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Tournament rulesets (DSB): Difference between revisions

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:''This is the ruleset for Japanese rules in ''Dairanto Smash Bros''. For American rules, see [[Tournament legal (SSB)]] For other rulesets and general info on tournament legal settings, see [[Tournament legal]].''
:''This is the Japanese ruleset in ''Dairanto Smash Bros''. For American rules, see [[Tournament legal (SSB)]] For other rulesets and general info on tournament legal settings, see [[Tournament legal]].''


'''Tournament legal (DSB)''' describes the rules and settings that are accepted for use in Japanese competitive ''Smash 64'' [[tournaments]]. The following is the current accepted ruleset for the original ''Dairanto Smash Bros.'' They have been generally accepted as the normal rules in Japan as they have been used by Red-Mario, a Mario/Link main from Kansai, and Moyashi, a Kirby main from Kanto, in all of the major Smash 64 tournaments so far, commonly held in Kanto, Japan.
'''Tournament legal (DSB)''' describes the rules and settings that are accepted for use in Japanese competitive ''Smash 64'' [[tournaments]]. The following is the current accepted ruleset for the original ''Dairanto Smash Bros.'' They have been generally accepted as the normal rules in Japan as they have been used by Red-Mario, a Mario/Link main from Kansai, and Moyashi, a Kirby main from Kanto, in all of the major Smash 64 tournaments so far, commonly held in Kanto, Japan.

Revision as of 14:54, June 22, 2013

This is the Japanese ruleset in Dairanto Smash Bros. For American rules, see Tournament legal (SSB) For other rulesets and general info on tournament legal settings, see Tournament legal.

Tournament legal (DSB) describes the rules and settings that are accepted for use in Japanese competitive Smash 64 tournaments. The following is the current accepted ruleset for the original Dairanto Smash Bros. They have been generally accepted as the normal rules in Japan as they have been used by Red-Mario, a Mario/Link main from Kansai, and Moyashi, a Kirby main from Kanto, in all of the major Smash 64 tournaments so far, commonly held in Kanto, Japan.

1-on-1

  • Pools are best of 1. Occasionally, all sets outside of Winner's Finals (WF), Loser's Finals (LF,) and Grand Finals (GF) are also best of 1. Rarer, these sets are also best of 1
  • Sets between players are played best 2 out of 3(including WF, LF, and GF,) certain tournaments are played best of 1 throughout
  • Single Elimination.
  • The banning of cargo stalling is up to the tournament organizer's discretion
  • Each match is played with stock and 5 lives.
  • All matches are played on Dream Land.

2-on-2

All rules from 1-on-1 apply, plus the two following:

  • Team attack option is on.
  • Players are allowed to steal lives from their teammates by pressing start after they die.

Emulation legality and other various rules

  • Console is strongly recommended over using a Wii (due to frame skipping) or laptop, though laptops and Wii's aren't discouraged, particularly if there are special requests. A lagless laptop in particular is usable, as it has no frame skipping or input delay, but console is still strongly recommended.
  • If there are requests to play using Gamecube controllers, a Wii with the Virtual Console version of Super Smash Bros. can be used. Alternatively, suitable PC adapters may be used if they are connectable to the n64/Wii/TV. This is very rare though in comparison to the US ruleset
  • Disrupting your opponent physically or intending to disrupt their play will result in a warning. Repeated action will result in disqualification from the tournament. Observers who physically disrupt players are to be dealt with as the Tournament Organizer sees fit. Disqualification is recommended if possible.
  • Pausing is discouraged, and should only be done at the end of a stock, if at all. At other times, the pauser loses their current stock. If the pause causes the opponent to lose their stock, the pauser loses two stocks.
  • Extreme stalling is disallowed. Any reported case of such will result in a warning, followed by automatic forfeit of the match. If this is reported again, automatic forfeit is enforced without a warning. If there is no movement from either player, the player with fewer stocks/lower percentage is considered to be stalling. Stalling is however rare due to Dream Land being the only stage allowed.
  • Pausing and resetting (A+B+Z+R) should not be done unless both players have given consent prior. It is strongly recommended all tournament matches are left to finish, without any resets, even for the sake of saving time. This clearly shows who would have (and did) win a match. If resets do occur and there is a valid dispute, the person who reset forfeits.
  • DQ law is enforced. When a match is called, both players must promptly arrive. If a player is 2 minutes late, they receive a warning. At 4 minutes late, they lose the first game of the set and forfeit counterpick rights. At 6 minutes late, they forfeit the entire set.
  • Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organizer's discretion.

External Links

  1. N64 Recommended RuleSet for US/EU SSB64, for comparison

See also