"The different rule set"
Point 1.0 is a general summary, and probably all you need to get a gist of what I'm saying here. Everything else is to explain aspects further and also to begin discussion of it's usefulness. 3.3 should be skimmed too, if your only purpose is to 'skim'.
0.0 Introduction
(You probably don’t need to read this, as it contains *****ing)
The scene consists of great players, within the scope of a game which has a wide array of different characters, both facets sharing the range from bad to absolutely superb.
I believe the scene, especially from an outside view, which is primarily shaped by America is the epitome of competitiveness due to the prospect of large payouts. Great players who wish to do well are forced to only be commended on their efforts for using ’this’ character, but rarely if EVER succeed; the competitive change to better characters or continue to be commended on their efforts while losing.
In a scene which is up in arms over metaknight, a character seemingly making all others unviable in a competitive nature, an argument (such as one from Overswarm) is “he is a disease, ban him”.
I as a tournament organiser came up with a solution that I have implemented within my region to combat this ‘disease’ (that spreads far beyond Metaknight). I had a friend of mine, a member of the Smash Back Room present it to them (the SBR), but from my understanding it was completely ignored indefinitely. My chagrin can be insinuated from human nature and the tone of this post, but I felt public scrutiny and discussion is worth trying harder for.
The smash back room rule set seemingly has done nothing but overpower a character like Metaknight instead of attempting to even the playing field. Umbreon’s most recent rule set goes even further to be completely skewed and bias towards Meta - perhaps the solution is to make it so much better for MK that the tides will turn for wanting to ban him? I say this as the CP list has absolutely no stages MK does not do extremely well on anyway. The meta rule set for the games themselves is not what I wish to change, however. Whatever the appendages, it can’t be seen to make it ‘fairer’, unless you want to add items and force Meta to play on Shadow Moses (lol).
1.0 The New System
Without further ado, my rule set redefines the definition of a tournament. I call it the ‘Best and Fairest System’ or to be less ambiguous the ‘Tier Tournament System’. A tournament system that promotes further the better player winning other than the better character. The tier tournament consists of three ‘normal’ tournaments/events, where each event has only restrictions on character usage. As you can guess, these are called High, Middle and Low.
“High” allows the usage of 100% of characters.
“Middle” restricts the character usage to remove those considered unique to ‘High’.
“Low” similarly disallows the ‘unique’ characters from both high and middle.
In a ‘perfect world‘, this would mean that High has 36 characters usable, Middle 24 and Low 12.
At the point I had this presented to the SBR it was ‘set in stone’ this way. But there have been alterations since. Which will be covered later (2.1).
Each event is played out with the character restrictions in place in a similar fashion to any other tournament. With perhaps required alterations for timing purposes. Each event once finalised gives points based on their placement - first being given one, second being given two, etc. - and the final order of winners for the day are given by a list ordered from lowest score to highest (2.4 for more).
What this system is, is it allows for a higher allowance for the ‘best player’ to win, other than the individual player who is best with a singular character.
Ever since I came up with this idea, I have created a similar Character Ranking List to that of Ankoku for just my region, to distinguish which characters in our region are our ‘high’ ‘middle’ and ‘low’ tiered.
My love of this and all that is related is apparent to those who converse with me; as in my region particularly individual characters are underrepresented (D3 is mid/low, Diddy low, etc). For every tournament I now run I am excited about using a new character and pushing them up the ‘ladder’. And the same feeling spreads to others in the community as they anticipate the next opportunity to use their favourite characters in a properly competitive environment.
2.0 Implementation
As this tournament system relies heavily on what “High” “Middle” and “Low” are, I initially decided to leave it ambiguous, giving just “high unique is 12, mid unique is 12, low unique is 12”. I ran the first iteration of this system using this; and while it worked the new implementation feels to be much ‘more’ everything.
