SSB64 Icon.png

Tournament rulesets (SSB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Allowed: he can technically recover, if he has a second jump)
No edit summary
Line 4: Line 4:
'''Tournament legal''' describes the rules and settings that are accepted for use in competitive ''Smash'' [[tournaments]]. The following is the current accepted ruleset for the original ''[[Super Smash Bros.]]''
'''Tournament legal''' describes the rules and settings that are accepted for use in competitive ''Smash'' [[tournaments]]. The following is the current accepted ruleset for the original ''[[Super Smash Bros.]]''


==Tournament rules==
==Definitions==
*5 stock (though sometimes 4 or 6).
'''Neutral Stage:''' A neutral stage is any stage allowed in the initial random select for the first game of a match (i.e. [[Dream Land]]).<br />
*All items off and item spawn frequency set to "None".
'''Counterpick Stages:''' A counterpick stage is any stage that can be only be chosen in game 2, 3 (etc.). These include all of the neutral stages, but exclude all banned stages. Therefore, all neutral stages are available stages, but not all available stages are neutral. The only Counterpick stage is [[Peach's Castle]] outside of the neutrals listed.
*100% Damage Ratio (the default setting).
'''Banned Stage:''' A banned stage is any stage that is not allowed either in the initial random select or by choice in games two and three (i.e. [[Sector Z]]).<br />
*Handicap off.
*Team Attack on (doubles).
*[[Share Stock]] allowed (doubles).
*A stage can be picked more than once in a single match, but no stage can be picked two games in a row.
*A game can be reset if a stage which one player objects to is chosen randomly, but if the same stage is chosen randomly again or is picked by another player, the game cannot be reset.
*Camping/edge-stalling is not allowed.
*Congo Jungle cargo-stalling is normally allowed.
*"Low tier characters" are defined as those in B and C tier ([[Yoshi (SSB)|Yoshi]], [[Donkey Kong (SSB)|Donkey Kong]], [[Jigglypuff (SSB)|Jigglypuff]], [[Ness (SSB)|Ness]], [[Luigi (SSB)|Luigi]], [[Link (SSB)|Link]], and [[Samus (SSB)|Samus]]).


==Stages==
==1-on-1==
===Banned===
*Sets between players are played best 2 out of 3 matches
*[[Mushroom Kingdom (SSB)|Mushroom Kingdom]] - due to the absence of a lower blast zone to the far left and right of the stage, the randomness of the POW blocks and the stalling potential of the pipes.
:*3 out of 5 matches apply for Winner's Semis and Loser's Semis
*[[Planet Zebes]] - due to the highly damaging acid (though the stage is allowed in some tournaments).
::*4 out of 7 matches apply for Winner's Finals, Loser's Finals, and Grand Finals
*[[Sector Z]] - due to the randomness of the lasers, the large "wall" at the far right and the fact that the stage is very long.
*Double Elimination.
*[[Yoshi's Island (SSB)|Yoshi's Island]] - due to the stalling potential of the clouds and the fact that the stage is very long.
*The banning of cargo stalling is up to the tournament organizer's discretion
*Each match is played with [[stock]] and 5 lives.
:*The first selection is decided by striking from the other [[Neutral stages|Neutral stages]]. These stages are:
::*[[Hyrule Castle]]
::*[[Dream Land]]
::*[[Congo Jungle]]
*Note that in Japanese smash 64 tournaments, there are 0 counterpicks as Dream Land is the only stage allowed.


===Allowed===
*For the first match, characters are chosen double-blind - at the same time, so that neither player knows his opponent's character beforehand.  In practice, this rule is often ignored, but players always reserve the option to force a double-blind pick.
*[[Congo Jungle]]
*The loser of the first match (and of successive matches) chooses the next stage, and then the winner chooses his character, and then the loser chooses his character.  This series of choices is called slob picks.
*[[Dream Land]]
:*The loser can pick either a neutral stage or a [[counterpick]] stage, this list is based on N64BR recommended Rule set:
*[[Hyrule Castle]]
::*As said before, there are no counterpicks in the Japanese ruleset as Dream Land is the only stage allowed.
*[[Peach's Castle]]
::*[[Peach's Castle]]
*[[Saffron City]]*
<nowiki>*</nowiki> [[Ness (SSB)|Ness]] cannot use [[PK Thunder]] to recover from this stage's narrow pits. So if one or more players choose Ness, Saffron City is banned for random picks, but is still available for counter-picking.


