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The Smash Tournament Format is Flawed

Sephi_hatu

Smash Apprentice
Joined
Nov 28, 2005
Messages
110
Location
Carrol county
The above statement has likely been made before. Im perfectly aware that this post may fall on deaf ears, but I'd rather people read my thoughts, than not share them at all.

The manner in which tournaments are conducted in smash is flawed. The issue does not lie with wave dashing, or advanced techniques or whether we should use the smash ball or not. The problem is the choice to not use items at all.

Lets look at the melee 1v1 tournament format. Thats 4 stock, no items, limited stages. Stock makes sense, its there to keep people fighting each other, instead of running away like they could in timed matches. Limited stages is also reasonable. Nobody wants to play on icicle mountain. Then theres items. They're deemed 'unfair' and 'too random' and 'can tilt play in favor of one player'.

Heres the reality.

Items can be equated to 'supers' in Street Fighter. They're moves that cant just be pulled of at the press of a button. Certain conditions before-hand must be met before being able to use them. In Street Fighter, the super meter has to be filled up to execute a super move. In Smash you have to wait for an item to spawn to use the item. In both games, in order for the use of item/super to be successful you must set it up or use the item/super wisely. It takes skill to properly employ an item. Having an item does not make you god. It doesnt give you a distinct advantage. Its like saying that falcon punch is unfair. If you stand in front of a falcon punch and dont move, you deserve to get hit by a falcon punch. Taking items out of a game that is specifically designed to have items in it is like taking super moves out of street fighter. Sure you can do it, but its not the way its supposed to be played. The object of the tourny is to find out whos the best at Smash, not that best at What I Say Smash Is. We should be playing Sakurai's Smash Bros, not Bare Bones Smash Bros.

Of course an argument can be made for several obvious items. Healing items, containers, hammers, pokeballs, and invincible stars. Those items hardly encompass 'all items' though.

So, to summarize the above. Items are not 'unfair' (with a few exceptions). They are meant to be used, and are just as legitimate as supers in 2d fighting games.

Obviously, its a little late for melee tournys to change format, so heres what I hope the Brawl tournament format will look like:

Stock. Most of the stages. Healing items, hammers, pokeballs, and invincible stars (and any other obviously broken items that Im not aware of) off. All other items on. Containers are fine now because fake ones are marked.

What say you?

Edit: Crap. This should be in tourny discussion.

Edit2: Concepts that have arisen since posting.

Supers aren't random. (Points out somone)

I used super meters to be simplistic. I didnt want to get into explaining all the mechanincs of Guilty Gear. There are as many as 4 meters going at once in that game. Sometimes more with different chars. The chances of having the same conditions any 2 times in that type of environment are very random.

Concept of risk reward when getting an item.

Somone attests that grabbing an item isnt risky. Its an almost 0 frame maneuver. However, you have to stop whatever you are already doing to get the item, leaving yourself open to attack. That is the risk, the item is the reward.

Edit 3:

Some people seem to be thinking Im saying that super meters (or any meters for that matter) are completely random. Im fully aware that they are not. Im saying that they're a system that can be compared to items. They have equivalent merits and equivalent payoffs. In regards to my bringing up guilty gear, Im just saying that the meters in that game prevent things from happening to many times. Keep play from becoming stale. Making things more complex. Complex to the point that, to a random bystander, things are happening randomly.

Also, on the topic of 'people playing for money dont want there chances of winning ruined by a random item'. Problem with that logic is that if somone pays to enter a tournament where items are on, they cant really complain about losing with items. Everyones agreed to play with them.

And to those who say if I want to play with items on, I should host my own tournament: My goal is not to splinter the smash community. We should all adhere to one standard. Smash doesnt get anywhere without a unified standard. Starcraft is sport in korea. Theres no major dissent among the fans with how starcraft should be played, even though it has a greater amount of customizable options than SSB. Smash isnt going anywhere if we dont all agree on it.

Alot of people glossed over me saying that melee is melee and melee wont be changing. However, Brawl is a clean slate. I put my ideas out there so that I could affect how Brawl is played, not melee.

