asianaussie
Smash Hero
This was meant to be posted at some point, but I didn't not enough input had been given. I'm doing it now because the backroom is about to be archived or w/e. I've decided this needs to be put out for review before actually being released. This ruleset is not being put out for Apex 2013.
This is not meant to start any controversy. This ruleset is specifically geared to let TOs decide whether Hyrule should be legal or not. The stagelists aside, the rules have not changed a great deal.
My personal points of contention include Gameshark stage legality and whether there should even be two separate stagelists. If I recall right, there was not enough push in either direction in the backroom polls etc to go either way, but for now, this is how it is.
This is not meant to start any controversy. This ruleset is specifically geared to let TOs decide whether Hyrule should be legal or not. The stagelists aside, the rules have not changed a great deal.
My personal points of contention include Gameshark stage legality and whether there should even be two separate stagelists. If I recall right, there was not enough push in either direction in the backroom polls etc to go either way, but for now, this is how it is.
ugh the picture got corrupted WHATEVERCompetitive Recommended Ruleset
Competition Rules
Competition format is Double Elimination.
If possible, brackets are to be generated with a Random Number Generator (RNG). It is recommended Tournament Organisers have a consensus from players before any seeding/byes are placed in-bracket.
All sets with the exception of the below are best-of-3.
Winners Semis, Losers Quarters and Losers Semis are best-of-5.
All Finals (Winners, Losers and Grand) are best-of-5.
Set size is ultimately up to the Tournament Organiser, but these are general guidelines.
Game Settings
Mode: STOCK
Stocks: 5
Handicap: OFF
Team Attack: ON
Stage Select: ON
Damage: 100%
Item Switch: NONE
All Characters Available
Stages
Stagelist Alpha: Hyrule Legal
The Starter Stage List consists of Congo Jungle, Hyrule Castle and Dream Land.
The Counterpick Stage List consists of Peach's Castle.
First match of all sets is selected by a 3-stage striking system with the Starter Stage List. An impartial observer/tournament organiser flips a coin to decide who strikes first. If this is impossible (online), whoever strikes first will be pre-decided by an RNG.
The 64 Recommended Ruleset uses the stage striking system for Stagelist Alpha. In this system, players take turns striking stages from the Starter Stage List until only one remains; these stages are not banned and can be counterpicked later in the set.
Stagelist Beta: Hyrule Banned
The Starter Stage is Dream Land.
The Counterpick Stage List consists of Congo Jungle and Peach's Castle. These may be added to the Starter Stage list at the TO's discretion.
Gameshark Stages
Use of Gameshark to manage stage hazards is up to the Tournament Organiser, who has a duty to inform players of his/her decision, even if that decision is to allow the players to choose. If not all setups are able to use Gameshark, use is discouraged. Note: In the case that Stagelist Beta is being used, removing tornadoes does not make Hyrule legal.
The recommendation for Gameshark Stages by the Backroom is:
Hyrule without Tornadoes: Same as Hyrule/Replacing Hyrule
Dream Land without Wind: Same as Dream Land/Replacing Dream Land
Battlefield: Starter (with FD)/Counterpick
Metal Mario's Stage: Counterpick
Final Destination: Starter (with Battlefield)/Counterpick
How to Play: Banned
Kirby Beta 1: Banned
Kirby Beta 2: Banned
Race to the Finish: Banned
Characters
All characters are legal.
Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right-C) are discouraged if Congo Jungle is the stage for visibility reasons. The opposing player may reset the match without penalty if they wish for a colour change. Taking or dealing any damage nullifies this right.
Low Tiers are all characters in B tier and below: Yoshi, Donkey Kong, Jigglypuff, Ness, Luigi, Samus and Link.
Set Procedure
Do note that there is no single stage strike for the winner of the previous match.
- Players select characters for first match. Double Blind Picks may be called.
- Players strike stages, or Dream Land is called (Stagelist Beta).
- The first match is played.
- The loser of the previous match selects the next match's stage from the Starter Stage and Counterpick Stage Lists.
- The winner of the previous match selects their character.
- The loser of the previous match selects their character.
- The next match is played.
- Above four steps are repeated if necessary.
General Guidelines for Console/Offline
* Healthcare drugs such as insulin supplements (diabetes), Epi-pens (anaphalactics) or asthmatic inhalers (asthmatics) are exempt, given usage is by those suffering from the relevant conditions.
- Console is strongly recommended over using a Wii (frame skipping). A lagless laptop is usable, as it has no frame skipping, but console is still strongly recommended.
- If there are requests to play using Gamecube controllers, a Wii with the Virtual Console version of Super Smash Bros. can be used. Alternatively, suitable PC adapters may be used.
- If there are requests to play using a keyboard/non-Nintendo/third-party controllers, a laptop set-up is recommended. Each controller user is responsible for bringing relevant adapters and drivers (on a USB stick), and to calibrate their own controllers.
- Tournament organisers should discuss and organise these arrangements beforehand.
- It is recommended a 8/10 minute time limit is put in place for all matches, especially Hyrule. This may be difficult to enforce.
