Critical Edge: A Brief History of Banning...

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I'm not going to pretend in this post that I'm anything more than a scrub in Soulcalibur; whether I was good at one time or another is irrelevant. This month, for the first time ever, I find myself in a leadership position in the community during the launch of a major revision to the Soulcalibur series... And of course, as with anything I do, its not without some drama.

But drama is not foreign to our community; in fact, it probably goes hand-in-hand. In addition to that, to outsiders it looks as if our community is "quick to ban". Now, Soulcalibur V is about to launch and we find ourselves already being forced to make decisions relevant to bans. So before I go into my decisions for SC5, I'm going to do my best to recall a history of banning within the Soulcalibur community.

SOULCALIBUR II

I wasn't a tournament player during the first Soulcalibur game; it didn't strike my fancy. It wasn't until Soulcalibur II that I go interested in the tournament scene. Any scrub around in those days will immediately remember that Heihachi, Link, Spawn and Necrid were banned during the entirety of the game's lifespan. Assassin, Berserker, Lizardman, Seong Mi-Na and Sophitia were banned at times as well.

Why were these characters banned? Heihachi, Link and Spawn have an obvious answer: they were console exclusive. As console exclusives, not everyone had access to the characters to play them or practice against them. If players do not have even grounds to prepare against other players, it creates an unfair advantage. How can you expect to play against Heihachi when you've never seen the character before, because you have a GameCube?

Assassin, Berserker, Lizardman, Necrid, Seong Mi-Na and Sophitia however were a different story. Back in the days of SC2, the series still had arcade releases; the arcade was where balance testing as done. The game went through many balance patches before it's eventual release on consoles. However, the characters in question did not exist in the arcade versions! They were console exclusive and thusly went through zero play-testing.

necrid.jpg

WCMaxi, who was in charge of our community at the time, and an employee of Namco Arcade International decided to simply ban them altogether until it could be determined at a later date on whether or not they were tournament viable. Most of them were eventually unbanned later in the game's life cycle. However, Necrid remained banned because he was just too broke.

Lizardman's Reptile Rumble throw had a glitch which was also banned because it could turn into an infinite. And 2G, a completely game-altering glitch which allowed players to block when they should otherwise be unable to do so, was left unbanned because it consequently made the game more balanced... although a lot slower and boring to watch at high level.

SOULCALIBUR III

Soulcalibur III... the black sheep of the series. The game did not have an arcade version before console release and we now know that the game went through no balance testing. Because of it, the disparity between the highest tier and the lowest tier of characters was larger than any other game in the series. In addition, a very severe glitch known as "Variable Cancel" (VC) threatened to break the game as we know it.

At this point in time, WCMaxi had moved to Japan and was unable to take charge; the leaders we did have were indecisive and slow to act. They tried to make everyone happy, and in turn, nobody was happy. Each region ran their own rules, on different versions of the game. On the east coast, I was the first to take the plunge and ban VC from all tournaments. Eventually Canada followed suit and over the course of the next two years, everyone else eventually fell in line.

Would VC have destroyed our community (anymore than it was already) if it wasn't banned? Probably not. When it comes down to it, it really didn't change the game as much as we expected it to, except with a few specific characters. But our community was in such shambles already that I decided to unban all guest/bonus characters and permit random creation characters into tournaments.

lynette.jpg

I mean, who cared anymore? On the east coast, our events became less about the game and more about the social atmosphere; which is probably why we have such a tight-knit community now. In hindsight, if the game had remained relevant, unbanning guest/bonus characters would have been a huge blow against balance and the competetive nature of the game. Certain characters like Lynette, Valeria and Strife were abusable to a fault.

SOULCALIBUR IV

Released during a poor time, Soulcalibur IV is probably the best game in the series thus far; but still not without it's faults. During the first few months, Darth Vader, Yoda, Angol Fear, Ashlotte, Kamikirimusi, Scheherezade, Shura and Yoda were banned from tournaments. Darth Vader and Yoda because they were console exclusive, and the remaining because they were guests.

