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Tournament rulesets (DSB): Difference between revisions

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:''This is the ruleset for Japanese rules in ''Dairanto Smash Bros''. For American rules, see [[Tournament legal (SSB)]] For other rulesets and general info on tournament legal settings, see [[Tournament legal]].''
:''This is the Japanese ruleset in ''Dairanto Smash Bros.'' For North American rules, see [[Tournament rulesets (SSB)]]. For other rulesets and general info on tournament legal settings, see [[Tournament rulesets]].''


'''Tournament legal''' describes the rules and settings that are accepted for use in Japanese competitive ''Smash'' [[tournaments]]. The following is the current accepted ruleset for the original ''Dairanto Smash Bros.'' They have been generally accepted as the normal rules in Japan as they have been used by Red-Mario, a Mario/Link main from Kansai, and Moyashi, a Kirby main from Kanto, in all of the major Smash 64 tournaments so far.
'''Tournament legal (DSB)''' describes the rules and settings that are accepted for use in Japanese competitive ''Smash 64'' [[tournaments]]. The following is the current accepted ruleset for the original ''Dairanto Smash Bros.'' They have been generally accepted as the normal rules in Japan as they have been used by {{Sm|Red}}, a Mario/Link main from Kansai, and {{Sm|Moyashi}}, a Kirby main from Kantō, in all of the major ''Smash 64'' tournaments so far, commonly held in either Kantō or Kansai, Japan.


==Definitions==
==1-on-1==
'''Neutral Stage:''' A neutral stage is any stage allowed in the initial random select for the first game of a match (this only applies to [[Dream Land]]).<br />
*Every match is played with 4 stocks. If there is high attendance, this may be replaced with 3 stocks.
'''Banned Stage:''' A banned stage is any stage that is not allowed either in the initial random select or by choice in games two and three. In Japanese tournaments, every other stage is banned outside of Dream Land.<br />
*Every match is played on {{SSB|Dream Land}}, with every player using controller port 2 or 4 (to ensure a neutral start).
*Certain tournaments are best of 1 throughout, though this is rare. Usually, there are pools or round-robin.
*Most pools consist of 7-8 people and are round-robin. In pools where brackets are used, Winners Finals is done but not Loser's Finals. In short, 2 to 4 people advance (usually out of 7-8)
**Players in pools are generally randomized via draws.
**A "B/Amateur" bracket is held in certain larger tournaments for players who did not advance in pools.
*Pools and tournament matches are best of 1.
*Single elimination
**More recently since Kanto and [[Kansai 2018]], events have been double elimination and have been best of 3 more similar to the [[Tournament rulesets (SSB)|US/International ruleset]]. However, Finals is still best of 3 unlike the US.


==1-on-1==
*Sets between players are played best 2 out of 3 matches
:*3 out of 5 matches apply for Winner's Semis and Loser's Semis
::*4 out of 7 matches apply for Winner's Finals, Loser's Finals, and Grand Finals
*Double Elimination.
*The banning of cargo stalling is up to the tournament organizer's discretion
*Each match is played with [[stock]] and 5 lives.
:*The first selection is [[Dream Land]] and all other selections will be this stage as well.
==2-on-2==
==2-on-2==
*Rules that apply to 1-on-1 apply to team tournaments as well
All rules from 1-on-1 apply, plus the two following:
*Note that there are 0 changes to the stage selection. As usual, Dream Land is the only stage allowed.
*[[Team attack]] option is turned on.
*[[Friendly Fire]] (also called "team attack") is on.
*Players are allowed to [[Share stock|steal stock]] from their teammates by pressing Start after they lose their last stock.
*Players are allowed to [[life stealing|steal lives]] from their teammates by pressing start after they die.