Finally, heres a nice thread people should look at: http://www.smashboards.com/showthread.php?t=146646
 

Chaosblade77

Smash Lord
Joined
Nov 1, 2007
Messages
1,958
The problem with items is item spawning. If an item appears right next to player A then player B has no chance of getting it, giving player A the complete advantage of the item just because he happened to be standing at the right place at the right time.

Where is the skill in being at the right place at the right time and getting a sudden advantage?

That also applies to exploding capsules or similar items appearing as you are pulling off a combo, even though you mentioned those are at least marked now. Are the capsules marked as well?
 

Sephi_hatu

Smash Apprentice
Joined
Nov 28, 2005
Messages
110
Location
Carrol county
The problem with items is item spawning. If an item appears right next to player A then player B has no chance of getting it, giving player A the complete advantage of the item just because he happened to be standing at the right place at the right time.

Where is the skill in being at the right place at the right time and getting a sudden advantage?

That also applies to exploding capsules or similar items appearing as you are pulling off a combo, even though you mentioned those are at least marked now. Are the capsules marked as well?
This is what we call 'Risk-reward'. You have to stop what your doing and pick up the item. No matter where you are. Leaving yourself open to attack.
 

anonymous_joe

Smash Apprentice
Joined
Mar 22, 2006
Messages
101
Location
Long Island
The best argument against items is, if you're charging a f-smash as marth last stock both players high damage and you know its going to hit and your going to win, and then an exploding crate drops in front of you there's a good chance you will lose as opposed to your opponent that was supposed to. It makes the game to random to place money on. (and don't say "well poker is random" because you play more than just 3 matches in poker before you get kicked out)
 

Sephi_hatu

Smash Apprentice
Joined
Nov 28, 2005
Messages
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Carrol county
The best argument against items is, if you're charging a f-smash as marth last stock both players high damage and you know its going to hit and your going to win, and then an exploding crate drops in front of you there's a good chance you will lose as opposed to your opponent that was supposed to. It makes the game to random to place money on. (and don't say "well poker is random" because you play more than just 3 matches in poker before you get kicked out)
Somone didnt read the OP well enough. I talk about fake boxes.
 

Sir Bedevere

Smash Lord
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Jan 31, 2008
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doop doop
I began reading this post, impressed with your grammar and thinking that this might be an intelligent post.

Then you said "Items=Supers". And all hope came crashing down.
 

Bror

Smash Rookie
Joined
Feb 22, 2008
Messages
15
Location
Behind someone... could be U.
The problem is that you're taking the view of the "fun world of Smash" and looking to "The competitive world of Smash" with the fun view. Fun and competitive are two different worlds. And that does start with, as Chaosblade77 mentioned, the randomness involved with items.
 

Chaosblade77

Smash Lord
Joined
Nov 1, 2007
Messages
1,958
This is what we call 'Risk-reward'. You have to stop what your doing and pick up the item. No matter where you are. Leaving yourself open to attack.
How does picking up an item leave you open to an attack, the item appears in your hand practically instantly. It's not like there is a 30 frame animation of your character bending over to pick the item up. You press A and you have it, that's that.
 

Sephi_hatu

Smash Apprentice
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Nov 28, 2005
Messages
110
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Carrol county
Super meters aren't random.
I used super meters to be simplistic. I didnt want to get into explaining all the mechanincs of Guilty Gear. There are as many as 4 meters going at once in that game. Sometimes more with different chars. The chances of having the same conditions any 2 times in that type of environment are very random.
 

Sephi_hatu

Smash Apprentice
Joined
Nov 28, 2005
Messages
110
Location
Carrol county
How does picking up an item leave you open to an attack, the item appears in your hand practically instantly. It's not like there is a 30 frame animation of your character bending over to pick the item up. You press A and you have it, that's that.
If an item spawns ON you. You still have to stop to get it. Leaving yourself open to an attack from your opponent. Its longer of a process than you make it out to be. You merely take into account the grab item animation, and not the surrounding circumstances.
 

