Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.

Editing Tournament rulesets (SSBB)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 43: Line 43:
*Banning of certain [[infinite]]s: While tournament keep the usage of [[zero-death]]s and infinites legal, some tournaments will ban certain infinites/zero-deaths deemed to be too powerful and easy to use, such as {{SSBB|King Dedede}}'s standing infinite chain throw and {{SSBB|Marth}}'s zero-death chain grab release on the [[PK kid]]s. While more common in early ''Brawl'', such rules fell out of favor and were rarely seen in tournaments outside some fringe locals, with tournaments generally making it clear that all infinites and zero-deaths are legal. The only rule against infinites that tournaments typically run is that a player can't continue one well beyond reasonable KO percentage (usually listed as 300%).
*Banning of certain [[infinite]]s: While tournament keep the usage of [[zero-death]]s and infinites legal, some tournaments will ban certain infinites/zero-deaths deemed to be too powerful and easy to use, such as {{SSBB|King Dedede}}'s standing infinite chain throw and {{SSBB|Marth}}'s zero-death chain grab release on the [[PK kid]]s. While more common in early ''Brawl'', such rules fell out of favor and were rarely seen in tournaments outside some fringe locals, with tournaments generally making it clear that all infinites and zero-deaths are legal. The only rule against infinites that tournaments typically run is that a player can't continue one well beyond reasonable KO percentage (usually listed as 300%).


*Air Time Rule: Instead of using a ledge grab limit, tournaments may try to limit planking (and air camping) by using an Air Time Rule. The rule dictates that if a match goes to the time, the end of match statistics are viewed to see how long each player was in the air, and the player with the greater air time is declared the loser regardless of remaining stock and damage. While the rule is common in [[Japan]] and [[Mexico]], the rule doesn't see real usage elsewhere, as players in other countries heavily criticise the rule (for things such as heavily favoring ground-based characters, overriding the game's usual time out ruling, and the fact it can reward victory to a player who was clearly outplayed while no real planking (or even camping) was going on), and instead vastly prefer using a ledge grab limit to limit planking.
*Air Time Rule: Instead of using a ledge grab limit, tournaments may try to limit planking (and air camping) by using an Air Time Rule. The rule dictates that if a match goes to the time, the end of match statistics are viewed to see how long each player was in the air, and the player with the greater air time is declared the loser regardless of remaining stock and damage. While the rule is common in [[Japan]] and [[Mexico]], the rule doesn't real usage elsewhere, as players in other countries heavily criticise the rule (for things such as heavily favoring ground-based characters, overriding the game's usual time out ruling, and the fact it can reward victory to a player who was clearly outplayed while no real planking (or even camping) was going on), and instead vastly prefer using a ledge grab limit to limit planking.


==Set format==
==Set format==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: