Vayseth
Smash Master
Past Tournament Results:
DOB1- http://allisbrawl.com/forum/topic.aspx?id=8952
DOB2- http://allisbrawl.com/forum/topic.aspx?id=11051
DOB3- http://allisbrawl.com/forum/topic.aspx?id=12940
DOB4- http://allisbrawl.com/forum/topic.aspx?id=15345
DOB5- http://allisbrawl.com/forum/topic.aspx?id=23215
Original threads here:
DOB1: http://allisbrawl.com/forum/topic.aspx?id=5807
DOB2: http://allisbrawl.com/forum/topic.aspx?id=8946
DOB3: http://allisbrawl.com/forum/topic.aspx?id=11080
DOB4: http://allisbrawl.com/forum/topic.aspx?id=13995
DOB5: http://allisbrawl.com/forum/topic.aspx?id=20738
Tournament Series Page with links to all of the tournaments in one easy-to-find location!:
http://allisbrawl.com/series.aspx?id=99
Discussion for tournament #5 started with post 426 on page 29.
LOCATION:
Name: Digital Ops
Address:
525 E Liberty St.
Ann Arbor, Michigan, 48104 United States
Notes: This is located downtown but don't worry! These will be held on Sunday so all parking (street and otherwise) is free on Sundays. Plenty of places to eat within one block of the store.
DATE AND TIME:
Sunday July 20th
Registration @ 12 noon.
Doubles starts between 1 and 2pm (if you are not there by 2 pm, the tournament will start without you).
Singles after doubles (and a short dinner break): Around 5 pm.
(times subject to change)
ENTRY FEE:
Doubles: $20 per team
Singles: $10
The entire entry fee will be placed in the pot to be redistributed as prizes.
PRIZES:
Doubles:
To be determined based on teams entering. Usually 60, 30, 10.
Singles:
If under 32 people, prize pay out is:
1st- 60% 2nd- 30% 3rd- 10%
If over 32 people, prize pay out is:
4th place gets their money back and both 5th placers get half of their entry fee returned. After that money has been removed from the pot:
1st- 60% 2nd- 30% 3rd- 10%
BRING YOUR OWN CONTROLLER. NO, WE DO NOT HAVE EXTRAS. ALSO, MAKE SURE IT IS PROPERLY MARKED SO YOU MAY TELL WHO'S IS WHO'S. I WILL CHECK WHEN YOU REGISTER THAT YOU HAVE YOUR OWN CONTROLLER AND THAT IT IS PROPERLY MARKED. Any mods other than cosmetic or the removal of L or R button springs (aka, turbo buttons, etc) are BANNED.
RULES:
Default settings
TEAM ATTACK ON
3 Stock 8 Minutes
All matches are best 2/3, except for loser's finals, winner's finals and grand finals, which will be 3/5.
No excessive stalling
Pausing is forgivable to an extent, but pausing during a crucial point (like a Lucas/Ness up+B recovery) can result in a DQ.
You are given 3 minutes to report to the desk after you are called. If you do not report you will be DQ'ed. If you have to go somewhere, tell the desk, and we can work something out.
"HOW TO PLAY"
This tournament will be one of the few tournaments to start implementing the new "stage strike" system as well as one of the first to reflect a lot of new ruling changes in the way of stages. "Stage strike" is a new method aimed at preventing the use of the random button, making match ups more neutral, and allowing for more stage variety. Players/teams will be given a list of 9 "starter stages" and they will each take turns striking off stages until one stage remains. That will be the stage played in the first match. After that, players are allowed to ban a stage in either the starter or the counterpick stage list, preventing that stage from being counterpicked. Bans have NO EFFECT on the initial stage striking process. They only effect the counterpick matches.
Detailed explaination of how this works:
1. At the start of each match, the players/teams choose their characters and then one player/team will flip a coin. The winner of the coin pick will chose to go either first or second.
2. The team/player that goes first will strike any stage from the list of nine, followed by the second team/player and this will repeat until 1 stage remains.
3. Teams/players will elect their stage bans. The team that went first must ban their stage first. You get one stage ban per team or in singles, one ban per player.
4. The first stage will be played.
5. The losing team picks any stage in the starter or counterpick pools of stages to play on (as long as it is not a banned stage). The winners then have an opportunity to change their characters, following by the losers having the ability to also change their characters.
