W.C.N
Smash Lord
- Joined
- Jun 14, 2012
- Messages
- 1,120
This Ranbats we will be hosting Smash4 & Super Smash Bros Brawl!
Schedule
10:00 AM - Venue Opens/Registration
12:00 PM - Registration for Smash 4 WiiU Doubles and Brawl Singles Ends
12:30 PM - Brawl Singles Begins
01:00 PM - WiiU Doubles Begins
05:00 PM - WiiU Singles and Brawl Doubles Registration Ends
05:30 PM - Smash 4 WiiU Singles Bracket Begins
06:30 PM - Brawl Doubles Begins
Entry
Venue Fee: $5*
Singles: $5
Doubles: $10 per team
*Venue fee will be refunded to anyone bringing a full setup who stays for the entire event. A full setup is a TV and a Wii or Wii U with a copy of Brawl or Smash 4 with all characters and legal stages unlocked (Wii U systems must also have the GC Controller adapter). Fee will not be refunded if someone brings a setup for doubles and leaves before singles starts. This only applies if we officially use your setup for tournament use.
Payout
Singles
Less than 32 players:
1st: 60% of Tournament Fee
2nd: 30%
3rd: 10%
32 player or more:
1st: 48% of Tournament Fee
2nd: 22%
3rd: 14%
4th: 8%
5th: 4%
5th: 4%
Doubles
1st: 60% of Tournament Fee
2nd: 30%
3rd: 10%
General Rules for Super Smash Bros. Games
A. Game Settings
● Mode: Stock
● Handicap: Off
● Team Attack: On (for doubles)
● Damage Ratio: 100%
● Items: Off
● Pause: Off
● All Characters Available
● All sets are bestof3 except for the following matches of the final bracket
which are bestof5: Winners Finals, Losers Finals, and Grand Finals
B. Set Procedure
1. Players select their characters. Either player may elect to do Double
Blind Character Selection (see next section)
2. Use Stage Striking to determine the first stage
3. The players play the first match of the set
4. Winning player of the preceding match bans a stage/stages*
5. The losing player of the preceding match picks a stage for the next
match*
6. The winning player of the preceding match may choose to change
characters.
7. The losing player of the preceding match may choose to change
characters.
8. The next match is played.
9. Repeat Steps 4 through 8 for all subsequent matches until the set is
complete.
* See gamespecific rules for detailed stage ban and stage selection
procedures
C. Additional Rules
● Stage Selection Clause: Any stage may be played on if both players agree to it.
Players may NOT agree to change the number of matches to be played.
● Double Blind Character Selection: 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.
● 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 or Game & Watch
Judgment (the player who gets the higher number wins). 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”. G&W’s Judgment Hammer
or a best of one game of Rock Paper Scissors may be used to determine who
gets the higher port. If both the Port Priority and Neutral Start rules are invoked,
the player who is granted Port Priority selects one of the neutral start ports.
Neutral starting ports are only applicable to Super Smash Bros. (64) and Super
Smash Bros. Melee. For any Smash Bros. game, players may elect to move to
opposite sides of the stage and then count down prior to starting the match
● Stalling is banned: The act of stalling is intentionally making the game
unplayable. Stalling tactics include but are not limited to 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., pausing, freeze glitches, 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.
● Time Outs / Ties: The winner of a match that goes to time (time out) will be
determined by stocks and percentage. When the timer hits 0:00 player with the
higher stock count is the winner. If both players are tied in stocks the player with
the lower percentage is the winner. In the event of a percentage tie, or a match in
which both players lost their last stock simultaneously, a 1 stock tiebreaker will
be played with time limit equal to the regular time limit divided by the regular
number of stocks, rounded up. Sudden Death is not to be played at all, and will
not count.
● Stock sharing is allowed in doubles.
●Colorblind Rule: Players may request that their opponent change colors to
accommodate colorblindness or if their color is indistinguishable from either the
other team color or the stage background. The request must be made before the
match starts.
● Warmups: Warmup periods, button checks, and “handwarmers” may not
exceed 30 seconds on the game clock. Violation of this rule may result in an
automatic forfeit at the discretion of the TO.
● 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.**
● Controllers: Alternate or custom controllers/adapters are allowed.*** Players
suspected of using turbo functions or other macros are subject to immediate
disqualification from the tournament. Players are responsible for setting up
custom controllers in a timely manner.
