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Tournament standards

[FBC] ESAM

Smash Legend
Joined
Feb 17, 2008
Messages
12,197
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Pika?
I was wondering what tournament standards would be in Brawl+ for MMs and what i should practice in. I know its 4 stock 8 min, but what is the buffer handicap...either i suck at searching or it isn't here. Can somebody who has been to a B+ tournament tell me what the buffering restriction was?
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
I was wondering what tournament standards would be in Brawl+ for MMs and what i should practice in. I know its 4 stock 8 min, but what is the buffer handicap...either i suck at searching or it isn't here. Can somebody who has been to a B+ tournament tell me what the buffering restriction was?
Buffer handicap turns the handicap scale into a buffer scale. Rather than raising your damage, it raises your buffer window at a 1:10 ratio. So 10 handicap=1 frame buffer, while 100+ handicap=10 frame buffer (the buffer window caps at 10 frames).

Because this allows you to individual change your own buffer settings without changing your opponents, both players are allowed to use whatever buffer setting they want.

As far as other rules.
4 stock 8:00 time limit
Neutrals: Battlefield, Final Destination, Smashville, Yoshi's Island, Pokemon Stadium 2, Warioware (may be considered counterpick), Lylat Cruise (may be considered counter pick). Pokemon Stadium 2 and Warioware are both frozen (meaning then stages will not go through transformations, but rather stay in their original state the entire time).

Counterpicks haven't really been decided yet, but for now just go with the SBR's counterpick list for vBrawl. We will probably be adding more counterpicks to the list as a lot of stages are banned for reasons that don't apply anymore (horizontal chaingrab/attacklock->death mostly). We'll probably want to retest the merit of some of these stages, but until we make something official it is safe to say that the SBR ruleset is more than usable.

Oh yeah, and the DDD infinite chaingrab is not banned (because it's not there so we can't ban it lol):p

So far, the Ice Climber's chaingrabs are also not officially banned (if you chose to do so then be my guest), but there is a possibility that they will be removed entirely in favor of a buff to the character as a whole (in fact...I wouldn't bet on having the infinites much longer)
 

nevershootme

Smash Master
Joined
Feb 9, 2008
Messages
3,787
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Warner Robins, GA (Used to be Miami, FL)
the problem with custom buffers is that it causes un-voluntary waste of 2nd jumps and attacks. I pressed jump once and it consumed my 2nd jump automatically for no reason (happens around 50-100% handicap). but so far 40% buffer has been my ideal setting though... you can make it like melee or like brawl for your control flow
 

Dark Sonic

Smash Hero
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Jun 10, 2006
Messages
6,021
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Orlando Florida
^^Well that's just a problem you have with custom buffers. I personally adjust my buffer setting based on the character I'm playing (for Ike I put it at 4 so I can do jab stuff easier, for Sonic I put it at 2 cause I can't afford to buffer something I didn't want yet I still want to play close to frame perfectly for tech chases and such, for Pit I put it at 5 so I can wing cancel more comfortably, Marth I play at 0 buffer so that I don't buffer up Bs and screw myself over when I find out the opponent isn't in lag and ends up powershielding it., ect.)

Buffer settings are now a personal choice that each player should experiment with
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
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Cleveland, Ohio
^^Well that's just a problem you have with custom buffers. I personally adjust my buffer setting based on the character I'm playing (for Ike I put it at 4 so I can do jab stuff easier, for Sonic I put it at 2 cause I can't afford to buffer something I didn't want yet I still want to play close to frame perfectly for tech chases and such, for Pit I put it at 5 so I can wing cancel more comfortably, Marth I play at 0 buffer so that I don't buffer up Bs and screw myself over when I find out the opponent isn't in lag and ends up powershielding it., ect.)

Buffer settings are now a personal choice that each player should experiment with
Agreed here on every account. I do Falcon and Sonic on a 2 buffer, most characters on a 4 buffer, and Ganondorf and Snake on 10 buffer since they rely so heavily on those AC'd aerials.

EDIT: I didn't see this was in the character board. Not really sure it belongs here. We'll see what happens.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
wait, is the buffer modifier (handicap) code being used still? I stopped using it when a number of people stopped saying that it was "buggy."

Is it buggy, or is it good? Should I be using it?
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
wait, is the buffer modifier (handicap) code being used still? I stopped using it when a number of people stopped saying that it was "buggy."

Is it buggy, or is it good? Should I be using it?
Its good, go ahead and use it.
 

-Linko-

Smash Journeyman
Joined
Jan 20, 2008
Messages
498
Location
Spain
If DDD's CG isn't as OP, shouldn't SM, EB and similar stages be allowed?
 

-Linko-

Smash Journeyman
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Jan 20, 2008
Messages
498
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Spain
Then Shadow Mosses and Eldin Bridge should be legal! (as CPs, of course)
 

[FBC] ESAM

Smash Legend
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Not quite. Just because there aren't any CG doesn't mean they should be allowed. There are still plenty of wall infinites to make Shadow moses not banned and the camping issue on bridge of eldin is worse than DDDs CG.
 

Clever_Sleazoid

Smash Apprentice
Joined
Mar 9, 2008
Messages
188
Wait, wait, jabs are easier at a higher buffer? I'm under the EXACT opposite impression. Like I use 0 with Ike and I'm loving it (and 0 with Falcon).

Then with Bowser, Ganon, and Squirtle I use 10 for claw hopping, easier auto-canceling, and hydro planing respectively.
 

MK26

Smash Master
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Jun 29, 2008
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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
Neutrals: Battlefield, Final Destination, Smashville, Yoshi's Island, Pokemon Stadium 2, Warioware (may be considered counterpick), Lylat Cruise (may be considered counter pick). Pokemon Stadium 2 and Warioware are both frozen (meaning then stages will not go through transformations, but rather stay in their original state the entire time).
(@OP, but in response to ^^) You can check the unofficial stage legality discussion, but we presently have the neutrals as:
Battlefield
Final Destination
Smashville
Yoshi's Island
Luigi's Mansion (Deadlands)
Pokemon Stadium 2 (reversed)
Warioware (frozen)

with Lylat Cruise replacing the Mansion as neutral for doubles, seeing as how the Deadlands code doesnt work if there are more than 2 people playing
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
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Cleveland, Ohio
Even his uthrow cg on fastfallers? I don't think I tested that when we played the latest codeset, but it worked in 3.something.
I think that'll still work but, only at real low percents, so IMO it's not really worth doing unless we happen to lower his Uthrow's KB (which we probably will when we get a throw modifier).
 

Dark Sonic

Smash Hero
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Not quite. Just because there aren't any CG doesn't mean they should be allowed. There are still plenty of wall infinites to make Shadow moses not banned and the camping issue on bridge of eldin is worse than DDDs CG.
Actually....there should be no more wall infinites. Jab locks are gone and the only things left should be SDIable. Each time we found a new wall infinite we did something to get rid of it (though, I think Marth's d-tilt is still a wall infinite. We'll probably raise it's knockback until it knocks opponents into tumble).

So we'll actually have to test walls and walk off stages for their merit before banning them (bridge of eldin will likely stay banned though, as it does promote camping far too much. Walk offs may end up being banned again anyway, but I see nothing wrong with walled stages if there are no infinites.
 
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