(Outdated) SFBR Basic Tournament Ruleset.
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Panthera leo
firewater
AzureLight12
T.testLP
Jago
GMSTerror
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Faceless Void
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(Outdated) SFBR Basic Tournament Ruleset.
Ruleset
Matches are 4-stock, 8-minute. If time runs out, the person with the most stocks wins. If this is a tie, the person with the lowest percentage wins. If it is still a tie, a 1-stock tie breaker with the same characters is played on the same stage.
Items set to off and none.
All matches should be best of three. Winners/Losers/Grand finals should be best of five.
For stage legality, refer to the list: here.
Stalling a.k.a. delaying the match (e.g. using Sonic's neutral-b under the stage repeatedly) is forbidden.
No infinite jabs.
All other rules follow the standard tournament rules for the other smash games, and do not need to be reiterated here.
Last edited by Faceless Void on Fri Jan 06, 2012 10:53 pm; edited 1 time in total
Re: (Outdated) SFBR Basic Tournament Ruleset.
Looks good Void! One thing though, you forgot infinite combo % limitations.
RM- Member
- Posts : 619
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Age : 30
Location : Imperial Beach, CA
Re: (Outdated) SFBR Basic Tournament Ruleset.
We having a tournament so soon!? Oh my buddha! Lol jokes, this is for future releases when the full or online comes in, I know. Pretty good setup for a tournament.
Re: (Outdated) SFBR Basic Tournament Ruleset.
does this counts to people that are aren't members of the SFBR or just members?
Jago- Posts : 6
Join date : 2010-09-13
Age : 27
Re: (Outdated) SFBR Basic Tournament Ruleset.
It applies to anyone in a tournament. If you ever compete in a SSF2 tournament you are encouraged to use this ruleset. But if it is a SFBR sanctioned tournament then they are required.
RM- Member
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Join date : 2010-09-13
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Location : Imperial Beach, CA
Re: (Outdated) SFBR Basic Tournament Ruleset.
I found a couple of loopholes in our current ruleset:
1. Jab infiniting is still possible with this ruleset. If the opponent gets out of hitstun before the second jab connects then it is not a combo, and therefore not a "jab infinite" but something else which resembles it. Like Dedede's infinite chaingrab on DK and his infinite small-step chaingrab on DK. I think the rule needs to ban hitting the opponent with another jab after the first one connects. That way this is averted and the game wont descend into a degenerate state.
2. It doesn't mention infinite combo percentage caps. Yeah not sure why that's not in here since we already voted on it.
1. Jab infiniting is still possible with this ruleset. If the opponent gets out of hitstun before the second jab connects then it is not a combo, and therefore not a "jab infinite" but something else which resembles it. Like Dedede's infinite chaingrab on DK and his infinite small-step chaingrab on DK. I think the rule needs to ban hitting the opponent with another jab after the first one connects. That way this is averted and the game wont descend into a degenerate state.
2. It doesn't mention infinite combo percentage caps. Yeah not sure why that's not in here since we already voted on it.
RM- Member
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Join date : 2010-09-13
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Location : Imperial Beach, CA
Re: (Outdated) SFBR Basic Tournament Ruleset.
What does "no infinite jabs" mean? Does it mean no jab comboes? Because then it will be pretty hard to abide it since accidentally pressing the button to much could get you DQ'd.
T.testLP- Member
- Posts : 313
Join date : 2010-12-22
Re: (Outdated) SFBR Basic Tournament Ruleset.
Performing an infinite jab combo will result in:
1st offense: loss of first stock
2nd offense: loss of game.
3rd offense: loss of set and sent to losers or out of the tournament.(if you're in winners bracket, you're sent to losers; and if you're in loser's you're out of the tournament.)
4th offense: loss of set and out of the tournament.
If the jab does not combo into the second one, then it will not be counted against the player. The person getting jabbed could be out of hitstun for one frame and it would be perfectly legal, but still up to the discretion of the referee watching the match.
1st offense: loss of first stock
2nd offense: loss of game.
