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*[[Pause]] is disabled.** | *[[Pause]] is disabled.** | ||
*A ledge grab limit of some number***. If a match goes to time, the end of match statistics are used to see how many times each player grabbed the ledge, and if a player exceeded the ledge grab limit, they lose the match regardless of stock or percent lead (if both players exceed the limit however, normal time out rules apply). This rule is implemented to limit [[planking]]. | *A ledge grab limit of some number***. If a match goes to time, the end of match statistics are used to see how many times each player grabbed the ledge, and if a player exceeded the ledge grab limit, they lose the match regardless of stock or percent lead (if both players exceed the limit however, normal time out rules apply). This rule is implemented to limit [[planking]]. | ||
*[[Stalling]] is banned. Stalling is intentionally making the game unplayable; examples include becoming invisible, continuing | *[[Stalling]] is banned. Stalling is intentionally making the game unplayable; examples include becoming invisible, continuing infinites, chain grabs, or uninterruptible moves past 300%, and reaching a position that cannot be reached by the opponent. | ||
*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. Players are responsible for being aware of these possibilities. | *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. Players are responsible for being aware of these possibilities. | ||
*If time runs out, and neither player exceeds the ledge grab limit or both exceed the limit, the winner is determined by remaining stock, and then by ending damage percentage. | *If time runs out, and neither player exceeds the ledge grab limit or both exceed the limit, the winner is determined by remaining stock, and then by ending damage percentage. |
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