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Atlantic South [Feb 28, 2015] TSL You know why we're here! (Tallahassee, FL)

B_AWAL

Smash Master
Joined
Sep 4, 2007
Messages
4,883
Location
Tallahassee
Tallahassee Smash League - You know why we're here!!!
:sonic:

Check out the Smash Bros Website!
http://www.smashbros.com/us/

THE TALLAHASSEE MONTHLY HAS RETURNED!!!

https://www.facebook.com/events/994...saction=create&source=49&sid_create=932645650



Super Smash Bros Wii U, Melee & Project M Tourney!

BRING SETUPS IF YOU CAN!!!

Door fee is $5
Singles $5
Doubles $5(Per team)


Itinerary
11am - Sign-In
12pm - The peoples tourney! Melee Doubles!
1:00pm - Project M Singles
3:00pm - Smash Wii U Singles
4:00pm - Melee Singles

Stream Itinerary
12pm - Melee Doubles until finished
After Melee Doubles we will do Project M Singles until finished
After Project M Singles we will do Wii U Singles until finished
After Wii U Singles we will host Melee singles until finished

1641 West Pensacola St, Tallahassee, FL 32304
(850)575-0050
http://mellowmushroom.com/
(773)875-9505 (My Cell #) Nick aka Awal aka Chez :sonic:

TSL Rules!!!

-Version TSL-


______________________________
SMASH for the WII U SINGLES


  1. 3 Stocks
  2. 8 Minute Time Limit
  3. Items set to "Off" and "None"
  4. Pause set to "Off"
  5. In the event of a match going to time, the winner will be determined by who has less percent (stock difference still takes priority but will be shown in the results screen).
  6. If the match ends with both players dying at the same time (coincidentally) or if time ran out with both players at equal percent, a one stock three minute rematch will be played on the same stage. For a tie-breaker match, a Ledge Grab Limit of 18 is used for all characters.
  7. If a match ends via suicide(Ex: Bowser-side or Kirby-side) the attacker wins
  8. Round one stage selection will consist of striking 2-3-2-1 and the last stage will be the starter(Omega FD counts as Final D and Vice Versa)
Set Procedure

  1. Player Priority is determined if it can not be agreed on. (See below for details)
  2. Each Team selects one controller port to use for each Player.
  3. Each Team selects one character for each Player. A double blind pick may be called by any player.
  4. 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 1-2-1 (Team 1 strikes 1 stage, followed by Team 2 striking 2 stages, with Team 1 then striking 1 of the 2 remaining stages).
  5. The first match is played.
  6. The team that lost the previous match may opt to re-pick controller ports (with themselves picking first).
  7. The Team that won the previous match may announce one "Stage Ban" if they have not already done so in this set.
  8. The Team that lost the previous match announces the stage for the next match from either the Starter or the Counterpick Stage List. Any Stage named as a "Stage Ban" by the either Team may not be selected. No Stage may be used by a Team that has already won on that Stage in this set.
  9. The Team that won the previous match chooses one character for each Player.
  10. The Team that lost the previous match chooses one character for each Player.
  11. The next match is played.
  12. Repeat steps 6-11 for all proceeding matches.

Determining Player Priority
If there is a dispute in controller port selection or initiating Stage Strike use the following method:
Teams will use a random method such as Rock-Paper-Scissors, Coin Flip, or Game and Watch Judgment, where the winner selects either first choice in port selection or first choice in stage striking. Whichever team does not receive first choice in port selection will be compensated with first choice in stage striking.
Note: In Doubles, port selection is ordered 1-2-2-1 fashion (with Team-1 having first choice in controller slot select, Team-2 having both second and third choice, and the final slot going to Team-1).