3rd offense: loss of set and sent to losers or out of the tournament.(if you're in winners bracket, you're sent to losers; and if you're in loser's you're out of the tournament.)
4th offense: loss of set and out of the tournament.
If the jab does not combo into the second one, then it will not be counted against the player. The person getting jabbed could be out of hitstun for one frame and it would be perfectly legal, but still up to the discretion of the referee watching the match.
RM- Member
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Re: (Outdated) SFBR Basic Tournament Ruleset.
So basically just doing 2 jabs is an offence? I can understand this being a problem with characters like Kirby or Link with their FighterKirby jabs or Illusion Stab attacks, but what about characters like Ichigo or Lloyd, who's 2-3 jab attacks knock opponents away? Hmm perhaps I'm not grasping the concept correctly?
AzureLight12- Posts : 24
Join date : 2011-12-15
Age : 30
Location : Long Island, New York
Re: (Outdated) SFBR Basic Tournament Ruleset.
I'm assuming that we include stages from 0.8 once that's all decided, but shouldn't we use the 0.7 list of stages instead of 0.6? And I also don't get the infinite jab rule? so what would be an example of something that's punishable?
firewater- Posts : 117
Join date : 2011-06-22
Age : 33
Re: (Outdated) SFBR Basic Tournament Ruleset.
Infinite jabs were a problem in demo 0.6 (don't think you were around back then) when hitstun values were incorrectly configured, causing certain players (such as Link) to have jab lock infinites (first two jabs, then instead of continuing to jab 3, you'd wait a second and go back to jab 1, while your opponent was still in hitstun, causing an infinite combo) that degraded the match into a "who can jab first" contest.AzureLight12 wrote:So basically just doing 2 jabs is an offence? I can understand this being a problem with characters like Kirby or Link with their FighterKirby jabs or Illusion Stab attacks, but what about characters like Ichigo or Lloyd, who's 2-3 jab attacks knock opponents away? Hmm perhaps I'm not grasping the concept correctly?
Re: (Outdated) SFBR Basic Tournament Ruleset.
WERE a problem. As of v0.8, there is no reason to have such a rule except against the regular spam jabs (Kirby, Link, etc.). The rule Void has above suffices.
Re: (Outdated) SFBR Basic Tournament Ruleset.
perfecthell4 wrote:WERE a problem. As of v0.8, there is no reason to have such a rule except against the regular spam jabs (Kirby, Link, etc.). The rule Void has above suffices.
Well even now the spamable jabs (like Kirby's and Link's) can eventually be DI'd out of, though it might be harder against a wall because you'd have to jump out of it. Either way it isn't nearly as bad as it was before, so could there just not be a rule on it at all? Or did I miss something?
MercuryHg34- Posts : 35
Join date : 2011-12-26
Age : 31
Location : New York
Re: (Outdated) SFBR Basic Tournament Ruleset.
Also what about hazards? Although that seems rather obvious.
AzureLight12- Posts : 24
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Re: (Outdated) SFBR Basic Tournament Ruleset.
I don't think there are any infinites as of now, just really good hit strings.
CloneHat- Posts : 114
Join date : 2011-01-11
Re: (Outdated) SFBR Basic Tournament Ruleset.
CloneHat wrote:I don't think there are any infinites as of now, just really good hit strings.
Well as far as tournament settings are concerned there aren't. Most stages that a chacter can create an infinite on are usually banned or counter/ban, maybe counterpick AT BEST. Also even in the event of an "infinate", more often than not the victim can DI out of it, either away or up if theres a wall.
AzureLight12- Posts : 24
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Re: (Outdated) SFBR Basic Tournament Ruleset.
So they exist? Where?AzureLight12 wrote:Most stages that a chacter can create an infinite on are usually banned or counter/ban
CloneHat- Posts : 114
Join date : 2011-01-11
Re: (Outdated) SFBR Basic Tournament Ruleset.
Places where there are lots of walls and where walls are taller than most of the cast, places like Shadow Moses Island, Hyrule Temple, Hidden Leaf Village, Dr. Wily's Castle. But like I said, it's not impossible to DI out of it, the it just looks that way becaus the CPU can't doesn't use DI during hit-stun.CloneHat wrote:So they exist? Where?
