Double Helix
Smash Journeyman
Preface: Most importantly, I have seen threads on this type of thing before, but most of them change from discussions to this is dumb and no you are dumb I am right arguments far too quickly. I am not a top level player and have no tournament experience. There are a few things that I find wrong with the current ruleset, but I am fairly certain that it just comes with ignorance. I am going to go into fairly long detail as to why I don't understand why these are not being implemented, including stages. Though I am not necessarily pushing for these rules, it would be pretty awesome to see at least some of them enjoyed. I understand we sometimes have to sacrifice fun for accurately measuring competition, so by all means, tell me why my rules suck, why a stage choice sucks, or why the rule or stage is good. Tell me something I missed when it comes to testing a player in the game, and while you cannot call me wrong in this regard, tell me why you may disagree with what I value in Melee, or what you value in addition. I can't be wrong on all of this, right?
What I value in Melee:
Consistent, as correct as possible results.
Comeback potential in a set, rather than a match (without the comeback during a match being impossible).
Timer playing a bigger role in determining a winner.
Honestly, it is odd to see a timer that is equal to the number of stocks for me. In my opinion, timing out is something that should happen every once in awhile due to a great spacing battle and a battle for position. This will obviously happen more with floaties than spacies, but (yes, I know this is a bad argument for a ruleset) as a spectator it gets really tense to see the clock winding down with both characters just out of chip range in street fighter. Timing out could be a valid strategy, but stage bans exist (in this ruleset), so ban accordingly.
What I feel the players should be tested on:
Spacing, zoning, stage knowledge, match-up knowledge, adaptability, consistency, using resources.
Basic rules for this imaginary tournament I want to learn from:
Double blind: upon request
pause off
3 stocks
4 minutes
items: off
sets are best of 5 (finals are best of 7)
gentleman's clause
timed out matches will be determined by remaining stocks, then percentage. in the case of a tie the match is replayed.
1 stage ban per player in a best of 5
for doubles:
life stealing is allowed
friendly fire: on
Stages I would think to be legal:
(Neutral
Final Destination - It's FD. Is there more to say?
Battlefield - I agree with it being the most balanced stage.
Fountain of Dreams - Neutral stage. Moving platforms is the gimmick, but not a HUGE factor in high level play.
Yoshi's Story - I think this should be a counterpick in our current ruleset, but it is neutral otherwise. Freaking fly guys man. Also Randall is cool.
Dream Land 64 - Pretty balanced. Huge, but quite neutral. Sometimes Whispy Woods is annoying though.
(Counterpick
Pokemon Stadium - Neutral, with a hint of counterpick. Stage tranformation stalling would not happen in this ruleset more than likely.
Kongo Jungle 64 - Is there really a problem here? Other than the pink shinobi vs rock crock match nothing too devastating comes from this. I would like to hear a bit of feedback from people who know about matchups on this stage.
Mute City - Awesome stage really. I think it is better than Pokemon Stadium, because at least the stage transitions aren't as bad right?
Poke Floats - I do not have enough matchup knowledge or stage knowledge to call, but when I played on it, it seemed fine.
Stages I can understand banning:
Icicle Mountain - Too easily cripples characters with limited verticle mobility.
Great Bay - Too easily stage spiked; all gimps all day.
Hyrule Temple - As much as I am ok with camping, this promotes it too much as any floaty.
Brinstar - This stage does not always have a bottom blast zone.
Onett - This stage does not always have a bottom blast zone
Fourside - I do not believe it has enough floor and platform surface to test the skills that I feel need to be tested.
Big Blue - I don't know why, I just don't feel like it belongs. It is tough to put into words really.
Mushroom Kingdom II - Definition of too small.
Flatzone - see Mushroom Kingdom II.
Brinstar Depths - I like this stage, but sadly it is just awful for high level play.
Jungle Japes - I thought it would be fine at first, but just playing a few games there was just brutal.
Rainbow Cruise - The stage has one huge flaw. Super low ceiling for awhile.
Yoshi's Island 64 - Cloud camping.
Princess Peach's Castle - I don't see anything too wrong with the stage, but I feel like stage positioning is awkward. I am not a high level player so I could be wrong, but it is like you play on one half of the stage or the other.
Corneria - In my experience, Arwings can ruin combos AND extend combos into edgeguard opportunities. I dont know how to judge this one.
Mushroom Kingdom - No bottom blast zone consistently.
The stages I want input for, because they seem not terrible, but I held back for some reason or another:
Melee Kongo Jungle - Not sure how to call it. I am leaning toward legal.
Green Greens - Very tempted to make it legal. The apples don't really seem to be an issues. It is similar to dealing with a bomb/turnip. I feel as though item control is an important skill anyways as long as it is not random.
Venom - Not a fan of this stage, but I really cannot see a reason why it should be banned. The arwings are as intrusive as Corneria (from my experience).
Yoshi's Island - I just hate this stage so much I do not trust myself to make an objective decision on this one.