Ryan-K

Smash Master
Joined
Nov 23, 2003
Messages
3,107
Location
Staten Island, NY
it unbalances the game even more than it already is.

Plus people don't have fun using them.

You earn super meters by blocking and attacking or however the respective game works lets you do it.

You don't "earn" items. They fall in places and you grab them. There is no risk involved and the reward tends to be retardedly good anyway. Supers vary from character to character unlike items and you usually have to combo into them/bait an opening or whatever the case may be.

Point is you can't compare supers and items because it's like comparing apples and diesel engines.

Running to get an item is hardly risky are you kidding, lol jump and press z and there is no animation. I like how casual players make fun of the whole "fox only" thing but then they propose things such as allowing items or allowing hyrule the former of which gives fox an innate advantage over the rest of the cast and makes slower chars almsot unplayable and the latter of which only allows you to use fox.
 

Cheezball

Smash Ace
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Aug 5, 2007
Messages
525
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In a house
I approve of this. Items are purely random and they are also risky because they leave you open to attacks.
 

Froilen

Smash Apprentice
Joined
Sep 2, 2007
Messages
173
I support you... mmmmm is there a tourney discusion?!?!? if you some time in future a tourney host... make shure to do it whatever you want!!!:):):)
 

Kyu Puff

Smash Champion
Joined
Feb 22, 2007
Messages
2,258
Location
Massachusetts
This is what we call 'Risk-reward'. You have to stop what your doing and pick up the item. No matter where you are. Leaving yourself open to attack.
Items actually don't leave you with ANY vulnerable frames whatsoever. In Brawl, you can grab an item in the air by performing an aerial attack (you will attack as you grab the item). On the ground, how many frames is it to pick up an item? 1? 0? Oh, such high risk!

Another point to be made is that items negate character flaws, basically unbalancing the game. For example, Marth is bad against super-campy Sheik. Marth can't do much, because he happens to be a character with no projectiles. An item drops next to Marth, and all of a sudden Sheik isn't so hot. Marth now has god range, above average speed, and a projectile! God tier, much?
 

XDead Sexy

Smash Apprentice
Joined
Jul 28, 2007
Messages
83
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Wesminster.MD
Although using items in tourneys i really don't think would be a terrible thing I mean i use items all the time and they don't effect how I loss or won a match to many people are against it for everyone to come to an agreement so its not worth fighting they way certain people don't want want the way the game to be.
 

GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
Reasoning fails. Logic fails.

Money matches aren't called money matches for nothing. Most tournaments are money matches. If you gimp out the game by adding items which can add randomness, the game isn't about skills anymore. It's the reason why most tournament people started to hate Dead or Alive 4, it had too many random factors in the game.

Tournaments are held not just for fun, but to match your skills with others, trying to win some cash while doing so. Participating in tournaments is mostly not free, you most often have to pay admission. You put money in, in the hopes of earning some money in return. If you lose money because of some random factor, you would surely be pissed off.

Why aren't there tournaments held for games like Mario Kart? Because Mario Kart is full of randomness. It wouldn't be just about racing, it would be about who's getting the blue shell first.

If you want randomness, fine, but I don't think people would want to bet their money for a tournament with that much random factors. If they would, they would have gone to a casino.
 

Sephi_hatu

Smash Apprentice
Joined
Nov 28, 2005
Messages
110
Location
Carrol county
it unbalances the game even more than it already is.

Plus people don't have fun using them.

You earn super meters by blocking and attacking or however the respective game works lets you do it.

You don't "earn" items. They fall in places and you grab them. There is no risk involved and the reward tends to be retardedly good anyway. Supers vary from character to character unlike items and you usually have to combo into them/bait an opening or whatever the case may be.

Point is you can't compare supers and items because it's like comparing apples and diesel engines.

Running to get an item is hardly risky are you kidding, lol jump and press z and there is no animation. I like how casual players make fun of the whole "fox only" thing but then they propose things such as allowing items or allowing hyrule the former of which gives fox an innate advantage over the rest of the cast and makes slower chars almsot unplayable and the latter of which only allows you to use fox.
You discredit yourself by bringing in smash stereotypes (fox thing).