==Other Notes==
==2-on-2==
*Hyrule Castle and Dream Land are the most common choices, followed by slob picks of Saffron City and Congo Jungle.
*Rules that apply to 1-on-1 apply to team tournaments as well
*Note that there are 0 changes to the stage selection. However, Hyrule is generally played more often as the other stages are generally too small.
*[[Friendly Fire]] (also called "team attack") is on.
*Players are allowed to [[life stealing|steal lives]] from their teammates by pressing start after they die.
 
==Emulation legality and other various rules==
*Gameshark stages are in general banned as they are hard to setup and many of them have glitches or oddities that don't occur on normal stages
:*Examples of this are:
::*Battlefield- [[DI]]'ing into the ledge causes characters to die via being pulled to the center of the stage
::*Final Destination- There are glitches occasionally that cause the game to freeze. An example of this can occur after 5 minutes (possibly due to Master Hand's timer in 1 player games. 4 player games occasionally freeze.
::*Debug only stages- All of these stages have either invisible walls, excessively large/small boundaries far beyond, and/or weird ledge physics.
*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
*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.
*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/loser percentage is considered to be stalling.
*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.
*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.
*Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organiser's discretion, given 64 has low dedicated attendance rates.
 
 
==External Links==
 
#[http://www.smashboards.com/showpost.php?p=8981808&postcount=1 MBR Recommended RuleSet for SSBM]


==See also==
==See also==

Revision as of 12:25, November 2, 2011

This is the ruleset for SSB. For other rulesets and general info on tournament legal settings, see Tournament legal.

Tournament legal describes the rules and settings that are accepted for use in competitive Smash tournaments. The following is the current accepted ruleset for the original Super Smash Bros.

Definitions

Neutral Stage: A neutral stage is any stage allowed in the initial random select for the first game of a match (i.e. Dream Land).
Counterpick Stages: A counterpick stage is any stage that can be only be chosen in game 2, 3 (etc.). These include all of the neutral stages, but exclude all banned stages. Therefore, all neutral stages are available stages, but not all available stages are neutral. The only Counterpick stage is Peach's Castle outside of the neutrals listed. Banned Stage: A banned stage is any stage that is not allowed either in the initial random select or by choice in games two and three (i.e. Sector Z).

1-on-1

  • Sets between players are played best 2 out of 3 matches
  • 3 out of 5 matches apply for Winner's Semis and Loser's Semis
  • 4 out of 7 matches apply for Winner's Finals, Loser's Finals, and Grand Finals
  • Double Elimination.
  • The banning of cargo stalling is up to the tournament organizer's discretion
  • Each match is played with stock and 5 lives.
  • The first selection is decided by striking from the other Neutral stages. These stages are:
  • Note that in Japanese smash 64 tournaments, there are 0 counterpicks as Dream Land is the only stage allowed.
  • For the first match, characters are chosen double-blind - at the same time, so that neither player knows his opponent's character beforehand. In practice, this rule is often ignored, but players always reserve the option to force a double-blind pick.
  • The loser of the first match (and of successive matches) chooses the next stage, and then the winner chooses his character, and then the loser chooses his character. This series of choices is called slob picks.
  • The loser can pick either a neutral stage or a counterpick stage, this list is based on N64BR recommended Rule set:
  • As said before, there are no counterpicks in the Japanese ruleset as Dream Land is the only stage allowed.
  • Peach's Castle

2-on-2

  • Rules that apply to 1-on-1 apply to team tournaments as well
  • Note that there are 0 changes to the stage selection. However, Hyrule is generally played more often as the other stages are generally too small.
  • Friendly Fire (also called "team attack") is on.
  • Players are allowed to steal lives from their teammates by pressing start after they die.

Emulation legality and other various rules

  • Gameshark stages are in general banned as they are hard to setup and many of them have glitches or oddities that don't occur on normal stages
  • Examples of this are:
  • Battlefield- DI'ing into the ledge causes characters to die via being pulled to the center of the stage
  • Final Destination- There are glitches occasionally that cause the game to freeze. An example of this can occur after 5 minutes (possibly due to Master Hand's timer in 1 player games. 4 player games occasionally freeze.
  • Debug only stages- All of these stages have either invisible walls, excessively large/small boundaries far beyond, and/or weird ledge physics.
  • 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
  • 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.
  • 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/loser percentage is considered to be stalling.
  • 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.
  • 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.
  • Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organiser's discretion, given 64 has low dedicated attendance rates.


External Links

  1. MBR Recommended RuleSet for SSBM

See also