compelled to finish this post (any Q&A later)
There's
technically an event in Chicago (set for the 14-16 of May), but it's not set to be a typical event (smaller scale, more focus on "amateur" level play) . No details have really surfaced about it yet, but it could potentially have smash (always nice to hope?)
Which means characters who suck online won't have a chance.
Poor ZSS and Peach
That would not be as large of a problem as you might think.
Let's refer to the 2008 Halo 3 Opener (seeds earned through online competition, prior to the event) I must note that this was the first major Halo 3 LAN tournament, where as the majority of Brawl entrants will have prior tournament experience in their own game. (I believe it is still worth referencing, so have a look
)
The ordered listing would be original seed for these teams, following the online qualifier (estimated past #65, at the gap).
The listed number in:
()'s = top 32 seed (re-seeded at this point); these should all be bolded
[]'s = final placing
-DNP- = didn't place in top 32
Code:
[B]1. Str8 Rippin (1)[5][/B]
[B]2. Instinct (2)[3][/B]
[B]3. Triggers Down (3)[4][/B]
[B]4. Team Classic (4)[2][/B]
[B]5. Legendz (17)[23][/B]
[B]6. The Influence (5)[11][/B]
7. End Result -DNP-
[B]8. Final Boss (6)[1][/B]
9. Crossfire -DNP-
[B]10. Fatal Images (7)[8][/B]
11. Get Scarred -DNP-
12. DGK -DNP-
[B]13. 3rd Degree (8)[31][/B]
[B]14. Phobia (18)[16][/B]
[B]15. Type Z (19)[24][/B]
16. Rise Against -DNP-
17. OMNI -DNP-
[B]18. Carbon (9)[6][/B]
[B]19. Inferno (10)[12][/B]
[B]20. Believe The Hype (20)[9][/B]
21. Above The Clouds -DNP-
[B]22. Are you Ready (11)[29][/B]
[B]23. Coconut Rebels (21)[20][/B]
[B]24. XiT Woundz (12)[14][/B]
25. Quit Or Pwned -DNP-
26. Hurricane -DNP-
[B]27. Ambush (13)[7][/B]
28. Nice Like Rice -DNP-
29. Vengeance -DNP-
30. MiB -DNP-
31. Ultimate -DNP-
32. Encore -DNP-
33. Paramount -DNP-
34. KDSTM -DNP-
[B]35. MoB Deep (22)[15][/B]
[B]36. The Lifted (23)[17][/B]
[B]37. Ununtrium (14)[25][/B]
38. Victorious Secret -DNP-
39. Get Jumped -DNP-
40. Olmec's Posse -DNP-
[B]41. Rainbow Riders (24)[10][/B]
42. Enter Logic -DNP-
43. ??? (nameless) -DNP-
[B]44. FBI Jackalopes (25)[19][/B]
[B]45. The Dynasty (15)[13][/B]
46. Simplicity -DNP-
47. TsK -DNP-
48. Negative 9 -DNP-
49. The Bachelors -DNP-
[B]50. Mind Over Matter!!! (26)[28][/B]
51. I'm Charging You OGRE -DNP-
52. Built To Spill -DNP-
[B]53. Zone 6 (27)[21][/B]
[B]54. Virtuosity (29)[27][/B]
55. XcelerateD -DNP-
56. Get Focused -DNP-
57. Vanquish -DNP-
58. SFX -DNP-
59. Team Devastation -DNP-
[B]60. Status Quo (30)[18][/B]
61. Freakn Authentik -DNP-
62. Makeshift -DNP-
63. Direct Fokuz -DNP-
64. Set On Fire -DNP-
[B]65. The Abusement Park (31)[32][/B]
[B]??. Point of Vanity (16)[26][/B]
[B]??. Calm Mentality (28)[30][/B]
[B]??. Fear The Four (32)[22][/B]
There were many (150+), unlisted teams for this tournament. (removed to save space)
Interested in how the seeding played out? Look here: (
2008 Circuit Opener for Halo 3)
Code:
Round by round analysis (in terms of upsets):
#/# reflects the match results that were considered upsets (numerically)
For Winner's Bracket (WB), I counted any seeds that progressed further than they would be expected to (without upsets) as an "upset".
(I do realize that two neighboring upsets would set up a guaranteed "upset" under this distinction, but I'm doing so for simplicity's sake)
For Loser's Bracket (LB), I counted them by first comparing shorter time in LB, then by actual seed. This fixes problems (in the earlier judgment) created by upsets in WB.
WB R1: [B]6[/B]/16
WB R2: [B]1[/B]/8
WB R3: [B]2[/B]/4
WB SF,WF: [B]0[/B]/2, [B]1[/B]/1
--------------------------------
LB R1: [B]4[/B]/8
LB R2: [B]4[/B]/8
LB R3: [B]3[/B]/4
LB R4: [B]1[/B]/4
LB R5, R6: [B]0[/B]/2, [B]1[/B]/2
LB SF,LF,GF: [B]0[/B]/1, [B]1[/B]/1, [B]1[/B]/1 (6th seed wins)
*it should be noted that almost all teams failed to record multiple, consecutive upsets in winner's bracket (1 "exception" in WB semis); and it shows that, by the time of top 32, the seeds become relatively accurate...
What I'm trying to point out:
Good (offline) players will be able to overcome their diminished online ability by playing well at the event (where it matters). This means if you were a high level smasher (offline) and had a horrible seeding from the online qualifier (or chose not to participate, thus being unseeded), you would still be able to play into a seed that more accurately reflected your skill level by performing well at the actual tournament (by defeating weaker, seeded players). In the above example, the top 16 seeds for the championship bracket (top 32) varied from their starting positions from original #1 to unseeded. I would expect the number of unseeded players (for Brawl) to be larger than the amount (3/32; less than 10% of teams) who did not participate in the (Halo 3) online tournament , as a result of previous offline tournament experience with Brawl. There was some inflation in entrants due to how much of an advantage you could potentially gain by placing in the online tournament & it was a spectacular way to work on teamwork/communication beforehand (historically, they have been a
LARGE factor in LAN tournaments) and gain overall game experience.
Also, it should be noted that in a large-scale tournament, it becomes very difficult to advance on seeding alone. This diminishes the possibility of a player advancing to top 32 from their wi-fi play. By round "X", you will have to be able to defeat an opponent who has gone through an equally large portion of the bracket, until top 32. (meaning top 16 seeds, for top 32 bracket play, are expected to be able to beat ~1/16th of the entrants; 17-32nd seeds are expected to be able to defeat ~1/16th of the field, excluding the top 16)