You earn items by going to get them. You took the risk in getting it, and when you have it you have to have the skill to land a hit. If your opponent does not prevent you from doing these things, then he deserves to get hit.
 

Cheezball

Smash Ace
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Aug 5, 2007
Messages
525
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In a house
Kyu Puff;3978158Marth is bad against super-campy Sheik. Marth can't do much said:
Exactly. That makes it more of a challenge to the camping Sheik. It also gives Marth a chance if he was losing.

10char means that they do not have enough characters in their post to post their message, they lengthen it by putting that in there.
 

Ryan-K

Smash Master
Joined
Nov 23, 2003
Messages
3,107
Location
Staten Island, NY
WTF IS UP WITH THE 10 CHAR STUFF!!!! can somebody explain t me the meaning of 10 chars, ive been seeing it for a while and its starting to annoy me.
10 chars means the boards make you have to use at least 10 characters in your post or else you can't.

Also there is no risk of items and it limits the metagame even more, not to mention there is no incentive to approach since you can just wait for items to fall.

EDIT: sorry but lmao
Exactly. That makes it more of a challenge to the camping Sheik. It also gives Marth a chance if he was losing.
How is an undeserved comeback good for a competitive game? If anything it deludes skill. Hate to burst your bubble kid but this isn't pre school where "you deserve an advantage because you are losing". Plus you forgot to mention how sheik can strengten her lead by camping even more and waiting for items. Items are retardedly easy to catch in this game and if marth gets a hammer or some dumb **** she can just camp the ledge or something, and she goes back to camping WHICH IS ONLY MADE EASIER BY ITEMS.
 

GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
Okay, seriously guys, most of you act like tourney-goers are the one YOU'D be facing. Face it, none of you will ever go to a tournament, even if it was just for the simple fact that you'd have to PAY to be allowed to enter. If you want to play with items, fine, but you do have to respect the decisions of the tourney-goers.
 

Sephi_hatu

Smash Apprentice
Joined
Nov 28, 2005
Messages
110
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Carrol county
Items actually don't leave you with ANY vulnerable frames whatsoever. In Brawl, you can grab an item in the air by performing an aerial attack (you will attack as you grab the item). On the ground, how many frames is it to pick up an item? 1? 0? Oh, such high risk!

Another point to be made is that items negate character flaws, basically unbalancing the game. For example, Marth is bad against super-campy Sheik. Marth can't do much, because he happens to be a character with no projectiles. An item drops next to Marth, and all of a sudden Sheik isn't so hot. Marth now has god range, above average speed, and a projectile! God tier, much?
Saying items 'un balance' the game is rather stupid. Items are built into the game. Your argument is far more applicable to something like wavedashing.
 

Sir Bedevere

Smash Lord
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doop doop
Exactly. That makes it more of a challenge to the camping Sheik. It also gives Marth a chance if he was losing.
If he was doing bad in the first place, he deserves to lose. It's unfair to the Sheik player that Marth gets a random item placed in front of him that has the ability to kill her. Skill> Luck in competitive smashing.(Or so I've been told, lol. I'm a casual)
 

Sephi_hatu

Smash Apprentice
Joined
Nov 28, 2005
Messages
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Carrol county
Okay, seriously guys, most of you act like tourney-goers are the one YOU'D be facing. Face it, none of you will ever go to a tournament, even if it was just for the simple fact that you'd have to PAY to be allowed to enter. If you want to play with items, fine, but you do have to respect the decisions of the tourney-goers.
Humor the non tourny goers.

I for one want to have a say in the way things work, seeing as Im paying to play in a tourny.
 

Xengri

Smash Journeyman
Joined
Oct 5, 2007
Messages
404
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Orlando, FL
1. Supers =/= items in anyway way.
Supers are worked for, items just appear from thin air with no warning.

2. Even without exploding crates, items are still random. There is no way to set where a item will spawn and at what time. They just appear at random places whenever they want.

