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Smash Hero
Yeah, the backroom is still active.
Competitive 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.
Winners Finals, Losers Finals and Grand Finals are best-of-5.
Online matches are best-of-5, with Winners Finals, Losers Finals and Grand Finals best-of-7.
Set size is ultimately up to the Tournament Organiser, but these are general guidelines.
Game Settings
Mode: STOCK
Stocks: 4
Handicap: OFF
Team Attack: ON
Stage Select: ON
Damage: 100%
Item Switch: NONE
Stages
The Starter Stage List consists of Congo Jungle.
The Counterpick Stage List consists of Peach's Castle, Hyrule Castle, Planet Zebes, Dream Land
The Online/Gameshark Additions to Starter Stages are Final Destination and How To Play.
The Online/Gameshark Additions to Counterpicks are Metal Mario Stage and Battlefield. Under no circumstances are matches to be played on Race to the Finish or Kirby Beta 2 Stage.
Please note: Hyrule Castle without Tornadoes and Dream Land without wind are banned.
First match of all sets is played on Congo Jungle.
If Gamesharking is in effect, the Stage Striking system is used. 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.
Characters
The following characters are legal: Kirby, Fox, Captain Falcon, Mario, Luigi, Donkey Kong, Yoshi, Ness, Jigglypuff, Samus, Link.
Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right-C) are banned. Master Hand, Metal Mario and Polygon characters are banned.
Low Tiers tournaments should use the following characters: Yoshi, Donkey Kong, Jigglypuff, Luigi, Samus and Link.
Set Procedure
General Guidelines for Online
It is difficult to formally define a desynch, but when both players report that the opponent is doing something odd (attacking air, jumping off and completely failing to recover, etc), it can be considered a desynch. Input from players still goes through, so standing still and not moving at all is generally not a desynch (pausing to type, etc, are exceptions). Pausing the game is recommended over desynching, though neither is recommended (obviously).
Additional Doubles Rules
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.
Other rules such as region-locking for online are left to the Tournament Organiser.
[collapse="Simple version of the ruleset"]
Legal Starters:
Legal Counterpicks
All matches aside from the below are best-of-3
Set progression:
Competitive 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.
Winners Finals, Losers Finals and Grand Finals are best-of-5.
Online matches are best-of-5, with Winners Finals, Losers Finals and Grand Finals best-of-7.
Set size is ultimately up to the Tournament Organiser, but these are general guidelines.
Game Settings
Mode: STOCK
Stocks: 4
Handicap: OFF
Team Attack: ON
Stage Select: ON
Damage: 100%
Item Switch: NONE
Stages
The Starter Stage List consists of Congo Jungle.
The Counterpick Stage List consists of Peach's Castle, Hyrule Castle, Planet Zebes, Dream Land
The Online/Gameshark Additions to Starter Stages are Final Destination and How To Play.
The Online/Gameshark Additions to Counterpicks are Metal Mario Stage and Battlefield. Under no circumstances are matches to be played on Race to the Finish or Kirby Beta 2 Stage.
Please note: Hyrule Castle without Tornadoes and Dream Land without wind are banned.
First match of all sets is played on Congo Jungle.
If Gamesharking is in effect, the Stage Striking system is used. 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.
Characters
The following characters are legal: Kirby, Fox, Captain Falcon, Mario, Luigi, Donkey Kong, Yoshi, Ness, Jigglypuff, Samus, Link.
Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right-C) are banned. Master Hand, Metal Mario and Polygon characters are banned.
Low Tiers tournaments should use the following characters: Yoshi, Donkey Kong, Jigglypuff, Luigi, Samus and Link.
Set Procedure
- Players select characters for first match. Double Blind Picks may be called.
- Players strike stages.
- 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.
- Console is strongly recommended over using a Wii (frame skipping). A lagless laptop is also usable, as it has no frame skipping and is therefore the same as console.
- The (U) version (NTSC) of Super Smash Brothers is recommended over (E) (PAL), (A) (PAL) and (J) NTSC.
- All players must use the same sort of controller as the host in the interests of fairness. Every player must bring their own keyboard, N64 controller, Gamecube controller, Xbox360 controller and Hori Mini Pad - TO's should ensure every paying participant has these before entering them in bracket.
- Tournament organisers should discuss and organise these arrangements beforehand.
- It is recommended a 5 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. TOs are exempt from this restriction.
- Pausing is discouraged unless a player's phone rings and a third party can verify it is a relative of the player. At other times, the pauser loses their current stock. If the pause causes the opponent to lose their stock, the pauser loses two stocks.
- Pausing and resetting (A+B+Z+R) is recommended to save significant amounts of time.
- Mages DQ is enforced. When a match is called, both players must promptly arrive. If a player is 30 seconds late, they receive a warning. At 1 minute late, they lose the first game of the set and forfeit counterpick rights. At 2 minutes late, they forfeit the entire set.
- Players may not eat while playing, or in-between matches. This is just rude.
- It is recommended that drugs*, including alcohol, are prohibited at tournament venues for the sake of both the venue and the participants. Here is a link to why alcohol is bad.
General Guidelines for Online
It is difficult to formally define a desynch, but when both players report that the opponent is doing something odd (attacking air, jumping off and completely failing to recover, etc), it can be considered a desynch. Input from players still goes through, so standing still and not moving at all is generally not a desynch (pausing to type, etc, are exceptions). Pausing the game is recommended over desynching, though neither is recommended (obviously).
- 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. Players may, at any time, call desync, and the game will restart.
- If the frame rate consistently drops below 57fps and there is a clear offender, they will be given a chance to turn off iTunes. If they do not, they will be reported on SWF and everyone is sad.
- Pausing is allowed.
- It is recommended that inactivity over a period (decided by the organiser) is met with warnings and/or disqualification. If the entire tournament is stagnant due to the Competitive Events forum being impossible to access, then everyone automatically wins.
- Pausing and resetting (A+B+Z+R) is heavily recommended to reduce time in-game and hence time that you might desync in.
Additional Doubles Rules
- 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.
If you do not wish to read the quote, just know that you have to mash the following, assuming DK is facing left. The opposite directions apply if he is facing right (?).
Right+B
Left+A
Right+B
Left+A
repeat
Right+B
Left+A
Right+B
Left+A
repeat
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.
[collapse="Simple version of the ruleset"]
Legal Starters:
- Congo
Legal Counterpicks
- Peach's
- Congo
- Hyrule
- Dream Land
All matches aside from the below are best-of-3
- Winner's Semis, Loser's Semis
- Winner's Finals, Loser's Finals
- Grand Finals
Set progression:
- Players select characters for first match (double blind)
- Players strike stages (rock-paper-scissors)
- First Match
- Loser picks next stage
- Winner chooses character
- Loser chooses character
- Play match
- Repeat above four steps