Stage List
Starters | Also Starters
Battlefield|Battleship Halberd
Smashville|DuckHunt
Final Destination|Delfino Plaza
Omega Stages|Lylat Cruise
Town & City|Castle Siege
|
|
PROJECT M SINGLES
- Player’s Choice Clause: You may play by a rule outside of this ruleset if your opponent agrees to it as long as it does not deliberately delay the tournament process.
- 4 stock, 8:00 minute timer

- Items OFF and set to NONE
- Buffer OFF
- Double elim. Best of 3 except Winners’ Finals, Losers’ Finals and Grand Finals matches which will be best of 5 format.
- Ties after the time limit are determined by stocks, then by percentage.
- If a match ends with both players dying at the same time resulting in Sudden Death, a 1-stock rematch will be played out on the same stage.
- If each player has one stock remaining and the match ends due to a suicide move (Ganon’s side-B, DDD’s swallow, holding someone in a grab on a platform as it moves out of the boundaries, etc.), the player who initiated the move wins.
- Any action that can prevent the game from continuing (freezing, disappearing characters, game reset, etc.) will result in forfeiture of the 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.
- Starter stages (Singles): Battlefield, Dream Land 64, Final Destination, Fountain of Dreams, Pokemon Stadium 2, Smashville, Yoshi’s Story (Melee)
- Counter-pick Stages (Singles): Yoshi’s Island (Brawl), Lylat Cruise, Wario Ware, Green Hill Zone, Skyworld
- First stage is decided by banning from the Starter Stages in P1-P2-P2-P1-P1-P2 order.
- Following stages decided by winner banning
2 stages and then loser choosing.
- Winning player is not locked into the same character for the next match, but has to pick before loser selects character.
- You may not choose a stage you have already won on unless mutually agreed to.
- In the event that the game crashes or the TV/Wii loses power in the middle of a match, that match will be restarted from the beginning with the same characters and stage. If a player uses a known glitch to intentionally crash the game or otherwise make it unfinishable, that player may be forced to forfeit the match or be DQed at the TO’s discretion.
- No excessive stalling (this includes abusing Jiggs’ Rising Pound and Mario’s Up-B Walljump)


Melee Rules

Singles Stage List
Starters/Neutrals:


    • Yoshi’s Story
    • Fountain of Dreams
    • Battlefield
    • Final Destination
    • Dream Land
Counterpick:

    • Pokemon Stadium
Doubles Stage List
Starters/Neutrals:


    • Yoshi’s Story
    • Pokemon Stadium
    • Battlefield
    • Final Destination
    • Dream Land
Counterpick:

    • DK 64
General Rules

    • Items are set to off
    • Stock and time are set to 4 stock and 8 minutes, respectively
    • Wobbling is legal. Wobbling past 250% will be considered stalling and is not allowed.
    • Double Blind: If elected
    • Contest Port Priority: If elected
    • Neutral Start: If elected
    • DSR: You cannot counter pick to any stage you have won on ever.
    • Gentleman’s Clause: Any stage may be played on if both players agree to it. This rule takes priority over DSR. Players may NOT agree to change the number of matches to be played.
    • Forced Character Selection: Off
    • Matches that time out will be determined by the remaining number of lives, then percentage of the current stock. In the event of a percentage tie, the match should be replayed in full. Sudden Death is not to be played, and will not count. A player/team may not counterpick to the stage they last won on. This includes the first match won via stage striking.
    • Pausing the game shall only be legal while either player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament official or in the case of a controller malfunction. All other pauses will incur a stock loss to the player who pauses the game.
    • Any coaching that happens during the match (but not in between matches) is restricted. Players who violate this rule will receive a warning (BOTH the player AND the person coaching the player) on the first attempt. Players who violate this rule after a warning will be disqualified from the event and a possible ejection from the venue.
    • Players are to attend their matches at the designated times they are called. If you are late to a match, the following rules will be applied based on the amount of time:
      • If you are 5 minutes late: Results in a match loss
      • If you are 10 minutes late: Results in a set loss
      • These times will be strictly enforced to make sure that each player will enjoy the full event on a timely manner.
Additional Rules for Teams Play

    • Team Attack: ON
    • Life Stealing is allowed
    • If the game is paused accidentally while attempting to steal a life, the opposing team may deem that life forfeit. Wait until the announcer has finished saying defeated before pressing start, or turn pause off prior to beginning the match.
How to Play a Set

