asianaussie
Smash Hero
Competitive Recommended Ruleset
Competition Rules
Competition format is Double Elimination.
If possible, brackets are to be generated with a Random Number Generator (RNG). It is recommended Tournament Organisers have a consensus from players before any seeding/byes are placed in-bracket.
All sets with the exception of the below are best-of-3.
Winners Semis, Losers Quarters and Losers Semis are best-of-5.
Winners Finals, Losers Finals and Grand Finals are best-of-7.
Online matches are best-of-5, with Winners Finals, Losers Finals and Grand Finals best-of-7.
Set size is ultimately up to the Tournament Organiser, but these are general guidelines.
Game Settings
Mode: STOCK
Stocks: 5
Handicap: OFF
Team Attack: ON
Stage Select: ON
Damage: 100%
Item Switch: NONE
All Characters Available
Stages
The Starter Stage List consists of Congo Jungle, Hyrule Castle and Dream Land.
The Counterpick Stage List consists of Peach's Castle.
First match of all sets is selected by a 3-stage striking system with the Starter Stage List. An impartial observer/tournament organiser flips a coin to decide who strikes first. Rock-paper-scissors is alright too, but it's technically a skill irrelevant to smash. If this is impossible (online), whoever strikes first will be pre-decided by an RNG.
The 64 Recommended Ruleset uses the stage striking system. In this system, players take turns striking stages from the Starter Stage List until only one remains; these stages are not banned and can be counterpicked later in the set.
Gameshark stages? LOL NO. Up to your TO.
Characters
All characters are legal.
Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right-C) are discouraged if Congo Jungle is the stage for visibility reasons. The opposing player may reset the match without penalty if they wish for a colour change. Taking or dealing any damage nullifies this right.
Low Tiers are all characters in B tier and below: Yoshi, Donkey Kong, Jigglypuff, Ness, Luigi, Samus and Link.
Set Procedure
General Guidelines for Online
It is difficult to formally define a desynch, but when both players report that the opponent is doing something odd (attacking air, jumping off and completely failing to recover, etc), it can be considered a desynch. Input from players still goes through, so standing still and not moving at all is generally not a desynch (pausing to type, etc, are exceptions). Pausing the game is recommended over desynching, though neither is recommended (obviously).
Additional Doubles Rules
The following is how to escape the Cargo Hold. The tournament organiser may wish to inform players of this if they are not restricting the Cargo Hold.
This is only a recommended ruleset, and it is encouraged that Tournament Organisers take it and modify it as they see fit, while understanding the reasoning behind each of the recommendations and taking said reasons into account.
Other rules such as region-locking for online are left to the Tournament Organiser.
[collapse="Simple version of the ruleset"]
Legal Starters:
Legal Counterpicks
All matches aside from the below are best-of-3
Set progression:
Competition Rules
Competition format is Double Elimination.
If possible, brackets are to be generated with a Random Number Generator (RNG). It is recommended Tournament Organisers have a consensus from players before any seeding/byes are placed in-bracket.
All sets with the exception of the below are best-of-3.
Winners Semis, Losers Quarters and Losers Semis are best-of-5.
Winners Finals, Losers Finals and Grand Finals are best-of-7.
Online matches are best-of-5, with Winners Finals, Losers Finals and Grand Finals best-of-7.
Set size is ultimately up to the Tournament Organiser, but these are general guidelines.
Game Settings
Mode: STOCK
Stocks: 5
Handicap: OFF
Team Attack: ON
Stage Select: ON
Damage: 100%
Item Switch: NONE
All Characters Available
Stages
The Starter Stage List consists of Congo Jungle, Hyrule Castle and Dream Land.
The Counterpick Stage List consists of Peach's Castle.
First match of all sets is selected by a 3-stage striking system with the Starter Stage List. An impartial observer/tournament organiser flips a coin to decide who strikes first. Rock-paper-scissors is alright too, but it's technically a skill irrelevant to smash. If this is impossible (online), whoever strikes first will be pre-decided by an RNG.
The 64 Recommended Ruleset uses the stage striking system. In this system, players take turns striking stages from the Starter Stage List until only one remains; these stages are not banned and can be counterpicked later in the set.
Gameshark stages? LOL NO. Up to your TO.
Characters
All characters are legal.
Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right-C) are discouraged if Congo Jungle is the stage for visibility reasons. The opposing player may reset the match without penalty if they wish for a colour change. Taking or dealing any damage nullifies this right.
Low Tiers are all characters in B tier and below: Yoshi, Donkey Kong, Jigglypuff, Ness, Luigi, Samus and Link.
Set Procedure
- Players select characters for first match. Double Blind Picks may be called.
- Players strike stages.
- The first match is played.
- The loser of the previous match selects the next match's stage from the Starter Stage and Counterpick Stage Lists.
- The winner of the previous match selects their character.
- The loser of the previous match selects their character.
- The next match is played.
- Above four steps are repeated if necessary.
- Console is strongly recommended over using a Wii (frame skipping) or laptop, though laptops and Wiis 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.
- The (U) version (NTSC) of Super Smash Brothers is recommended over (E) (PAL), (A) (PAL) and (J) NTSC.
- 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 there are requests to play using a keyboard/non-Nintendo/third-party controllers, a laptop set-up is recommended. Each controller user is responsible for bringing relevant adapters and drivers (on a USB stick), and to calibrate their own controllers.
- Tournament organisers should discuss and organise these arrangements beforehand.
- It is recommended a 8/10 minute time limit is put in place for all matches, especially Hyrule. This may be difficult to enforce.
- Draws are decided first by stock, then by percentage.
- 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.
- It is recommended that drugs*, including alcohol, are prohibited at tournaments for the sake of both the venue and the participants. Legal issues are possible, and use of drugs in the vicinity of the venue by participants should be heavily discouraged or prohibited completely. Relevant Federal and State regulations on drugs obviously apply.
General Guidelines for Online
It is difficult to formally define a desynch, but when both players report that the opponent is doing something odd (attacking air, jumping off and completely failing to recover, etc), it can be considered a desynch. Input from players still goes through, so standing still and not moving at all is generally not a desynch (pausing to type, etc, are exceptions). Pausing the game is recommended over desynching, though neither is recommended (obviously).
- Tournament Organisers are responsible for drawing brackets, publicly showing brackets/rules and disqualification. The Smash 64 Competitive Events section is recommended for posting tournament threads. This includes deciding who will strike stages first via RNG.
- Matches are to be played with P2P Kaillera clients. Recommended emulators include Project64k, Project64k Vista Edition and variants of Mupen64k, such as Mupen Beta++.
- If a match is played on server, observers must ensure they will not cause lag or an increase in frame delay, and may not communicate with players once a match has started.
- The North American (U) version of Super Smash Bros is strongly recommended over (E), (A), (I) versions. Using All-star! Dairantou Smash Brothers! (J) should be either a separate bracket or the theme of the tournament.
- Desynchronisation in any single match will result in a restart of that match, with all previous successful matches counting. If possible, it is recommended that the exact stock and percentage at the point where desync occurred should be used. This may be difficult, especially if the desync occurs during a hard-to-escape combo, so if both players agree, resetting to just stock is okay.
- If the frame rate consistently drops below 57fps and there is a clear offender, they will be given one more chance to replay that match - lagging again, even in a different match, will result in disqualification.
- Disrupting your opponent or abuse through Kaillera should be reported via a Print Screen/equivalent function, and will result in disqualification from the tournament.
- 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. Enforcing is incredibly difficult. If it is reported, a server match with impartial observer is recommended to decide penalties fairly. Penalties are the same as Console penalties.
- It is recommended that inactivity over a period (decided by the organiser) is met with warnings and/or disqualification.
- 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.
Additional Doubles Rules
- Life Stealing (pressing Start when eliminated) is allowed.
The following is how to escape the Cargo Hold. The tournament organiser may wish to inform players of this if they are not restricting the Cargo Hold.
If you do not wish to read the quote, just know that you have to mash the following, assuming DK is facing left. The opposite directions apply if he is facing right (?).
Right+B
Left+A
Right+B
Left+A
repeat
Right+B
Left+A
Right+B
Left+A
repeat
If they escape within 47 frames then that is the only way to do it.
Escaping DK's Throw Trap:
To escape DK's Clasp, use the normal escape method: Smashing and pressing alternate buttons/directions. You can escape in 8 frames.
To escape the ITT you have to start by pressing Right+B as soon as you are on DK's back (you'll get some percentage), then follow that with Left+A etc... DK cannot grab you again if you do this. If DK grabs, it will go through you. If he turns around, you will be free to grab him. Even if the DK is perfect he cannot grab you.
If you cannot do the above method, then you should do the escape procedure, and mash A once you escape the first hold. If the DK player is 1 frame off then you will hit him before he can grab again. This method is easier but if the DK is perfect he will be able to grab.
1 frame off:
http://video.google.com/videoplay?docid=5731459134922078284
DK Can't Fthrow:
http://video.google.com/videoplay?docid=5888230683216723819
^The same for Kirby and all other characters
Other rules such as region-locking for online are left to the Tournament Organiser.
[collapse="Simple version of the ruleset"]
Legal Starters:
- Congo
- Hyrule
- Dream Land
Legal Counterpicks
- Peach's
- Congo
- Hyrule
- Dream Land
All matches aside from the below are best-of-3
- Winner's Semis, Loser's Semis
- Winner's Finals, Loser's Finals
- Grand Finals
Set progression:
- Players select characters for first match (double blind)
- Players strike stages (rock-paper-scissors)
- First Match
- Loser picks next stage
- Winner chooses character
- Loser chooses character
- Play match
- Repeat above four steps