stock count high and the timer low? Maybe change the way timeouts work to make it impossible to win on a timeout when either player has more than one stock. Or just make it impossible to win via time in all cases.
If you went 3 stock 5 minutes with different timeout rules, it would encourage people to go after each other faster and promote greater offstage play because you'd need to execute your edge-guard in order to win before the clock ran down.
Just my two cents.
The problem is we don't know this for sure. It's quite possible that Smash 4 ends up as slow or slower than Brawl, particularly given the blast zones and high number of viable camping characters.I just doubt that 3 stocks will be a problem when it wasn't a problem for Brawl and that game was slower.
Only a couple of characters are super effective (pokemon reference lol) at camping, and those ones are Duck Hunt Dog and Villager. the others have decent camping tools, but they have other effective tools to use besides camping. They only use their camping tools depending on the match-up (This happens all the time in fighting games). Besides, Hunt Dog and Villager were obviously designed to be annoying campy characters, just like every other Fighting game.The problem is we don't know this for sure. It's quite possible that Smash 4 ends up as slow or slower than Brawl, particularly given the blast zones and high number of viable camping characters.
Comments like this are preposterous and poison the conversation.think carefully everybody, do we really want our ruleset to revolve around how sakuri made it, the person that has been against competitive smash since the beginning
The main reason sakuri is actually looking at the copetitive community though is because the wii u is down in sales and the only people still caring about nintendo is their hardcore fanbaseComments like this are preposterous and poison the conversation.
No matter how much people want to play the victim to an authority figure that hates them, Sakurai intentionally made a series of highly competitive games and thinks highly of all categories of players. This is why a second copy of every stage was made, for the benefit of a small minority of players.
Not to nitpick, but is there any real evidence to support this? I was under the impression it was more likely due to the fact that a huge, huge margin of all online matches ended up on FD. FD is one of the most popular stages (I would say THE most, but that would be me saying something with no data) for players who aren't involved in the tournament scene. Even Japan, who loves the hell out of small stage lists, had a much larger boner for stages like Dreamland 64 than FD.This is why a second copy of every stage was made, for the benefit of a small minority of players.
Yes, some characters can kill certain other characters in certain situations at lower percents. However, the current average living percent of characters has still risen by a large amount (roughly a 50% increase across the board). On top of this, almost every character in the game suffers from "Marth Syndrome", where their combo/damage abilities are neutered once their opponent's percent reaches a certain point and they can't follow up into kill moves. So while the first 80-100 percent might be achieved in just a few quick combos, the next 50-80% will be a slow climb of one-hit punishes and stray smash attacks. Given that the blast zones are huge in this game, the slow climb period will most likely take a very long time.I just saw Bowser KO Duck Hunt dog at 80% off the side in a japanese tournament. I'm confused why people think matches are supposed to be longer than Brawl. You can rack damage up twice as quickly as Brawl due to hitstun.
Emphasis mine.A real problem with this topic (between 2 stock and 3 stocks) is that the emphasis seems to be placed on time. Everyone is attacking two stocks as not giving players as much gametime by reducing the stock count. What I don't understand is the dismissal of 2 stock best of 5. Well, I understand why some people want to cling to 3 stock for the sake thereof, but I don't understand the lack of an attempt to at least consider the benefits.
*cut*
However, by having a more flexible ruleset where it is easier to reduce time without impacting the dynamic of the game, I can only see this as a positive aspect. To me, 2 stock Bo5 changing to 2 stock Bo3 is far less drastic a switch than 3 stock Bo3 to 2 stock Bo3 (or whatever bandaid is applied like has been in the past, like 2 games with no best of, reduced timer and same stock, etc).
Having a larger match count in a set should also make each individual stage less important throughout the set, meaning variance of results because of stage should go down. Similarly, if a rule like DSR is put into place, it challenges players to learn a greater variety of stages.
