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*Banning of certain infinites: While tournament keep the usage of zero-deaths 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 kids. While more common in the past, such rules are rarely seen nowadays in tournaments outside some fringe locals, and tournaments generally make 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 KO percentage (usually listed as 300%). | *Banning of certain infinites: While tournament keep the usage of zero-deaths 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 kids. While more common in the past, such rules are rarely seen nowadays in tournaments outside some fringe locals, and tournaments generally make 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 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 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 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. | ||
==Set format== | ==Set format== |
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