- Draws are decided first by stock, then by percentage.
- Disrupting your opponent physically or intending to disrupt their play will result in a warning. Repeated action will result in disqualification from the tournament. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible.
- Pausing is discouraged, and should only be done at the end of a stock, if at all. At other times, the pauser loses their current stock. If the pause causes the opponent to lose their stock, the pauser loses two stocks.
- Extreme stalling is disallowed. Any reported case of such will result in a warning, followed by automatic forfeit of the match. If this is reported again, automatic forfeit is enforced without a warning. If there is no movement from either player, the player with fewer stocks/loser percentage is considered to be stalling.
- Mages DQ is enforced. When a match is called, both players must promptly arrive. If a player is 2 minutes late, they receive a warning. At 4 minutes late, they lose the first game of the set and forfeit counterpick rights. At 6 minutes late, they forfeit the entire set.
- Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organiser's discretion, given 64 has low dedicated attendance rates.
- It is recommended that drugs*, including alcohol and caffeine, are prohibited at tournaments for the sake of both the venue and the participants. Legal issues are possible, and use of drugs in the vicinity of the venue by participants should be heavily discouraged or prohibited completely. Relevant Federal and State regulations on drugs obviously apply.
General Guidelines for Online
- Tournament Organisers are responsible for drawing brackets, publicly showing brackets/rules and disqualification. The Smash 64 Competitive Events section is recommended for posting tournament threads. This includes deciding who will strike stages first via RNG.
- Matches are to be played with P2P Kaillera clients. Recommended emulators include Project64k, Project64k Vista Edition and variants of Mupen64k, such as Mupen Beta++.
- If a match is played on server, observers must ensure they will not cause lag or an increase in frame delay, and may not communicate with players once a match has started.
- The North American (U) version of Super Smash Bros is strongly recommended over (E), (A), (I) versions. Using All-star! Dairantou Smash Brothers! (J) should be either a separate bracket or the theme of the tournament.
- Desynchronisation in any single match will result in a restart of that match, with all previous successful matches counting. If possible, it is recommended that the exact stock and percentage at the point where desync occurred should be used. This may be difficult, especially if the desync occurs during a hard-to-escape combo, so if both players agree, resetting to just stock is okay.
- If the frame rate consistently drops below 57fps and there is a clear offender, they will be given one more chance to replay that match - lagging again, even in a different match, will result in disqualification.
- Disrupting your opponent or abuse through Kaillera should be reported via a Print Screen/equivalent function, and will result in disqualification from the tournament.
- Pausing is discouraged, and should only be done at the end of a stock, if at all. At other times, the pauser loses their current stock. If the pause causes the opponent to lose their stock, the pauser loses two stocks.
- Extreme stalling is disallowed. Enforcing is incredibly difficult. If it is reported, a server match with impartial observer is recommended to decide penalties fairly. Penalties are the same as Console penalties.
- It is recommended that inactivity over a period (decided by the organiser) is met with warnings and/or disqualification.
Additional Doubles Rules
Legal status of DK's Infinite Cargo Hold is left to Tournament Organiser discretion. It is recommended that the Cargo Hold limited to 2 releases to prevent abuse. One opinion is that the Cargo Hold can be regarded as a stall. If time is being enforced, it may be considered as such after 2-3 re-releases with the throwing player not attempting to do anything with it. It is advisable that this is cumulative in order to prevent abuse of this rule by throwing other moves in-between.
- Life Stealing (pressing Start when eliminated) is allowed.
The following is how to escape the Cargo Hold. The tournament organiser may wish to inform players of this if they are not restricting the Cargo Hold.
This is only a recommended ruleset, and it is encouraged that Tournament Organisers take it and modify it as they see fit, while understanding the reasoning behind each of the recommendations and taking said reasons into account.If they escape within 47 frames then that is the only way to do it.
Escaping DK's Throw Trap:
To escape DK's Clasp, use the normal escape method: Smashing and pressing alternate buttons/directions. You can escape in 8 frames.
To escape the ITT you have to start by pressing Right+B as soon as you are on DK's back (you'll get some percentage), then follow that with Left+A etc... DK cannot grab you again if you do this. If DK grabs, it will go through you. If he turns around, you will be free to grab him. Even if the DK is perfect he cannot grab you.
If you cannot do the above method, then you should do the escape procedure, and mash A once you escape the first hold. If the DK player is 1 frame off then you will hit him before he can grab again. This method is easier but if the DK is perfect he will be able to grab.
1 frame off:
http://video.google.com/videoplay?docid=5731459134922078284
DK Can't Fthrow:
http://video.google.com/videoplay?docid=5888230683216723819
^The same for Kirby and all other characters
Other rules such as region-locking for online are left to the Tournament Organiser.
Copy-paste Printer-friendly Ruleset said:
Mode: STOCK
Stocks: 5
Handicap: OFF
Team Attack: ON
Stage Select: ON
Damage: 100%
Item Switch: NONE
All Characters Available
Stages
Congo Jungle, Hyrule Castle, Dream Land
Peach's Castle
Counterpick Stages