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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 North American rules, see [[Tournament rulesets (SSB)]]. For other rulesets and general info on tournament legal settings, see [[Tournament rulesets]].''


'''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.
'''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 {{Sm|Red}}, a Mario/Link main from Kansai, and {{Sm|Moyashi}}, a Kirby main from Kantō, in all of the major ''Smash 64'' tournaments so far, commonly held in either Kantō or Kansai, Japan.


==1-on-1==
==1-on-1==
*Sets between players are played best 2 out of 3 matches
*Every match is played with 4 stocks. If there is high attendance, this may be replaced with 3 stocks.
:*3 out of 5 matches apply for Winner's Semis and Loser's Semis
*Every match is played on {{SSB|Dream Land}}, with every player using controller port 2 or 4 (to ensure a neutral start).
::*4 out of 7 matches apply for Winner's Finals, Loser's Finals, and Grand Finals
*Certain tournaments are best of 1 throughout, though this is rare. Usually, there are pools or round-robin.
*Double Elimination.
*Most pools consist of 7-8 people and are round-robin. In pools where brackets are used, Winners Finals is done but not Loser's Finals. In short, 2 to 4 people advance (usually out of 7-8)
*The banning of cargo stalling is up to the tournament organizer's discretion
**Players in pools are generally randomized via draws.
*Each match is played with [[stock]] and 5 lives.
**A "B/Amateur" bracket is held in certain larger tournaments for players who did not advance in pools.
*All matches are played on [[Dream Land]].
*Pools and tournament matches are best of 1.
*Single elimination
**More recently since Kanto and [[Kansai 2018]], events have been double elimination and have been best of 3 more similar to the [[Tournament rulesets (SSB)|US/International ruleset]]. However, Finals is still best of 3 unlike the US.
 
==2-on-2==
==2-on-2==
All rules from 1-on-1 apply, plus the two following:
All rules from 1-on-1 apply, plus the two following:
*[[Friendly Fire]] (also called "team attack") is on.
*[[Team attack]] option is turned on.
*Players are allowed to [[life stealing|steal lives]] from their teammates by pressing start after they die.
*Players are allowed to [[Share stock|steal stock]] from their teammates by pressing Start after they lose their last stock.


==Emulation legality and other various rules==
==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.
*In Japan, emulators tend to be rarely used. The following content is from the US ruleset with certain exceptions as outlined.
*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
*The Virtual Console version of ''Smash 64'' is banned due to concerns over frame skips, as well as a lack of compatibility with Nintendo 64 controllers.
*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 Organiser sees fit. Disqualification is recommended if possible.
*The Nintendo 64 version of ''Smash 64'' is preferred over emulators, though the latter is still acceptable.  
*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.
*Up until very recently, [[Hori Mini Pad|Hori]]s and any other controller outside of the original were banned.
*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/loser percentage is considered to be stalling.
*Disrupting an opponent 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 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.
**This is generally not seen as an issue in Japan.
*Mages DQ 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.
*[[Pause|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.
*Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organizer's discretion, given 64 has low dedicated attendance rates.
*Stalling is banned. 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, however, is now rare, due to Dream Land being the only legal stage.
 
*Pausing and resetting the match is strongly discouraged, and it is strongly recommended all tournament matches are finished, even for the sake of saving time. If resets do occur and there is a valid dispute, the player who reset the match is given an automatic forfeit.
==External Links==
**This is generally not seen as an issue in Japan.
*DQ rules are 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 precede bracket play if the number of participants is suitably large. This is left to the tournament organizer's discretion.


==External links==
#[http://www.smashboards.com/showthread.php?t=295918 N64 Recommended RuleSet for US/EU SSB64, for comparison]
#[http://www.smashboards.com/showthread.php?t=295918 N64 Recommended RuleSet for US/EU SSB64, for comparison]


==See also==
==See also==
*[[Super Smash Bros. in competitive play]]
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSBM)]]
*[[Tournament legal (SSBM)]]
*[[Tournament legal (SSBB)]]
*[[Tournament legal (SSBB)]]
[[Category:Tournaments]]
*[[Tournament legal (SSB4)]]
[[Category:Stages (SSB)]]
 
[[Category:Competitive play]]

Latest revision as of 20:34, December 12, 2022

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

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, a Mario/Link main from Kansai, and Moyashi, a Kirby main from Kantō, in all of the major Smash 64 tournaments so far, commonly held in either Kantō or Kansai, Japan.

1-on-1[edit]

  • Every match is played with 4 stocks. If there is high attendance, this may be replaced with 3 stocks.
  • Every match is played on Dream Land, with every player using controller port 2 or 4 (to ensure a neutral start).
  • Certain tournaments are best of 1 throughout, though this is rare. Usually, there are pools or round-robin.
  • Most pools consist of 7-8 people and are round-robin. In pools where brackets are used, Winners Finals is done but not Loser's Finals. In short, 2 to 4 people advance (usually out of 7-8)
    • Players in pools are generally randomized via draws.
    • A "B/Amateur" bracket is held in certain larger tournaments for players who did not advance in pools.
  • Pools and tournament matches are best of 1.
  • Single elimination
    • More recently since Kanto and Kansai 2018, events have been double elimination and have been best of 3 more similar to the US/International ruleset. However, Finals is still best of 3 unlike the US.

2-on-2[edit]

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

  • Team attack option is turned on.
  • Players are allowed to steal stock from their teammates by pressing Start after they lose their last stock.

Emulation legality and other various rules[edit]

  • In Japan, emulators tend to be rarely used. The following content is from the US ruleset with certain exceptions as outlined.
  • The Virtual Console version of Smash 64 is banned due to concerns over frame skips, as well as a lack of compatibility with Nintendo 64 controllers.
  • The Nintendo 64 version of Smash 64 is preferred over emulators, though the latter is still acceptable.
  • Up until very recently, Horis and any other controller outside of the original were banned.
  • Disrupting an opponent 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.
    • This is generally not seen as an issue in Japan.
  • 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.
  • Stalling is banned. 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, however, is now rare, due to Dream Land being the only legal stage.
  • Pausing and resetting the match is strongly discouraged, and it is strongly recommended all tournament matches are finished, even for the sake of saving time. If resets do occur and there is a valid dispute, the player who reset the match is given an automatic forfeit.
    • This is generally not seen as an issue in Japan.
  • DQ rules are 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 precede bracket play if the number of participants is suitably large. This is left to the tournament organizer's discretion.

External links[edit]

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

See also[edit]