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The Fandango Time-out Clause and the Concept of Lose Conditions (Updated OP)

Jack Kieser

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The OP has been updated. Edits and updates are in Red. They are at the bottom of the post.

--Jack



This is GrimFandango's idea, but since it hasn't been posted in Ruleset Disc. yet, I figured I'd go ahead and post it; it needs discussing.

Thesis: Many people, especially in Stage Disc. (which more people need to read), think that the time out rules that are in place now cause more problems than they fix. GrimFandango thinks he, with helpful edits from Stage Disc., has found a rule that will fix those problems. The Fandango Time-out Clause aims to fix the problems added into the game by the necessity of having a timer for practical tournament purposes.

History of the Timer

Originally, Smash started out as a game with only one win criterion: have more KOs than your opponent at the end of two (2) minutes. This caused numerous problems: the timer wasn't long enough to allow for meaningful battle, and winning solely by time out put too much emphasis on speedy, campy characters and nerfed characters without good ground/air speed, as well as with bad approaches. Thus, the win condition was changed to a stock battle, in which the SOLE win condition was to remove a preset number of stocks from the opponent before he did the same to you.

This, however, caused its own problem. Without a predefined timer, matches could, potentially, go on forever. Within the context of competition in and of itself, this was not a problem; given infinite time, a stock match could accurately find out which was a more skilled player... however, the PRACTICALITY of tournaments required a fixed schedule, so a timer had to be implemented in order to keep tournaments from going over time.

Note that this is the ONLY reason that timers were added to Smash. Timers were NOT added for the purpose of adding a win condition by time-out... but this, necessarily, was the outcome.

Problems Caused By Adding a Timer

Unfortunately, by adding a win condition by time-out, we needed a way to determine ties when taken to the timer (since it is impossible to have a tie in a solely stock match), which is where the "lowest % damage wins" clause originated from; this was an attempt to model Smash's time out win criterion around the time-out wins of more traditional fighters. Brawl is a campy game, with a focus on stopping approaches. This caused numerous problems, specifically, within the context of Brawl, namely that a skilled player could do minimal damage and simply NOT ENGAGE (therefore, subverting the natural win criteria of stock matches) and still win the match. This caused the rise of circle camping (since banned), various projectile stalls and camps, air camping, and most notably planking.

These are all problems caused not by Brawl naturally, but by adding a win criteria to the game that subverts the game's inherent win conditions and that circumvents the game's built in results screen.

The Fandango Time-Out Clause

The Fandango Time-out clause aims to restore the win condition of Brawl to as close to the original as possible, namely, the requirement that a player removes all of his opponent's stocks. The rule is as follows:

"If a main set match goes to time, a 1 stock, 5 minute tiebreaker match is played on the same stage, with the same characters; both player's ending % are carried over to the tiebreaker match to the nearest 10% using the handicap feature. If this match goes to time, the player with the lowest % at time wins. It is the player's responsibility to keep track of their %'s; if either player cannot or does not give an accurate % at the end of either match, then he/she is automatically awarded a loss."

Let's analyze the rule's component parts and determine how exactly it achieves its goal.

"If a main set match goes to time, a 1 stock, 5 minute tiebreaker match is played on the same stage, with the same characters"

This ensures that winning solely by the timer is NOT an option at all, much in the same way Brawl does naturally. In a purely stock based setting, ties are not possible; the game continues until one player wins, eternally. When a timer is introduced, however, the game eradicates ties by adding a Sudden Death round. The problem with Brawl's inherent Sudden Death is that it forces the players to start at 300% and introduces falling hazards randomly; it doesn't take much thought to see how this is anti-competitive.

By circumventing this sudden death round, our current ruleset has allowed players to time out by, essentially, not continuing the match, which is also anti-competitive (because it can be abused to circumvent inherent skill checks required for the game to even BE competitive). However, simply forcing a new match allows a losing player to, in the event of evident loss, force the game to time to get a rematch, which is also anti-competitive (it gives the losing player and ADVANTAGE). Luckily, Grim's next sentence fixes this problem.

"... both player's ending % are carried over to the tiebreaker match to the nearest 10% using the handicap feature."

Here is the brilliance of the Fandango clause. By utilizing the handicap feature, it is possible to, within an acceptable margin of error, carry over the original advantages and disadvantages of the main match into the tiebreaker, thus removing the advantage the current system unfairly awards the losing player! It must be noted that, because rounding must happen to use this system, not all advantages are carried over, but this system has a built in safeguard that assures that the maximum advantage differential between the main match and the Sudden Death round is no more than +/- 5%, more than acceptable, given the alternative.

"If this match goes to time, the player with the lowest % at time wins."

Unfortunately, even this match has to end in something that isn't a tie, and chaining Sudden Death rounds infinitely would be redundant and meaningless. This is the only carryover from the current system. The idea is that getting to the point in which this actually decided a match is made SO DIFFICULT that it is an impractical way to win, thus minimizing its abuse.

"It is the player's responsibility to keep track of their %'s; if either player cannot or does not give an accurate % at the end of either match, then he/she is automatically awarded a loss."

This last sentence ensures that it is the PLAYER'S RESPONSIBILITY to remain honest and to keep track of his/her % damage accurately at the end of a main round. This is already the case in the current ruleset, however a point is made to explicitly state it here for clarity.

Conclusion / TL;DR

The conclusion that has been reached after much deliberation is that the Fandango Time-out Clause is able to restore the native win condition of Stock Brawl to its rightful and original significance, while also reducing the INADVERTENT addition of a possible win by time-out.

The full rule is as follows:

"If a main set match goes to time, a 1 stock, 5 minute tiebreaker match is played on the same stage, with the same characters; both player's ending % are carried over to the tiebreaker match to the nearest 10% using the handicap feature. If this match goes to time, the player with the lowest % at time wins. It is the player's responsibility to keep track of their %'s; if either player cannot or does not give an accurate % at the end of either match, then he/she is automatically awarded a loss."

Discuss.

OP Update: The Concept of Lose Conditions

It seems that, instead of fixating on what this clause does right, people are fixating on the relative little it gets wrong, which I hope to rectify by proposing a change to our mindset on what it means to win a match, and how wins are carried out. After mulling it over, it seems to be the case that, in an attempt to act more like large-scale competitions like pro football or MLG, we have forgotten certain facets of practical competitive play; this, I think, is what is causing the current unease about the Fandango clause. Beware: the OP is getting longer.

What It Means to "Win"

What does it actually mean to win a match? We, in various threads and debates, often talk about the "win conditions" of Brawl as we know it now, and as it once was. This thread covers the concept in detail, but leaves out one very important issue that, until recently, just never came up. So, in order to address it, let's first go over what a "win condition" really is.

When people talk about "win conditions", they are really referring to what is required of a player by the game in order to win, or an action that the player must take or complete in order for him o be considered a "winner". These conditions, though it doesn't always seem like it, are dependent only on the actions of the player being charged with winning; what this means is that, even though there are at least 2 players in any given match of Brawl, each player has a separately tracked win condition; the win condition is only dependent on YOUR own actions, not your opponent's.

For instance, the most widely known win condition in Brawl is "Remove all of your opponent's stocks". Most people add the conditional statement "before he removes all of yours" to the end, but that's actually unnecessary. While you are trying to remove you opponent's stocks, he has his own win condition, being separately tracked (the removal of HIS opponent's stocks). This is a very important distinction to make because it means, simply, that this concept is the one that makes it possible to have ties in any game. If two players of any game complete their own win conditions separately, but simultaneously, the game must award a win to both players (because they both completed their objective)... but game's can't have two winners (most of the time), so instead we call the state the game is in when both players complete their win objective a "tied state", or simply a "tie".

So, why is all of this important? Because by realizing that the game assigns, essentially, two separate win conditions, one to each player, we must also accept that there is a corollary to the win state that must also exist to give each win condition context.

The Lose Condition

In order for a "win condition" to have any meaning, you must know what it means to succeed AND to fail at the condition. That means that, in order to be able to award one player with a win and one player with a loss, each win condition must be paired with a corresponding lose condition that, upon being met, causes a player to automatically lose the game. Without this lose condition, winning has no meaning, in a practical sense, and so no competition can happen. So, what is Brawl's lose condition, if the win condition is to remove your opponent's stocks?

Simply, Brawl's lose condition is for a player to "fail to remove his opponent' stocks". If a player does not remove his opponent's stocks, he fails the win condition, but achieves the lose condition, thus awarding the player with a loss. This seems like a simple concept, but it has surprising implications aside from giving us the ability to discern the difference between a win and a loss. Just like with how win conditions are tracked, loss conditions are also tracked separately, yet simultaneously, by the game. A player can achieve his loss condition independently of his opponent, and in fact both players can independently achieve their fail conditions simultaneously, exactly how two players can achieve their win conditions simultaneously. As in the case of a simultaneous win, a simultaneous loss of both players results in a tie... but in a completely different tie!

Simply, if both players won match one, the score would be 1-1 (which cannot happen). But, if both players lose match one, the score is 0-0... still a tie, but a totally different kind of tie!

Brawl, Win/Lose conditions, and Ties

When a player completes his win condition, we award that player a point, in bracket. In a best of 3 set, a player "wins" the set when he accumulates 3 points, creating a layered win condition, or a win condition inside of another win condition. Assuming a hypothetical set in which a player has achieved his win condition twice, while his opponent has achieved it once, the final score of a set would be 2-1 (two points to player 1 and one point to player 2). When players tie, if ties were allowed, both players would be awarded a point; however, simultaneous win conditions in the event of two winners are competitively invalid (two players cannot advance in any given round of a bracket) so when two players achieve win conditions simultaneously, a "tiebreaker" is played.

On the surface, all of this would seem to be the same if both players achieve their LOSE conditions simultaneously, as well, but that's not actually the case. A match can only have one winner, but it can have two losers without repercussions. How is this possible? Simply analyze what happens to the bracket in the case of two disqualifications in a set. If two players are DQ'ed for a breach of tournament procedure (for instance, both use a banned tactic, or both are accused of match fixing), neither player advances, and the opponent in the next round receives a "bye", or is awarded a free win. Thus, it is impossible, within the context of a bracket, to have two winners, but it is logically permissible to have two LOSERS.

What does this mean in terms of set scoring? Simply, if both players are awarded a loss for any given game, they are simply both denied a point for that match. So, if we have a hypothetical set in which round one is awarded to player 1 and round two is awarded to player two, yet round three is lost by both players, the final set score would be 1-1 (out of 3). This means that neither player achieved the win condition for the set, and thus neither player can advance to the next round. This is, in the context of a bracket, both logically valid and competitively permissible.

Simultaneous Losses and the Fandango Clause

How does this relate to the Fandango clause? The Fandango clause attempts to mirror the game's results screen as much as possible, yet runs into a stumbling block when the Sudden Death match reaches time. This is because Brawl's native Sudden Death does not have a timer, and could theoretically go on forever, which cannot be allowed in a traditional tournament setting; the tournament, unlike an NFL game or a MLB game (which has virtually unlimited funding and a viewer base which is willing to watch indefinitely), has practical time limits which must be adhered to. The Fandango Clause's failure is in its inability to deal with this necessity to end, but has, until now, been logically unable to end without a winner.

I propose that the clause be allowed to award both players a loss at the end of the timer, if they have not completed the win criteria of removing the opponent's stock. This is, as proven above, logically permissible and competitively valid. In addition to this, it fulfills it's goal of mirroring Brawl's native results screen as much as possible.

Now, people may try to make the argument that, if this can be done, why it cannot simply be done at the end of the main match, and save 5 minutes of overtime. Simply, the reason is because the results screen would have given a second change, and so should we. If Brawl, at time, simply called the match a draw, then we would, too, and simply award both players a loss. This is not the case, however. The game would continue into a Sudden Death round, so in the interest of mirroring Brawl's native results screen, so should we.

Thus, I postulate that the clause be changed as such (change in bold):

"If a main set match goes to time, a 1 stock, 5 minute tiebreaker match is played on the same stage, with the same characters; both player's ending % are carried over to the tiebreaker match to the nearest 10% using the handicap feature. If this match goes to time, both players are awarded a loss. It is the player's responsibility to keep track of their %'s; if either player cannot or does not give an accurate % at the end of either match, then he/she is automatically awarded a loss."
 

Coney

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It is the player's responsibility to keep track of their %'s; if either player cannot or does not give an accurate % at the end of either match, then he/she is automatically awarded a loss."
in the heat of the moment, a player is unaware of his own percent for whatever reason.

"i was at 48%"

"NUH UH YOU WERE AT 66%"

alternatively:

two players play. one takes advantage of the system and, knowing there's no proof, says a lower percent on purpose to round up to a lesser percent.

"i was at 7%"

"NO HE WASN'T, HE WAS AT 32%"

childish as it is, how is this resolved
 

SuSa

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Hey Coney.

"I was at 25% he was at 26% I won the game"
"Nuh uh! I was at 25% he was at 26%! I won the game!"

That problem exists currently too buddy.

EDIT:
@Jack
Please add my explanation of why the timer is NOT our primary objective.

Timing out is a secondary objective

Why is this you may ask? Why - it's a simple matter of a quick 2 minute test.

Place your game onto 1 stock, 1 minute. Let time run out. What happens? You go into sudden death. You are not awarded the win by the game.

Now place your game onto 2 stocks, 1 minute. Have one player suicide - then let time run out. What happens? The player with the stock advantage is awarded the win by the game.

Under this - your goal is to not time out your opponent, but to be ahead by 1 stock. You will not win, unless you are ahead by at least 1 stock.

Our criteria to win is not the following:

A) Remove all of your opponents stocks
B) Be in the lead when time runs out

But rather - it is the following:

A) Remove all of your opponents stocks
B) Have at least 1 stock more than your opponent when time runs out.




Thus simply timing your opponent out is not our criteria to win. Our criteria to win is "Time out your opponent with a stock advantage." This is vital.

Why?

In order to time you out (and win) - I must remove one stock first. This places priority on conflict before cowardice.
 

Jack Kieser

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"i was at 48%"

"NUH UH YOU WERE AT 66%"

inversely:

"i was at 7%"

"NO HE WASN'T, HE WAS AT 32%"

childish as it is, how is this resolved
How is it resolved right now? Childish as it is, this is a possibility in our current ruleset. If a TO isn't watching, how do we know who ended the match with a higher % right now? The only recourse is that if both players can't give an accurate statement as to what his own % was, they are awarded a loss. If you're in winner's, you move to loser's. If you're in loser's, you both are knocked out. So, don't lie. The wording is also open enough as to what a "loss" is to allow TOs to decide how to handle it themselves.
 

Coney

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Hey Coney.

"I was at 25% he was at 26% I won the game"
"Nuh uh! I was at 25% he was at 26%! I won the game!"

That problem exists currently too buddy.
yes, i'm aware. i was just curious. it's a bit more difficult to remember an actual percent than a binary variable like whether someone was ahead/behind...either way, it's not like you can't expect people to not remember, especially when by the end of the match percentage is so crucial that the players are completely aware.

not criticizing, just wanted to know if there was a more objective recourse.
 

Poltergust

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I'd hate to be a grammar-Nazi, coney (OK, that's a lie), but the 2nd example you gave is not the inverse of the first one.

Anyways, this idea is pretty unique. This only applies to games that end in Sudden Death, right? Because I think timing out with the stock lead is perfectly fine.


:069:
 

Jack Kieser

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Correct. Timing out with a stock lead results in a win, just like now. You just can't time out with a % lead anymore; no matter what the relative %'s, a time out on the same stock results in a Sudden Death with the rounded final %'s being carried over.
 

Coney

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I'd hate to be a grammar-Nazi, coney (OK, that's a lie), but the 2nd example you gave is not the inverse of the first one.
whatever do you mean

using the word "inversely" would be wrong and i would have never done it

EDIT - lol ****it jack's quote caught me
 

Poltergust

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Well, both examples were fundamentally the same. An inversed second example would be:

"He had 76%."

"NUH-UH! I had 34%!"

:069: *cough*
 

Coney

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oh yeah they were

i guess i mean to say, someone could genuinely not know their percent in the first example, or could just try to take advantage of the system and say the lowest percent possible (in this case, 7% to round up to a 10% handicap) without any kind of proof otherwise

wow i feel dumb

guess it goes to show you how much good proofreading does
 

SuSa

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yes, i'm aware. i was just curious. it's a bit more difficult to remember an actual percent than a binary variable like whether someone was ahead/behind...either way, it's not like you can't expect people to not remember, especially when by the end of the match percentage is so crucial that the players are completely aware.

not criticizing, just wanted to know if there was a more objective recourse.
Call over someone to watch the match. When you see 1 minute left on the timer yell out "I NEED A REF"

Not to mention how much of a crowd games that are going to time usually draw.... it's highly doubtful the entire crowd would be biased. (Which is also still a possible issue in the current system, fact is - it doesn't happen)

Perfect solution. :awesome:
 

Coney

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The only recourse is that if both players can't give an accurate statement as to what his own % was, they are awarded a loss. If you're in winner's, you move to loser's. If you're in loser's, you both are knocked out. So, don't lie. The wording is also open enough as to what a "loss" is to allow TOs to decide how to handle it themselves.
this scares me

guy that's massively behind: "um my percent was like, 13% i guess"

guy who was winning hard: "no, it was at 97%, i saw it"

ref: "welp, since player 1 can't give an accurate statement as to his own percent, and player 2 has no objective proof to go by, looks like you're both knocked out"

guy that's massively behind:


okay i'm kinda picking on you here i'm sorry, i'm just more curious as to how these situations would turn out in the current system as well. this system presents the same problems in that regard but potentially eliminates others, and that's good

though i'm still not convinced that a 3-minute tiebreaker round is a deterrent to timing someone out. it's just essentially adding three minutes onto the clock and removing/adding negligible percent, most timeouts aren't finished with one character at two stocks and the other at one.
 

Coney

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also despite all my trolling i really like this idea. i plan on holding an event in the near future and i'll consider running this...though md/va isn't really known for timeouts
 

SuSa

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this scares me

guy that's massively behind: "um my percent was like, 13% i guess"

guy who was winning hard: "no, it was at 97%, i saw it"

ref: "welp, since player 1 can't give an accurate statement as to his own percent, and player 2 has no objective proof to go by, looks like you're both knocked out"

guy that's massively behind:


okay i'm kinda picking on you here i'm sorry, i'm just more curious as to how these situations would turn out in the current system as well. this system presents the same problems in that regard but potentially eliminates others, and that's good

though i'm still not convinced that a 3-minute tiebreaker round is a deterrent to timing someone out. it's just essentially adding three minutes onto the clock and removing/adding negligible percent, most timeouts aren't finished with one character at two stocks and the other at one.
I've seen 2-2 stock timeouts (Lain vs Shugo) and more 2-2 or similar (Plank vs that 1 diddy ages ago)

Those that happen at 1 stock remaining:
It's a reset of momentum, and a rather null point. In the end - the game says they came to a draw. Bowsercide precedent (remain true to what the game says) comes into play at this point.

It also completely resets the situation at hand. You now have to plank me for 3 minutes longer while at 1 stock with some %. It gives me that extra time to make a comeback, and why do I deserve this chance?

Because the game.
Says.
That it was a tie.

So we're playing a tiebreaker, where I am not given an advantage for originally being behind. The opponent now has to plank/camp for 3 minutes to win - a rather mighty task.

If there were a way to resolve a tiebreaker in any different way, while sticking as true to the game as possible, and not REWARDING the losing player, is it much different than our current ruleset?

Timeouts already rarely happen. This clause makes them even less likely to happen. (I won't be trying to stall you out right from the start, ala Plank vs (srsly. who was that diddy)

It sticks, to the ACTUAL criteria to win.

1) Remove all of your opponents stocks
2) Have a stock lead if time runs out

So whether it's "that much different" for a 1 stock vs 1 stock tie doesn't matter. Why keep our system broken if we can patch it up 80%?
 

SuSa

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An argument presented to me was "Stale moves".

Let me show why that argument is a null point:

Given example:
"I am at 120% and my opponent is Meta Knight. His down smash is x4 stale, so I only really have to watch out for the up-B. When it resets - his down smash is fresh now."

Why this is a null point:
In the old system, you would have lost the set. Right then, right there. No questions asked. The current system, not only gives MK the percent advantage - it gives him a fresh moveset. Meaning the player who would have lost in the current rules needs to simply play safer and using his knowledge that stale moves were reset - avoid the down smash.

It may be "easy to net the win" in this system, but it is NOT "I gave you the win."

Because what if MK was at 119% and you were Snake? One up tilt could finish it for you, when it may have been x4 stale before. So the MK has to play it safe.

This further promotes that you do not want to stall your opponent out. Even in a CLOSE match, because you lose the advantage of their moveset being stale.

If anything this argument further supports the Fandango Time Out Clause and it trying to limit timeouts (because timeouts have proven to NOT be a part of our criteria to win. I've proven this in my thread)
 

Nidtendofreak

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What's to prevent the guy who timed out to win in the old system, from simply doing it again in the tiebreaker round? >_> Obviously, the current stage isn't an issue for him when it comes to timing out.
 

Jack Kieser

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Simply? Having to do it again, from the beginning, for an extra 5 minutes straight. I'm sure DMG will still try to get the time out with a system like this, but it will drastically reduce the amount that time outs happen, because the risk of attempting a time out is way higher; because your %'s carry over, and not your stale moves, if you really want to try to time out in this system, you have to not mess it up in the main round AND not make a mistake in the tiebreaker.

More simply, though, is that we're calling it at the tiebreaker match; if you couldn't kill him in the main match OR in the tiebreaker's 5 extra minutes, you weren't going to. Since this system honors the results screen more, its more acceptable that we call it off after the 5 minutes of rematch.
 

TP

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What's to prevent the guy who timed out to win in the old system, from simply doing it again in the tiebreaker round? >_> Obviously, the current stage isn't an issue for him when it comes to timing out.
It's not like stalling is unbeatable. I saw plenty of matches at MLG Dallas that went to time, but only because both players were playing safe for 7 minutes and then the guy in the lead was like "Hey I'm gonna win." Adding 5 more minutes would certainly see those matches come to a resolution. If your character really has no answer to your opponents stalling, chances are you were never going to win anyway.
 

#HBC | Red Ryu

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I don't see a point to this, tbh.

It seems pretty equivalent to changing the timer from 8 minutes to 13 minutes. Which would more accurately fix the % issues and make time-outs harder, but the issue with time outs being a second win-con wouldn't go away it just becomes harder to effectively do even under this system.

Still I think 8 minutes is enough time for games to reasonably finish, if both players turtle, I blame the players for being that defensive.
 

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I'd prefer that the percents are uniformly rounded up or down. I'm @ 54%, he's at 56%. The 2% difference went to a 10% difference.
Not that uniformly rounding it makes it any better. 71% to 69% would still be a 10% difference depending if you round up or down uniformly.
/personal preference.
 

T-block

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An argument presented to me was "Stale moves".

Let me show why that argument is a null point:

Given example:
"I am at 120% and my opponent is Meta Knight. His down smash is x4 stale, so I only really have to watch out for the up-B. When it resets - his down smash is fresh now."

Why this is a null point:
In the old system, you would have lost the set. Right then, right there. No questions asked. The current system, not only gives MK the percent advantage - it gives him a fresh moveset. Meaning the player who would have lost in the current rules needs to simply play safer and using his knowledge that stale moves were reset - avoid the down smash.

It may be "easy to net the win" in this system, but it is NOT "I gave you the win."

Because what if MK was at 119% and you were Snake? One up tilt could finish it for you, when it may have been x4 stale before. So the MK has to play it safe.

This further promotes that you do not want to stall your opponent out. Even in a CLOSE match, because you lose the advantage of their moveset being stale.

If anything this argument further supports the Fandango Time Out Clause and it trying to limit timeouts (because timeouts have proven to NOT be a part of our criteria to win. I've proven this in my thread)
I think you missed the point. If you're at 120% and MK is at 150% with a 4x stale d-smash, under the current ruleset you would win. Under this rule, MK has incentive to time out, because it would refresh his moves.

I brought up a related point in the BBR discussion:

"While we're thinking like _______ is, what if we're on Rainbow Cruise and 8 minutes finishes. I don't know where the stage is at 8 minutes, but let's assume it ends towards the end of the boats flight. If another two minutes were allotted, the fight would take place during the rising portion, which could heavily favour one character. If a rematch were called, both players would have to fight on the boat again, which would be unfair to the character who would have had an advantage. "

This applies to any dynamic stage - PS1, PS2, Pictochat, and Frigate Orpheon are stages where this is a very real concern.

But the main concern I have with this idea is that it doesn't really solve anything, because a tie is still resolved by percents in the end with this rule. Pretty much any situation that we want to avoid in the current ruleset can still happen with this rule - this rule just makes it happen later =\
 

napZzz

Smash Hero
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we already talked about it in the thread this started prior that if you think a timeout is going to happen all you need to do is yell for a ref or ask someone to get one for you when the clock is going down coney. Its up to you to ensure what actually happens with this at the end

the argument with stage transformations is sort of lame, but the only one I can think of that matters is frigate because it has no "neutral" section like the others

if you get timed out on a stage like ps1 during a transformation, isn't it more fair to start out with the neutral part of the stage going anyways? These sections dont ever really favor a character more than the other
 

SuSa

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I think you missed the point. If you're at 120% and MK is at 150% with a 4x stale d-smash, under the current ruleset you would win. Under this rule, MK has incentive to time out, because it would refresh his moves.

