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DBR Presents: GENESIS 2 :: ROUND 1 SINGLES POOLS ARE UP - GENESISDBR.COM

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The King

Smash Ace
Joined
Jun 6, 2005
Messages
681


First, when you see this Mr. Boback, please toss a couple pieces of info into the first post lol:

-The Denny's reservation into the schedule for Day 3 Sunday, from like 11pm-2am, so people notice that we've got the building to ourselves and it's not an empty house lol.
-An update that we've got Red Bull as an affiliate sponsor; I did an update for it back on like page 93 that covers the basics
-A link to the Setups thread in the PacWest Forums, in our TV/setups section of this thread

Secondly:


Stop what you're doing, stop reading this thread, and Pre-register now before it's too damn late for you! If you don't have a teammate yet but plan to play teams, SIGN UP NOW ANYWAYS! Worst comes to worst, we'll refund you at the event. DO IT NOW!


Lastly, since it was mentioned a page or two ago, here's a just a little taste of the trophies being handed out at Genesis-II :
 

sidefx

Smash Champion
Joined
May 4, 2005
Messages
2,595
Location
walnut creek, CA
I thought you said rules would be done last night :(
my b.

itll be up dont worry.. i just got mad side tracked.

as for brawl ruleset. were using the unity ruleset.

melee is normal **** except for no brinstar/rainbow cruise on for singles. pokestad is a counter pick and wobbling and all the other blizzobbling crap is legal.

ssb stage list is still being decided (as far as what is neutral and what isnt)


all the details will be up later today and formatted for your viewing pleasure.

and ill post that **** up there asap dan, im just putting those on the back burner for now until i get some other **** done

edit: also i have it plastered on the website that everyone should be checking for regular updates on genesis.

www.genesisdbr.com
 

[FBC] ESAM

Smash Legend
Joined
Feb 17, 2008
Messages
12,197
Location
Pika?
as for brawl ruleset. were using the unity ruleset.
Sweeeeeeet.

We won't be updating it except for one super minor issue that is pretty much commonplace now in the smash community. Not sure if we are doing that though...stuff about Turbo Controllers.

Here is a collapsed version if you guys want, and for others to look at if they aren't aware of it

[collapse=Brawl Ruleset]


The Unity Ruleset
-Version 1.3-

______________________________

The following ruleset was created by the BBR Ruleset Committee, which is made up by active, respected Tournament Organizers from around the United States. This will be considered the standard, universal ruleset for Brawl tournaments across the US. Any tournaments that do not follow this ruleset will not be eligible for stickies on SWF or featured coverage on AllisBrawl.

Changes to this ruleset can be made at any time and without warning, for which we will update the version based on the significance of the change. The Ruleset Committee will pay close attention to tournament trends, and if a persistent problem presents itself, the Ruleset Committee will address the issue and adapt the ruleset as necessary. If you are interested in being admitted to the BBR-RC, send your tournament resume to AlphaZealot - you must however, have run 1 tournament with the Unity Ruleset in order to be eligible for admission.


General Gameplay Rules
  1. 3 Stocks
  2. 8 Minute Time Limit
  3. Items set to "Off" and "None"
  4. All infinites and chain grabs are legal.
  5. Meta Knight's Infinite Cape Glitch and Extended Cape Glitch are banned.
  6. There is a Ledge Grab Limit of 35 for Meta Knight and 50 for all other characters. If a game goes to time and one player goes over the Ledge Grab Limit for their character, they will automatically lose the game. If both players exceed their Ledge Grab Limit, then this rule is ignored.
  7. The act of stalling is banned: stalling is intentionally making the game unplayable: Such as becoming invisible, continuing infinites, chain grabs, or uninterruptible moves past 300%, and reaching a position that your opponent can never reach you.
  8. Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
  9. If the Ledge Grab Limit does not declare one player the winner, the winner will be declared by what the game says in all situations, except for when players are presented with sudden death:
    • In the event of a match going to time, the winner will be determined by who has less percent (stock difference still takes priority but will be shown in the results screen).
    • If the match ends with both players dying at the same time (either coincidentally or via suicide move) or if time ran out with both players at equal percent, a one stock three minute rematch will be played on the same stage. For a tie-breaker match, a Ledge Grab Limit of 13 is used for Meta Knight, and 18 for all other characters.


