Ok people seem to be running out of things to discuss regarding tiers, so here are 2 topics to think about. I hope I didn't miss these being discussed somewhere in the last 500 pages...
1) Which is more important, having a higher average MU spread or having stronger winning MUs but with some terrible ones? In other words, how important is the ability to counterpick characters (and be counterpicked) in terms of tiers?
2) How important is the current stagelist for tiers? Since this is different at every tournament, I don't know which one would be the "current" one to talk about. But maybe we can still discuss if the "average stage" is favoring a set of characters?
Quoting my own post...lol. Anyway I'm going to respond to my own questions, since nobody said it was a crappy topic.
I think the first question is more of a theory question, but the second one was more of a practical question.
So in theory, if the cast were balanced some archetypes would counter others, and some would be jack-of-all-trades master of none. So there would be rock, paper, scissors, and neutral characters. Since if the whole cast were balanced every player would be open to learning any/all of the characters, let's say every player knows 2 characters (to start).
Any player that mains a rock character can play that character against scissor mains, and will lose to paper mains. This means he should pick up a scissor secondary right? Well, no. If this were the case all paper mains would pick up rock secondaries, which leaves us with a double blind pick for first game in which the Rock/Scissor player can at best go even, and at worst get countered. Of couse when the Rock/Scissor main comes up to a Scissor/Paper main, he is in the advantageous situation. In a standard double elimination tournament, do you ever want to have the option of being countered and getting kicked out by a worse overall player? You'll never win a tourney that way.
Well what if you knew all of the characters equally? What do you pick for first match so you don't get countered? This is very important because if you pick wrong you will be on the back foot for the entire set (you counterpick second, then opponent counterpicks you, you lose 2-1). Well, you should pick a neutral, one of the flexible characters without strong strengths or weaknesses. What should your opponent pick? Also a neutral.
So one of you wins, right? Let's say it's you. What do you pick for the second match? You're about to get counterpicked, so a neutral to lessen that right? All MUs are vaguely even for this archetype, so it doesn't matter too much what your opponent picks. Might as well be another neutral (or the same one) on an advantageous stage. It might as well be a neutral because that's probably what they've trained with most, since they need to be able to play a neutral in the first place anyway.
So you both pick neutrals. The player getting counterpicked will always pick a neutral to soften the counterpick, and the player counterpicking will pick a neutral because that's what they know. The only reason to pick Rock/Paper/Scissors is if the stage heavily favors them.
So if all characters are "even", I think flexible characters will be more important and "better" than Rock/Paper/Scissor characters. Unless we change stage counterpicking to favor the counterpicker more...
Ok on to the other question. How do current map pools affect the current metagame? I think the idea with stage picking is that, for starters, stages are mostly similar with a few small differences, and bans remove those differences until the 2 players agree on a "neutral" stage. This seems perfectly reasonable as a concept. Well the "average" stage right now appears to be Pokemon Stadium 2, Smashville, or Battlefield. Are there any characters that can say all 3 of these are good or bad for them?
For counterpicks, I think the idea is that bans allow the banner to "pick your poison", banning out most of the stages with disadvantageous traits but leaving a couple for their opponent to choose from. This means that, for every type of trait, there must be more stages with that trait than there are bans, right? Well what things are traits worth picking?
-Slopes
-# of platforms
-Height of platforms
-Separation of platforms
-Size/movement of platforms (tilting or sliding)
-Width of stage
-Width of blastzones
-Height of blastzone
-Hazards/Moving parts (YI Flyguys, Randalls)
-Walljump-ability and ledge type (ride-able wall, overhead lip)
Maybe I should make a chart that crosses potentially legal stages with these traits. That would make this discussion easier wouldn't it? In the meantime, how do these traits affect the cast?