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.
Any malfunctions or errors associated with your controller are your responsibility,
so 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 a
controller problem.
** See individual game rules for detailed stage striking procedures.
*** There are exceptions for Super Smash Bros. for Wii U. See Section VI
Super Smash Bros. Brawl
A. Game Settings
● Stocks: 3
● Time limit: 8 minutes
B. Stage List
Starter Stages
● Battlefield
● Final Destination
● Delfino Plaza
● Smashville
● Yoshi’s Island (Brawl)
Counterpick Stages
● Pokémon Stadium (Melee)
● Castle Siege
● Halberd
C. Additional Rules
● Stage Bans: During the stage ban phase, the player who won the
previous game may ban 2 stages from either the Starter or Counterpick
lists.
● Stage Striking: Players eliminate stages from the Starter list until there is
one stage remaining. The player/team with port priority strikes first. Then
the other player/team strikes two stages. Then the player/team with port
priority strikes one more stage and the remaining stage is used for the first
game of the set.
● Port Priority: If there is a dispute in controller port selection use the
following method: Teams will used a random method such as
RockPaperScissors, 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.
● Stage Clause: A player/team may not pick any stage they previously won
on during the set.
● Ledge Grab Limit (LGL): There is a 35 LGL for all characters. If a game
goes to time and one player goes over the LGL for their character, they
will automatically lose the game. If both players exceed their Ledge Grab
Limit, then this rule is ignored.
● In the event of a 1stock tiebreaker match occurring, a LGL of 15 is used
for all characters.
● In the event of a game reaching the time limit, if a single player on a team
exceeds their LGL, that team loses. If one or more players on both teams
exceed their LGL, then the LGL rule is ignored.
● In the event of a game going to time and the LGL can not determine a
winner and both teams have an equal amount of combined stocks, then
whichever team has a lower combined percent is declared the winner.
● Scrooging: Players may not travel under the stage from the ledge more
than once. “Traveling under the stage from the ledge” is defined as
dropping off the ledge on one side of the stage and reaching the height of
the original ledge on the other side of the stage. When one of the players
is attacked by the other and takes damage, the “no scrooging” rule does
not apply. If a player is found to be performing the act of scrooging by a
tournament organizer (by his/her discretion), the player will forfeit that
match.
****The moving platform on Smashville or any platform that is not the main
stage (Battlefield platforms, Castle Siege platforms, etc.) are considered
to be equivalent to a ledge, i.e. if a player starts from the moving platform
on one side of the stage and travels beneath the stage to the
ledge/platform on the opposite side of the stage, the player may not travel
beneath the stage back to the ledge/moving platform on the opposite side
before until he lands back on the platform.
Super Smash Bros. for Wii U
A. Game Settings
● Stock and time are set to 2 stock and 6 minutes for Singles
● Stock and time are set to 3 stock and 8 minutes for Doubles
● Custom Fighters are set to off
● Mii Fighters are legal. Each setup will have 1111 Mii
Brawlers/Swordsmen/Gunners available for use (Using Default A Mii). No
other specials for Mii Fighters will be allowed. Players are not allowed to
transfer existing Miis to a setup.
B. Stage List
Starter Stages
● Battlefield
● Final Destination
● Smashville
Counterpick Stages
● Castle Siege
● Delfino Plaza
● Duck Hunt
● Halberd
● Kongo Jungle 64 (Doubles only)
● Skyloft
● Town & City
● Omega Stages*
* Treated as Final Destination in banning phase. If Final Destination is banned,
Omega Stages are banned and vice versa.
C. Additional Rules
● Stage Striking: The player with port priority strikes one stage from the
Starter Stage list. Then the other player strikes one stage and the
remaining stage is used for the first match.
● Stage Clause: A player/team may not pick any stage they previously won
on during the set.
● Stage Bans: During the stage ban phase, the player who won the
previous game may ban 2 stages from either the Starter or Counterpick
lists.
● Bowser Jr’s Clown Car Glitch: If the Bowser Jr.’s Clown Car Glitch
happens, players are to pause the match and call a TO or a referee over
to confirm the glitch has happened. Once confirmed, players will reset the
match to the same stocks and get as close to the percents as they had
when the Glitch took place. (The Bowser Jr. Clown Car Glitch happens
when the car respawns after using Up B right before the player loses their
stock. The character starts to teleport around, also hit boxes and
animations for Bowser Jr. change.)
