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  1. Brawlvival Bi-Weekly Ruleset
  2.  
  3. Game Settings
  4. - Stocks: 3
  5. - Time limit: 8 minutes
  6. - Handicap: Off
  7. - Friendly Fire: On
  8. - Damage Ratio: 1.0
  9. - Items: Off and None
  10. - Pause: Off*
  11. *If pause is forgotten to be turned off and a player pauses during a game, their opponent is allowed to request they forfeit their current stock. Exceptions to this are if the player pausing asks if they can reset their controller before they pause and their opponent agrees, or if there's an out-of-game distraction that warranted a pause. If the game was paused due to an out-of-game distraction and the opponent of the player asks them to forfeit their stock, the player in question is allowed to call over a TO, and whether the stock is dropped or not is up to the TO's discretion.
  12.  
  13.  
  14. Stage Rules
  15.  
  16. Starter Stages
  17. - Battlefield
  18. - Final Destination
  19. - Smashville
  20.  
  21. Counterpick Stages
  22. - Yoshi's Island (Brawl)
  23. _ Lylat Cruise
  24. - Pokémon Stadium (Melee)
  25.  
  26. Stage Striking
  27. - Players play a best-of-1 Rock-Paper-Scissors, and winner may choose to either strike a stage first or select a port first. Alternatively, they can Game & Watch Hammer and whoever gets the higher number gets to pick.
  28. - A starter stage may be selected without stage striking if both parties agree to it.
  29.  
  30. Counterpick Procedure
  31. - The procedures listed below will be followed, with the loser of the previous game getting one stage ban. The loser may also opt to reselect controller ports, choosing first, if desired.
  32. - A Player/team may not pick the stage of the previous game they won on during the set, unless both parties agree to it.
  33.  
  34.  
  35. Additional Rules
  36.  
  37. Sudden Death
  38. - If a game goes to Sudden Death, the winner is determined by stocks and percentage at the time the game ends. If both players are tied in stocks the player with the lower percentage is the winner. In the event of a percentage tie, or a game in which both players lose their last stock simultaneously, a 1 stock tiebreaker will be played with a 3 minute time limit. The results of an in-game 300% Sudden Death do not count. If Sudden Death occurs in a Sudden Death game, this process is repeated. Exceptions to these Sudden Death rules are listed in the Self-Destruct Moves and Ledge Grab Limit sections below.
  39.  
  40. Self-Destruct Moves
  41. - If a match ends with Kirby/Dedede's Inhale, Wario's Chomp or Bowser's Flying Slam taking both characters to the blast zone, the results screen will determine the winner. If a sudden death occurs, the initiator of the previously mentioned self-destruct moves wins that game. If Ganondorf's Flame Choke is used to take both characters on last stock to the blast zone to end a game, the initiator of the move wins regardless of the outcome on the results screen.
  42.  
  43. Ledge Grab Limit (LGL)
  44. - The LGL is 35. If a game goes to time and one Player goes over the LGL, they will automatically lose the game. If both Players exceed their LGL, then this rule is ignored.
  45. - In the event of a 1-stock tiebreaker match occurring, a LGL of 12 is used.
  46. - In teams, if a single Player on a team exceeds their LGL, that team loses.
  47. - If one or more Players on both teams exceed their LGL, then the LGL rule is ignored.
  48. - In the event of a game going to time and the LGL can not determine a winner and both teams have an equal amount of combined stocks, then whichever team has a lower combined percent is declared the winner.
  49.  
  50. Infinites/Chaingrabs/Locks
  51. - If a chaingrab/lock/infinite isn't listed below, they are considered fair game and allowed as long as they aren't used for stalling purposes (must stop after 300%).
  52. - King Dedede's standing infinite and small-step chaingrabs are banned. Dedede must dash or pivot in between grabbing chain grabbable characters.
  53. - ALL grab release to standing or walking re-grabs on Ness and Lucas are banned. You must dash to re-grab Ness or Lucas out of a grab release.
  54. - Donkey Kong's Cargo Throw (Forward Throw) grab release to re-grab chaingrab on Ness and Lucas are banned.
  55. - Yoshi's aerial grab release to re-grab chaingrab on Wario is banned.
  56. - Zero Suit Samus's grab release to standing re-grab chaingrab on Squirtle is banned.
  57. EXCEPTIONS:
  58. - If any of these infinites are performed against a wall, such as Pokemon Stadium 1 transformations, it's legal, as it's not an infinite since the transformation ends eventually. Any infinites not listed here are fair game as long as they stop before 300%, in which they are considered stalling.
  59. - If any of these infinites are assisted/made possible due to a moving platform, such as the Smashville platform.
  60.  
  61. Rules Concerning Meta Knight
  62. - Meta Knight’s infinite dimensional cape tactic is banned.*
  63. - Meta Knight in singles has a ledge grab of 15 instead of 35 with the exception of vs another Meta Knight or an Ice Climbers, in which he has a 35 ledge grab limit. In a 1-stock tiebreaker, Meta Knight has a 5 ledge grab limit, 15 in 1-stock tiebreakers in MK dittos or vs Ice Climbers.
  64. - Double Meta Knight in teams is banned.
  65.  
  66. *Showcase video of Infinite Dimensional Cape: https://www.youtube.com/watch?v=36fqFU7hlsc
  67.  
  68. Scrooging
  69. - The act of scrooging is banned and will result in a forfeit of the game. This means that a Player may not travel underneath the main stage a second time without first landing on the main stage again (platforms do not count) or taking damage (blast zone inflicted damage does not count).
  70.  
  71. Game Interruption
  72. - 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. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.*
  73. - If the game is stopped due to unforseeable circumstances (power out, accidental power cord unplug, desync etc) it is up to the TO's discretion on how the game will be replayed (same stocks, same stocks same percen or re-do the game from scratch, etc).
  74.  
  75. *In the event of the Yoshi Grab Break Freeze Glitch, the match will be replayed same stocks, same percent. Showcase video: https://www.youtube.com/watch?v=WWZ_IStFrPc
  76.  
  77. Permitted Controllers
  78. - Wired GameCube controllers are allowed, and preferred. Players may use any wireless controller at their own risk, and must properly desync it and remove the batteries after each set, with risk of DQ if this is not done properly. Turbo and other performance mods are not allowed to be used on any controller.
  79. - If your controller is found to be the cause of disruption to the tournament (mid-game or otherwise), you are subject to complete disqualification from the event.
  80.  
  81. Hack Rules
  82. - Aesthetic (music/textures/anything non-gameplay altering) are allowed, however a player is allowed to remove the SD card during their set if they deem the aesthetic hacks on a setup distracting. If these hacks are loaded through disc or USB and cannot be turned off, the complaining player may request to play on a different setup. The Smash 4 Styled Teams code counts as an aesthetic hack.
  83. - ALL gameplay altering hacks are banned with the exception of the No Random Tripping Code and/or the Controller Input Lag Fix Code, which MUST be loaded for to be allowed as a tournament setup. Setups not loaded with these codes can only be used for friendlies.
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