6. Repeat step 5 until there is a team/player with 2/3 victories or 3/5 victories (depending on the round in the tournament).
After the first round everyone should have an idea on how this works.
STAGE SELECTION (there same for both tournaments)
Starters:
1. Battlefield
2. Final Destination
3. Yoshi's Island (Brawl)
4. Castle Siege
5. Smashville
6. Pokemon Stadium 1
7. Brinstar
8. Halberd
9. Distant Planet
Counter-Picks:
Pirate Ship
Norfair
Pokemon Stadium 2
Luigi's Mansion
Frigate Orpheon
Lylat Cruise
Pictochat
Green Hill Zone
Yoshi's Island (Melee)
Jungle Japes
Corneria
Rainbow Cruise
Green Greens
Delfino Plaza
Custom stages are BANNED.
Reasons for banning stages:
1. Mushroomy Kingdom- The postion in which you spawn is determined by controller priority meaning a player plugged into a certain slot gets a free advantage over the other player since the screen only scrolls one way. On 1-2, Kirby/Metaknight's up throw can kill off the top in certain circumstances over 40%. Also, up smashes off the top kill at ridiculously low percents as well. It becomes a control of the top match.
2. New Pork City- way too big for singles or doubles even.
3. Rumble Falls- the fast screen scrolling and amazing amount of obstacles makes the match more about playing against the stage than your opponent.
4. Spear Pillar- way too many forces that disrupt the match as well as hazards that kill very easily and in some circumstances impossible to avoid.
5. Wario Ware- it gives invincibility randomly to one player.
6. Bridge of Eldin- nothing really wrong with the stage, but the fact that players will be forced to wait until the bridge returns to normal before fighting again means that almost every match would go to 8 minutes and to help run a fast yet effective tournament, it is banned.
7. Summit- You can run infinitely around the center piece without getting caught. Also, the fish comes up usually without warning.
8. 75m- It's too big, has nasty hazards and leads to another game of chasing people.
9. Mario Bros.- The koopa shells in the level are really over powered and it has the shallowest edges out of any walk off stage, leading to early deaths.
10. Flat Zone 2- It is really easy to camp and back throw people off of the level. No obstacles prevent people from using this strategy.
11. Hanenbow- The stage is too big for one, and can lead to a lot of chasing games. The time limit will also likely be reached more often than not.
12. Shadow Moses- The 4 walls give huge advantages to characters with wall infites and that would become the focus of this map.
13. Hyrule Temple- It's too big and can lead to endless chasing games.
14. Big Blue- Yet another example of playing more against the stage than the opponent.
15. Skyworld- This is just a bad stage. Many characters have up-smash/up-tilt semi-infinites in the middle, which also break the bottom at the same time, leading to spikes. In addition to the random attacks breaking the floors and killing people as they are trying to fast fall an aerial and end up going through the platform. It can kill people randomly at 0% and is just a bad stage. Also, Lucas is the definition of broke on this stage.
16. Onett- I don't like the walls. Sure, the cars break them up, but if you're doing a wall infinite, the cars add a whopping 30% to your infinite, which means if you hit them again they die. There is also one location where the cars do not disrupt any infinites. I would consider this stage for doubles, but the wall infinites are so much easier to do on Onett than they are on Corneria, since you can't really get away from walls on Onett while on Corneria you can.
17. Port Town Aero Drive- I like this stage more than any of them, however... The cars are just too strong. You can get around them, and I've barely gotten hit by them, but if you know the stage better than your opponent, there are multiple ways to kill with the cars as early as 40%. The lack of edges on the platform really screws a lot of recoveries and makes people either eat a smash on the platform, or makes them fall on the floor which, depending on the floor, will either bounce you back up, or spike you. If the cars were set and low damage like Mario Circuit, this would be awesome, and if it had ledges it would be a starter but... it doesn't have those, and the cars are just too strong.
18. Mario Circuit- There are really no "good" reasons to ban this stage. There are many reasons to not play the stage, since it is bad, but nothing really "broken. I will say this, I am putting this under the same ruling as Flatzone II. It's really easy to camp and get low % kills and there isn't really anything stopping players from doing it. If someone is camping, there isn't much of a reason to approach them, so time wastes, and, really, it's just a bad stage. No one really wants the stage anyway, so I don't see enough good to counter the bad here.
PM me or hit me up on AIM if you have any questions or concerns. Thanks!