Schedule
10:00 AM - Venue Opens/Registration
12:00 PM - Registration for Smash 4 WiiU Doubles and Brawl Singles Ends
12:30 PM - Brawl Singles Begins
01:00 PM - WiiU Doubles Begins
05:00 PM - WiiU Singles and Brawl Doubles Registration Ends
05:30 PM - Smash 4 WiiU Singles Bracket Begins
06:30 PM - Brawl Doubles Begins
Entry
Venue Fee: $5*
Singles: $5
Doubles: $10 per team
*Venue fee will be refunded to anyone bringing a full setup who stays for the entire event. A full setup is a TV and a Wii or Wii U with a copy of Brawl or Smash 4 with all characters and legal stages unlocked (Wii U systems must also have the GC Controller adapter). Fee will not be refunded if someone brings a setup for doubles and leaves before singles starts. This only applies if we officially use your setup for tournament use.
Payout
Singles
Less than 32 players:
1st: 60% of Tournament Fee
2nd: 30%
3rd: 10%
32 player or more:
1st: 48% of Tournament Fee
2nd: 22%
3rd: 14%
4th: 8%
5th: 4%
5th: 4%
Doubles
1st: 60% of Tournament Fee
2nd: 30%
3rd: 10%
General Rules for Super Smash Bros. Games
A. Game Settings
● Mode: Stock
● Handicap: Off
● Team Attack: On (for doubles)
● Damage Ratio: 100%
● Items: Off
● Pause: Off
● All Characters Available
● All sets are bestof3 except for the following matches of the final bracket
which are bestof5: Winners Finals, Losers Finals, and Grand Finals
B. Set Procedure
1. Players select their characters. Either player may elect to do Double
Blind Character Selection (see next section)
2. Use Stage Striking to determine the first stage
3. The players play the first match of the set
4. Winning player of the preceding match bans a stage/stages*
5. The losing player of the preceding match picks a stage for the next
match*
6. The winning player of the preceding match may choose to change
characters.
7. The losing player of the preceding match may choose to change
characters.
8. The next match is played.
9. Repeat Steps 4 through 8 for all subsequent matches until the set is
complete.
* See gamespecific rules for detailed stage ban and stage selection
procedures
C. Additional Rules
● Stage Selection Clause: Any stage may be played on if both players agree to it.
Players may NOT agree to change the number of matches to be played.
● Double Blind Character Selection: 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.
● 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 or Game & Watch
Judgment (the player who gets the higher number wins). 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”. G&W’s Judgment Hammer
or a best of one game of Rock Paper Scissors may be used to determine who
gets the higher port. If both the Port Priority and Neutral Start rules are invoked,
the player who is granted Port Priority selects one of the neutral start ports.
Neutral starting ports are only applicable to Super Smash Bros. (64) and Super
Smash Bros. Melee. For any Smash Bros. game, players may elect to move to
opposite sides of the stage and then count down prior to starting the match
● Stalling is banned: The act of stalling is intentionally making the game
unplayable. Stalling tactics include but are not limited to 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., pausing, freeze glitches, 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.
● Time Outs / Ties: The winner of a match that goes to time (time out) will be
determined by stocks and percentage. When the timer hits 0:00 player with the
higher stock count is the winner. If both players are tied in stocks the player with
the lower percentage is the winner. In the event of a percentage tie, or a match in
which both players lost their last stock simultaneously, a 1 stock tiebreaker will
be played with time limit equal to the regular time limit divided by the regular
number of stocks, rounded up. Sudden Death is not to be played at all, and will
not count.
● Stock sharing is allowed in doubles.
●Colorblind Rule: Players may request that their opponent change colors to
accommodate colorblindness or if their color is indistinguishable from either the
other team color or the stage background. The request must be made before the
match starts.
● Warmups: Warmup periods, button checks, and “handwarmers” may not
exceed 30 seconds on the game clock. Violation of this rule may result in an
automatic forfeit at the discretion of the TO.
● 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.**
● Controllers: Alternate or custom controllers/adapters are allowed.*** Players
suspected of using turbo functions or other macros are subject to immediate
disqualification from the tournament. Players are responsible for setting up
custom controllers in a timely manner.
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.
Any malfunctions or errors associated with your controller are your responsibility,
so 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 a
controller problem.
