Well I'm back. After a several year hiatus looks like I'll be returning to the smash scene. It's been a magical few years of self discovery and mellowing out in general.
I'd like to provide my initial ruleset for Smash 3DS that will be used at any tournaments I host. This is a
very tentative ruleset, as I do not have the game yet - though one of my roommates does - and as such I'm creating it to prompt discussion on a ruleset in a fairly centralized location, and in particular to discuss potential legal stages with regards to a group stage striking system as outlined below. In addition, many people know I have fairly... out there thoughts on stage legality. Of note, my stage list in this thread is very incomplete, primarily as I need time with the game to form an opinion on each stage in the game.
As per my
previous ruleset for Brawl, I take the base state of the game to be the game as released, and any deviations in settings must be done only absolutely as necessary. In general, degenerative randomness and mechanics should be addressed so long as they do not overly burden players, and are as simple as possible in readability. Of note in my Brawl ruleset, I would currently consider my ruling on Dedede's infinite and Ganondorf and Bowser's suicide moves terrible rules, purely due to a change in mindset over the past 3 or so years.
So without making this preface overly long, here is my ruleset.
Please note I used my original ruleset for Brawl as a base, so if I missed anything that no longer applies to Smash 4 please make note of it.
General Gameplay Rules
~ 2 Stocks
~ 5 Minute Time Limit
~ Items set to "On" and "None"
The base state of the game is such that all Items are on, and items are set to Medium. Random item spawns give no warning and can instantly change a match, and as such the smallest possible change to the base state is item frequency set to "None." Please note that while this did in fact affect certain attacks in Brawl, it is currently unknown if it also affects them in Super Smash Bros. 3DS; thus it is very possible this distinction is superfluous.
~ All custom moves are allowed.
~ The act of stalling is banned: stalling is intentionally making the game unplayable: Such as becoming invisible, continuing infinites, chain grabs, or uninterruptible moves past 300%, and reaching a position that your opponent can never reach you.
~ Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
~ The winner will be declared by what the game says in all situations, except for when players are presented with sudden death, in which case:
- In the event of a match going to time, the winner will be determined by who has lesser percent (stock difference still takes priority but will be shown in the results screen).
- If the match ends with both players dying at the same time (either coincidentally or via suicide move) or if time ran out with both players at equal percent, a one stock three minute rematch will be played on the same stage.
Modified Rules for Doubles
~ Team Attack set to "On"
~ Life stealing is allowed.
~ In the event of a game going to time and both teams have an equal amount of combined stocks, then whichever team has a lower combined percent is declared the winner.
Set Procedure
~ The first game is played on a Stage selected from the Starter Stage List either by mutual consent or through the Stage Striking Method. The order of stage striking will be 1-1 (Team 1 strikes one stages, followed by Team 2 striking one stage).
~ The first match is played.
~ The Team that won the previous match may announce one "Group Ban" if they have not already done so in this set. All stages in that CP group are banned.
~ The Team that lost the previous match selects one of the remaining three CP groups.
~ The Team that won the previous match bans one stage from the selected group if it is group 1 or 2, or 2 stages from the selected group if it is group 3 or 4.
~ The Team that lost the previous match selects the stage to be played on from the remaining stages in that group. No Stage may be used by a Team that has already won on that Stage in this set.
~ The Team that won the previous match chooses one character for each Player or custom move preset.
~ The Team that lost the previous match chooses one character for each Player or custom move preset.
~ The next match is played.
~ Repeat steps 6-11 for all proceeding matches.
Stage List
Group 1 - Starters
Battlefield
Final Destination
Yoshi's Island
Group 2 - Minor CPs
Currently Unknown
Group 3 - Large Stages
Currently Unknown
Group 4 - Hard CPs
Currently Unknown
Banned
Currently Unknown
Conduct Rules
- BYOC (Bring your own controller): Players are expected to bring their own controller and be prepared for every tournament set.
- In the event pause is left on accidentally and is pressed, immediately call over the TO. Based upon their judgment, the situation will be resolved. If your situation is neutral [players are not in combat], the match will be resumed as if the pause had not occurred. If your situation is advantageous to one individual and the player in the disadvantageous situation paused, the disadvantaged player will be either placed in a grab or onto the ledge of the stage. If a player in a death situation [Chain grabs, Grab releases, Jab-locks to a kill move, etc] paused while in a death situation, the current stock is forfeited immediately. If you unpause before the TO reaches the station, the player that unpaused losses a stock.
- During gameplay, any coaching parties must remain a finite distance determined by the TO away from the players in order to give players equal access to all coached information. Ear-side coaching is prohibited during games, but acceptable between games. Failure to adhere to this will lead to punishment at the TO's discretion, which could include the coach's removal from the venue or a call to replay the game that the coaching interfered with.
- Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing. If the Wii Remote is still synced up to a Wii with the batteries in, you could unintentionally disrupt a match. If problems persist, a DQ may happen.
- You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility (including battery issues with a Wii Remote), so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of these problems.
- Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation are not allowed and punishable by the TO.
- No substitutions are allowed for singles or doubles.
- DQ Rule: Arriving too late for a match will result in a DQ. Player(s) will have 5 minutes to show up before a loss of the first match. 5 more minutes results in a loss of the set. For doubles, both players on a team need to be present in order to play.
- The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
Regarding textures and other game hacks:
- Players may request that any texture, stage, or other hacks be disabled during a tournament set. If this is unable to be done, they may switch to a different setup if available.
Disrupting your opponent physically or intending to disrupt their play (through something such as screaming in a player's ear) will result in a warning. Repeated action will result in disqualification from the tournament and possibly ejection from the venue. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible, and ejection from the venue is also a punishment.
Resolving Pool Ties
Players will be compared with each other on various criteria in this ordered precedence:
- Set Wins
- Head to Head
- Wins
- Losses
- One Game Rematch
- If players are still tied on a step, you move down to the next one. For instance, if Player A and B both go 3-2 in sets in a round of pools, you will then proceed to the Head to Head step (who won the set between those players). Whoever won vs the other will proceed at the top of the tie.
- If Head to Head (the result of the set between the players in question) can not decide a tie, then you would move down to the Wins step. This may occur in a three way tie where all three players defeated each other (however note that if one person in a three way tie defeats both other players, then the Head to Head comparison will be used).
- If the tie breaker reaches all the way to the One Game Rematch step, this game will play out similar to the first game of any set (though doing best of one), where users will stage strike for the stage, and may double blind characters.
- If at any point a tie of three or more players is partially resolved, still leaving two or more players tied, the tie between the remaining players will be decided by starting the tie breaker process over for them. For instance, if in a three way tie in the Wins step, one player has six wins while the others have 5, the player with 6 wins will be the top of the 3. The remaining two players will start back at Sets Wins to determine who is higher between the two instead of proceeding onto the Losses step right away.