SSB64 Icon.png
Competitive.png

Tournament rulesets (DSB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Emulation legality and other various rules: Poor grammar, I tried to fix it.)
Tag: Mobile edit
 
(4 intermediate revisions by 4 users not shown)
Line 6: Line 6:
==1-on-1==
==1-on-1==
*Every match is played with 4 stocks. If there is high attendance, this may be replaced with 3 stocks.
*Every match is played with 4 stocks. If there is high attendance, this may be replaced with 3 stocks.
*Every match is played on {{SSB|Dream Land}}.
*Every match is played on {{SSB|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.
*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 people advance (usually out of 7-8)
*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
**Players in pools are generally randomized via draws.
*Pools and usually all matches in bracket are best of 1 up until Winners Finals or Grand Finals, depending on event, which is best of 3.
**A "B/Amateur" bracket is held in certain larger tournaments for players who did not advance in pools.
*Single elimination.
*Pools and tournament matches are best of 1.
*Ports 2 and 4 are used (to prevent platform disadvantage on Dreamland)
*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==
Line 20: Line 21:


==Emulation legality and other various rules==
==Emulation legality and other various rules==
*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 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.  
*The Nintendo 64 version of ''Smash 64'' is preferred over emulators, though the latter is still acceptable.  
*Although much less common than under the American ruleset, if there are requests to play using GameCube controllers, an adapter can be used, but it has to be provided by the player. For all other alternative controls, suitable PC adapters may be used if they are connectable to the console, as long as there are no turbo or macro buttons.
*Up until very recently, [[Hori Mini Pad|Hori]]s 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.
*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.
*[[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.
*[[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.
*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.
*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.
*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.
*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.
*Pool play should precede bracket play if the number of participants is suitably large. This is left to the tournament organizer's discretion.
Line 34: Line 38:


==See also==
==See also==
*[[Super Smash Bros. in competitive play]]
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSBM)]]
*[[Tournament legal (SSBM)]]
Line 40: Line 45:


[[Category:Competitive play]]
[[Category:Competitive play]]
[[Category:Stages (SSB)]]

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]