Using magic numbers perhaps derived from tournament payouts, coinciding with the Character Rank List I created have decided that “High” would be the characters making up 60% of tournament points, 40% for middle and 10% for low. Below is an example of such a distinct definition of high, mid and low using Ankoku‘s List:
High (100.00%)
Meta Knight 1233.78 [26.89%], Snake 516.03 [11.24%], King Dedede 278.41 [6.06%], Wario 243.99 [5.31%], Mr. Game & Watch 220.69 [4.81%], Marth 205.67 [4.48%]
Middle (41.17%)
Olimar 160.07 [3.48%], Lucario 155.25 [3.38%], R.O.B. 150.54 [3.28%], Falco 148.11 [3.22%], Diddy Kong 132.95 [2.89%], Kirby 129.69 [2.82%], Donkey Kong 112.21 [2.44%], Peach 105.95 [2.30%], Pikachu 93.90 [2.04%], Ice Climbers 92.22 [2.01%], Wolf 89.65 [1.95%], Sonic 81.45 [1.77%]
Low (9.51%)
Zelda/Sheik 61.67 [1.34%], Zero Suit Samus 58.4 [1.27%], Pit 57.73 [1.25%], Toon Link 48.45 [1.05%], Luigi 39.77 [0.86%], Bowser 29.19 [0.63%], Fox 28.44 [0.62%], Ike 26.17 [0.57%], Mario 18.15 [0.39%], Yoshi 14.16 [0.30%], Captain Falcon 13.12 [0.28%], Lucas 11.35 [0.24%], Link 7.96 [0.17%], Ness 7.95 [0.17%], Pokemon Trainer 5.83 [0.12%], Jigglypuff 4.28 [0.09%], Samus 2.62 [0.05%], Ganondorf 1.24 [0.02%]
As can be noted, the High consists of only 6 characters, middle of 12 characters and low consists of 18 characters. Literally (by chance) it’s 1:2:3 ratio. This means that there is quite a large array of character usages available in low, compared to initially being the bracket with a third of a cast only now is 50% of it.
I have stated multiple times that I used my own list specifically for my region, I feel that any secluded region should do something similar.
Points allocated for the top 8 of middle and low should not be given the priority of points as that of High. This promotes a person using their ‘low or middle’ in higher brackets if they feel such patriotism. Just like defining high middle and low, the points allocated should be rationed in a similar fashion. As in the top 8 characters from middle would only receive 40% of the points, and the top 8 of low would only receive 10% points when allocating to the ’list’.
The way the individual events (high, middle and low) are played are completely dependant on the Tournament Organiser, and would be decided upon by time allowances among other things.
Examples would be that all three events are double elimination, all three single, or perhaps High double and both middle and low as single elimination.
The over all results of a Tier Tournament are decided by a point system. Points are awarded to each contestant based on each player’s results in the individual event.
The points allocated go in a reversed order (kind of like Golf, and other sports determine rankings this way as well) where in an individual event a player gets points corresponding directly to their placement. For example, the player coming first in an event would gain one point, second would gain two, etcetera .
The over all order of player’s placement in the tournament is determined by an ordered list of lowest to highest points.
E.g.
High Tier
1 Mew2King (Metaknight)
2 Ken (Marth)
3 Vyse (Marth)
4 Shaya (Marth)
5 Aarosmashguy (Totally Marth)
6 Emblem Lord (Marth)
7 Kizzu (Marth)
8 RandomKidKnownAsMetaKnightLover (Metaknight)
Mid Tier
1. Mew2King (Not MK)
2. Aarosmashguy (Who cares)
3. MetaKnightLoverNowLovesOlimar
4. RandomKid1
5. Shaya
6. Steel2nd
7. Vyse
8. Kizzu
Low Tier
1. Aarosmashguy
2. Magikarp
3. Ganon4toptierLover
4. RandomKid1
5. Kizzu
6. Shaya
7. Ken
8. Mew2King
To determine the over all winner for the day, points would be to given to each player relating to the ranking, so Mew2King would be given 10 points (1st, 1st, 8th). While on the other hand Aarosmashguy, our saviour won the tournament with 8 points (5th, 2nd, 1st). Of course many of the other contestants did well too, but I can’t be bothered to count them. I think that Shaya guy probably came 3rd, maybe. If only you had practiced up a low tier character M2K!