    • Players select their characters. Either player may elect to Double Blind
    • Use Stage Striking to determine the first stage
    • The players play the first match of the set
      Prior to starting this match, either player may elect to Contest Port Priority or Neutral Start.Note: Only one of these two may be used, as both have a built in Port Selection mechanism using RPS. If there is a situation where a player would like to change which option they elected after playing the game of RPS, it is the opponent’s choice to allow it. The results from the previously played game of RPS will carry over.
    • Winning player of the preceding match bans a stage/stages (if applicable).
      For Best of 3 sets, each player gets 1 stage ban.
      For Best of 5 sets, there are no stage bans.
    • The losing player of the preceding match picks a stage for the next match.
    • The winning player of the preceding match may choose to change characters.
    • The losing player of the preceding match may choose to change characters.
    • The losing player of the preceding match gets first pick of port. Either player may elect for a neutral Start, but RPS will not be played to determine first pick.
    • The next match is played.
    • Repeat Steps 4 through 9 for all subsequent matches until the set is complete.
Term Definitions

      • Double Blind: Either player may request that a double blind selection occur. In this situation, a 3rd party should be told, in secret, each of player’s choices for the first round. Both players are to then select their first round character, with the 3rd party validating that the character selected is the same as their word.
      • Contest Port Priority: If an agreement cannot be made as to who gets what port, the players may enact a best of 1 game of Rock Paper Scissors. Winner gets their port selection, loser selects any other port.
      • Neutral Start: Either player may enact this rule. Once enacted, both players may only use one of the two “Neutral Starting Positions”. A best of one game of Rock Paper Scissors may be used to determine who gets the higher port. If one player elects to Contest Port Priority and the other elects to Neutral Start, Neutral Start takes priority.

      • Singles:
        StagePort 1Port 2Port 3Port 4
        FD**
        FoD**
        YS**
        DL**
        BF**
        PS**
        Doubles:

        StagePort 1Port 2Port 3Port 4
        FDTeam ATeam BTeam ATeam B
        PSTeam ATeam BTeam BTeam A
        BFTeam ATeam BTeam BTeam A
        YSTeam ATeam BTeam BTeam A
        DLTeam ATeam BTeam BTeam A
      • DSR: A player/team may not pick any stage they previously won on.
      • Gentleman’s Clause: Any stage may be played on if both players agree to it. This rule takes priority over DSR. Players may NOT agree to change the number of matches to be played.
      • Forced Character Selection: The losing player once had the option to select Random Stage as their counterpick and remove the option to change characters from the winner of the previous round. This is no longer legal. If a player wishes to select Random Stage as their counterpick, the winner of the previous round may choose to change their character.
      • Stage Striking: Players eliminate stages from the Starter/Neutral list until there is one stage remaining.
        Players strike stages in this order:

        StrikePlayer 1Player 2
        Strike 1*
        Strike 2 *
        Strike 3 *
        Strike 4*
Conduct Rules

  1. BYOC (Bring your own controller): Players are expected to bring their own controller and be prepared for every tournament set.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation are not allowed and punishable by the TO.
  7. No substitutions are allowed for singles or doubles.
  8. 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.
  9. The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
  10. 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.
    • The URC recommends players do not use intrusive texture and stage hacks.
    • Players are not allowed to use any game altering hacks, such as no-tripping or model hacks. If someone is caught setting up a system they brought with such hacks enabled can face punishment at the TO's discretion.
  11. 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
In the event two or more players are tied at the conclusion of a round of pools at a Unity Ruleset tournament, the following process will be done:

Players will be compared with each other on various criteria in this ordered precedence:

  1. Set Wins
  2. Head to Head
  3. Wins
  4. Losses
  5. 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 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.


•These rules are subject to change leading up to the event date. The Tournament Organizer reserves the right to remove you from the venue at his discretion for any reason.

•The Tournament Organizer and his assistents, and any persons helping run the event may not be held liable for any lost, stolen, or damaged goods during this event. Nor will the Tournament Organizer, the venue, its owners, affiliates, employees, members, sponsors, or volunteers be held liable or responsible for any injury or harm that may befall a person during the course of this event. By entering the venue during the posted date you are displaying your agreement with this policy.
__________________________________________________
 
Last edited:

Gunslinger

Smash Apprentice
Joined
Jun 24, 2014
Messages
103
Location
Tallahassee, Florida
Is there a best sheik player for melee? And who's the champ for melee?
Our best Sheik? Eh...it's debatable, our best player (Lucy is his tag) has a secondary Sheik that's really good. As for a Sheik main, our most notable are probably Finch and Bert. Our two best players, Lucy and Paz, go pretty even. Unfortunately Lucy isn't attending this tournament though, but Paz is.
 
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