Modified Rules for Doubles
  1. Team Attack set to "On"
  2. Life stealing is allowed.
  3. In the event of a game reaching the time limit, if a single player on a team exceeds their Ledge Grab Limit, that team loses. If one or more players on both teams exceed their Ledge Grab Limit, then the Ledge Grab Limit rule is ignored.
  4. In the event of a game going to time and the Ledge Grab Limit can not determine a winner and both teams have an equal amount of combined stocks, then whichever team has a lower combined percent is declared the winner.
  5. If a player is using the character Pokemon Trainer, Lucario, or Sonic, either team may request that team colors be changed to make it easier to tell the difference between team players.

Set Procedure
  1. Player Priority is determined if it can not be agreed on. (See below for details)
  2. Each Team selects one controller port to use for each Player.
  3. Each Team selects one character for each Player. A double blind pick may be called by any player.
  4. The first game is played on a Stage selected from the Starter Stage List either by mutual consent or through the Stage Striking Method. The order of stage striking will be 2-3-1 (Team 1 strikes two stages, followed by Team 2 striking three stages, with Team 1 then striking one of the two remaining stages).
  5. The first match is played.
  6. The team that lost the previous match may opt to re-pick controller ports (with themselves picking first).
  7. The Team that won the previous match may announce one "Stage Ban" if they have not already done so in this set.
  8. The Team that lost the previous match announces the stage for the next match from either the Starter or the Counterpick Stage List. Any Stage named as a "Stage Ban" by the either Team may not be selected. No Stage may be used by a Team that has already won on that Stage in this set.
  9. The Team that won the previous match chooses one character for each Player.
  10. The Team that lost the previous match chooses one character for each Player.
  11. The next match is played.
  12. Repeat steps 6-11 for all proceeding matches.

Determining Player Priority
If there is a dispute in controller port selection or initiating Stage Strike use the following method:
Teams agree to Rock-Paper-Scissors, otherwise it is determined with a coin-flip. The winning Team shall either elect to have first choice in port selection or first choice in Stage Strike. Whichever Team does not receive first choice in Port Selection will be compensated with first choice in Stage Striking.
Note: In Doubles, port selection is ordered 1-2-2-1 fashion (with Team-1 having first choice in controller slot select, Team-2 having both second and third choice, and the final slot going to Team-1).​

Stage List

Starters | Counterpicks
Battlefield|Battleship Halberd
Castle Siege|Brinstar
Final Destination|Delfino Plaza
Lylat Cruise|Pokémon Stadium 2
Pokemon Stadium 1|Rainbow Cruise
Smashville|Frigate Orpheon
Yoshi's Island (Brawl)|

Conduct Rules
  1. BYOC (Bring your own controller): Players are expected to bring their own controller and be prepared for every tournament set.
  2. Pause can be requested off and that request cannot be denied. If one pauses mid-match, the person who initiated the pause loses their current stock. If the pause causes the opponent to lose their stock (Such as interfering with recovery), the person who initiated the pause loses two stocks.
  3. Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing. If the Wii Remote is still synced up to a Wii with the batteries in, you could unintentionally disrupt a match. If problems persist, a DQ may happen.
  4. You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility (including battery issues with a Wii Remote), so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of these problems.
  5. Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation are not allowed and punishable by the TO.
  6. No substitutions are allowed for singles or doubles.
  7. Coaching is allowed only between games, not during. Failure to adhere to this will lead to punishment at the TO's discretion, which could include the removal from the venue.
  8. DQ Rule: Arriving too late for a match will result in a DQ. Player(s) will have 5 minutes to show up before a loss of the first match. 5 more minutes results in a loss of the set. For doubles, both players on a team need to be present in order to play.
  9. The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
  10. Regarding textures and other game hacks:
    • Players may request that any texture, stage, or other hacks be disabled during a tournament set. If this is unable to be done, they may switch to a different setup if available.
    • The BBR-RC recommends players do not use intrusive texture and stage hacks.
    • Players are not allowed to use any game altering hacks, such as no-tripping or model hacks. If someone is caught setting up a system they brought with such hacks enabled can face punishment at the TO's discretion.
  11. Disrupting your opponent physically or intending to disrupt their play (through something such as screaming in a player's ear) will result in a warning. Repeated action will result in disqualification from the tournament and possibly ejection from the venue. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible, and ejection from the venue is also a punishment.

•These rules are subject to change leading up to the event date. The Tournament Organizer reserves the right to remove you from the venue at his discretion for any reason.

•The Tournament Organizer and his assistents, and any persons helping run the event may not be held liable for any lost, stolen, or damaged goods during this event. Nor will the Tournament Organizer, the venue, its owners, affiliates, employees, members, sponsors, or volunteers be held liable or responsible for any injury or harm that may befall a person during the course of this event. By entering the venue during the posted date you are displaying your agreement with this policy.

Users can discuss this ruleset in the thread provided here: http://www.smashboards.com/showthread.php?t=301033

Unity Ruleset Infraction System

Players found in contempt of rules within the Unity Ruleset are subject to the Infraction System. This is a system where players can receive either a Yellow Card or a Red Card in a certain category by the members of the BBR-RC based on evidence and discussion.

Cards

Yellow Cards are given for lesser offenses, or as warnings for larger ones. Players with a Yellow Card are under extra watch by tournament hosts for later offenses. If a player receives a Yellow Card in a category they already have an active one in, they will be given a Red Card for that category.

Red Cards are given for larger offenses, or by accumulating two active Yellow Cards in a single category. If a player has an active Red Card, they are unable to participate in any events hosted at a tournament using the Unity Ruleset.

Cards given to players will have a set expiration date determined on a case-by-case basis by the BBR-RC. Yellow Cards will typically carry longer active periods as a warning lasting approximately between one and twelve months. Red Cards typically carry lesser active periods lasting approximately between two and eight weeks, acting as a tournament ban. Expiration dates may be set differently depending on the severity of the infraction and repeated occurrence of them.

Cards are assigned a category when distributed based on the rule that was broken. Red Cards gained by accumulating two or more Yellow Cards only happens if the Yellow Cards are obtained in the same category. Categories also help represent the severity of a sentence, as some categories are more important than others. Categories will be decided on when the infraction is given by the BBR-RC. Some examples of categories (but not all of them) are listed below.

Categories

Bracket Manipulation: This category is for any offense that pertains to players modifying the outcome of a bracket based on factors such as (but not limited to) Prize Splitting, Intentional Forfeiting, Intentional Under-performance, and Outside Deals. This category may bring additional punishment immediately at the tournament by the Tournament Organizer such as being disqualified from the event or having your winnings forfeited to other placing players at the event.

Tournament Conduct: This category is for any offense that pertains to players acting out of line at tournaments. This includes factors such as (but not limited to) Fighting, Disruption, Theft, and Destruction of Property. This category may bring additional punishment immediately at the tournament by the Tournament Organizer such as being ejected from the venue.

Distribution and Operation of Cards

  • Everyone may view the status of all distributed cards including their category, expiration date, and assigned player in the following post: http://www.smashboards.com/showpost.php?p=12763608&postcount=4
  • Cards will be assigned by the BBR-RC as a whole after discussion following the event in question. Cards may be assigned at any time.
  • Cards do not have to be tied to a specific action at a specific event.
  • Anyone is able to contact any member of the BBR-RC to suggest the distribution of a card, as well as provide evidence that may aid in the decision of the distribution.
  • The BBR-RC may assign cards to players based on events not using the Unity Ruleset.
  • All events using the Unity Ruleset must abide by the player blacklist formed by the Infraction System.
  • Any host not using the Unity Ruleset in its entirety is still welcome to use the player blacklist if they choose.
  • Any player who receives a card is more than welcome to contact any member of the BBR-RC with a counter argument for why they should have not received a certain card.

