pXp1 is probably the thing I’m most solidly a proponent of when it comes to match procedures in Ultimate. It has a ton of benefits over the current system, and is simple to use. The neat thing is,
pXp1 is nothing more than a change in the order of events (see my
previous post on the subject).
>> pXp1 shows that swapping the order of events can be beneficial… how about we give that a shot somewhere else, too?
But first, we need to talk about “auto-bans.”
The point of banning (striking) stages in game 2+ is to remove stages that you don’t want to play on. That’s all well and good; in Smash 4, if I’m a Little Mac main, I can ban Duck Hunt, so I have no chance of being memetically camped out by the tree. In a system with 1 ban, the goal is to give the last game’s loser his 2nd best stage. When fighting against Mac, Duck Hunt is probably your best stage in that MU (or close to it), so the system works.
My own character isn’t the only factor that can influence my bans, though. There are certain stages that certain characters excel on, and it’s in my best interest to prevent my opponent from attaining one of those character-stage combinations. For example, if I think my opponent will play as Mario or ZSS (in Smash 4), I will want to ban triplats. Problem is, I don’t know if my opponent will play as one of those characters,
because stage is traditionally chosen before characters. If my opponent plays a camping character game 1, I’ll probably ban FD… only for him to pull out a pocket Mario and ladder me on BF. He got his best stage, not his 2nd best stage… the system doesn’t work.
The issue is exacerbated when a character is so good on a stage that the combination breaks the game, such as
Meta Knight on Skyloft. If Skyloft is legal in Ultimate, then if you know you’re going up against a Meta Knight, you’ll want to ban Skyloft. But what if you don’t know that you’re going up against a Meta Knight? He’s a pretty meta-relevant character right now, and he has such a huge advantage on Skyloft… so unless you ALWAYS ban Skyloft, there’s always a risk of your opponent picking the stage, pulling out a pocket Meta Knight, and camping you for the whole match.
So Skyloft becomes an
“auto-ban,” meaning that players almost always ban it in game 2+ (or in the case of L, they don’t pick it to begin with). You’re kinda forced to ban it, unless you want to run the risk of MK. The stage falls out of relevance, and since you have to waste a ban on insurance against potential camping, the ban system’s balance is thrown all outta whack. It’s in the best interest of the meta to remove such stages from tournament play.
>> Traditionally, we have to remove a stage from tournament play if a particular character is too powerful on it, even if it’s only one character.
But that’s kinda concerning. There’s 70 characters in this game, and many potential stages – lots of interlocking variables. In a game this complex, it seems limiting to use a system which renders a stage unusable should even ONE combination of these variables be problematic. Meta Knight can camp on Skyloft, and maybe a couple of other characters can too – but otherwise, the stage may be perfectly fine. I’m worried we may be hard pressed to find many stages that DON’T excessively benefit a certain character.
There’s also Brawl, where IIRC several stages were banned just because of Meta Knight. I wasn’t around for it, but didn’t banning those stages just make icies even worse because their bad stages were gone? Might wanna avoid that if possible.
pXp1 puts a band-aid on this issue, but doesn’t solve it completely. It’s true that pXp1 helps wasted bans in some cases, primarily the type such as Mac banning Duck Hunt – in other words, stages W would like to ban regardless of his opponent’s character choice. In other cases, though, not so much. L still won’t want to nominate Skyloft out of fear of W picking Meta Knight. Similarly, if L does nominate Skyloft, W will be afraid of picking it out of fear that L is planning to use Meta Knight.
>> Even one character being too good on a stage can spoil it for everyone else, which is concerning when there are so many characters (and thus, chances for any stage to be broken). Even pXp1 doesn’t quite fix this issue.
The fundamental issue here is that character choice is an unknown variable. If I knew my opponent’s choice of character beforehand, I could handle Skyloft accordingly. If my opponent is not using Meta Knight, I’m gonna be a lot more comfortable not striking the stage, because there is no chance that my opponent can break the stage. The problems with the stage are removed, and it can be legal.
Choosing character before stage would be a big change in the way game 2+ is played, but it’s hardly unprecedented. Game 1 already uses the system, in fact, and for this very purpose.
I’ll use Smash 4 for the following examples:
The goal of game 1 striking is to find a stage which is
most neutral for that character MU. This requires that both players be informed on what that character MU even IS. For example, if I know that my opponent is using Mario, chances are Battlefield will not be the most neutral stage for this MU. So I ban Battlefield, and after the process ends, we land on a stage that’s probably the most neutral for the MU, out of the 5 starters.
Similarly, in Smash 4 where there is 1 ban, the goal of game 2+ striking is to find a stage which is
the previous game’s loser’s 2nd best stage for that character MU. This requires that both players be informed on what that character MU even IS. For example, if I’m the prev. game’s loser and I know that my opponent is using Mario, Battlefield is probably his best stage period, so it will not be his 2nd best stage. So I ban Battlefield, and Mario picks a stage that’s probably his 2nd best stage for the MU, out of the 5 stages.
If either of those two examples were to use stage-first, then there’d be no way to determine the most appropriate stage for the MU, because either player could pick a character that excels on the chosen stage and break the system. The use of such a system in game 2+ is what forces us to remove stages like Skyloft from the ruleset.
>> We use character-first in game 1 because the information it provides is crucial for accurately determining the best stage for the MU. The same arguments apply for game 2+.
In Ultimate, lots of stages would benefit from this system… and I think that generally,
it’s a good idea to change the procedure to fit the stage list, rather than the other way around. It’d be a shame to have to ban all these stages just because we traditionally do things in a certain order.
To sum up my stance right now…
Traditional order of events
- W bans a few stages
- L bans a lot of stages
- W selects character
- L selects character
Proposed order of events
- W selects character
- L selects character
- L bans a lot of stages
- W bans a few stages
>> Biggest improvement: each player’s stage bans are, overall, more informed. The goal of finding L’s Xth best stage is more consistently achieved.