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Smash UK Discussion Thread - Check first post for tournaments, facebook info and videos!

Heartstring

Smash Legend
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Jun 12, 2009
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England
well i guess not. i reckon with all the brand new technology they could fix the lag. your game was made ten years ago after all
 

Professor Pro

Smash Legend
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Messages
10,261
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England, South London
I personally think it's gonna be a load of bull, I read somewhere about they might do some nonsense about creating customized characters....either way look what they did with Brawl, it will only go downwards or stay the same.
 

Bullet Bill

Smash Master
Joined
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Messages
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UK - Southampton
I personally think it's gonna be a load of bull, I read somewhere about they might do some nonsense about creating customized characters....either way look what they did with Brawl, it will only go downwards or stay the same.
I don't know, with melee coming from ssb it went a fair bit upwards.

Personally I think there should be less characters if theres going to be a new one. The amount there is now is too many. I think jiggs, ness, lucas, R.O.B. (seriously get this ancient toy out of nintendo games), donkey kong, luigi, marth, game and watch need to be reconsidered. Lets see another Fzero character and another metroid character that isn't samus with a different outfit
 

Tamoo

Smash Master
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Jiggs, rob, lucas, snake, lucario and toon link need to be dropped imo, no idea why some of them are still in tbh, specially jiggs.

Interesting to see which gen5 pokemon get put in, none really stand out to me. Pokemon trainer or some variant will probs be in it.
 

Professor Pro

Smash Legend
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Anyone from the original cast should never be dropped, and extremely likely never will be.

They might as well drop fox though since they already destroyed him in brawl and I don't wish to see his face ever again.
 

smakis

Smash Ace
Joined
Jun 30, 2008
Messages
747
Jiggs, rob, lucas, snake, lucario and toon link need to be dropped imo, no idea why some of them are still in tbh, specially jiggs.

Interesting to see which gen5 pokemon get put in, none really stand out to me. Pokemon trainer or some variant will probs be in it.
still in? all of the characters you just listed (except jiggs) has only been in one game, what do you want them to do, remove them from brawl? =P
 

Jolteon

I'm sharpening my knife, kupo.
Joined
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Messages
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It's a page for announcing smash events (for both games so there shouldn't be melee/brawl bias) and it'll be so much easier to link it to new people who want to find out when the next event is, just like it. ._.
 

Professor Pro

Smash Legend
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Yeah everyone should really 'like' it BUT not this one, a new one should be made as thats a group and you have to wait for your request to be accepted, the new one should be one of them pages you just press like and are automatically a part of it....and plus the flipping display pictures is just a bunch of brawlers standing there, it looks gay lol....we should just have the title of Brawl and Melee Tournament on there
 

Bullet Bill

Smash Master
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Messages
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Marth and Jiggs need to be reconsidered of being put back in the game.....

Go away Ben and talk absolute crap somewherelse.
lol so rude. I'm not talking about the competitive sense here I'm talking about them as characters for the series and they just bore me, plus I've seen them too much with pretty similar movesets each time. Also don't forget that however brawl or melee was won't really have a bearing on what the new game will be. It's not going to be something like brawl+ (or any of the other ones I've lost count) or melee plus.
 

Jolteon

I'm sharpening my knife, kupo.
Joined
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Messages
6,697
Location
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How would people feel about altering the stage list slightly and stage striking for every match? This is an idea I've seen Brawl players utilise for stage lists and I think the reasoning behind it is logical.

My reasoning behind this is that I feel counter-picking stages is a flawed concept: if a stage is considered not fair for competitive play then it shouldn't be allowed at all, there is no medium behind that. I'm basically suggesting that we just CP like they do in other fighting games and alter the stage list appropriately to fit that.

The list I have in mind is:

FoD
Yoshi's
FD
Battlefield
DL64
Pokemon Stadium
Rainbow Cruise
Brinstar
KJ64

There's only two issues I see with this list:

1) KJ64 is... iffy, but also necessary to have a stage list with an odd number. The alternative is to remove KJ64 and choose one stage from RC/Brinstar.

2) Sets may be perceived as "dry" or "boring" if they're played mostly on the same stages.

For #2, I can understand the logic but I earnestly believe that having a fairer set would be the better situation, when has a rule set ever prohibited something for being boring?

Thoughts?
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
Yeah everyone should really 'like' it BUT not this one, a new one should be made as thats a group and you have to wait for your request to be accepted, the new one should be one of them pages you just press like and are automatically a part of it....and plus the flipping display pictures is just a bunch of brawlers standing there, it looks gay lol....we should just have the title of Brawl and Melee Tournament on there
stop flaming my ***. im trying to fix it up. i was kinda busy revising for an exam
 

Tamoo

Smash Master
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Alex: So as I understand it, you stage strike every match of the set? If so, probs best to take off KJ and RC. And I take it the person who loses choses who strikes first etc.
Also would it be stages then character like usual after the first match?
 

Jolteon

I'm sharpening my knife, kupo.
Joined
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Messages
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Alex: So as I understand it, you stage strike every match of the set? If so, probs best to take off KJ and RC. And I take it the person who loses choses who strikes first etc.
Also would it be stages then character like usual after the first match?
Yes, that's correct.

Striking with 7 stages rather than 9 is certainly a viable option - the only issue is deciding which is more fairer out of RC/Brinstar. Also, I felt that with 9 stages there's more options and thus you're more likely to end up on a stage that both people want to play (or rather, don't mind playing), but I can't really say if it would be better, striking with 7 would certainly get rid of the KJ64 problem.

I guess the loser having priority decision in stage striking would make sense, less to do with chance like with the current system of RPS.

I feel that characters should be done first (like in the initial game), stage striking just seems difficult when you don't know for sure what match-up you're even going to play on the stage you strike, but maybe I'm wrong and it's better to do stages first as usual.
 

rustediron

Smash Lord
Joined
Jun 21, 2008
Messages
1,347
Location
London, UK
My reasoning behind this is that I feel counter-picking stages is a flawed concept: if a stage is considered not fair for competitive play then it shouldn't be allowed at all, there is no medium behind that.
But you're not taking into account that it's not just the fairness of the stage with respect to the character roster that we consider, but the configuration of stages that are available for play. Each stage favours different characters to a certain degree, but our system of stage striking for the neutrals allows us to get the first match on a stage that is reasonably neutral towards the two characters selected, and when you add in counterpick stages, what you're doing is keeping the configuration of available stages fair, even though those individual stages themselves might be distinctly unfair. The number of counterpick stages you add will depend, then, on how biased the TO wants to allow an individual match to be, and how diverse a stagelist the TO wants to have.

For example, whilst adding Great Bay and Mute City as counterpicks might be considered as keeping the configuration of available stages fair, many TOs would consider matches on those stages to be too biased for tournament play.

Essentially, the motivation you've mentioned for the new stage list isn't really a good one; until you provide us with another one, I don't see why we shouldn't stick with our usual system, as your new one is neither obviously fairer nor simpler.
 

Bullet Bill

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Messages
3,734
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That big list of stages suggests that there will be variety in the stages chosen when in fact it will be very neutral and I don't think any stage other than a neutral will be chosen.

I don't really see counterpicks as a problem at all actually and I'd really hate to see melee broken down to stage striking for every single game. It would take a long time and would probably result in most matches being played on the same stage all the time.
 

Professor Pro

Smash Legend
Joined
Apr 30, 2007
Messages
10,261
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England, South London
stop flaming my ***. im trying to fix it up. i was kinda busy revising for an exam
I wasn't flaming you, I didn't even know it was your page, it just didn't look presentable to the public...and IN FACT...I was saying your page shouldnt even be in use, it should be a page people 'like' and are apart of....not they send a group request and have to wait for comfirmation to be a part of it.

How would people feel about altering the stage list slightly and stage striking for every match? This is an idea I've seen Brawl players utilise for stage lists and I think the reasoning behind it is logical.

My reasoning behind this is that I feel counter-picking stages is a flawed concept: if a stage is considered not fair for competitive play then it shouldn't be allowed at all, there is no medium behind that. I'm basically suggesting that we just CP like they do in other fighting games and alter the stage list appropriately to fit that.

The list I have in mind is:

FoD
Yoshi's
FD
Battlefield
DL64
Pokemon Stadium
Rainbow Cruise
Brinstar
KJ64

There's only two issues I see with this list:

1) KJ64 is... iffy, but also necessary to have a stage list with an odd number. The alternative is to remove KJ64 and choose one stage from RC/Brinstar.

2) Sets may be perceived as "dry" or "boring" if they're played mostly on the same stages.

For #2, I can understand the logic but I earnestly believe that having a fairer set would be the better situation, when has a rule set ever prohibited something for being boring?

Thoughts?
I dont see why KJ64 is an iffy stage amongst Brinstar and Rainbow Cruise :confused:

And I want a change, i've had enough of the same stages, new stages will bring interest and new hype when someone gets counterpicked on them...
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
I wasn't flaming you, I didn't even know it was your page, it just didn't look presentable to the public...and IN FACT...I was saying your page shouldnt even be in use, it should be a page people 'like' and are apart of....not they send a group request and have to wait for comfirmation to be a part of it.
i know. it was an old group i made a while ago which i was in the process of fixing up for tournament announcement purposes. its all sorted now
 

Bullet Bill

Smash Master
Joined
Feb 9, 2007
Messages
3,734
Location
UK - Southampton
I remember me and prof talking about this but I'm sure were not the only ones- KJ64 is a pretty alright stage in my opinion and it's a shame we don't see it get used much
 

gm jack

Smash Lord
Joined
Mar 13, 2009
Messages
1,850
Location
Reading/Cambridge, UK
The trouble is the barrel, which I believe is truly random, and not on a timer. When there is legitimately no way either player can know where it is and either get saved or killed by it, it's not that competitive.

The rest of the stage is pretty good, and would be a great example of a counter pick. But this one random part on how heavily it can affect a game (as it runs at the perfect height for a lot of low recoveries) means it shouldn't really be legal.
 

Tamoo

Smash Master
Joined
Aug 30, 2008
Messages
4,499
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England, Orpington, S.London
oooh yeah mute lol, forgot that stage

Jack: That isn't even my problem with the stage, IF players are willing to play gay on the stage, it's one of the few stages where it's actually possible. Also the ceiling is absurdly high and in general, just drags games much longer than they need be. If a character as slow as peach can time out another character on that stage, there's a problem.
 

Jolteon

I'm sharpening my knife, kupo.
Joined
Aug 9, 2006
Messages
6,697
Location
England
But you're not taking into account that it's not just the fairness of the stage with respect to the character roster that we consider, but the configuration of stages that are available for play. Each stage favours different characters to a certain degree, but our system of stage striking for the neutrals allows us to get the first match on a stage that is reasonably neutral towards the two characters selected, and when you add in counterpick stages, what you're doing is keeping the configuration of available stages fair, even though those individual stages themselves might be distinctly unfair. The number of counterpick stages you add will depend, then, on how biased the TO wants to allow an individual match to be, and how diverse a stagelist the TO wants to have.

For example, whilst adding Great Bay and Mute City as counterpicks might be considered as keeping the configuration of available stages fair, many TOs would consider matches on those stages to be too biased for tournament play.

Essentially, the motivation you've mentioned for the new stage list isn't really a good one; until you provide us with another one, I don't see why we shouldn't stick with our usual system, as your new one is neither obviously fairer nor simpler.
When did I say that, or even hint it? I know it's the configuration of the stage that matters, if it were to do with stages in regard to match-ups then FD would not be considered nearly as neutral as it currently is.

A stage is either fair enough to be played on, or not fair enough to be played on at all. How can there be a middle ground to stages? Labelling a stage as a counterpick is essentially saying "this stage is fair sometimes", which is stupid.

Basically, my main concern is that legal stages are split into "neutral" and "counterpick" stages, when they should either be legal or banned.

That big list of stages suggests that there will be variety in the stages chosen when in fact it will be very neutral and I don't think any stage other than a neutral will be chosen.

I don't really see counterpicks as a problem at all actually and I'd really hate to see melee broken down to stage striking for every single game. It would take a long time and would probably result in most matches being played on the same stage all the time.
Counter picking is not an issue. Counter picking characters is not an issue. Counter picking stages is an issue.

/e Actually it's not really CPing stages that's the issue either, it's having "CP only stages".

I don't agree that sets will always be played on the same stage. There's so many times where after I strike to one stage, I feel like I would play on another one if I were to strike again. Even if they were played on the same stage, I've offered my input on that already.

Time is a valid issue, but it really does not take that long to strike.

I dont see why KJ64 is an iffy stage amongst Brinstar and Rainbow Cruise :confused:

And I want a change, i've had enough of the same stages, new stages will bring interest and new hype when someone gets counterpicked on them...
Like Jack said, I'm just not very comfortable with allowing stages that have random elements to them (which is really a shame, I think KJ64 would be a very good stage for teams otherwise). Also I feel that the platform layout is really poor, circle camping on that stage is super easy, but I don't really have a lot of tournament experience with the stage to comment on that aspect.

I'd be up for a tournament with that stagelist but with counterpicking. Throw floats whilst we're at it :)
We have done that before, but my main concern really is the fact that we CP stages in the first place lol.
 

Tamoo

Smash Master
Joined
Aug 30, 2008
Messages
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England, Orpington, S.London
how about only striking to 3 stages when counterpicking so that there's at least some flexibility for the couterpicker to decide which stage to choose from rather than it essentially being a full gone conclusion.
 

Jolteon

I'm sharpening my knife, kupo.
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England
that'd work fine, my main point really is that having "counterpick only" stages is stupid and it was only done because we initially used random stage selection, and not stage striking. @_@

/e Hmm, maybe we can do this?

Game one: Strike to 3/5 stages, then strike from there as normal to decide the first stage.

After game one: The loser may counterpick from the 3/5 stages that the players originally striked to, counterpicking works as normal (stage first, winner character change, loser character change) except there is no stage banning.

This way you still only have to strike once (removing time issues), there is still stage variance and we eliminate the barrier between "neutral" and "counterpick" stages. Seems like a good compromise to me.
 

Bullet Bill

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The trouble is the barrel, which I believe is truly random, and not on a timer. When there is legitimately no way either player can know where it is and either get saved or killed by it, it's not that competitive.

The rest of the stage is pretty good, and would be a great example of a counter pick. But this one random part on how heavily it can affect a game (as it runs at the perfect height for a lot of low recoveries) means it shouldn't really be legal.
the barrel isn't that big of the deal and is very similar to the cloud on yoshis which even though it can be predicted, can only rarely be used to your advantaged as you don't know when your going to be hit off. Besides the barrel being not much of a problem anyway, it can be completely nullified by barrel hogging. Also it's not like the barrel needs to be at a constant speed and have an exact pattern for it to be used to your advantage. As KJ is a big stage theres much more room to stall and be able to use it.

ALSO, how is the barrel unfair at all? It doesn't deliberately save one player and stay well away from another.

Alex- disappointed that you agreed with Jack on that one
 

gm jack

Smash Lord
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If you try to meteor cancel by the edge of the stage as the barrel goes past, you are going to hit up B and get launched from it in a random direction.

http://www.youtube.com/watch?v=QwtW4lwI8vQ shows something similar, when the falcon loses a stock and the fox survives on account of the barrel only.

You have done the only option that would save you in any other circumstance, but it can kill you based on luck. This really isn't comparable to the cloud, as that works in a completely predictable way, and if it catches you by surprise, you have only yourself to blame.

I wouldn't mind if it were easier to keep track of the barrel, but only real time it is visible is in long recoveries and if someone is under the stage.

EDIT

Linked fixed to actually be relevant.
 

Bullet Bill

Smash Master
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If you try to meteor cancel by the edge of the stage as the barrel goes past, you are going to hit up B and get launched from it in a random direction.

http://www.youtube.com/watch?v=U-mC6ohrqXg shows something similar, when the falcon loses a stock and the fox survives on account of the barrel only.

You have done the only option that would save you in any other circumstance, but it can kill you based on luck. This really isn't comparable to the cloud, as that works in a completely predictable way, and if it catches you by surprise, you have only yourself to blame.

I wouldn't mind if it were easier to keep track of the barrel, but only real time it is visible is in long recoveries and if someone is under the stage.
that happening is very very rare and its pretty poor to base a stage being playable or not on a very precise situation. The cloud can be used in a lot more ways than the barrel because it is essentially a moving platform and you can grab the ledge after landing on it. With the barrel, even if you manage to get in it, you are very vunerable when you shoot out of it back onto the stage.

the cloud on yoshis is predictable but you cannot predict when you will be recovering or when you will be hit off the stage to use it so it goes back to chance.

I don't see any reason why KJ64 cannot be a counterpick stage
 
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