Active Infractions

ADHD
Yellow Card (Bracket Manipulation) at KTAR5 - Expiring November 21st, 2011

Anti
Yellow Card (Bracket Manipulation) at KTAR5 - Expiring November 21st, 2011

Mew2King
Yellow Card (Bracket Manipulation) at KTAR5 - Expiring November 21st, 2011

[collapse=Expired Infractions]
There are currently none.

[/collapse]

__________________________________________________

This thread is for discussion of the BBR-RC Unity Ruleset.

Unity Ruleset Change Log


v1.0 - Ruleset released.


v1.1 - Pictochat is now banned.
Pause rule edited to include a harsher punishment for a player who pauses during a bad situation (such as recoveries).​
Infinite/Stalling rules slightly edited for clarity.​
A player disruption conduct rule added.​
Two clauses added to protect TOs and venue owners.​


v1.2 - New player infraction system implemented. Yellow & Red Cards introduced.


v1.3 - 5 stage starter list changed to 7 stage starter list, with PS1 and Castle Siege being the two new stages.
[/collapse]
 

The King

Smash Ace
Joined
Jun 6, 2005
Messages
681
I'm sure we won't mind letting those interested take some pictures with the belts while we've got em on display throughout the weekend. =)

But seriously yeah, these belts are no joke lol. They weigh more than most wild animals, and as the saying goes, "if it's heavy, it's expensive."
 

Divinokage

Smash Legend
Joined
Aug 6, 2006
Messages
16,250
Location
Montreal, Quebec
I'm sure we won't mind letting those interested take some pictures with the belts while we've got em on display throughout the weekend. =)

But seriously yeah, these belts are no joke lol. They weigh more than most wild animals, and as the saying goes, "if it's heavy, it's expensive."
The meaning of the belt is hella heavy too! Though I def would want a pic with the belt. lol.
 

KAOSTAR

the Ascended One
Joined
May 20, 2008
Messages
8,084
Location
The Wash: Lake City
boback-melee rule set suggestion.

im assuming the "standard" is pretty much the pound ruleset but I guess minus rainbow and brinstar....meaning kongo and stadium are the only cps.


why not just say **** random, add kongo and stadium to the stage strike list..1-2-1-2-2-1. that way there is no confusion, and a more consistent method-you could be a trend setter lol!
 

sidefx

Smash Champion
Joined
May 4, 2005
Messages
2,595
Location
walnut creek, CA
but then that would mean pokestad and kongo would have to be accepted as neutral stages..

i was almost about to put yoshi's/fod on the cp list and keep fd/bf/dl as the only neuches
 

TheTantalus

Smash Hero
Joined
May 19, 2008
Messages
6,887
Location
Hampstead, MD
We use a 7 stage starter system in brawl

remember that starters are not neutral stages and it does make the strike system work out quite nicely

To be honest, we'd be happy to have kongo/fod/yoshis story at all to our normal list but we work with what we have
 

The King

Smash Ace
Joined
Jun 6, 2005
Messages
681
Supposing those two stages were added to the starting-stage list. All that accomplishes is lengthening the striking process, and 95% of the time, making players using "disadvantaged" characters relative to those stages having to waste a strike of their own to get rid of them. The striking process was created to give both players the best chance at a mutually-neutral stage, and if we're adding stages to that list which clearly aren't on the same level of neutrality as the others, it adds up to a stage disadvantage by the time the last strike comes around.

The likelihood of one of those 2 stages ever being the lead-off stage is highly unlikely, anyways, unless 1.) someone screwed up and wasted their strike on something they shouldn't have, or 2.) both players are using a character that has attractive advantages on said stages, while also being very comfortable playing on the stage.

A short & sweet group of starter stages, and a smaller subset of available counterpicks, works pretty well with little confusion already lol.
 

Divinokage

Smash Legend
Joined
Aug 6, 2006
Messages
16,250
Location
Montreal, Quebec
Supposing those two stages were added to the starting-stage list. All that accomplishes is lengthening the striking process, and 95% of the time, making players using "disadvantaged" characters relative to those stages having to waste a strike of their own to get rid of them. The striking process was created to give both players the best chance at a mutually-neutral stage, and if we're adding stages to that list which clearly aren't on the same level of neutrality as the others, it adds up to a stage disadvantage by the time the last strike comes around.