** See individual game rules for detailed stage striking procedures.
*** There are exceptions for Super Smash Bros. for Wii U. See Section VI
Super Smash Bros. Brawl
A. Game Settings
● Stocks: 3
● Time limit: 8 minutes
B. Stage List
Starter Stages
● Battlefield
● Final Destination
● Delfino Plaza
● Smashville
● Yoshi’s Island (Brawl)
Counterpick Stages
● Pokémon Stadium (Melee)
● Castle Siege
● Halberd
C. Additional Rules
● Stage Bans: During the stage ban phase, the player who won the
previous game may ban 2 stages from either the Starter or Counterpick
lists.
● Stage Striking: Players eliminate stages from the Starter list until there is
one stage remaining. The player/team with port priority strikes first. Then
the other player/team strikes two stages. Then the player/team with port
priority strikes one more stage and the remaining stage is used for the first
game of the set.
● Port Priority: If there is a dispute in controller port selection use the
following method: Teams will used a random method such as
RockPaperScissors, 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.
● Stage Clause: A player/team may not pick any stage they previously won
on during the set.
● Ledge Grab Limit (LGL): There is a 35 LGL for all characters. If a game
goes to time and one player goes over the LGL for their character, they
will automatically lose the game. If both players exceed their Ledge Grab
Limit, then this rule is ignored.
● In the event of a 1stock tiebreaker match occurring, a LGL of 15 is used
for all characters.
● In the event of a game reaching the time limit, if a single player on a team
exceeds their LGL, that team loses. If one or more players on both teams
exceed their LGL, then the LGL rule is ignored.
● In the event of a game going to time and the LGL can not determine a
winner and both teams have an equal amount of combined stocks, then
whichever team has a lower combined percent is declared the winner.
● Scrooging: Players may not travel under the stage from the ledge more
than once. “Traveling under the stage from the ledge” is defined as
dropping off the ledge on one side of the stage and reaching the height of
the original ledge on the other side of the stage. When one of the players
is attacked by the other and takes damage, the “no scrooging” rule does
not apply. If a player is found to be performing the act of scrooging by a
tournament organizer (by his/her discretion), the player will forfeit that
match.
****The moving platform on Smashville or any platform that is not the main
stage (Battlefield platforms, Castle Siege platforms, etc.) are considered
to be equivalent to a ledge, i.e. if a player starts from the moving platform
on one side of the stage and travels beneath the stage to the
ledge/platform on the opposite side of the stage, the player may not travel
beneath the stage back to the ledge/moving platform on the opposite side
before until he lands back on the platform.
Super Smash Bros. for Wii U
A. Game Settings
● Stock and time are set to 2 stock and 6 minutes for Singles
● Stock and time are set to 3 stock and 8 minutes for Doubles
● Custom Fighters are set to off
● Mii Fighters are legal. Each setup will have 1111 Mii
Brawlers/Swordsmen/Gunners available for use (Using Default A Mii). No
other specials for Mii Fighters will be allowed. Players are not allowed to
transfer existing Miis to a setup.
B. Stage List
Starter Stages
● Battlefield
● Final Destination
● Smashville
Counterpick Stages
● Castle Siege
● Delfino Plaza
● Duck Hunt
● Halberd
● Kongo Jungle 64 (Doubles only)
● Skyloft
● Town & City
● Omega Stages*
* Treated as Final Destination in banning phase. If Final Destination is banned,
Omega Stages are banned and vice versa.
C. Additional Rules
● Stage Striking: The player with port priority strikes one stage from the
Starter Stage list. Then the other player strikes one stage and the
remaining stage is used for the first match.
● Stage Clause: A player/team may not pick any stage they previously won
on during the set.
● Stage Bans: During the stage ban phase, the player who won the
previous game may ban 2 stages from either the Starter or Counterpick
lists.
● Bowser Jr’s Clown Car Glitch: If the Bowser Jr.’s Clown Car Glitch
happens, players are to pause the match and call a TO or a referee over
to confirm the glitch has happened. Once confirmed, players will reset the
match to the same stocks and get as close to the percents as they had
when the Glitch took place. (The Bowser Jr. Clown Car Glitch happens
when the car respawns after using Up B right before the player loses their
stock. The character starts to teleport around, also hit boxes and
animations for Bowser Jr. change.)
Last edited: