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[Feb 8, 2015] (Melee & SD Remix) Super Smash Bears World Reunion TWOer (Berkeley, CA)

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
Howdy y'all. A bunch of UC Berkeley alumns decided to get together for a weekend and also decided we wanted to hold a tournament. In order to do so, we've teamed up with the current UC Berkeley smash club, Smash @ Berkeley, to run the tournament. Since the alumns and current students will be there, a crew battle is going to interrupt Singles, so please keep that in mind.

Here's the link to the Facebook event page: https://www.facebook.com/events/367863936729365/

Events/Fees
Venue Fee ($5, waived if you bring a setup)
Melee Doubles ($10 per team)
SD Remix 3.1 Doubles ($2 per team)
Melee Singles ($5)
SD Remix 3.1 Singles ($1)
Smash Bears vs Smash @ Berkeley Melee crew battle

Schedule
1 PM: Open doors/setup. All signups start.
2 PM: Doubles signups end. Brackets are generated and tourneys start as soon as possible.
4 PM: Singles signups end. Brackets are generated and starts soon after.
~7 PM: Alumns vs Current Berkeley team crew battle starts when we get to top 8 in singles of Melee. (SD Remix will probably continue until top 3)
~8 PM: Top 8 for singles after crew battle ends. (Top 3 for SD Remix may also happen now)
9 PM: Cleanup starts. Will want to start clearing setups for an hour.
10 PM: Room completely cleared.

Payout will be modified payout (60/30/10)

Seeding
If any ranked players show up, they will be seeded at the top. After that, players in the top 100 of garpr will be seeded. After that, seeding based on garpr is optional.
However, to facilitate people not playing their friends and such, people may choose to affiliate themselves with a "crew". When you sign up, you can tell us what your crew name is and any people in that crew will be attempted to be separated in the bracket when generated so you don't face off in the first rounds. The smaller your crew, the better chance you have of not playing each other. In general, I'd say keep the crews to a maximum of 4 for best results.

Rules

Base ruleset is Apex 2015 with additional rules to prevent stalling.

APEX 2015 General Rules
  • Items are OFF.
  • Stock is set to 4, time is set to 8 minutes, team attack is ON.
  • Life stealing in teams is allowed.
  • Pausing the game is only legal when they are on their OWN respawn platform, and ONLY in case of controller malfunction or to summon a TO. All other pauses (including accidental) may result in the opponent deeming the current stock of the pausing player forfeit. If worried about accidental pausing during life stealing, turn pausing off. However, if one player asks to pause the game and the other player(s) agree, the game may be paused without penalty incurring.
  • Coaching and heckling during gameplay is discouraged. Coaching outside of gameplay is encouraged, though heckling still isn’t. Cheering at any time is fine, as long as it doesn’t constitute heckling.
  • Every 5 minutes a player is late to their set, they forfeit a match (10 minutes is set forfeit).
  • If a timeout occurs, winner is determined by stock, then percentage. AS A DEPARTURE FROM STANDARD RULES in order to save time, if still tied, a two stock, 4 minute match is played with the same characters and same stage. If still tied, both players gain a match point, which may determine winner. Please remember to reset the time after the match.
  • Stalling is not allowed. Since each tournament generally sets their own stalling rules, the stalling rules for this tournament will be outlined below.
  • After a set, the winner should report the match to the bracket manager/TO.
Stalling
Stalling is not allowed. This is mostly honor system, and the players should enforce it amongst themselves. The suggested enforcement is as follows:
  • The player who notices stalling should politely mention they think stalling is happening and ask the offending player to stop.
  • If the offending player disagrees, s/he may pause the game and summon a TO or other qualified third party to clarify the rules. The TO may be requested to watch the rest of the match.
  • Starting on the second instance of stalling for a given player, the TO may say the current stock of the stalling player be forfeit.
  • For certain glitches, the offending player may have to forfeit the match. The victim of the glitch may instead opt to replay the match, if they so choose.
The following are considered stalling:
  • Ice Climber’s freeze glitch or Mewtwo’s soul stunner glitch. This results in a match forfeiture.
  • Wobbling to above 250%. Ice Climbers are expected to kill at the soonest guaranteed opportunity.
  • Using pound to stall with Jigglypuff. As a rule of thumb: staying out of attack range for more than 10 seconds.
  • Peach Bomber may not be used if it fails to gain height. A rule of thumb: 5 bombers without height gain, or loss of the equivalent of >= 5 bombers heights, un-interrupted by attacks.
  • Luigi ladder if used to waste time. A rule of thumb: staying out of attack range for more than 10 seconds.
  • Excessive ledge stalling when they are not being attacked and the staller is out of the opponent’s attack range. A rule of thumb: if more than 4 ledge stalls are performed during which the opponent has not attacked and is out of attack range. Ledge stalls include:
    • Up+B ledgestalls with Sheik, Fox, Falco, Mewtwo, and Pikachu.
    • Ledgehopstalls with Falcon, Ganondorf, Link, Roy, and Bowser.
    • Ledgedashstall (aka Haxdash) with any character.
  • Any bending of these rules repeatedly (such as going in and out of attack range without attacking or otherwise furthering the match).
  • At a certain point, common sense applies. If you are simply wasting time, you are stalling.
Game Set Playing Procedure
The procedure for the matches differ depending on if it is the first match or not.

First Match
  1. Players pick their characters.
    1. Any player/team may elect to Double Blind, which is one player/team telling a third party their character(s), the other player/team selecting their character(s), and the third party verifying that the first player/team has selected the character(s) they said they would.
  2. The stage to play is determined by stage striking. See section on Stage Striking below.
    1. Alternatively, the players may invoke the “Gentleman's Clause” and pick ANY stage to play on that they agree upon.
  3. If a player doesn’t like their controller port, they may elect to Contest Port Priority OR Neutral Start. If there is disagreement, Neutral Start will be used.
    1. To contest port priority, play rock-paper-scissors. Winner gets to pick their port(s) then loser picks their port(s).
    2. Neutral start is like contest port priority, except the players can only choose from certain ports depending on the stage. The list of ports are outlined in the Neutral Start Ports section.
  4. Match is played
Subsequent Matches
  1. The winner of the previous match may ban stages FOR THIS MATCH ONLY from the neutral and counterpick stage list under the following conditions:
    1. In Melee best of three, they may ban ONE stage.
    2. In Melee best of five, they may NOT ban any stage.
    3. In SD Remix best of three, they may ban TWO stages.
    4. In SD Remix best of five, they may ban ONE stage.
  2. The loser then picks a stage under the following conditions:
    1. The stage must be a legal stage for their event (see Stage List below).
    2. The stage must not be one of the stages banned in step 1 of this match ONLY.
    3. The loser must not choose a stage they have won on during that set (this is known as Dave’s Stupid Rule).
    4. Alternatively, Gentlemen’s Clause may be invoked to play on ANY stage that all players agree on.
  3. The winner then picks their character.
  4. The loser then picks their character.
  5. If desired, the loser then gets to pick their port. Either player may invoke neutral start, but loser always gets first pick of the neutral ports.
  6. Match is played.
Stage Striking
Stage striking is a method of selecting the stage to be played on for the first match in a set. The stages available for the first match are only neutral stages. The procedure is as follows:
  • Play rock paper scissors.
  • Winner gets to choose if they strike first or second.
  • In SD Remix singles, the first striker removes two of the neutral stages. In all other events, the striker removes only one neutral stage.
  • In SD Remix singles, the second striker remove three of the remaining neutral stages. In all other events, they remove just two.
  • From the remaining two stages, the first striker picks the stage to play on.
Stage List
Stages in normal text are neutral stages. Bolded/underlined stages are counterpick stages.

Melee Singles
  • Final Destination
  • Battlefield
  • Dreamland 64
  • Fountain of Dreams
  • Yoshi’s Story
  • Pokemon Stadium
Melee Doubles
  • Final Destination
  • Battlefield
  • Dreamland 64
  • Yoshi’s Story
  • Pokemon Stadium
  • Kongo Jungle 64
SD Remix Singles
  • Final Destination
  • Battlefield
  • Dreamland 64
  • Fountain of Dreams
  • Green Greens
  • Yoshi’s Story
  • Yoshi’s Island 64
  • Pokemon Stadium
  • Fourside
SD Remix Doubles
  • Final Destination
  • Battlefield
  • Dreamland 64
  • Yoshi’s Story
  • Green Greens
  • Pokemon Stadium
  • Fourside
  • Yoshi’s Island 64
  • Kongo Jungle 64

Neutral Start Ports

Singles
  • Final Destination: 1, 2
  • Fountain of Dreams: 1, 2
  • Yoshi’s Story: 1, 2
  • Dreamland 64: 2, 4
  • Battlefield: 3, 4
  • Pokemon Stadium: 3, 4
  • Green Greens: 3, 4
  • Fourside: 1, 4
  • Yoshi’s Island 64: 3, 4
Doubles
  • Final Destination: Team A [1 & 3], Team B [2 & 4]
  • Battlefield: Team A [1 & 4], Team B [2 & 3]
  • Yoshi’s Story: Team A [1 & 4], Team B [2 & 3]
  • Dreamland 64: Team A [1 & 4], Team B [2 & 3]
  • Pokemon Stadium: Team A [1 & 4], Team B [2 & 3]
  • Kongo Jungle 64: Team A [1 & 2], Team B [3 & 4]
  • Green Greens: Team A [1 & 3], Team B [2 & 4]
  • Fourside: Team A [1 & 2], Team B [3 & 4]
  • Yoshi’s Island 64: Team A [1 & 4], Team B [2 & 3]
What is SD Remix?
The second event for this tournament is going to be SD Remix 3.1. It is a mod of Super Smash Brothers Melee (v1.0) that is a buffs-only balance modification. Fox, Falco, Sheik, Marth, Peach, and Jigglypuff are untouched, but every other character has received modification, from minor changes (like Captain Falcon/ICs) to major changes (like Pichu/Zelda). It is akin to what Balanced Brawl is for Brawl, as in it tries to make the cast viable without fundamentally changing the game play, which separates it from other projects, like Brawl-, PM, and Melee-. Because of this the name SD Remix was chosen as a riff off of Street Fighter 2: HD Remix, as it has many of the same goals.

More information:
The Smashboards thread: http://smashboards.com/threads/melee-sd-remix-3-1-released.324620/
Changelist: http://uglook.net/writing/sdremix/
Dev Blog with Character Rundowns: http://meleesdr.blogspot.com/
Combo Video: http://youtu.be/SQFc93NI6Xw
Video Overviews of (some) characters: http://youtu.be/IUZtVfZjVSQ?list=PLpheeULjhdrWv7wJVpfJkMKG637EniqtD
 
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