What I don't get, and it's something that I have yet to have adequately explained to me, is why shouldn't Mii Fighters have their full potential enabled? The option is there, and it requires nothing to enable it, so why don't we?
Well, the way I see it, we have to justify why we do something rather than why we don't do something. It's easier to start with a conservative ruleset and then go through the process of disseminating what will and will not be enabled. So why don't we enable:
- Timed matches instead of stock matches? Timed matches are based on which opponent gets the most kills first and is susceptible to evasion of battle to ensure no side is at a disadvantage and, in matches with more than two players, "sniping" or "kill-snatching" for points. It is not a good indication of skill and so we don't use it.
- More than two players per match? More than two players creates disparity between opponents, encourages stalling or evasion of battle, is prone to unpredictable variables that can interrupt the pace of the fight, does not indicate a fair fight between two players to determine who is of greater skill, and again, is susceptible to "sniping" or "kill-snatching" to win. It is not a good indication of skill and so we don't use it.
- Items? It introduces an unpredictable and uncontrollable random element to the game and offers an external advantage or disadvantage not necessarily based on the player's individual skill or control of their character. It is not a good indication of skill and so we don't use it.
- Every stage? See above, in addition to the fact that it can interfere with the match based on topography and, in some cases, randomly-generated hazards or entities. It is not a good indication of skill and so we don't use it.
In other words, we don't enable these things because they promote degenerate play, interfere with the pace of the match, introduce an unpredictable "RNG" element to the game and do not indicate which of the two players is more skilled and has better control over their character and the stage they're playing on. They imbalance the game in a way that can't be controlled or organised.
So why don't we enable Miis to use every option they have? It's not like it's offering them an unfair advantage, in that they don't have access to more moves at the same time than anybody else does: they have access to the same amount of special moves that everybody else does, exactly four at a time. It doesn't even offer them an advantage in terms of being able to change their sets or switch out different moves between games (this is a separate issue and I will deal with it in due time), since it is effectively no different to choosing a different character to counterpick your opponent's choice of character. You don't even have to switch on a different option to use different moves: it's enabled by default. By that very definition, I'd say you'd have to go out of your way to not have Mii Fighters use their own moves. Effectively and in practice, there is no difference whatsoever between Miis having different moves than there is to being able to shift the token on the CSS from Mario to Dr Mario.
Beyond that, there's absolutely no reason to suggest Mii Fighters are degenerate or having full access to their moves is of detriment to the quality of competition, or that there's any kind of logistical difficulty in creating sets for them prior to a match.
I've been to tournaments where Miis can use whatever moves they want (our scene has used this rule since its inception) and it's never been an issue, either in bracket or in friendlies. In my experience, people don't rush to pick up Mii Brawler with Helicopter Kick and hope it's an easy ticket to victory, because...well, because it isn't. It's a single strategy that's easy to exploit when you have experience with it, same with every possible move or combinations of moves the Miis can use. We have one Mii Brawler main in our locals, in addition to a few people that have expressed interest in having pocket Miis because they enjoy the character and it appeals to their playstyle - myself among them. So the notion that Miis are somehow "broken" or (gods have mercy on us) "jank" doesn't stack up, especially if the crux of that sentiment stems from one very situational kill move (Helicopter Kick) that is, to paraphrase what I've recently heard somebody describe it as, "an inferior version of ZSS's Boost Kick". So that can't be the reason.
Logistics? Well, in my experience, it takes at most about two minutes to create a guest Mii of the default size, pick your moves and return to the CSS. It's the same amount of time as it takes to exit the CSS, create a new tag, set your controls and return. I highly doubt most Mii players will demand they play their own special snowflake Mii if generic guest Mii is an option: except for a few people who do play the character because of self-inset value, most competitive Mii players will be playing Mii because they enjoy the character's playstyle. If you do have people that wish to exercise their right to play themselves or Jackie Chan or Superman in Smash, then tell them the impetus is on them to upload the set before the tournament begins: either bring a 3DS with the Mii pre-installed and upload it from that, or use the tournament's in-house Wii U to create their Mii, and make sure that, either way, it is done before the official start of the competition. If they don't comply with the rules, then they don't get to play Jackie Chan and they can use the guest Mii Brawler. Not the end of the world. If they really want to play Mii, they'll comply. It's a grotesque fallacy to say that it takes "too much effort" or "wastes time" to upload sets or create Miis when the responsibility has been and should always be on the Mii player to do so in a manner that doesn't interfere with the scheduled competition. So logistically, there's no real issue either.
The other response often heard is that people don't want to have to learn the Mii Brawler / Swordfighter / Gunner matchup, and that is introduces an unnecessary degree of complexity to the game. I don't think that's a fair response, and I don't think people should be encouraged to promote their own agenda when it is based on, in all due sincerity, laziness. Nobody (that I'm aware of or want to be aware of) said Mewtwo should be banned because they don't want to learn the matchup, or Lucas or Roy or Ryu or Cloud or any future DLC characters. People either got the characters or found somebody who had them and they practiced until they had an understanding of how to play the matchup. The only reason I can think of why Miis may be considered an outlier in this case is due to the fact that they're not available for play in For Glory, which may make it more difficult for people to routinely practice with other Mii Fighter players. This is an undeniable issue and I sympathise with it. Yet I will by saying, quite bluntly if I may, that it's not a sufficient excuse to effectively ban three characters: Mii players get by even without being able to practice their main character on For Glory, and if needs be, you can go to Tournament mode and engage in practice battles there in tournaments where Miis have been enabled for free play. Refusal to educate oneself should never be used as a reason to justify the creation of policy.
Now what I'd consider to be a more relevant issue is the question of whether or not:
- Mii Fighters should be able to switch between pre-installed sets between matches, during the counterpick phase
- Mii Fighters should be able to use every size, or if they should have to use only the default size or choose from a pre-defined set of stock sizes
These questions can't be answered objectively, in my opinion, and it's something that Mii players may well have to compromise on with their TO. Either way, I don't think very many Mii players would be terribly upset if they weren't able to switch between sets in the counterpick phase or if they were made to use the default size ("guest") Mii. Ideally I think Miis should have full access to sets and sizes (even if they're just pre-defined sizes), and to be honest, I don't think it's even that much of an issue in terms of logistics: nine out of ten competitive Mii players will probably want to go for the smallest and thinnest Mii Fighter, since that's considered the best option universally for competition. If it's a matter of compromises needing to be made, then I think it's important a dialogue is opened up between Mii players and TOs who want to get a better idea of what Mii players expect and what is feasible in a tournament setting.
Either way, I think that's the most important thing we need to do right now: open a dialogue. Go to TOs and talk to them about enabling Miis, educate them on how they work and the benefits they can offer, help them establish the rules and volunteer to organise setups and installations if needs be. The best way to create change is to educate and inform people, especially people with the ability to make that change a reality. The first step is talking, and if we can get people to engage with us and share ideas, then we're doing something very good for the cause and the community.