Bloodynite
Smash Ace
WHAT THE HELL!!! I DEMAND COPYRIGHT FOR THAT PIC SINCE I MADE IT D:<
http://allisbrawl.com/blogpost.aspx?id=79902 <-- Proof
http://allisbrawl.com/blogpost.aspx?id=79902 <-- Proof
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I never did.Does anyone even take the BBR seriously at this point?
No, you're missing MY point.DLA, I'm ashamed. Dogma, intent... this entirely misses the point. It just misses the point. Nothing is about developer intent. Dimensional Cape is banned because it's broken, and if we allowed it, the game would be unplayable.
Who is to say what the developers intended Bowsercide and Ganoncide to do? And, more importantly, who gives a ****?
Playing the game to win is about figuring out what it does do.
The intent is that Sakurai wanted all of us - us competitive people - to rot and die, after raging at wifi and tripping for the hundredth time.
I was just about to write the same thing.Seriously though, Ganon is on top of the enemy, falling to the bottom blast zone with their head in his hand. If it isn't completely obvious who the winner should be...
Everything the BBR does now is ********.Man, if I wasn't so addicted to debates, I'd quit arguing over there. But it's too much fun.
Too bad they don't have much logic over there though...
lol, I never know when you're serious or not.Everything the BBR does now is ********.
They're ****ing dumb and having a purple name is something that should be frowned upon.
Seriously. The only word that comes to mind to describe the BBR is pedantic and inconsistent. They don't apply their principles universally, only selectively, and instead of using their brains to discern unsurities, they focus on minute details that are completely impertinent to the nature of the move. No matter how pedantic one wants to be, the bottom line is that Klawmakazeing and Ganonciding and fundamentally similar in almost every relevant aspect, yet they have different win/loss/tie rates. What I want to know, is what separates the two enough, programming flaws aside, to reward them with different win/tie/loss rates? Such a make-or-break move should never be left to chance.How can character A's attack make character B win?
It's silly.
But the BBR is still inconsistent with the "Stick to the results screen lol" crap.Trying to clear up an apparently very popular misconception:
Ganonciding never had any rule covering it in former rulesets.
That it would cover Ganoncides was a (mis?)interpretation of most people because of how ambiguous the rule was worded, I'd think.
I guess that makes sense - removing an arbitrary way to strengthen a character than to arbitrarily weaken them.1) The BBR says they don't want to unnecessarily buff characters. They sad they'd rather remove a buff than apply a nerf (or something like that).
Yes, but SD isn't a results screen, mind you.2) The BBR says they want to stick with the results screen.
Which doesn't mean it is necessarily bad.3) However, the BBR says that if the time runs out and both characters are on their last stock, the character with lower percent wins.
-This rule was decided on other fighters, which are HP based
I have to disagree here. Causing damage does show the progress. While it is true that a Snake at 100% will most likely survive longer than a Jigglypuff at 100%, the damage is actually data we can read, and is a factual indication we have.-This rule disregards the fact that even though one character has a higher percent, the other character may be much closer to dying (thanks to the fact that this game is based on getting the other character into the blast zones, as well as different weights and powers)
Timeout is a standard way to find results. If you remove the timeout as solution, you are BUFFING characters that are more for direct combat and NERF campy characters.-Thus, this rule BUFFS campy characters and NERFS those characters that are more for direct combat
Wrong. We aren't banning big stages due to fast characters who camp well. We ban them due to circle stalling.-Campy play is often considered degenerate, which is why we ban super large stages that support fast, campy characters, so why do we buff them with this rule?
As said, Sudden Death isn't a result screen.4) When the game's time runs out, if both characters have the same number of stocks, regardless of percent, the game calls a sudden death
-If the BBR wants to honor the game's "decision," why is SD not played out?
This sounds sensible to me.I have proposed a sort of compromise - that if the game goes to SD, it would be a replay, and if the game goes to result screen, Ganon would be the winner. We will be discussing this issue further. As said, I do agree with you guys about that rule.
Right, but it is the games way of saying that the match was a tie, with my point being that all sudden deaths should be treated the same.Yes, but SD isn't a results screen, mind you.
...
As said, Sudden Death isn't a result screen.
No, by no means was I suggesting that we go and judge these matches on weight classes and such. It was just a point about how that rule favored one set of characters over another, and that the rematch would be the fairer option.I have to disagree here. Causing damage does show the progress. While it is true that a Snake at 100% will most likely survive longer than a Jigglypuff at 100%, the damage is actually data we can read, and is a factual indication we have.
What if the Snake is a bad player who doesn't know how to DI? Would he survive as long as a Jiggs with perfect DI?
Using weight-basis as indicator favors players (!) with heavier characters, while only damage only favors lighter characters slightly. And we don't know whether the player of the heavier character DIs well or not. We have no data we can use to make decisions upon in this case.
If you feel at a disadvantage due to this rule, you are free to play a light(er) character yourself.
Fair point. It seems like there's no way to settle this as a problem at this time.Timeout is a standard way to find results. If you remove the timeout as solution, you are BUFFING characters that are more for direct combat and NERF campy characters.
I admit, this was a rather weak point on my part.Wrong. We aren't banning big stages due to fast characters who camp well. We ban them due to circle stalling.
Okay. I'm satisfied with the answers you've provided; especially in comparison to the lackluster responses from the official discussion (which I know is a bad place to attempt to get answers from, considering all the activity). Thank you!The last part I cannot answer, as it doesn't make too much sense to me either.
Not seeing that that ganon is the worst character makes it all the more worth to fight is entertainin'Lol people upset that the worst character in the game is getting "nerfed".
Yes, Ganon player's opinions don't matter because nobody cares aboot the worst character in the game. Way to use "Grade School Bully" logic.Lol people upset that the worst character in the game is getting "nerfed".
I wish some of the better Ganons would show up and give their input. I personally wouldn't mind losing our Ganoncide wins as long as the BBR fixed up the other inconsistencies. But I know that these boards (myself included) are trying to help Ganon and get the right to have a rule (or compromise). Of course, as Verm and others have said, most tournaments will just have the suicide rule anyway.Just as a small update, I have brought up the situation in a new thread, but it currently doesn't look very bright for you guys, I'm sorry. =/