The moment Darth Vader and Yoda became available as DLC on each console, we unbanned them from tournaments. The remaining 5 characters however were another story. They did not have their own moveset, they were just altered versions of existing characters. As an experiment, we unbanned them for a few tournaments on the east coast.

They were rebanned after a few short months. What we realised was that not only did hurt-boxes change on characters, but hit-boxes on weapons could be bigger. Eventually there became little point in a player using Amy, when they could use Scheherezade instead. Or Cervantes over Shura. With the broken hurt-boxes, we decided to end it.

What eventually became the major issue of the game had to do with two characters: Algol and Hilde. Neither character could be considered unbeatable; this was not a no-win scenario. But this issue became so significant that it was clear the majority of the community wanted something done about it.

In the history of SC4, Algol and/or Hilde won very few major tournaments. In fact, neither of them even made it to top 3 at EVO. However, there was a lingering fear. The risk vs. reward was so skewed that it would eventually make not playing these characters a grave blunder for anyone who wished to compete. The fear of "over-centralization" became prominent.

If we permitted them to remain legal, eventually everyone would be compelled to switch characters, or quit the game entirely. Unfortunately, this was about 4-5 months before EVO 2K9 and even though we could ban Algol and Hilde (which I did on the east coast), they would still be legal at EVO. At EVO, KDZ, who at the time was the #1 ranked player in America, had to fight through five Hilde players before eventually making it to grand finals.

hilde.jpg

So we banned Algol and Hilde. Not because they were "broke", but because we wanted to salvage what remained of the community. I knew we would not likely get players back because they heard Hilde was banned, but in the face of the launch of Street Fighter 4, I figured one less reason for people to quit would be greately beneficial... help stave off the exodus to greener pastures.

In fact, France didn't officially ban Hilde from their tournaments until last year; a good two years after everyone else. They have also never permitted Algol or any Star Wars characters into any of their tournaments; not for balance, but because they didn't fit "thematically" with the game.

SOULCALIBUR V?

So am I ban happy? I was the first to ban VC in SC3 and I was the first to ban Hilde in SC4... which I hope we all believe were right decisions. In addition to that, before SC4 was eventually patched, I believed that Critical Finishes needed to be banned or they would become the central focus of the game. However, at the same time, I was also the first to unban guest/bonus characters in both SC3 and SC4... which we now know were both mistakes.

So now, would you call it ironic, or kismet that we find ourselves in the same situation? Devil-Jin is a "create-a-soul" (CAS) movelist, he does not have it's own character slot, nor a default character design. As it stands CAS is banned because of tournament logistics; we don't want to be giving people time to create custom characters, nor force tournament organizers (TOs) to spend time before the tournament in order to make a set of Devil-Jin CAS. In addition, editing characters can lead to hurt-box issues and masking moves behind obscure clothing.

But what if we could get around these logistical issues when it comes specifically to Devil-Jin? It takes about 5 hours to unlock all characters in SC5; so Namco decided to make it easier for TOs and leave the save files unlocked. A TO could copy a save file with all unlocks and CAS from one console to another. So what if we made a default set of Devil-Jin CAS, distributed this save file freely and TOs could use this as their standard unlocked save file?

Sure, it can be said that people can edit the costume during the tournament in attempts to cheat; but any changes to the costume is clearly evident and will be caught on sight. Not to mention any changes to the characters height (which changes the hurt-boxes) wipes out the character design and it would take a significant amount of time for a cheater to recreate it; which they wont have at a tournament. Problem solved, right?

Well... no. While the lead director of SC5, Daishi Odashima insists that Devil-Jin is balanced for tournament play, the actual play testers for the upcoming Future Press strategy guide say otherwise. In fact, both the French and German communities state that Devil-Jin is completely overpowered and shouldn't be legal in tournaments. So what do we do?

