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Competitive Rules / Index

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Surri-Sama

Smash Hero
Joined
Apr 6, 2005
Messages
5,454
Location
Newfoundland, Canada!
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Quick Links
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If you are unsure about how to play Smash Brothers online, please check out this thread
How to play smash64 online


Also remember, if you are having any troubles, trying looking in the smash index
Smash Index








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General Match Rules
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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.

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.
General Guidelines for Console/Offline
  • 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.
  • 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.
  • 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.
* Healthcare drugs such as insulin supplements (diabetes), Epi-pens (anaphalactics) or asthmatic inhalers (asthmatics) are exempt, given usage is by those suffering from the relevant conditions.

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.

Additional Doubles Rules
  • Life Stealing (pressing Start when eliminated) is allowed.
Legal status of DK's Infinite Cargo Hold is left to Tournament Organiser discretion. It is recommended that the Cargo Hold limited to 2 releases to prevent abuse. One opinion is that the Cargo Hold can be regarded as a stall. If time is being enforced, it may be considered as such after 2-3 re-releases with the throwing player not attempting to do anything with it. It is advisable that this is cumulative in order to prevent abuse of this rule by throwing other moves in-between.

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 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
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.

A simpler version of the basic ruleset for printouts/quoting will be produced soon.








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Ladder Specific Rules
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All black named players where removed from the ladder. When they return they can rejoin and earn their rightful spot :o

The max amount of "vacation" time permitted is a WEEK...after a weeks time you will be removed from the ladder, and required to start over.

Those with the same colour are challenging each other (unless the colour is white... which means they are doing nothing...).


If someone is coloured black, they are on "vacation time" People that have black names can not be challenged, and when they come back, they will return to their position on the ladder. If someone above you is coloured black, you can challenge up to two non-black people above you (so, if the person directly above you is black, you can challenge the person two or three spots above you).

We Currently have a 15 player limit (this can and will be raised if more demand is introduced). Once all 15 spots are filled...anyone wishing to join must challenge the 15th ranked player. If they win, their name is placed on the ladder in 15th spot.

You can challenge two above (or below) your current position. If you win, you take that person's position (and other placements are moved accordingly).

If you are challenging someone, post it here (so that others can know who is in a challenge), and then send a pm to the person you are challenging (since not everyone will check this thread all the time).

Matches can be p2p, server, or anything you guys can use to do your matches.

Once a challenge has been sent (via pm), you have 4 days to set a time for the match (if you both can play 5 days after the challenge has been sent, then play your match. This is just so that we don't have challenges that last months). If the set cannot be completed by then, whoever was responsible for the match to be not played will forfeit the set.

Once a challenge has been completed, the same two people cannot play each other again until one of them has played against a different person, or 4 days have passed. This is to prevent continuously challenging the same person.

You can only be in one challenge at a time (so if you are challenged by someone, you cannot challenge someone else. Likewise, if you have challenged someone, you cannot be challenged by someone else).










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The Series Specific Rules
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This is a simple contest in which you apply as a contestant for a characters belt. To obtain the belt you must either be the first person to post, applying the the belt... or you must battle each higher seeded player in a DITTO match of the character you applied for!

The first four players for each character will automatically be seeded according to time of application. After the four spots are full, any other challenging player must play the 4th seed. If the 4th seed losses, they are removed from the list and must place a challenge in order to return.

Players may only apply for THREE characters at a time! (no matter what seeds)

Contestants trying to climb within the seeded players can only challenge ONE person above them...there is no skipping people.

Only one challenge maybe issued at a time...and everyone may only accept 1 challenge at a time (players cannot be challenged while they are already in an arranged match)

If you do not respond to a challenge (and play the person) within 1 week, you will be removed from the series. No exceptions.

Once a challenge has been completed, the same two people cannot play each other again until one of them has played against a different person, or 4 days have passed. This is to prevent continuously challenging the same person.

This will generally be only North America ... European and Mexican players may also join if they can host p2p and play without lag. This is a quality of gameplay standard, sorry if it excludes anyone.









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Ranked Tourney Specific Rules
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Matches can be p2p, server, or anything you guys can use to do your matches.

European and Mexican/South Americans can join IF they are active, dont lag with North American players...AND can host p2p

Seeds will be done with the ELO system (Once this gets underway) and ranks will be done (and edited) after each tourney

Only 16 entrants for this tourney...wanna keep these quick

Once brackets are created you will have 4 days to get the match done...if one player clearly makes an effort to contact and play while another does not, the active player will get a the win.
 
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