If I'm playing a someone and trying to recover. Then a Lip's stick appears right next to my opponent and they grabs it.
That's unfair, I had no chance to get it and, I have to worry about a ranged spike attack?

"Well, then dodge it"

It might not be that easy and, it doesn't change the fact that I was put at a random unfair advantage.

3. Randomness doesn't cancel out randomness.
If a item appears right under my opponents’ feet when I'm all the way across the stage, there is no guarantee that during the match the same will happen to me.



All in all, exploding crates or not, items just add to many random variables and, not much else.

However, if you feel that you want to play with them, go for it, but calling tournaments without items flawed is pushing it.

IIRC, there was this one person (Jack Keiser or whatever...) that is trying to getting people to support him in creating a series of item tournaments, you can try to find him if that kind of thing interest you, but many of us feel that tournaments are better with out items.
 

Ryan-K

Smash Master
Joined
Nov 23, 2003
Messages
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Staten Island, NY
Saying items 'un balance' the game is rather stupid. Items are built into the game. Your argument is far more applicable to something like wavedashing.
Hyrule temple and fox are built into the game, so by that logic fox cmaping you for 8 minutes on hyrule despite the fact that the game limits you from doing anything about it is fair.

How is a technique with like a 14 frame start up unbalancing if anything it allows you to punish things like marth fsmash.
 

GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
Seriously, the only item I think is somewhat tolerable is the smoke ball, but since it's a ******** and useless item, I'd rather not put it in.
 

Ced The Lad

Smash Apprentice
Joined
Nov 14, 2006
Messages
100
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Fullerton, California
Items can be equated to 'supers' in Street Fighter. They're moves that cant just be pulled of at the press of a button. Certain conditions before-hand must be met before being able to use them. In Street Fighter, the super meter has to be filled up to execute a super move. In Smash you have to wait for an item to spawn to use the item. In both games, in order for the use of item/super to be successful you must set it up or use the item/super wisely.
They're completely different. Super bars are awarded in those games thanks to activity. Whether you are poking, spamming a projectile, parrying, just-defend, etc. your meter is awarded thanks to activity inputted by the controls.

Items in smash have random spawn locations regardless of player activity. One can be camping, running away, or doing nothing at all. Yet there's a chance that an item will pop up near any player doing anything or nothing at all.

The point in a smash tournament format is to eliminate as many random factors as possible. Items are too chaotic and vary in their usefulness to be considered in a high stakes tournament scene. Your comparison to games with super bars is too limited. That's not a very accurate analogy.

I offer you a better one. Take the same game with the said super bars. Now add random items that spawn in random places during the fight. Some items fill your super bar, others make you invincible, some eliminate your super bars, some make you lose control of your character, and all this spawns during a best 3 out of 5. Luck has now become a major factor in winning while some of the skill takes a backseat. That's something competitive play tries to limit at all costs.

Personally though, I don't mind separating tourneys into items/smash balls/no items. You attract a wide audience and encourage use of a wide variety of characters. If people were interested in taking up time to do all that, I'm sure there'd be limited complaints. I know I'd play all three myself.
 

empty

Smash Cadet
Joined
Aug 11, 2005
Messages
64
Location
toronto canada
You discredit yourself by bringing in smash stereotypes (fox thing).

You earn items by going to get them. You took the risk in getting it, and when you have it you have to have the skill to land a hit. If your opponent does not prevent you from doing these things, then he deserves to get hit.
items dont spawn inbetween the two players. the items can appear anywhere, including right on top of someone. the opponent CANNOT prevent you from getting an item that appears on top of you. unless you think players are fighting 2 steps away from each other at all time.

I like items too, but they ARE random factors, and if people want to compare skill then they are probably right to ditch the items. I assume that you think things will ballance out and one game a player will get good item luck and then the next game have bad item luck... but when there is $500 on the line would you really want to lose because of a random explosion?

Someone mentioned this earlier but you missed it. I charge up a forward smash, the opponent is dazed. Right before I let my smash go a bomb spawns right infront of me. I can't cancel my smash attack...so?

you can play with items just dont expect everyone to agree to it
 
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