Fenrir VII
Smash Master
- Joined
- Sep 9, 2005
- Messages
- 3,506
So the SBR came out with its ruleset, and I've seen people asking if FL is going to adopt it...I say we don't, because of the strange stage list and other random rules we dealt with months ago...
I DO think we need a state-wide standard...not so that every tournament HAS to follow it, but that it gives a general idea of what to expect from a FL tournament. so I copied and pasted the SBR ruleset and will make changes to it, bringing up what we dealt with in the past.
I am definitely opening this up for discussion...as my word is not final...I just wanted to get it started with stuff we have been discussing for a while now...so here goes.
FL Recommended Ruleset
Super Smash Brothers: Brawl (singles and doubles)
While it is always up to the Tournament Organizers (TO) to determine the rules that best fit their tournaments, we recommend these rules be used as a base guideline to new and experienced TO's alike.
General rules:
* 3 Stock
* 8 minute timer
* Items are set to "off" and "none"
* All sets with the possible exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above is recommended for any "finals" matches)
* In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors
* No player may choose a stage they have already won on in that set unless agreed upon by both players.
* In team matches, the ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
* If the timer runs out, the victor is determined first by stock and then by percentage.
* If a game ends with Bowser doing his suicide klaw and it ends in sudden death, the sudden death will be ignored and that game will count as a win for Bowser.
* You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
* 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. If a gamebreaking glitch is random, and neither player purposely caused it, the match will be restarted on the same level with the same number of lives as before the glitch. On accident, glitches can happen. The tournament scene needs to be lenient to some extent of random glitches.
* Stalling is banned.
* Metaknight's Infinite Cape glitch is allowed as a viable technique for movement and mindgames...however, it cannot be used to stall, as stalling is ALWAYS banned.
Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while doing an infinite grab endlessly against a wall is. Any infinite chain grabs must end quickly after 250% has been reached so as to prevent stalling. 250% is ample killing percentage and anything after that is being used just for excessive time purposes. Up until that point, an infinite can be used...as long as it may take...as it is a viable way to add damage. Repeatedly flying under the stage is stalling. Projectile camping is not stalling. Anything used to simply run the time with no intention of fighting will be considered stalling. The staller's opponent must draw attention to it, or it will not be officiated. If a TO deems it stalling, the offender must stop his actions immediately. Next offense is a stock loss, next is a loss of that game, but not the entire match.
Set format (In Order of Procedure):
1. Opponents choose their characters for the first match *
2. Opponents start the stage striking procedure**
3. Each player may announce one stage to be banned for counterpicks **
4. The first game is played, using the stage chosen during step 2
5. The loser of the previous match announces the next match's stage from either the Starter Stage List or the Counter Stage List
6. The winner of the previous match chooses their character
7. The loser of the previous match chooses their character
8. Repeat steps 5-7 for all proceeding matches
* Double blind character selection may be called for the first match
** Notice the order. Banning one stage happens AFTER the original stage strike. A player may NOT ban the stage that was decided by the stage strike procedure
Stage Lists
TOs must move stages from the starter/counterpick into either the starter or counterpick categories and must move stages from counterpick/banned into either the counterpick or banned categories.
The SBR Recommended rule list uses the stage striking system. In this system, players take turns striking stages from the starter list until only one remains; these stages are not banned and can be counterpicked later in the set. Again, a stage that is striked is NOT banned...it can still be counterpicked by either player. There must be an odd number of starter stages.
Starter Stages:
Battlefield
Final Destination
Yoshi's Island
Lylat Cruise
Smashville
Pokemon Stadium 1
Delfino Plaza
Counterpick Stages:
Castle Siege
Pirate Ship
Frigate Orpheon
Halberd
Brinstar
Luigi's Mansion
Pokemon Stadium 2
Norfair
Banned Stages:
Rainbow Cruise
Pipes (Yoshi's Island - Melee)
Distant Planet
Pictochat
Onett
Green Greens
Corneria
Green Hill Zone
Jungle Japes
Bridge of Eldin
Big Blue
Mario Circuit
Shadow Moses Island
Port Town
Skyworld
Mushroomy Kingdom
Rumble Falls
New Pork City
Summit
75M
Mario Bros. Old
Flat Zone 2
Hanenbow
Hyrule Temple
WarioWare
Spear Pillar
This is a stage list that got wide acceptance when posted in the last stage discussion*...of course there will be discrepancies, and TOs can change it to how they like, but to some extent, this will work widely.
In an event using a stage strike process, Isle Delfino and PS1 are added to the starter list. This is because either player can then strike the 3 stages that they like the least....and it adds more variety that could be played in the first round
Additional Rules for Double's Play
* Life Stealing is allowed
* Set team attack to ON
Optional Rules
We recommended you include any of the following optional rules you deem to be necessary and modify them as needed.
* Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
* Resolving Ties: Any games ending in time running out should always be decided by stock, and then percents. If percents are the same or both players die simultaneously, there will be a 1 stock overttime or the sudden death will be played out. The TO needs to decide which of these will be used before the tournament. Bowser's suicide klaw is exempt from this rule.
* Color Blind rule: Should a player have a color-based disability, he or she may request in a teams match to have a specific color for their team. This is so characters such as Lucario or Sonic can be granted the blue team so that there is not unnecessary confusion.
* Wiimotes and Classic Controller users should know to take the batteries out of their controllers after finishing a set; not only will this save battery life, but it prevents accidental intereference and delay for tournament matches.
* The Mages DQ rule: After a match has been called, if a player is two minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After six minutes, he will be given a loss of the entire set.
* It is recommended to have a station set up specifically for Gamecube controllers; this prevents intereference from wiimotes in future matches, whether intentional or accidental. This is a great way to make sure the finals go smoothly. Alternatively, you could make a station for wiimotes only, but it is recommended to have a GC only station.
Notes
* This list is not meant to be copied and pasted, but instead copied and adjusted to fit each tournaments situation (time limits, regional philosophies, etc.).
* The SBR debated heavily over rule enforcement but decided such decisions are currently too broad to be stated within this recommended rule list. It is recommended a system be in place to deal with disqualifications for players who are late or absent from matches (the Mages DQ rule is a good starting point) and for those who violate the rules. There is a list of optional rules that have been added for your ease of use.
* Players are responsible for knowing the rules. No more than the previous match should be replayed in the event of a rule violation and it is recommended that any disputes be brought promptly and quickly to the TO's attention.
* For larger tournaments pool play should precede double elimination bracket play.
* Wireless controllers should be discouraged because of interference, unreliability (battery life), and time hindrance; it is not advisable to ban them as many new players use them and banning their control scheme makes it difficult for them to participate.
* The semi-final and championship sets should be in at least best of 5 format.
* Drugs and Alcohol should be prohibited at most tournaments due to minor involvement and potential legal issues.
I DO think we need a state-wide standard...not so that every tournament HAS to follow it, but that it gives a general idea of what to expect from a FL tournament. so I copied and pasted the SBR ruleset and will make changes to it, bringing up what we dealt with in the past.
I am definitely opening this up for discussion...as my word is not final...I just wanted to get it started with stuff we have been discussing for a while now...so here goes.
FL Recommended Ruleset
Super Smash Brothers: Brawl (singles and doubles)
While it is always up to the Tournament Organizers (TO) to determine the rules that best fit their tournaments, we recommend these rules be used as a base guideline to new and experienced TO's alike.
General rules:
* 3 Stock
* 8 minute timer
* Items are set to "off" and "none"
* All sets with the possible exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above is recommended for any "finals" matches)
* In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors
* No player may choose a stage they have already won on in that set unless agreed upon by both players.
* In team matches, the ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
* If the timer runs out, the victor is determined first by stock and then by percentage.
* If a game ends with Bowser doing his suicide klaw and it ends in sudden death, the sudden death will be ignored and that game will count as a win for Bowser.
* You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
* 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. If a gamebreaking glitch is random, and neither player purposely caused it, the match will be restarted on the same level with the same number of lives as before the glitch. On accident, glitches can happen. The tournament scene needs to be lenient to some extent of random glitches.
* Stalling is banned.
* Metaknight's Infinite Cape glitch is allowed as a viable technique for movement and mindgames...however, it cannot be used to stall, as stalling is ALWAYS banned.
Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while doing an infinite grab endlessly against a wall is. Any infinite chain grabs must end quickly after 250% has been reached so as to prevent stalling. 250% is ample killing percentage and anything after that is being used just for excessive time purposes. Up until that point, an infinite can be used...as long as it may take...as it is a viable way to add damage. Repeatedly flying under the stage is stalling. Projectile camping is not stalling. Anything used to simply run the time with no intention of fighting will be considered stalling. The staller's opponent must draw attention to it, or it will not be officiated. If a TO deems it stalling, the offender must stop his actions immediately. Next offense is a stock loss, next is a loss of that game, but not the entire match.
Set format (In Order of Procedure):
1. Opponents choose their characters for the first match *
2. Opponents start the stage striking procedure**
3. Each player may announce one stage to be banned for counterpicks **
4. The first game is played, using the stage chosen during step 2
5. The loser of the previous match announces the next match's stage from either the Starter Stage List or the Counter Stage List
6. The winner of the previous match chooses their character
7. The loser of the previous match chooses their character
8. Repeat steps 5-7 for all proceeding matches
* Double blind character selection may be called for the first match
** Notice the order. Banning one stage happens AFTER the original stage strike. A player may NOT ban the stage that was decided by the stage strike procedure
Stage Lists
TOs must move stages from the starter/counterpick into either the starter or counterpick categories and must move stages from counterpick/banned into either the counterpick or banned categories.
The SBR Recommended rule list uses the stage striking system. In this system, players take turns striking stages from the starter list until only one remains; these stages are not banned and can be counterpicked later in the set. Again, a stage that is striked is NOT banned...it can still be counterpicked by either player. There must be an odd number of starter stages.
Starter Stages:
Battlefield
Final Destination
Yoshi's Island
Lylat Cruise
Smashville
Pokemon Stadium 1
Delfino Plaza
Counterpick Stages:
Castle Siege
Pirate Ship
Frigate Orpheon
Halberd
Brinstar
Luigi's Mansion
Pokemon Stadium 2
Norfair
Banned Stages:
Rainbow Cruise
Pipes (Yoshi's Island - Melee)
Distant Planet
Pictochat
Onett
Green Greens
Corneria
Green Hill Zone
Jungle Japes
Bridge of Eldin
Big Blue
Mario Circuit
Shadow Moses Island
Port Town
Skyworld
Mushroomy Kingdom
Rumble Falls
New Pork City
Summit
75M
Mario Bros. Old
Flat Zone 2
Hanenbow
Hyrule Temple
WarioWare
Spear Pillar
This is a stage list that got wide acceptance when posted in the last stage discussion*...of course there will be discrepancies, and TOs can change it to how they like, but to some extent, this will work widely.
In an event using a stage strike process, Isle Delfino and PS1 are added to the starter list. This is because either player can then strike the 3 stages that they like the least....and it adds more variety that could be played in the first round
Additional Rules for Double's Play
* Life Stealing is allowed
* Set team attack to ON
Optional Rules
We recommended you include any of the following optional rules you deem to be necessary and modify them as needed.
* Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
* Resolving Ties: Any games ending in time running out should always be decided by stock, and then percents. If percents are the same or both players die simultaneously, there will be a 1 stock overttime or the sudden death will be played out. The TO needs to decide which of these will be used before the tournament. Bowser's suicide klaw is exempt from this rule.
* Color Blind rule: Should a player have a color-based disability, he or she may request in a teams match to have a specific color for their team. This is so characters such as Lucario or Sonic can be granted the blue team so that there is not unnecessary confusion.
* Wiimotes and Classic Controller users should know to take the batteries out of their controllers after finishing a set; not only will this save battery life, but it prevents accidental intereference and delay for tournament matches.
* The Mages DQ rule: After a match has been called, if a player is two minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After six minutes, he will be given a loss of the entire set.
* It is recommended to have a station set up specifically for Gamecube controllers; this prevents intereference from wiimotes in future matches, whether intentional or accidental. This is a great way to make sure the finals go smoothly. Alternatively, you could make a station for wiimotes only, but it is recommended to have a GC only station.
Notes
* This list is not meant to be copied and pasted, but instead copied and adjusted to fit each tournaments situation (time limits, regional philosophies, etc.).
* The SBR debated heavily over rule enforcement but decided such decisions are currently too broad to be stated within this recommended rule list. It is recommended a system be in place to deal with disqualifications for players who are late or absent from matches (the Mages DQ rule is a good starting point) and for those who violate the rules. There is a list of optional rules that have been added for your ease of use.
* Players are responsible for knowing the rules. No more than the previous match should be replayed in the event of a rule violation and it is recommended that any disputes be brought promptly and quickly to the TO's attention.
* For larger tournaments pool play should precede double elimination bracket play.
* Wireless controllers should be discouraged because of interference, unreliability (battery life), and time hindrance; it is not advisable to ban them as many new players use them and banning their control scheme makes it difficult for them to participate.
* The semi-final and championship sets should be in at least best of 5 format.
* Drugs and Alcohol should be prohibited at most tournaments due to minor involvement and potential legal issues.