DOB1- http://allisbrawl.com/forum/topic.aspx?id=8952
DOB2- http://allisbrawl.com/forum/topic.aspx?id=11051
DOB3- http://allisbrawl.com/forum/topic.aspx?id=12940
DOB4- http://allisbrawl.com/forum/topic.aspx?id=15345
DOB5- http://allisbrawl.com/forum/topic.aspx?id=23215
Original threads here:
DOB1: http://allisbrawl.com/forum/topic.aspx?id=5807
DOB2: http://allisbrawl.com/forum/topic.aspx?id=8946
DOB3: http://allisbrawl.com/forum/topic.aspx?id=11080
DOB4: http://allisbrawl.com/forum/topic.aspx?id=13995
DOB5: http://allisbrawl.com/forum/topic.aspx?id=20738
Tournament Series Page with links to all of the tournaments in one easy-to-find location!:
http://allisbrawl.com/series.aspx?id=99
Discussion for tournament #5 started with post 426 on page 29.
LOCATION:
Name: Digital Ops
Address:
525 E Liberty St.
Ann Arbor, Michigan, 48104 United States
Notes: This is located downtown but don't worry! These will be held on Sunday so all parking (street and otherwise) is free on Sundays. Plenty of places to eat within one block of the store.
DATE AND TIME:
Sunday July 20th
Registration @ 12 noon.
Doubles starts between 1 and 2pm (if you are not there by 2 pm, the tournament will start without you).
Singles after doubles (and a short dinner break): Around 5 pm.
(times subject to change)
ENTRY FEE:
Doubles: $20 per team
Singles: $10
The entire entry fee will be placed in the pot to be redistributed as prizes.
PRIZES:
Doubles:
To be determined based on teams entering. Usually 60, 30, 10.
Singles:
If under 32 people, prize pay out is:
1st- 60% 2nd- 30% 3rd- 10%
If over 32 people, prize pay out is:
4th place gets their money back and both 5th placers get half of their entry fee returned. After that money has been removed from the pot:
1st- 60% 2nd- 30% 3rd- 10%
BRING YOUR OWN CONTROLLER. NO, WE DO NOT HAVE EXTRAS. ALSO, MAKE SURE IT IS PROPERLY MARKED SO YOU MAY TELL WHO'S IS WHO'S. I WILL CHECK WHEN YOU REGISTER THAT YOU HAVE YOUR OWN CONTROLLER AND THAT IT IS PROPERLY MARKED. Any mods other than cosmetic or the removal of L or R button springs (aka, turbo buttons, etc) are BANNED.
RULES:
Default settings
TEAM ATTACK ON
3 Stock 8 Minutes
All matches are best 2/3, except for loser's finals, winner's finals and grand finals, which will be 3/5.
No excessive stalling
Pausing is forgivable to an extent, but pausing during a crucial point (like a Lucas/Ness up+B recovery) can result in a DQ.
You are given 3 minutes to report to the desk after you are called. If you do not report you will be DQ'ed. If you have to go somewhere, tell the desk, and we can work something out.
"HOW TO PLAY"
This tournament will be one of the few tournaments to start implementing the new "stage strike" system as well as one of the first to reflect a lot of new ruling changes in the way of stages. "Stage strike" is a new method aimed at preventing the use of the random button, making match ups more neutral, and allowing for more stage variety. Players/teams will be given a list of 9 "starter stages" and they will each take turns striking off stages until one stage remains. That will be the stage played in the first match. After that, players are allowed to ban a stage in either the starter or the counterpick stage list, preventing that stage from being counterpicked. Bans have NO EFFECT on the initial stage striking process. They only effect the counterpick matches.
Detailed explaination of how this works:
1. At the start of each match, the players/teams choose their characters and then one player/team will flip a coin. The winner of the coin pick will chose to go either first or second.
2. The team/player that goes first will strike any stage from the list of nine, followed by the second team/player and this will repeat until 1 stage remains.
3. Teams/players will elect their stage bans. The team that went first must ban their stage first. You get one stage ban per team or in singles, one ban per player.
4. The first stage will be played.
5. The losing team picks any stage in the starter or counterpick pools of stages to play on (as long as it is not a banned stage). The winners then have an opportunity to change their characters, following by the losers having the ability to also change their characters.