The inaugural use of The Tier Tournament system was used at a Sydney tournament in Australia on the 19th of October of 2008. At this time it was using an old definition of High, Middle and Low.
High was played as a Double Elimination Event (12 chars)
Unique: Meta Knight, Snake, Pit, G&W, Kirby, Marth, Olimar, Wolf, R.O.B., Sonic, Fox, Lucario
Middle was played as a Single Elimination Event (14 chars)
Unique: Wario, Zelda, Falco, Peach, Ike, King Dedede, Pikachu, Ness, Donkey Kong, Ice Climbers, Link, Captain Falcon, Toon Link
Low was played as a Single Elimination event coinciding at the same time as Middle (12 chars)
Unique: Mario, Luigi, Bowser, Diddy, Yoshi, Sheik, Ganondorf, Samus, ZSS, Pkmn Trainer, Jigglypuff, Lucas.
Within ‘Low’ Lucas and Diddy dominated the top 8 (With Lucas winning) and myself as Sheik coming second.
Middle again had Lucas win (the same winner as low) with a large array of characters; including Diddy, Wario, DK, Tink and myself as Falco only obtaining fifth. No other ‘low’ chars besides Lucas placed.
High, which allowed usages of all characters had “Middle” characters DK and Toon Link place, whilst the rest were ‘high’.
The over all winner of the day was the Lucas user (who won both low and middle) and came second in High. Whilst myself who placed 5th in High, 5th in Middle and 2nd in Low came third for the entire day - showing my consistency outdid the non-consistent.
As middle and low were single elimination, they were seeded using previous tournament results as a basis.
3.0 Comments/Notes
There is no longer a reliance on Metaknight, in other words, there is no need to ban a character that isn’t directly required to win the tournament. If Metaknight’s dominance grows so large that he reaches 60% of dominance, than this ‘system’ would allow middle to be the ‘metaknightless’ scene many hoped for.
It promotes the use of underused characters to definitely allow the opportunity for an individual characters metagame to grow.
The fluidity of using a dynamic list (refer 2.2) allows/encompasses such changes in the ‘metagame’. Some may argue that Olimar being Mid would mean there is no counter to Olimar available and he would always win; if this were the case he would hence be able to transcend into High. In other words, if one singular character dominates a tier, then they would theoretically be moved to the tier above them in due course. Or the other, perhaps more favourable result is of course another character being used to counter Olimar within the that was previously unexpected.
The lack or ‘need’ for matchups between the current highs and lows. While yes it would be possible for there to be no improvement metagame wise against Ganon and MK, if a player is so good with such a character they can choose to use him in high or middle as well. There is higher chance of someone eventually wanting to try out Ganon against MK through his use in low and doing well and gaining confidence then what it is now - a presumed 80:20 or worse (ish) match up where you would only be insane to counter pick such a character in a competitive tournament.
Time is of course the biggest issue. To run all three in double elimination is in theory going to take three times longer than a normal tournament. That is of course at minimum efficiency; at ‘maximum’ efficiency it is practical for the running of three double elimination to be only two times the length (due to less use of TVs for tournament matches as the day develops). Also while having all three as single elimination is essentially similar time to just one double elim, the general ‘hatred’ of single elimination within the community is always apparent. That’s why I suggest seeding, or pools.
Irregular ‘tier list’? This point would apply more to my region more than likely to an American region. Most American tournaments have payouts, for people to win they will use the best characters they have available to them. So if somehow Metaknight drops down to middle, it shouldn’t take long for him to be back up to high, no? If an overpowered character is within a ‘tier’ he should be moving himself into a higher one, through natural progression.
