Life
Smash Hero
INTRO
Two things: first, forgive me if this has been done before, but I haven't seen it posted yet. Second, MAJOR TL;DR WARNING.
So one of the biggest issues in Brawl is Meta Knight's ability to perfect plank, right? Multiple ways to solve this have been put forth. By far the most popular has been ledge grab limits, but those are flawed in that they have too great an effect on rules unrelated to stalling. The LGL is what I call an end-game statistic. We all know what those are...
THE LIST
Damage Given
Damage Taken
Damage Recovered
Peak Damage
Flight Distance
Ground Time
Air Time
Swim Time
Hit Percentage
Ground Attacks
Air Attacks
Smash Attacks
Grabs
Throws
Edge Grabs
Projectiles
Items Grabbed
Max Launch Speed
Max Launcher Speed
Longest Drought
Transformation Time
Final Smashes
This is the full list of statistics given at the end of the match for player review. What I'm going to do in this post is analyze each of these statistics and what effect each of these may have when applied as a LGL-like rule. What I'm looking for is the ability to stop perfect planking in comparison to the effect that such a rule would have in the case of non-planking-related timeout.
ASSUMPTIONS
1. That perfect planking is broken. It technically has not been proven so in tournament play.
2. That a rule change other than end-game statistic limits (EGSL), including keeping the rules as they are (based on 3.1) and banning MK, would not be better than EGSLs. For the record, I'm still a fan of 1-stock/3-minutes/food-on as a method to stop all forms of stalling. The problem is that most of the public (and more importantly, TOs and the BBR) does not seem to be ready to accept such rule changes. However, much of the public is supportive of a LGL, which is just one type of EGSL, so I see no reason a better EGSL, if proposed and decently argued for, would not be successful (even if it's objectively less effective). As for a ban on MK, I'm neutral on it (specifically, tempban and see what happens), and for the sake of not getting this thread locked I don't want it talked about here.
3. That planking other than perfect planking is "borderline" broken--imperfect planking is a legitimate, beatable strategy, but it's powerful enough that a small amount of collateral damage to it is acceptable.
4. That non-planking timeouts (through careful/normal play) are fine and don't need nerfed.
ANALYSIS
Damage Given
In a perfect-planking scenario, MK goes up and hits the opponent once, then goes and stalls for 7-and-a-half minutes. Once time has hit, MK will have dealt more damage than the opponent. Since the object is to make MK lose, whoever dealt the LEAST damage should win. Hopefully it's obvious why this is a bad idea: in a non-planking timeout, you could not attack your opponent at all, be at 1-stock 150% to 3-stock, and you'd win even though you pretty clearly got thrashed. This changes the victor from where it is now and makes Brawl far campier than it should. I'll refer to this logic from here in as "run-away" timing out. If someone can refute it, I'll need to reconsider quite a few of these. But for now...
Rating: Poor
Damage Taken
Damage Taken has the same problems as Damage Given. In a perfect-planking scenario, we want MK's opponent to win, and they'll have taken more damage than MK, so whoever took MORE damage should win. Again with the runaway timeout.
Rating: Poor
Damage Recovered
Irrelevant, as without healing items only Lucas/Ness have consistent healing abilities in the current rules.
Rating: Useless
Peak Damage
In a perfect-planking scenario, the non-planker would have the higher peak damage, so whoever had the highest peak damage would have to win. Again with the non-planking timeouts, though. If you don't attack your opponent, you'll have a higher peak damage and win even though you were thrashed.
Rating: Poor
Flight Distance
Higher flight distance must win.
Same problem as all of the above. No attacking = higher flight distance = win.
Rating: Poor
Ground Time
Air Time
These two have been discussed at length. Basically, the problem is that they screw over Jiggs and Wario because they camp in the air, while helping characters like Snake that spend more time on the ground. Too much collateral damage to implement.
Rating: Poor
Swim Time
Irrelevant, as water only exists on something like three stages (Delfino, Pirate Ship, Japes). Might be useful for stopping water/rudder camping though, and should be noted for that, but this post isn't about water/rudder camping.
