Team Giza said:
So... they are a little unbalanced what is the big deal here. Plus so far I haven't seen many people actively trying to find ways to avoid Final Smashes. A lot of things need to be tested before we just straight out say NO to them. Hell, a lot of the people I play Bloody Roar with wanted to turn off Hyper beast for matches but we kept them on and we ended up over coming the problems we thought they had.
There
is no way to avoid certain Final Smashes. Some are just
that imbalanced. It's like having a full Super Bar in 3S. You can unleash it at any time, from a combo or even from simple shield pressure. Imagine if Chun Li could do any jab/low sweep/fast move with or without hit confirm (even if it's blocked) into the
Hoyoku Sen, which would be
unblockable and take out
all of the bar (stocks in Smash are comparable to rounds in Street Fighter III: 3rd Strike, hence, 1 stock = 1 bar in a Best out of 5 rounds game).
Team Giza said:
Has anyone actively tried to find specific ways to approach characters effectively when the opponent is holding a smash ball? I don't think its good to get rid of things so early unless the community really tries to find ways to avoid these and cannot find anything after a long period of time.
There isn't. Certain characters have FS:es with such a huge range and hitbox you cannot possibly approach them without getting hit (Samus/Mario). Some have teleporting ones that will hit you if you're in range and in front of them (Link/Toon Link). Some are just unblockable so any time you're within range, even if you shield, you'll get hit (Link/Toon Link/Ike/Marth/many more).
I'm not saying we should ban them and never unban them. I'm calling for an initial ban from what we've seen so far and if anyone discovers a way to balance them out,
then we unban them.
Team Giza said:
Doesn't Marth's FS have the potential of causing him to kill himself? Doesn't the smashball get knocked out of Marth with relatively weak attacks?
No. And no.
Team Giza said:
I don't think the randomness created by most items, including smash balls, is enough to really make a banning seem acceptable. There are plenty of games that are played in tournaments that have some random elements but they have survived as tournament games for years and years. Look at Street Fighter 2 Super Turbo, it is like the grandfather of fighting game tournaments and they still have tournaments for it 13 years after its release and it was random elements that are comparable to what items bring.
Name these elements. And how they compare to items.
Team Giza said:
Yes it is.
So what?
Like random grab damage in Super Turbo?
First they need to break it, then they need to do this easy combo to make it effective. The others just don't have a good final smash... who cares? Doesn't seem like its something that is game breaking.
Yes it is when the game will devolve into basically forcing any competitive player into playing one out of 4 characters (most preferrably Marth) in order to win because it's
impossible to win with any of the other 31 characters.
Team Giza said:
So we need to add exact stuff to games in order to make a comparison? So random effects and damage in Super Turbo don't hold up? I guess you think Super Turbo isn't tournament worthy?
I don't play Super Turbo. Name them.
Team Giza said:
Unbalanced stuff happens in games. Look at some of the supers in 3S, some are crazy good damage and short bars and good hit confirms while others have long bars almost no way to combo and doesn't do too good of damage.
Let's see, how can I put this so you'll understand.
Imagine Street Fighter III: 3rd Strike as it is, only you can no longer do Special Arts using the Super Bar. The Super Bar can only be used for EX attacks.
The only way to perform a Special Art is to catch a Special Arts Ball which will appear randomly with an intervall of every 5-40 seconds depending on what setting you use. In order to get this Special Arts Bal, you have to hit it several times. Some people have a much easier time getting it. You can also get it knocked out of you.
Now imagine (with no correleation to how easy it is for some get the Ball) some of these being wholly overpowered. Some of these will
take off your entire health bar. Not only that,
they're unblockable and can be comboed into from
a blocked attack. It is also impossible to
parry them. Heck, some of these even
teleport forward, making it almost impossible to dodge them.
Meanwhile, a whole slew of characters have Special Arts that are easily parried, don't inflict much damage at all or simply make you dizzy. One is the Geneijin (Luigi's).
These people whose Special Arts can take off your entire health bar are already among the very best characters and make up approximately 1/10th of the total tally of characters in the game. In SFIII: 3rd Strike terms, this would make it
two characters.
The game will devolve into a game where it is
impossible to win unless you play as one of said
two characters. It is not just hard to win with the others, it's
impossible. The others will have to work hard to get these two characters' health down while these two characters can do the same (being Top Tier, they won't have much of a problem there). But if one of the Special Art Top Tiers gets a Special Arts Ball, the round is pretty much over.
Even in Dittos or when the two face each other, they can fight and chip away as much as they want, once that random event where a Special Arts Ball appears occurs, whoever gets it first will win the round (which is already reaaaaally long, over 2 minutes long, because your lifebar is reaaaaaaaally large now (it has to be in order to compare with Brawl - Most characters need 150% on the opponent for a KO, Marth only needs one Final Smash)).
There, did you follow my analogy? Now do you see why we cannot
possibly use FS:es in tournaments?