I brought up a related point in the BBR discussion:

"While we're thinking like _______ is, what if we're on Rainbow Cruise and 8 minutes finishes. I don't know where the stage is at 8 minutes, but let's assume it ends towards the end of the boats flight. If another two minutes were allotted, the fight would take place during the rising portion, which could heavily favour one character. If a rematch were called, both players would have to fight on the boat again, which would be unfair to the character who would have had an advantage. "

This applies to any dynamic stage - PS1, PS2, Pictochat, and Frigate Orpheon are stages where this is a very real concern.

But the main concern I have with this idea is that it doesn't really solve anything, because a tie is still resolved by percents in the end with this rule. Pretty much any situation that we want to avoid in the current ruleset can still happen with this rule - this rule just makes it happen later =\
So instead you create a double standard that states:

1) In the event the game tells you SUDDEN DEATH GO! you play a tiebreaker
-----Unless that SUDDEN DEATH GO! was the result of a timeout

Doesn't this create the same exact problem, it's just rarer to have it result from anything other than a timeout?

Tons of text that doesn't really make a great point:

Also note that it's a double-edged sword against MK. He is also freshening his opponents moves. Null. Point. Regardless. Unless you want to argue the ever-so-specific "He's been keeping track of the past 9 moves for 2 characters that have connected, or hit an object on the stage. In the case of Snake - he is counting explosions hitting explosions as part of stale moves. He's also been counting every pummel, and knows which pummels AREN'T counting for the stale list move and which ones ARE counting for the stale move list - by some miracle unknown to mankind. Because of this, he has deemed it in his best advantage to time out his opponent and freshen both of their movesets. Possibly resulting in him dying in 1 hit as well."

You really think that is a realistic argument? Also in the event of a 1% difference and time runs out - who's to say that in 1 second one of them wouldn't have died regardless of stale moves? You're awarding a winner, by not set definition of the game, due to a 1% difference.

Keep in mind that Brawl round's %'s down. For all we know it was 129.9% to 130%, and you are now awarding a win over a 0.1% difference. Do you realize how laughable this is when the game treats it as a tie?

Basically - by keeping the current timer in the game - you are going against your reversal of the Win-By-Suicide clause, which might I add, was unwarranted to ever begin with. (Much like this timer!)


You are arguing such a specific occurrence that is so unlikely to happen its near-laughable. Yet you allow this exact problem to exist, in other rare-but-still possible situations?





Brawl is not a traditional fighter. The % is not equivalent to a life bar* and should, unless absolutely necessary, dictate who wins.

*unless in stamina mode :awesome:


The only reason we resort to "the old time clause" under the Fandango time clause, is because holding 1 stock for 5 minutes is going to prove pretty **** hard, the timer is just there to force conflict and get the match done. (Causes the same issue we currently have) However this scenario is rarer. Not only do I have to time you out with 8 minutes, our moves are on a clean slate, I have the % lead, and I can probably kill you before you can kill me. It'd be easier (and less risky) to simply kill you.


Likewise - unless time is running short, the current match will always be a battle to conflict with your opponent due to the Fandango clause. Why settle for a tiebreaker if you can win? Effectively it at least gets matches down to 1 stock. It's very less likely to go to time if conflict is being pushed as important. We start off, 3 stocks each. Settle for a tiebreaker of 1 stock? No thanks, I'm taking one of yours off. It's not 3-2. I can attempt to time you out now (which I can do after 1% in game currently). You manage to kill me and now it's 2-2. Back to conflict! You must die! Good, now it's 2-1.

You killed me again. It's 1-1. I still have a % advantage, and my moveset JUST got refreshed. Time to damage you as much as possible or kill you.

For some reason you're trying to time me out. I hope you realize you're freshening up my moveset. Whatever, if you want the timeout I'm just going to hit you with any move possible. Wrack up as much damage as I can. Forget about keeping my KO move fresh at this point.

I'm at 94% and you're at 131% and time ran out. Whatever, since my moves are fresh I can deal more damage with my damage racking moves, and my KO move is fresh. You may be in KO %'s. I'm pretty close too, but you're still closer. All I need is 1 good hit. Thanks for freshening up our movesets.


The opponent is still not being "rewarded" for running away when they are at a % disadvantage. It is more advantageous for them to try to wrack up damage on their opponent than it is to run away, until both are within KO %'s. That's when it becomes a slight issue. Why do I say slight?

He's within KO %'s. All I gotta do is hit him before time runs out. :glare: With how much conflict is now enforced, even if I have a stock advantage I'm unlikely to try and time you out (lest you kill me and I lose the win)

Why?

Because timing out.
Is NOT
A legitimate win.
The Fandango Clause realizes this, and comes up with the fairest treatment possible in the event of a timeout. Which should now be far rarer. If you play with the intent to gay your opponent out, you may want to rethink your logic.

Timer is not legit win unless you have a stock advantage. Under this, it's a very very very risky choice to time someone out in case you ever lose said stock advantage. You're always better seeking conflict or simply playing defensively (although not "hur hur planking defensively, but there went my stock")


Why isn't the timer a legit win?

See my 2 minute example to test for yourself. :glare:
 

Grim Tuesday

Smash Legend
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This rule is bull****. I swear, the Brawl community is just getting dumber and dumber.

EDIT: Also, this Jack guy is a pretty obvious alt. See how much he is hyping up this pile of **** in the OP like it's the second coming of christ?
 

Veel

Smash Apprentice
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129
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Jacksonville, Fl
This rule is bull****. I swear, the Brawl community is just getting dumber and dumber.

EDIT: Also, this Jack guy is a pretty obvious alt. See how much he is hyping up this pile of **** in the OP like it's the second coming of christ?
You made my day with this post, ty.
 

SuSa

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Not him on the account, or a very successful troll. Outside of the fact that his clause (currently) further supports our win criteria, and troll or not is more applicable.


Grim's Creation+Support+Defending of this Clause:
Whatever each player's percentage was at the end of the last match is carried over to the nearest 10% for the tie-breaker match.
I was chatting with Ghostbone about it and he recommends that rather than going to the nearest 10%, we round down. This is so as to not actually give players damage that they didn't take.

Thought both sides have their dis-advantages (with rounding down, a 9% or under lead can be nullified, with going to the nearest 10% a player can be given percentage they don't deserve). Both of those dis-advantages are minor... I'd probably go with the round down one but whatever.

Oh, and no autographs please.
Fair enough.

You may have my first born child if you dedicate the next 3 years of your life to spreading the 'Fandango Philosophy of Time Outs'.

Go my star-child, for the first time in your life, you are truly free.
I honestly don't think anyone will give a **** about someone getting a 9% lead guys >_>
Exactly.

Just add another bit to that clause above, "If you ***** about your opponent getting a 9% or whatever advantage, the TO will personally back-hand you and remove you from the venue".
This can already happen in the current ruleset.

"It's not fair, I would've won if he didn't extend his dimensional cape for a second to avoid my attack"

"I didn't extend my dimensional cape!"
Also note that time outs will be much less frequent with my clause.
Lol @ Damix. You don't understand anything we're talking about, do you? xD
NO!
NO LGLS!

Oh, and I didn't mean to sound rude at all Damix. I just thought it was funny that we were having this massive conversation, and then you come in with like... 1 sentence xD

So... what happens if someone times out the tie-breaker game?
I highly doubt MK can plank for 5 minutes and not get hit by a single grenade or nikita.
Sounds fine to me. Do what you want with it Raziek.

 

Tagxy

Smash Lord
Joined
Oct 10, 2007
Messages
1,482
Wow, this is an amazing idea.

While not necessary to add here, I think including something like "a referee must be present for the tie-breaking round" will put a spotlight on stallers and prevent attempts at an additional timeout.
 

SuSa

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planking while watching anime with Fino
Fandango should be safer with his password. I refuse to believe that post of his in this thread was actually him..

In the South Australia Regional Forum:

Advertising clause to SA:
http://www.smashboards.com/showthread.php?t=291420

I have spoken. Adopt the Fandango way, SA.
Defending from stale move argument:
I will mention that.



Both players suffer from Stale Moves.
And their is also:
• the difficulty of memorizing both you and your opponent's stale moves
• working out who is staled worse
• and forcing a time out without changing those conditions.

All for the very negligible reward of having moves refreshed is hardly worth it.
 

popsofctown

Smash Champion
Joined
Mar 13, 2008
Messages
2,505
Location
Alabama
I like the rule. Five minutes, one stock is pretty hard to plank.

Planking would still happen though.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
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Hamilton ON CA
Do you think we might not need no planking/scrooging rules with this rule? Gah, when are we going to ban that bat? I mean batman btw, what were you thinking?
 
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