Rating: Useless in terms of planking. May be useful to stop rudder camping however.
Hit Percentage
To be more serious, MK lands one hit and planks, while the opponent lands zero hits, so MK has a higher hit percentage. So lower percentage would have to win. The obvious problem, again, is the no-attacking timeout. Whiff one attack at the beginning for kicks, and your percentage is lower and you win.Oh yes, lets have people lose for lowest hit percentage. TAKE THAT SPAMMERS!
Rating: Poor
Ground Attacks
At first glance, this seems irrelevant. However, note that while perfect planking, MK cannot launch a ground attack without making himself vulnerable. So you can make a ground attack rule that says something like "If you launch twice as many grounded attacks as your opponent, you win in a timeout" (just an example, exact numbers or wording may need changing). I don't know of any stalling techniques involving ground attacks, and this also screws up the run-away-and-don't-attack timeout as you aren't attacking on the ground much in that case.
Rating: Worth looking into.
Air Attacks
At first glance, a perfect planker launches a ton of air attacks and should lose for it. The problem, again, is the run-away time out. You get thrashed but you have fewer air attacks so you win anyway.
Rating: Poor
Smash Attacks
Irrelevant to perfect planking. It's a worse version of the Ground Attack Rule. Why is it worse?
DSMASH DSMASH DSMASH DSMASH DSMASH DSMASH DSMASH
MK's is one of the fastest smashes in the game. It's a very minor difference, but it's there. Then again, dtilt is also really fast.
Rating: Decent, should be compared to Ground Attacks by someone more knowledgeable than myself.
Grabs
Irrelevant to perfect planking. Could be used to replace the 300% rule since most infinites that don't involve walls are grabs.
Rating: Useless
Throws
See Grabs.
Rating: Useless
Edge Grabs
Ah, the infamous LGL. I'm not gonna critique this since it's been done a thousand times.
Rating: LGL
Projectiles
MK doesn't have one, so a highest-projectile rule might work. But he's not the only character without a projectile, and not everything that can be thrown or used against the opponent is a projectile (I'm not 100% sure what the game counts and what it doesn't).
Rating: Poor.
Items Grabbed
Irrelevant unless Diddy Kong, Link, TL, Snake, ROB, ZSS, or Peach is involved.
Rating: Useless
Max Launch Speed
Max Launcher Speed
Top speeds you reach during knockback and the top speed you KB your opponent to, respectively. Again with the planking versus runaway timeouts. Also seems kind of arbitrary in the case of a "normal play" timeout. A kill with Snake's FSmash and a kill by edgeguarding with low-KB moves should be counted the same, no?
Ratingoor
Longest Drought
Longest time between damage dealt. Unfortunate: if it were simply time between attacks out would be excellent against planking (though again with the run-away). As it stands, longest drought would have to win (run-away aaargh), but you'd have to stand there and let MK **** you if he hits you first, or else when you attack he can run to the ledge and your longest drought is now shorter than his and he can scrooge all day. (Run on sentence FTW?) More importantly, it makes unrelated timeouts totally arbitrary.
Rating: Useless
Transformation Time
A grand total of like two characters can use this with items off.Records the amount of time in seconds that a character spent transforming from one form to another. This includes Zelda transforming into Sheik, growth from a Super Mushroom, etc.
Rating: Useless
Final Smashes
Irrelevant as they're turned off. It should be noted that some can beat planking though (Sonic, Pikachu to name two). However the whole risk-reward thing with Smash Balls applies.
Rating: Useless
Conclusion/TL;DR
The majority of EGSL rules are garbage. A couple of them might be useful (and swim time limit might be useful to limit rudder/water camping on Pirate Ship, if not planking). I'm not saying they're the best answer to perfect planking (they all have the same weaknesses as the LGL, those being collateral damage, arbitrary-ness (?), and the fact that you don't see them until the end of the game), but I thought they were worth looking into nonetheless.Thanks for reading.