Feel free to give any insight on stages I banned if I did so for the completely wrong reason. I spent a lot of time thinking on this, so please give a bit of meaningful insight. I also am aware that much of the ruleset comes from what the community as a whole wants, but I have to ask so I am informed so it seems less of a differing opinions problem.
Side note: I have felt for awhile that Yoshi's Story should be a counterpick, but I can't think of a stage to replace it as a neutral so stage striking can remain a beautiful and fair process without having only three neutral stages and
thus having three counterpicks. Thanks for any help, any who read this.
What I value in Melee:
Consistent, as correct as possible results.
Comeback potential in a set, rather than a match (without the comeback during a match being impossible).
Timer playing a bigger role in determining a winner.
Honestly, it is odd to see a timer that is equal to the number of stocks for me. In my opinion, timing out is something that should happen every once in awhile due to a great spacing battle and a battle for position. This will obviously happen more with floaties than spacies, but (yes, I know this is a bad argument for a ruleset) as a spectator it gets really tense to see the clock winding down with both characters just out of chip range in street fighter. Timing out could be a valid strategy, but stage bans exist (in this ruleset), so ban accordingly.
What I feel the players should be tested on:
Spacing, zoning, stage knowledge, match-up knowledge, adaptability, consistency, using resources.
Basic rules for this imaginary tournament I want to learn from:
Double blind: upon request
pause off
3 stocks
4 minutes
items: off
sets are best of 5 (finals are best of 7)
gentleman's clause
timed out matches will be determined by remaining stocks, then percentage. in the case of a tie the match is replayed.
1 stage ban per player in a best of 5
for doubles:
life stealing is allowed
friendly fire: on
Stages I would think to be legal:
(Neutral
Final Destination - It's FD. Is there more to say?
Battlefield - I agree with it being the most balanced stage.
Fountain of Dreams - Neutral stage. Moving platforms is the gimmick, but not a HUGE factor in high level play.
Yoshi's Story - I think this should be a counterpick in our current ruleset, but it is neutral otherwise. Freaking fly guys man. Also Randall is cool.
Dream Land 64 - Pretty balanced. Huge, but quite neutral. Sometimes Whispy Woods is annoying though.
(Counterpick
Pokemon Stadium - Neutral, with a hint of counterpick. Stage tranformation stalling would not happen in this ruleset more than likely.
Kongo Jungle 64 - Is there really a problem here? Other than the pink shinobi vs rock crock match nothing too devastating comes from this. I would like to hear a bit of feedback from people who know about matchups on this stage.
Mute City - Awesome stage really. I think it is better than Pokemon Stadium, because at least the stage transitions aren't as bad right?
Poke Floats - I do not have enough matchup knowledge or stage knowledge to call, but when I played on it, it seemed fine.
Stages I can understand banning:
Icicle Mountain - Too easily cripples characters with limited verticle mobility.
Great Bay - Too easily stage spiked; all gimps all day.
Hyrule Temple - As much as I am ok with camping, this promotes it too much as any floaty.
Brinstar - This stage does not always have a bottom blast zone.
Onett - This stage does not always have a bottom blast zone
Fourside - I do not believe it has enough floor and platform surface to test the skills that I feel need to be tested.
Big Blue - I don't know why, I just don't feel like it belongs. It is tough to put into words really.
Mushroom Kingdom II - Definition of too small.
Flatzone - see Mushroom Kingdom II.
Brinstar Depths - I like this stage, but sadly it is just awful for high level play.
Jungle Japes - I thought it would be fine at first, but just playing a few games there was just brutal.
Rainbow Cruise - The stage has one huge flaw. Super low ceiling for awhile.
Yoshi's Island 64 - Cloud camping.
Princess Peach's Castle - I don't see anything too wrong with the stage, but I feel like stage positioning is awkward. I am not a high level player so I could be wrong, but it is like you play on one half of the stage or the other.
Corneria - In my experience, Arwings can ruin combos AND extend combos into edgeguard opportunities. I dont know how to judge this one.
Mushroom Kingdom - No bottom blast zone consistently.
The stages I want input for, because they seem not terrible, but I held back for some reason or another:
Melee Kongo Jungle - Not sure how to call it. I am leaning toward legal.
Green Greens - Very tempted to make it legal. The apples don't really seem to be an issues. It is similar to dealing with a bomb/turnip. I feel as though item control is an important skill anyways as long as it is not random.
Venom - Not a fan of this stage, but I really cannot see a reason why it should be banned. The arwings are as intrusive as Corneria (from my experience).
Yoshi's Island - I just hate this stage so much I do not trust myself to make an objective decision on this one.
Feel free to give any insight on stages I banned if I did so for the completely wrong reason. I spent a lot of time thinking on this, so please give a bit of meaningful insight. I also am aware that much of the ruleset comes from what the community as a whole wants, but I have to ask so I am informed so it seems less of a differing opinions problem.
Side note: I have felt for awhile that Yoshi's Story should be a counterpick, but I can't think of a stage to replace it as a neutral so stage striking can remain a beautiful and fair process without having only three neutral stages and
thus having three counterpicks. Thanks for any help, any who read this.