The likelihood of one of those 2 stages ever being the lead-off stage is highly unlikely, anyways, unless 1.) someone screwed up and wasted their strike on something they shouldn't have, or 2.) both players are using a character that has attractive advantages on said stages, while also being very comfortable playing on the stage.

A short & sweet group of starter stages, and a smaller subset of available counterpicks, works pretty well with little confusion already lol.
I agree with that rule. So it's 5 stages starter for striking.. and then CP.. KJ or PS only? No Brinstar and RC?
 

The King

Smash Ace
Joined
Jun 6, 2005
Messages
681
Pretty much, yep.

5 starter-stages to strike from to reach the first round's stage. After that, in addition to the first 5 stages, KJ and PS open up for counterpicks.

The argument for keeping those two stages out of the starter-stage list isn't that we're against counterpicking, it's that we're against players having to overly-defend themselves from ending up with counterpick-worthy stage for their first match.
 

Fortress | Sveet

▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀
Joined
Dec 21, 2005
Messages
16,256
Location
Northern IL
U should use the ruleset weve been using in the chicago area.

Strike from: YS/BF/DL
CPs include: FoD/PS/FD

No DSR, but bans are still allowed.


If you are going to have a 5 stage strike for melee, switch stadium with FD. For multiple reasons, one being chaingrabs force stage striking based not on size/layout but rather on "i dont want to lose a stock every time i get grabbed". Another being that PS is more similar to the other stages than FD (having platforms). All-in-all it causes a more fair strike and players can't force others to a bad stage game 1 (like marth vs anyone, marth strike bf and DL and has his best 3 stages left)
 

sidefx

Smash Champion
Joined
May 4, 2005
Messages
2,595
Location
walnut creek, CA
okay imagine putting any new ruleset (for melee) that isnt widely accepted or known.

now put 300 people in one room and ask them to follow these rules.

how many of them do you think will abide by them? hardly any. and the ones that try will probably be confused and cause the tournament to go on longer based on not knowing what to do

then someone will probably be butthurt they lost and realize the ruleset they used in their set wasnt the correct one and so they come up to me asking for a rematch of their set and ***** and moan


basically were keeping it simple. and traditional. what everyone knows.

those altered and modified rulesets work fine on a smaller scale like local tournaments, but when it comes to international tournaments it wont.
 

Fortress | Sveet

▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀
Joined
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Messages
16,256
Location
Northern IL
okay imagine putting any new ruleset (for melee) that isnt widely accepted or known.

now put 300 people in one room and ask them to follow these rules.

how many of them do you think will abide by them? hardly any. and the ones that try will probably be confused and cause the tournament to go on longer based on not knowing what to do

then someone will probably be butthurt they lost and realize the ruleset they used in their set wasnt the correct one and so they come up to me asking for a rematch of their set and ***** and moan


basically were keeping it simple. and traditional. what everyone knows.

those altered and modified rulesets work fine on a smaller scale like local tournaments, but when it comes to international tournaments it wont.
I agree it would be tuff. You might want to use the european ruleset then, which is the 5 stage strike with PS on CP and thats it.
 

Fortress | Sveet

▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀
Joined
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Messages
16,256
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Northern IL
no they just have those 6 stages


edit- again, i think FD is more CP worthy than PS, but i see your point about needing to keep it simple so i think ur right in keeping the regular 5 stage strike.
 

Rosedemon

Smash Champion
Joined
Jun 21, 2007
Messages
2,760
no they just have those 6 stages


edit- again, i think FD is more CP worthy than PS, but i see your point about needing to keep it simple so i think ur right in keeping the regular 5 stage strike.
Im going to assume you play a spacie and not one of the many characters who would be forced to ban PS cuz they're playing against a spacie.

FD ****s with spacies when playing against fox/marth/peach, and makes falcon and sheiks job easier, however they all fall to a bad transformations on stadium which cant really be avoided.
 
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