A somewhat valid criticism I see of 2 stock is that it reduces the chance for comeback within a match. What's really important is allowing a comeback within a set. Coming back from a 2 stock deficit is impressive, but it's far less likely to happen than coming back a game later. Having more games in a set = more chances for comeback within that set. SDs actually have less impact in the set than they would in a 3 stock match.
Finally, the elephant in the room. What if the game does get slower? Then with a 2 stock ruleset you simply reduce the set count down. Let's be honest. Reducing set count is a far less drastic change than changing stock count.
It will be extremely hard to change stock count via just public opinion. Don't shoot yourselves in the foot. Figure out a ruleset that is adaptable sooner rather than later.
The downtime is very little unless you allow people to literally do whatever between matches. The time between the two is nearly identical when you factor in slightly shorter stocks (according to the current data we have). It's a myth that you'd be adding 5 minutes to a set. Look at average downtime between matches. It's surprisingly short in most cases. In fact, loading screens take up more time than stage selection in a lot of cases. Initial strike and ban take up the most time. You aren't going to reban or strike, just choose your stage.It's been said multiples times already in much more detail, but let me summarise:
The problem with 2 stock 5 matches is downtime in between matches is too high. It solves zero issues -- you reduce time by going from 2 to 3 stocks, and then add it again in a larger amount by increases match count and downtime.
The funny thing is that you're getting just as much time to "feel out your opponent" and more chances to adapt in a best of 5 set. If you figure out your opponent but cannot overcome the stock deficit in that match, it has way more impact in a best of three.I feel 3 stocks, 8 minutes is a fair metric to start with for the game. Even now when people are fairly fresh and getting used to it, Thinkaman's data suggests relatively fast matches, so once the game gets fleshed out more and people learn their characters better, 2 stocks will likely be far too little, even with a larger 'best of' set.
Not to mention certain tactics likely being more effective with 2 stocks versus 3, where stage control and pacing can take into effect more.I feel 3 stocks, 8 minutes is a fair metric to start with for the game. Even now when people are fairly fresh and getting used to it, Thinkaman's data suggests relatively fast matches, so once the game gets fleshed out more and people learn their characters better, 2 stocks will likely be far too little, even with a larger 'best of' set.
Such as? Maybe I'm missing something, but anything that is effective in a 2 stock match could be done in a 3 stock match.Not to mention certain tactics likely being more effective with 2 stocks versus 3, where stage control and pacing can take into effect more
Bowser can gimp 1 stock and bowsercide to win. Any suicide character can do the same.Such as? Maybe I'm missing something, but anything that is effective in a 2 stock match could be done in a 3 stock match.
Edit: I will concede that by numbers, it is very slightly easier to run the timer in a 2 stock 5 minute match (2.5 minutes per stock or 2:30) than it is in a 3/8 (2.6 minutes per stock or 2:36) from a pure numbers standpoint. Granted you'd have more matches in the set to run and less mistakes per match could be made to retain a lead, but I do concede there to be ever so slightly less time per stock.
Bowser/a suicide character always retains the ability to use a stock lead to try and go for a quick kill on the last stock or any stock. Suicide kills have been happening since Smash 64 regardless of stock count. It would not aide a gimping character or suicide character in any real way because them risking a "stale" stock to quickly kill a fresh stock has the same amount of risk/reward regardless of stock count. If they fail they come back "even" with the other player and if they win they've traded an almost "used up" stock for the other player's fresh one.Bowser can gimp 1 stock and bowsercide to win. Any suicide character can do the same.
Spikes can gimp early easily, giving those characters a big boost in the meta.
Same goes for characters with good gimping game.
You will be encouraged to risk your first stock to get that spike or gimp early, so you can quickly have a 1 stock lead and your opponent will have 1 stock left. You can then fight normally, making mistakes and being overconfident, because your opponent is going to have to play defensively as they are on their last stock already.
In a 3 stock match, one early gimp has nowhere near the amount of power as in a 2 stock match. In a 3 stock match, the player who got gimped early is not on their last stock, and thus is not pressured to play defensively right off the bat. They have 2 lives left, and can in return take some risks, regain control of the stage, and change the momentum of the match in their favour.
The stock count is the whole point of the difference - 3 and 4 stock matches cannot solely consist of "gimp and suicide" as the two KOs. Ther have to be other things going on and other skillsets being used. Even 2 gimps + 1 suicide is much more impressive skill-wise, as its more difficult and unlikely to happen in a 3 stock match. Meanwhile gimping once and then deciding to suicide the second and final stock is much less demanding of a decision to make - it's just an obvious decision.Bowser/a suicide character always retains the ability to use a stock lead to try and go for a quick kill on the last stock or any stock. Suicide kills have been happening since Smash 64 regardless of stock count. .
That's how Melee would seem if everyone was using all the bad characters too. Wait until we find out who are the best characters and everyone just chooses them, all those characters will have no trouble killing, so the average match time will go down. Most tournament plaeyrs are going to end up using these characters who can actually kill earlier.Yes, some characters can kill certain other characters in certain situations at lower percents. However, the current average living percent of characters has still risen by a large amount (roughly a 50% increase across the board). On top of this, almost every character in the game suffers from "Marth Syndrome", where their combo/damage abilities are neutered once their opponent's percent reaches a certain point and they can't follow up into kill moves. So while the first 80-100 percent might be achieved in just a few quick combos, the next 50-80% will be a slow climb of one-hit punishes and stray smash attacks. Given that the blast zones are huge in this game, the slow climb period will most likely take a very long time.
What if the best characters end up being the ones with the best spacing tools, evasive movement options, or other important features? It doesn't matter if Bowser or Little Mac can KO at 80% if they end up being combo/gimp/camp food to the characters that have the tools to do so.That's how Melee would seem if everyone was using all the bad characters too. Wait until we find out who are the best characters and everyone just chooses them, all those characters will have no trouble killing, so the average match time will go down. Most tournament plaeyrs are going to end up using these characters who can actually kill earlier.
You have to remember that both gimps and suicide kills are high risk/high reward for both players, often times initially favoring the victim. Yes, if a player takes a large risk and succeeds twice, they should be rewarded. However, once everyone learns the matchup of the seemingly powerful character that utilizes this strategy, do you think they won't be actively looking to counter these attempts at the gimp and the SD? Fighting games are a test of skill and gimps/winning SDs take a ton of skill (assuming your opponent knows the matchup). All of this is true regardless of stocks.The stock count is the whole point of the difference - 3 and 4 stock matches cannot solely consist of "gimp and suicide" as the two KOs. Ther have to be other things going on and other skillsets being used. Even 2 gimps + 1 suicide is much more impressive skill-wise, as its more difficult and unlikely to happen in a 3 stock match. Meanwhile gimping once and then deciding to suicide the second and final stock is much less demanding of a decision to make - it's just an obvious decision.
Bowser and little mac have safe on sheild pokes. Mac has one of the best evasive games. It seems like the campy spamy characters all lack strong evasive abilities. the up close characters are the ones that have stronger evasive options. Even characters who were typically very strong melee range zoners like wario and marth got hit hard in some way and have to commit more; that limits just how effective that stally zoning game is now.What if the best characters end up being the ones with the best spacing tools, evasive movement options, or other important features? It doesn't matter if Bowser or Little Mac can KO at 80% if they end up being combo/gimp/camp food to the characters that have the tools to do so.
That's true, but the simple fact is that neither you or I know the answer. Hence I'd like to take a wait and see approach.What if the best characters end up being the ones with the best spacing tools, evasive movement options, or other important features? It doesn't matter if Bowser or Little Mac can KO at 80% if they end up being combo/gimp/camp food to the characters that have the tools to do so.
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