6. Repeat step 5 until there is a team/player with 2/3 victories or 3/5 victories (depending on the round in the tournament).
After the first round everyone should have an idea on how this works.
STAGE SELECTION (there same for both tournaments)
Starters:
1. Battlefield
2. Final Destination
3. Yoshi's Island (Brawl)
4. Castle Siege
5. Smashville
6. Pokemon Stadium 1
7. Brinstar
8. Halberd
9. Distant Planet
Counter-Picks:
Pirate Ship
Norfair
Pokemon Stadium 2
Luigi's Mansion
Frigate Orpheon
Lylat Cruise
Pictochat
Green Hill Zone
Yoshi's Island (Melee)
Jungle Japes
Corneria
Rainbow Cruise
Green Greens
Delfino Plaza
Custom stages are BANNED.
Reasons for banning stages:
1. Mushroomy Kingdom- The postion in which you spawn is determined by controller priority meaning a player plugged into a certain slot gets a free advantage over the other player since the screen only scrolls one way. On 1-2, Kirby/Metaknight's up throw can kill off the top in certain circumstances over 40%. Also, up smashes off the top kill at ridiculously low percents as well. It becomes a control of the top match.
2. New Pork City- way too big for singles or doubles even.
3. Rumble Falls- the fast screen scrolling and amazing amount of obstacles makes the match more about playing against the stage than your opponent.
4. Spear Pillar- way too many forces that disrupt the match as well as hazards that kill very easily and in some circumstances impossible to avoid.
5. Wario Ware- it gives invincibility randomly to one player.
6. Bridge of Eldin- nothing really wrong with the stage, but the fact that players will be forced to wait until the bridge returns to normal before fighting again means that almost every match would go to 8 minutes and to help run a fast yet effective tournament, it is banned.
7. Summit- You can run infinitely around the center piece without getting caught. Also, the fish comes up usually without warning.
8. 75m- It's too big, has nasty hazards and leads to another game of chasing people.
9. Mario Bros.- The koopa shells in the level are really over powered and it has the shallowest edges out of any walk off stage, leading to early deaths.
10. Flat Zone 2- It is really easy to camp and back throw people off of the level. No obstacles prevent people from using this strategy.
11. Hanenbow- The stage is too big for one, and can lead to a lot of chasing games. The time limit will also likely be reached more often than not.
12. Shadow Moses- The 4 walls give huge advantages to characters with wall infites and that would become the focus of this map.
13. Hyrule Temple- It's too big and can lead to endless chasing games.
14. Big Blue- Yet another example of playing more against the stage than the opponent.
15. Skyworld- This is just a bad stage. Many characters have up-smash/up-tilt semi-infinites in the middle, which also break the bottom at the same time, leading to spikes. In addition to the random attacks breaking the floors and killing people as they are trying to fast fall an aerial and end up going through the platform. It can kill people randomly at 0% and is just a bad stage. Also, Lucas is the definition of broke on this stage.
16. Onett- I don't like the walls. Sure, the cars break them up, but if you're doing a wall infinite, the cars add a whopping 30% to your infinite, which means if you hit them again they die. There is also one location where the cars do not disrupt any infinites. I would consider this stage for doubles, but the wall infinites are so much easier to do on Onett than they are on Corneria, since you can't really get away from walls on Onett while on Corneria you can.
17. Port Town Aero Drive- I like this stage more than any of them, however... The cars are just too strong. You can get around them, and I've barely gotten hit by them, but if you know the stage better than your opponent, there are multiple ways to kill with the cars as early as 40%. The lack of edges on the platform really screws a lot of recoveries and makes people either eat a smash on the platform, or makes them fall on the floor which, depending on the floor, will either bounce you back up, or spike you. If the cars were set and low damage like Mario Circuit, this would be awesome, and if it had ledges it would be a starter but... it doesn't have those, and the cars are just too strong.
18. Mario Circuit- There are really no "good" reasons to ban this stage. There are many reasons to not play the stage, since it is bad, but nothing really "broken. I will say this, I am putting this under the same ruling as Flatzone II. It's really easy to camp and get low % kills and there isn't really anything stopping players from doing it. If someone is camping, there isn't much of a reason to approach them, so time wastes, and, really, it's just a bad stage. No one really wants the stage anyway, so I don't see enough good to counter the bad here.
PM me or hit me up on AIM if you have any questions or concerns. Thanks!