==Emulation legality and other various rules==
==Emulation legality and other various rules==
*Gameshark stages are in general banned as they are hard to setup and many of them have glitches or oddities that don't occur on normal stages
*In Japan, emulators tend to be rarely used. The following content is from the US ruleset with certain exceptions as outlined.
:*Examples of this are:
*The Virtual Console version of ''Smash 64'' is banned due to concerns over frame skips, as well as a lack of compatibility with Nintendo 64 controllers.
::*Battlefield- [[DI]]'ing into the ledge causes characters to die via being pulled to the center of the stage
*The Nintendo 64 version of ''Smash 64'' is preferred over emulators, though the latter is still acceptable.  
::*Final Destination- There are glitches occasionally that cause the game to freeze. An example of this can occur after 5 minutes (possibly due to Master Hand's timer in 1 player games. 4 player games occasionally freeze.
*Up until very recently, [[Hori Mini Pad|Hori]]s and any other controller outside of the original were banned.
::*Debug only stages- All of these stages have either invisible walls, excessively large/small boundaries far beyond, and/or weird ledge physics.
*Disrupting an opponent 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 organizer sees fit. Disqualification is recommended if possible.
*Console is '''strongly recommended''' over using a Wii (due to frame skipping) or laptop, though laptops and Wii's 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.
**This is generally not seen as an issue in Japan.
*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 they are connectable to the n64/Wii/TV
*[[Pause|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.
*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.
*Stalling is banned. 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/lower percentage is considered to be stalling. Stalling, however, is now rare, due to Dream Land being the only legal stage.
*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.
*Pausing and resetting the match is strongly discouraged, and it is strongly recommended all tournament matches are finished, even for the sake of saving time. If resets do occur and there is a valid dispute, the player who reset the match is given an automatic forfeit.
*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.
**This is generally not seen as an issue in Japan.
*Pausing and resetting (A+B+Z+R) should not be done unless both players have given consent prior. It is strongly recommended all tournament matches are left to finish, without any resets, even for the sake of saving time. This clearly shows who would have (and did) win a match. If resets do occur and there is a valid dispute, the person who reset forfeits.
*DQ rules are 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.
*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 precede bracket play if the number of participants is suitably large. This is left to the tournament organizer's discretion.
*Pool play should preceded brackets play if the number of participants is suitably large. This is left to the Tournament Organizer's discretion, given 64 has low dedicated attendance rates.
 
==External Links==


==External links==
#[http://www.smashboards.com/showthread.php?t=295918 N64 Recommended RuleSet for US/EU SSB64, for comparison]
#[http://www.smashboards.com/showthread.php?t=295918 N64 Recommended RuleSet for US/EU SSB64, for comparison]


==See also==
==See also==
*[[Super Smash Bros. in competitive play]]
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSBM)]]
*[[Tournament legal (SSBM)]]
*[[Tournament legal (SSBB)]]
*[[Tournament legal (SSBB)]]
[[Category:Tournaments]]
*[[Tournament legal (SSB4)]]
[[Category:Stages (SSB)]]
 
[[Category:Competitive play]]

Latest revision as of 19:34, December 12, 2022

This is the Japanese ruleset in Dairanto Smash Bros. For North American rules, see Tournament rulesets (SSB). For other rulesets and general info on tournament legal settings, see Tournament rulesets.

Tournament legal (DSB) describes the rules and settings that are accepted for use in Japanese competitive Smash 64 tournaments. The following is the current accepted ruleset for the original Dairanto Smash Bros. They have been generally accepted as the normal rules in Japan as they have been used by Red, a Mario/Link main from Kansai, and Moyashi, a Kirby main from Kantō, in all of the major Smash 64 tournaments so far, commonly held in either Kantō or Kansai, Japan.

1-on-1[edit]

  • Every match is played with 4 stocks. If there is high attendance, this may be replaced with 3 stocks.
  • Every match is played on Dream Land, with every player using controller port 2 or 4 (to ensure a neutral start).
  • Certain tournaments are best of 1 throughout, though this is rare. Usually, there are pools or round-robin.
  • Most pools consist of 7-8 people and are round-robin. In pools where brackets are used, Winners Finals is done but not Loser's Finals. In short, 2 to 4 people advance (usually out of 7-8)
    • Players in pools are generally randomized via draws.
    • A "B/Amateur" bracket is held in certain larger tournaments for players who did not advance in pools.
  • Pools and tournament matches are best of 1.
  • Single elimination
    • More recently since Kanto and Kansai 2018, events have been double elimination and have been best of 3 more similar to the US/International ruleset. However, Finals is still best of 3 unlike the US.

2-on-2[edit]

All rules from 1-on-1 apply, plus the two following:

  • Team attack option is turned on.
  • Players are allowed to steal stock from their teammates by pressing Start after they lose their last stock.

Emulation legality and other various rules[edit]

  • In Japan, emulators tend to be rarely used. The following content is from the US ruleset with certain exceptions as outlined.
  • The Virtual Console version of Smash 64 is banned due to concerns over frame skips, as well as a lack of compatibility with Nintendo 64 controllers.
  • The Nintendo 64 version of Smash 64 is preferred over emulators, though the latter is still acceptable.
  • Up until very recently, Horis and any other controller outside of the original were banned.
  • Disrupting an opponent 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 organizer sees fit. Disqualification is recommended if possible.
    • This is generally not seen as an issue in Japan.
  • 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.
  • Stalling is banned. 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/lower percentage is considered to be stalling. Stalling, however, is now rare, due to Dream Land being the only legal stage.
  • Pausing and resetting the match is strongly discouraged, and it is strongly recommended all tournament matches are finished, even for the sake of saving time. If resets do occur and there is a valid dispute, the player who reset the match is given an automatic forfeit.
    • This is generally not seen as an issue in Japan.
  • DQ rules are 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 precede bracket play if the number of participants is suitably large. This is left to the tournament organizer's discretion.

External links[edit]

  1. N64 Recommended RuleSet for US/EU SSB64, for comparison

See also[edit]