So… Why do we need this system? Need is definitely not the right word. It’s usefulness for the current brawl competitive scene however is easy to see.
Many people argue, and I mostly agree - that brawl is a lot less technical than melee. Brawl is so much more about the character abilities than anything else, as it would seem. Hearing it in the “Show me your news” pod cast about MK, discussing all the ‘ideas’ about the counter pick theory, etc. it seems a lot of people realise this; hence another reason why MK is so ‘bad’ - he has no counters.
This system not only doesn’t require everyone to ‘disease themselves’ by picking up Metaknight; it also allows for a competitive environment for so many other characters. It alleviates any reason to ban him, it promotes use of other characters metagames, and the competitive scene revolves around the best player more than the best character.
Why should you as a tournament organiser pick up this system?
I believe this system makes the competitive nature for brawl as a whole more enjoyable to all participants. It may cause stir in your scene as ‘holy moly’ different people start doing better, different people start to ‘rise‘ to fame, everything (well at least 2/3rds of it) is practically going to make the game completely ‘fresh‘ to many people, fresh = people happy. Any tournament organiser who wants ANY HELP what so ever for making a ‘rank list’ for their region or how, or anything like that I am happy to oblige. I constructed a ‘timing’ list of how long tournaments running would take using this system, comparing to a normal double elimination ‘day’. If people are interested in the details I’ll post them.
Why should you as a player want this system?
You get the option to play your favourite characters, ones that you’ve always been too scared to use competitively. You get to play matchups you would have never done before. You get to see tournament winners who use more than just Meta Knight, Snake or D3. You are a freer player who now has opportunity to develop the metagames of other characters. And it will make brawl live a lot longer than its currently set to due to the wider array of possibilities.
Point 1.0 is a general summary, and probably all you need to get a gist of what I'm saying here. Everything else is to explain aspects further and also to begin discussion of it's usefulness. 3.3 should be skimmed too, if your only purpose is to 'skim'.
0.0 Introduction
(You probably don’t need to read this, as it contains *****ing)
The scene consists of great players, within the scope of a game which has a wide array of different characters, both facets sharing the range from bad to absolutely superb.
I believe the scene, especially from an outside view, which is primarily shaped by America is the epitome of competitiveness due to the prospect of large payouts. Great players who wish to do well are forced to only be commended on their efforts for using ’this’ character, but rarely if EVER succeed; the competitive change to better characters or continue to be commended on their efforts while losing.
In a scene which is up in arms over metaknight, a character seemingly making all others unviable in a competitive nature, an argument (such as one from Overswarm) is “he is a disease, ban him”.
I as a tournament organiser came up with a solution that I have implemented within my region to combat this ‘disease’ (that spreads far beyond Metaknight). I had a friend of mine, a member of the Smash Back Room present it to them (the SBR), but from my understanding it was completely ignored indefinitely. My chagrin can be insinuated from human nature and the tone of this post, but I felt public scrutiny and discussion is worth trying harder for.
The smash back room rule set seemingly has done nothing but overpower a character like Metaknight instead of attempting to even the playing field. Umbreon’s most recent rule set goes even further to be completely skewed and bias towards Meta - perhaps the solution is to make it so much better for MK that the tides will turn for wanting to ban him? I say this as the CP list has absolutely no stages MK does not do extremely well on anyway. The meta rule set for the games themselves is not what I wish to change, however. Whatever the appendages, it can’t be seen to make it ‘fairer’, unless you want to add items and force Meta to play on Shadow Moses (lol).
1.0 The New System
Without further ado, my rule set redefines the definition of a tournament. I call it the ‘Best and Fairest System’ or to be less ambiguous the ‘Tier Tournament System’. A tournament system that promotes further the better player winning other than the better character. The tier tournament consists of three ‘normal’ tournaments/events, where each event has only restrictions on character usage. As you can guess, these are called High, Middle and Low.
“High” allows the usage of 100% of characters.
“Middle” restricts the character usage to remove those considered unique to ‘High’.
“Low” similarly disallows the ‘unique’ characters from both high and middle.
In a ‘perfect world‘, this would mean that High has 36 characters usable, Middle 24 and Low 12.
At the point I had this presented to the SBR it was ‘set in stone’ this way. But there have been alterations since. Which will be covered later (2.1).
Each event is played out with the character restrictions in place in a similar fashion to any other tournament. With perhaps required alterations for timing purposes. Each event once finalised gives points based on their placement - first being given one, second being given two, etc. - and the final order of winners for the day are given by a list ordered from lowest score to highest (2.4 for more).
What this system is, is it allows for a higher allowance for the ‘best player’ to win, other than the individual player who is best with a singular character.
1.1 System Reflection
Ever since I came up with this idea, I have created a similar Character Ranking List to that of Ankoku for just my region, to distinguish which characters in our region are our ‘high’ ‘middle’ and ‘low’ tiered.
My love of this and all that is related is apparent to those who converse with me; as in my region particularly individual characters are underrepresented (D3 is mid/low, Diddy low, etc). For every tournament I now run I am excited about using a new character and pushing them up the ‘ladder’. And the same feeling spreads to others in the community as they anticipate the next opportunity to use their favourite characters in a properly competitive environment.
2.0 Implementation
2.1 Definition of High, Mid, Low
As this tournament system relies heavily on what “High” “Middle” and “Low” are, I initially decided to leave it ambiguous, giving just “high unique is 12, mid unique is 12, low unique is 12”. I ran the first iteration of this system using this; and while it worked the new implementation feels to be much ‘more’ everything.
Using magic numbers perhaps derived from tournament payouts, coinciding with the Character Rank List I created have decided that “High” would be the characters making up 60% of tournament points, 40% for middle and 10% for low. Below is an example of such a distinct definition of high, mid and low using Ankoku‘s List:
High (100.00%)
Meta Knight 1233.78 [26.89%], Snake 516.03 [11.24%], King Dedede 278.41 [6.06%], Wario 243.99 [5.31%], Mr. Game & Watch 220.69 [4.81%], Marth 205.67 [4.48%]
Middle (41.17%)
Olimar 160.07 [3.48%], Lucario 155.25 [3.38%], R.O.B. 150.54 [3.28%], Falco 148.11 [3.22%], Diddy Kong 132.95 [2.89%], Kirby 129.69 [2.82%], Donkey Kong 112.21 [2.44%], Peach 105.95 [2.30%], Pikachu 93.90 [2.04%], Ice Climbers 92.22 [2.01%], Wolf 89.65 [1.95%], Sonic 81.45 [1.77%]
Low (9.51%)
Zelda/Sheik 61.67 [1.34%], Zero Suit Samus 58.4 [1.27%], Pit 57.73 [1.25%], Toon Link 48.45 [1.05%], Luigi 39.77 [0.86%], Bowser 29.19 [0.63%], Fox 28.44 [0.62%], Ike 26.17 [0.57%], Mario 18.15 [0.39%], Yoshi 14.16 [0.30%], Captain Falcon 13.12 [0.28%], Lucas 11.35 [0.24%], Link 7.96 [0.17%], Ness 7.95 [0.17%], Pokemon Trainer 5.83 [0.12%], Jigglypuff 4.28 [0.09%], Samus 2.62 [0.05%], Ganondorf 1.24 [0.02%]
As can be noted, the High consists of only 6 characters, middle of 12 characters and low consists of 18 characters. Literally (by chance) it’s 1:2:3 ratio. This means that there is quite a large array of character usages available in low, compared to initially being the bracket with a third of a cast only now is 50% of it.