We know from history that we really wont be able to tell a characters tournament viability until we permit them in tournaments. Why would someone learn the ins-and-outs of a banned character? We only knew Necrid was broke in SC2 because he was permitted in Japanese tournaments. We only knew how good Lynette was in SC3 because she was eventually playable. And we only knew to ban Hilde, Algol and Scheherezade because top players learned how to abuse them.

Many are advocates for a "wait and see" mentality. Ban Devil-Jin now, and only unban him if he is deemed balanced... but this doesn't work. We will never know the true strength of Devil-Jin unless he is permitted in tournaments. Not only will we not know how well he can be played, but we will not know how well he can be countered by other characters. Not to mention, the initial surge of potential new players we can get from the Tekken community will be missed.

deviljin.jpg

However, if we allow Devil-Jin, the lingering fear of over-centralization returns. If Devil-Jin is indeed broke, and players start seeing groups of Devil-Jin in top 8 at major tournaments, it will turn many away from the series. A ban later down the line will be too little too late. With how often new fighters are coming out these days, they will have already been lost to other games.

I HAVE AN IDEA!

Two rule sets! Stick with me now... In both SC3 and SC4, we had multiple different rule sets. But these rulesets weren't by choice; its because of a lack of leadership. We didn't choose to have varying rules, we just couldn't come together as a community and make a decision. I say with great pride... and anxiety, that the leadership of this community now falls upon me.

I've said many times in the past, the mark of a good leader is whether or not they can make the hard decisions. They don't even have to be the right decisions; but a decision none the less has to be made. Right and wrong is decided by the eventual outcome. Of course, it's this attitude itself that gives many of you readers pause when it comes to my so-called "decision making ability".

So when it comes to Devil-Jin, I've made a decision:
  • At MAJOR events, Devil-Jin will be banned until EVO 2K12 at the earliest.
  • At MINOR events, tournament organizers will be encouraged to allow him.
Two rule sets; that I'm hoping will let us get the best of both worlds, while minimizing the negatives. Since Devil-Jin will be banned from major events, players will not see an over-centralization of Devil-Jin in top 8 (whether or not another character ends up being broke remains to be seen). Obviously Devil-Jin players will be obligated to have a secondary character, so if Devil-Jin eventually gets banned, they will have a character to fall back on and the risk of losing them will be minimized.

As well, since Devil-Jin will be legal at minor events, we can potentially attract a few new players from the Tekken community. In addition to that, more people will be inclined to play Devil-Jin so we will more quickly discover how well he plays, and how well other characters play against him. We'll learn more about him faster, and if he eventually does get unbanned, players will be more prepared to face against him.

If sometime during the next few months, we quickly discover that Devil-Jin is broke, we can ban him from minor events as well at that time. If however, we make it all the way to after EVO 2K12 and we have yet to unilaterally ban Devil-Jin from tournaments, we can come back to this discussion and decide whether or not we wish to make him legal at major events.

I can't force anyone to follow these rules. In fact, I wouldn't be surprised if EVO announces that Devil-Jin is legal at EVO 2K12 since Namco is a sponsor and they probably want him to be played. I wont presume to know how much influence Namco has on the decision making at EVO, but its a possibility to be aware of. None the less, these are the rules I will be recommending to the EVO council and I hope they accept them.

dampierre.jpg

Naturally, Dampierre is banned from tournaments until he becomes available as DLC.
Remaining rules for Soulcalibur V can be found here: http://8wayrun.com/wiki/tournament-ruleset/

*****
The official Devil-Jin CAS design will be decided in the upcoming weeks. A save file will eventually be available for download here at 8WAYRUN. Until then, only two costumes should be considered "legal": Size 3 Samurai preset and Size 3 Ninja preset. Feel free to make two CAS characters with those default design presets; you need two in case of mirror matches.
 