Last edited by AzureLight12 on Sun Jan 01, 2012 6:59 pm; edited 2 times in total (Reason for editing : "...Hyrule* Temple, ...")
AzureLight12- Posts : 24
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Re: (Outdated) SFBR Basic Tournament Ruleset.
It's not an infinite if you can DI out, or any other method of getting outAzureLight12 wrote:Places where there are lots of walls and where walls are taller than most of the cast, places like Shadow Moses Island, Hyrule Temple, Hidden Leaf Village, Dr. Wily's Castle. But like I said, it's not impossible to DI out of it, the it just looks that way becaus the CPU can't doesn't use DI during hit-stun.
Re: (Outdated) SFBR Basic Tournament Ruleset.
and aren't all of these stages banned anyway, not even Counterpicks- I mean the ones you named for exampleAzureLight12 wrote:Places where there are lots of walls and where walls are taller than most of the cast, places like Shadow Moses Island, Hyrule Temple, Hidden Leaf Village, Dr. Wily's Castle. But like I said, it's not impossible to DI out of it, the it just looks that way becaus the CPU can't doesn't use DI during hit-stun.CloneHat wrote:So they exist? Where?
firewater- Posts : 117
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Re: (Outdated) SFBR Basic Tournament Ruleset.
firewater wrote:and aren't all of these stages banned anyway, not even Counterpicks- I mean the ones you named for exampleAzureLight12 wrote:Places where there are lots of walls and where walls are taller than most of the cast, places like Shadow Moses Island, Hyrule Temple, Hidden Leaf Village, Dr. Wily's Castle. But like I said, it's not impossible to DI out of it, the it just looks that way becaus the CPU can't doesn't use DI during hit-stun.CloneHat wrote:So they exist? Where?
yes, but in v0.7 there were some stages with walls that were counterpick, not banned, such as chaos shrine, temple of time, and saturn valley. The walls were somewhat short though, so that might be why they aren't banned.
MercuryHg34- Posts : 35
Join date : 2011-12-26
Age : 31
Location : New York
Re: (Outdated) SFBR Basic Tournament Ruleset.
In version 7 there was Goku's dthrow on walls, so they were banned. I just wanted to know that there were no more infinites in version 8.
CloneHat- Posts : 114
Join date : 2011-01-11
Re: (Outdated) SFBR Basic Tournament Ruleset.
I knew that much, but yeah, makes senseMercuryHg34 wrote:firewater wrote:and aren't all of these stages banned anyway, not even Counterpicks- I mean the ones you named for exampleAzureLight12 wrote:Places where there are lots of walls and where walls are taller than most of the cast, places like Shadow Moses Island, Hyrule Temple, Hidden Leaf Village, Dr. Wily's Castle. But like I said, it's not impossible to DI out of it, the it just looks that way becaus the CPU can't doesn't use DI during hit-stun.CloneHat wrote:So they exist? Where?
yes, but in v0.7 there were some stages with walls that were counterpick, not banned, such as chaos shrine, temple of time, and saturn valley. The walls were somewhat short though, so that might be why they aren't banned.
firewater- Posts : 117
Join date : 2011-06-22
Age : 33
Re: (Outdated) SFBR Basic Tournament Ruleset.
perfecthell4 wrote:It's not an infinite if you can DI out, or any other method of getting outAzureLight12 wrote:Places where there are lots of walls and where walls are taller than most of the cast, places like Shadow Moses Island, Hyrule Temple, Hidden Leaf Village, Dr. Wily's Castle. But like I said, it's not impossible to DI out of it, the it just looks that way becaus the CPU can't doesn't use DI during hit-stun.
That's my point, that they aren't infinites.
AzureLight12- Posts : 24
Join date : 2011-12-15
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Location : Long Island, New York
Re: (Outdated) SFBR Basic Tournament Ruleset.
You did say an infinite could be DI'd out ofAzureLight12 wrote:Also even in the event of an "infinate", more often than not the victim can DI out of it, either away or up if theres a wall.
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