2.2 Character Rank List
I have stated multiple times that I used my own list specifically for my region, I feel that any secluded region should do something similar.
Points allocated for the top 8 of middle and low should not be given the priority of points as that of High. This promotes a person using their ‘low or middle’ in higher brackets if they feel such patriotism. Just like defining high middle and low, the points allocated should be rationed in a similar fashion. As in the top 8 characters from middle would only receive 40% of the points, and the top 8 of low would only receive 10% points when allocating to the ’list’.
2.3 “On the Day”
The way the individual events (high, middle and low) are played are completely dependant on the Tournament Organiser, and would be decided upon by time allowances among other things.
Examples would be that all three events are double elimination, all three single, or perhaps High double and both middle and low as single elimination.
2.4 Determination of the Winner
The over all results of a Tier Tournament are decided by a point system. Points are awarded to each contestant based on each player’s results in the individual event.
The points allocated go in a reversed order (kind of like Golf, and other sports determine rankings this way as well) where in an individual event a player gets points corresponding directly to their placement. For example, the player coming first in an event would gain one point, second would gain two, etcetera .
The over all order of player’s placement in the tournament is determined by an ordered list of lowest to highest points.
E.g.
High Tier
1 Mew2King (Metaknight)
2 Ken (Marth)
3 Vyse (Marth)
4 Shaya (Marth)
5 Aarosmashguy (Totally Marth)
6 Emblem Lord (Marth)
7 Kizzu (Marth)
8 RandomKidKnownAsMetaKnightLover (Metaknight)
Mid Tier
1. Mew2King (Not MK)
2. Aarosmashguy (Who cares)
3. MetaKnightLoverNowLovesOlimar
4. RandomKid1
5. Shaya
6. Steel2nd
7. Vyse
8. Kizzu
Low Tier
1. Aarosmashguy
2. Magikarp
3. Ganon4toptierLover
4. RandomKid1
5. Kizzu
6. Shaya
7. Ken
8. Mew2King
To determine the over all winner for the day, points would be to given to each player relating to the ranking, so Mew2King would be given 10 points (1st, 1st, 8th). While on the other hand Aarosmashguy, our saviour won the tournament with 8 points (5th, 2nd, 1st). Of course many of the other contestants did well too, but I can’t be bothered to count them. I think that Shaya guy probably came 3rd, maybe. If only you had practiced up a low tier character M2K!
2.5 Example of Use
The inaugural use of The Tier Tournament system was used at a Sydney tournament in Australia on the 19th of October of 2008. At this time it was using an old definition of High, Middle and Low.
High was played as a Double Elimination Event (12 chars)
Unique: Meta Knight, Snake, Pit, G&W, Kirby, Marth, Olimar, Wolf, R.O.B., Sonic, Fox, Lucario
Middle was played as a Single Elimination Event (14 chars)
Unique: Wario, Zelda, Falco, Peach, Ike, King Dedede, Pikachu, Ness, Donkey Kong, Ice Climbers, Link, Captain Falcon, Toon Link
Low was played as a Single Elimination event coinciding at the same time as Middle (12 chars)
Unique: Mario, Luigi, Bowser, Diddy, Yoshi, Sheik, Ganondorf, Samus, ZSS, Pkmn Trainer, Jigglypuff, Lucas.
Within ‘Low’ Lucas and Diddy dominated the top 8 (With Lucas winning) and myself as Sheik coming second.
Middle again had Lucas win (the same winner as low) with a large array of characters; including Diddy, Wario, DK, Tink and myself as Falco only obtaining fifth. No other ‘low’ chars besides Lucas placed.
High, which allowed usages of all characters had “Middle” characters DK and Toon Link place, whilst the rest were ‘high’.
The over all winner of the day was the Lucas user (who won both low and middle) and came second in High. Whilst myself who placed 5th in High, 5th in Middle and 2nd in Low came third for the entire day - showing my consistency outdid the non-consistent.