Jason Axelrod

Jason Axelrod

Owner and Operator of 8WAYRUN
The french banned the DJ CaS moveset because it is broken. Malek wrote the strat guide, did the frame data, and they decided he was broken and would be banned. True story no bullshit.
It's way too early in the lifecycle of the game to consider a character broken. Hilde's BS wasn't immediately obvious in SCIV, VC wasn't found until later in SCIII, etc. Conversely, we never had such early access to frame data before, either. If top players are doing frame data and play testing the game and have already found obvious balance issues, this might need to be considered.
That being said, he IS a CaS and by the simplest interpretation of the rules he needs to be banned. This may upset a few players and make a few others ponder the legitimacy of the ban, but oh well. We need to look out for the best interest of the community as a whole, not just the potential influx of Tekken players that may join in after seeing yet another Mishima show up in the Soul Calibur world.
As far as making the decision now, I personally believe it is a bit hasty to have it banned right out of the gate. I propose a soft-ban on the character set, but it would be difficult to implement across all of the community and all TO's in the country. While I believe that many regions will come to a final decision in the coming weeks/months and we should likely follow suit to the overall decision, I have to stand against the idea of allowing EVO to be the deciding factor. As someone else already pointed out, EVO never seems to consider Calibur to be an important franchise, and consequently it has always been something of a "shelf-item" on the roster.
 
I used to run small dozen-man SCIV tournaments and even at the local level, everything that can go wrong will go wrong in real time. Trying to work around DJ is just asking to make things complicated. As far as I'm concerned, if it takes more than a button click at the character select screen to make your pick then it doesn't belong at the tournament.
 
i say allow him til he's proven to be broken/unbalanced i play in SC tournaments to support the scene when i can all this banning is bullshit unless there are things that can truly be unmanageable to deal with like the ALGOL bubble infinites in SC4 i say LEARN THE MATCH UP!!!!!!!!!!!!!!!!!!!!! my 2 cents
 
Having a balance ban before the community gets its hands on it is a little too totalitarian for my tastes in a game community. I don't care how good FR/GE's intentions are in this situation. If this game's community can't handle a busted character or two at launch, it can't handle being a fighting game community.

Luckily, we have the CAS restriction to throw the DJ ban under so we don't have to deal with it for a bit.
 
Having a balance ban before the community gets its hands on it is a little too totalitarian for my tastes in a game community. I don't care how good FR/GE's intentions are in this situation. If this game's community can't handle a busted character or two at launch, it can't handle being a fighting game community.

Luckily, we have the CAS restriction to throw the DJ ban under so we don't have to deal with it for a bit.


I'd like to reiterate the thing people are missing here. The ban is not about balance, balance is mostly an issue being brought up by the people who want DJ in. The main argument being that he could very well be meant to be in the roster if he's balanced. And it's being refuted by people who've seen what the french have said about DJ's balance.

The ban is really about the fact that DJ as a style isn't on the roster and provides unnecessary complications to not just TOs, but to all players who want to practice against tourney standard. (After all, we'll ALL have to download that CaS or make it in order to be practicing against the standard.)
 

I get that CAS restrictions are already part of the ruleset for logistics reasons, but that does not change the fact that the discussion ultimately ended up at balance, where a relative few can actually confirm it. Just because it's a counter-argument doesn't make the ban any better, especially since it stinks of "We know better than you" in a time frame where creativity and experimentation should be encouraged within the scene.
 
I get that CAS restrictions are already part of the ruleset for logistics reasons, but that does not change the fact that the discussion ultimately ended up at balance, where a relative few can actually confirm it. Just because it's a counter-argument doesn't make the ban any better, especially since it stinks of "We know better than you" in a time frame where creativity and experimentation should be encouraged within the scene.

... What?

The counter argument based on the French players was ONLY brought up because proponents of DJ talked about balance first. The ban isn't about balance. It never was, it never will be. However, if you're not going to let the balance point go, some people are going to argue it back. They aren't representative of the reasoning used for this ban. Read my above post. (Before I responded to you)
 
This is primarily an extension of our general rule against allowing CaS characters, again for logistical reasons. Most of the history in the original post is outright fabrication.

Of course, if we do get official DLC we'll still probably end up revisiting the notion of whether or not DJ should be allowed due to balance issues. I'm trying to think of a good analogy for 2D games...Imagine, say, Eddy from GGXX dropped into the middle of SF4, largely unchanged. It's at least cause to pause and debate whether that's a good idea.
Closest to that would probably be Pet Shop from JJBA who, not only turned the game into horizontal shmup, but could ToD you with meter. It was never banned though (although some players did "soft-ban" him).

Then, there were the giants in TvC. Made the game play totally differently, but they were never banned at EVO. When some folks did decide to ban them in a side tourney, the rest of the community at SRK called them out and the organizers did admit that the ban wasn't legit. In any case, their matchups were ST style ones, they'd dominate some of the cast, but then get dominated by others.
You can't compare the 2D community to this game. Tekken doesn't have any broken crap like SC has either. UMvC3, very different game, apples and oranges as far as balance. You can die in 1 hit by some chars (and now it's even harder to do this) but you have 2 more. SC4 Hilde was just......something else, that's all I'm gonna say

SC community is not ban happy, it's just that this community, we seem to be the only game to get broken chars
Makoto could kill any character off one touch in 3rd Strike. But neither she, nor the combo were banned. Then again, she wasn't even top tier (top 3 or 4 maybe, but not better than Chun and Yun). Speaking of which, Chun and Yun shit on every one of the cast for most of that game's competitive life, and they were never banned.

And then off course there's Marvel vs. Capcom 2 - arguably the most broken fighting game ever made. Only 16 out of 56 characters were truly tournament viable and out of those 16, 4 were so dominant that almost every team had them. The game is so full of bugs and glitches that to this day, new ones are being found (shoultzula just discovered a new Sentinel assist flight cancel glitch that gives the robot even more options). Yet at the same time, the game is considered one of the deepest, most competitively viable games out there and at the same time, is celebrated for it's brokenness.
 
... What?

The counter argument based on the French players was ONLY brought up because proponents of DJ talked about balance first. The ban isn't about balance. It never was, it never will be. However, if you're not going to let the balance point go, some people are going to argue it back. They aren't representative of the reasoning used for this ban. Read my above post. (Before I responded to you)

I'm not faulting FR for responding to a topic because it is a reasonable reaction to an argument, but overall, any statements to the degree that a character is broken is just bad talk in general at this specific time frame, no matter who started it. They were damned when the point came up, honestly. People are going to carry away the balance part of the discussion more so than the real reason, which is uniformity and dealing with CaS in general.

I think it would have been better to actually be a dick and say, "He's in CAS, end of discussion".
 
So here's a question...what if Edgemaster and Kilik have access to D.Jin's moveset?

Assuming that Edgemaster and Kilik aren't banned themselves - an entirely different issue that no one has even brought up yet - it shouldn't be a problem, since mimics A) have a standard hitbox, and B) are expected to mess with the hitboxes of a few combos, techtraps, etc; it is a strength and weakness of being mimics to sometimes do things a little bit differently from the style they're mimicking.
 
Assuming that Edgemaster and Kilik aren't banned themselves - an entirely different issue that no one has even brought up yet - it shouldn't be a problem, since mimics A) have a standard hitbox, and B) are expected to mess with the hitboxes of a few combos, techtraps, etc; it is a strength and weakness of being mimics to sometimes do things a little bit differently from the style they're mimicking.
Case in point Mokujin in Tekken, who has some unsafe attacks that are safe if it is Mokujin performing them.
 
Case in point Mokujin in Tekken, who has some unsafe attacks that are safe if it is Mokujin performing them.

Not to mention, breaks juggles that normally work on bigs (JACK, Kuma) when mimicking them, while also enabling juggles that wouldn't work on smaller characters (Xiayou, I forget who else is small). So depending on who they're mimicking, the mimic might actually have a different match-up against whoever they're fighting than if the actual character was playing the match-up.
 
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