Yooooo this is one of the coolest things I've read in this board.
Can we talk about this? You know I'm all about keeping the game as close to its natural state as possible, and this sounds promising.
The main drawback, as @
Touchebag
mentioned, is that it adds a bit of time to an already timed-out match. It doesn't add as much as, say, an extra round in the set, since stage selection is removed and lethality is high, but it does take a moment to run from 0% to 150%+ handicap (depending on if you run a set percentage or do the end-percent-additive idea). Bumping the stock down by one is negligible. The real questions, logistically, become:
What time limit is set for the Sudden Death round?
What happens if THAT round times out? (Which, to be fair, is already a consideration for the "if percents are tied" 1s3m tiebreaker)
The current "tiebreaker" round is set to a 3 minute time limit on 1 stock, which is pretty generous. I don't think having such a high limit is necessary with each player fighting at a -minimum- of 150%, but I could be wrong. From a setup stance, it makes sense to leave it at 6 minutes or whatever the time was previously, but this runs the risk of still going to time (and taking THAT much longer).
My personal idea would be to set it to 1 stock, 2 minute. Even in "extreme" camping cases, the odds of someone failing to land a killing blow (of which there are many at 200+%) are pretty slim. Even Bowser will nearly die from a regular Spindash at 200%.
Of course, what time to set that limit to is very up for debate. 1 minute is probably still escapable in several matchups on some stages, and depending on 300%, 200%, or 150%+ disadvantage, certain characters can quite feasibly
not be under a major threat for such a short timespan, and it's possible for certain players or characters to be reluctant to engage at those percents if the timer is close enough for a timeout to seem practicable. 3 minutes is really long but sets the stalling bar equally far. 2 minutes may be a decent middle ground in that case.
Of course, on the whole, it may not be any
fairer of a resolution method. A Sonic timing out against a Bowser may enter the fight at 200 while Bowser enters at 300, and still end up winning while just drawing it out for another minute or so. Still, I think this idea lets us get closer to a meaningful resolution, without relying on complicated formula or running the risk of muscle memory skipping the results screen.
I would say the main problem is that it heavily favours characters with fast/ranged attacks such as Link and his bow. Since basically every attack will kill, slow, strong characters like Ganondorf have basically lost before the SD even begins.
If we ignore the fact that this takes more time (TOs hate everything adding to game time) I really like this idea. It's basically like overtime in many sports.
However, this begs the question of why we have the time in the first place. If we're just gonna continue a timed out game where it left off why not just turn off the time completely? The time limit is mostly there to ensure tournament matches take too long. This would essentially make time meaningless.
To be fair, counting by percent already favors fast characters and those with quick projectiles. However, swapping to Modified Sudden Death forces player versus player engagement, which isn't offered by the cat-and-mouse percent chases the current system causes.