As middle and low were single elimination, they were seeded using previous tournament results as a basis.
3.0 Comments/Notes
3.1 Advantages
There is no longer a reliance on Metaknight, in other words, there is no need to ban a character that isn’t directly required to win the tournament. If Metaknight’s dominance grows so large that he reaches 60% of dominance, than this ‘system’ would allow middle to be the ‘metaknightless’ scene many hoped for.
It promotes the use of underused characters to definitely allow the opportunity for an individual characters metagame to grow.
The fluidity of using a dynamic list (refer 2.2) allows/encompasses such changes in the ‘metagame’. Some may argue that Olimar being Mid would mean there is no counter to Olimar available and he would always win; if this were the case he would hence be able to transcend into High. In other words, if one singular character dominates a tier, then they would theoretically be moved to the tier above them in due course. Or the other, perhaps more favourable result is of course another character being used to counter Olimar within the that was previously unexpected.
3.2 Disadvantages
The lack or ‘need’ for matchups between the current highs and lows. While yes it would be possible for there to be no improvement metagame wise against Ganon and MK, if a player is so good with such a character they can choose to use him in high or middle as well. There is higher chance of someone eventually wanting to try out Ganon against MK through his use in low and doing well and gaining confidence then what it is now - a presumed 80:20 or worse (ish) match up where you would only be insane to counter pick such a character in a competitive tournament.
Time is of course the biggest issue. To run all three in double elimination is in theory going to take three times longer than a normal tournament. That is of course at minimum efficiency; at ‘maximum’ efficiency it is practical for the running of three double elimination to be only two times the length (due to less use of TVs for tournament matches as the day develops). Also while having all three as single elimination is essentially similar time to just one double elim, the general ‘hatred’ of single elimination within the community is always apparent. That’s why I suggest seeding, or pools.
Irregular ‘tier list’? This point would apply more to my region more than likely to an American region. Most American tournaments have payouts, for people to win they will use the best characters they have available to them. So if somehow Metaknight drops down to middle, it shouldn’t take long for him to be back up to high, no? If an overpowered character is within a ‘tier’ he should be moving himself into a higher one, through natural progression.
3.3 Why?
So… Why do we need this system? Need is definitely not the right word. It’s usefulness for the current brawl competitive scene however is easy to see.
Many people argue, and I mostly agree - that brawl is a lot less technical than melee. Brawl is so much more about the character abilities than anything else, as it would seem. Hearing it in the “Show me your news” pod cast about MK, discussing all the ‘ideas’ about the counter pick theory, etc. it seems a lot of people realise this; hence another reason why MK is so ‘bad’ - he has no counters.
This system not only doesn’t require everyone to ‘disease themselves’ by picking up Metaknight; it also allows for a competitive environment for so many other characters. It alleviates any reason to ban him, it promotes use of other characters metagames, and the competitive scene revolves around the best player more than the best character.
Why should you as a tournament organiser pick up this system?
I believe this system makes the competitive nature for brawl as a whole more enjoyable to all participants. It may cause stir in your scene as ‘holy moly’ different people start doing better, different people start to ‘rise‘ to fame, everything (well at least 2/3rds of it) is practically going to make the game completely ‘fresh‘ to many people, fresh = people happy. Any tournament organiser who wants ANY HELP what so ever for making a ‘rank list’ for their region or how, or anything like that I am happy to oblige. I constructed a ‘timing’ list of how long tournaments running would take using this system, comparing to a normal double elimination ‘day’. If people are interested in the details I’ll post them.
Why should you as a player want this system?
You get the option to play your favourite characters, ones that you’ve always been too scared to use competitively. You get to play matchups you would have never done before. You get to see tournament winners who use more than just Meta Knight, Snake or D3. You are a freer player who now has opportunity to develop the metagames of other characters. And it will make brawl live a lot longer than its currently set to due to the wider array of possibilities.