Post by <-Wilman-> on Aug 4, 2010 1:05:30 GMT -4
Official BBR Recommended Rule List 3.0
Super Smash Brothers: Brawl
This is the official rule set version 3.0 of the Smash Back Room: Brawl (BBR). The rules at any particular tournament are always at the discretion of the tournament organizer, but we recommend this rule set as a base guideline for all tournament organizers to use.
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General rules:
3 Stock
8 minute timer
Items are set to "off" and "none"
* If the timer runs out, the victor is determined first by stock and then by percentage.
* Resolving Ties: If percents are the same or both players die simultaneously, there will be a 1 stock, 3 minute, same characters, same stage rematch.
* All sets with the exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above should be played out for any "finals" matches)
* In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors.
* You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
* Extending Meta Knight's Dimensional Cape by leaving the ground and returning to it while invisible is banned. (For example, flicking the C-Stick up while holding down on the control stick during the move will cause this to happen.)
* Stalling is banned.
Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while using an infinite to run out the timer rather than to score a KO is. As such, any infinite chain-grabs, locks, etc. cannot exceed 300%.
* Any action which prevents the game from continuing (i.e. by causing the game to crash or causing all characters to freeze indefinitely) is banned. If the Tournament Organizer or a judge can conclusively determine the player responsible for the failure, that player loses the interrupted game. Players are expected to know their characters and prevent this from happening.
* Some interactions (for example, a throw with a wind attack) can cause one character to become frozen until being hit. If this happens, the free character is expected to capitalize on this in a timely manner; a failure to do so is stalling.
Set format (In Order of Procedure):
1. Opponents make their character select screen choices for the first match. *
2. Opponents start the stage striking procedure.
The stage striking order changes depending on the number of stages allowed. When reading this order, “1” is player 1 and “2” is player 2. The optimal striking orders are as follows:
* 3 Stages: 2-1
* 5 Stages: 1-2-2-1
* 7 Stages: 1-1-2-2-2-1
* 9 Stages: 1-1-1-2-2-2-2-1
3. Each player may announce one stage to be banned for counterpicks of the set.
4. The first game is played, using the stage chosen during step 2.
5. The loser of the previous match announces the next match's stage from either the Starter Stage List or the Counter Stage List. **
6. The winner of the previous match chooses their character.
7. The loser of the previous match chooses their character.
8. Repeat steps 5-7 for all proceeding matches.
*Double blind character selection may be called for the first match. Also, the choices made here include the character's color and whether the player will start as Samus or Zero Suit Samus, as Zelda or Sheik, or as a particular Pokemon for Pokemon Trainer.
**No player may choose a stage they have already won on in that set unless agreed upon by both players.
Additional rules for Doubles play:
Team Attack must be set to ON.
Sharing stocks is allowed.
The controller ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
If the clock expires in a team match and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has no stocks and 0%).
In team play, causing both characters of a team to become frozen (i.e. by interrupting a throw with a wind attack) is to be treated the same way as freezing the opponent in singles. Leaving only one of your opponent's characters frozen is legal since the teammate can work to undo the freeze.
Optional Rules:
* Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
* The Mages DQ rule: After a match has been called, if a player is 2 minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After 6 minutes, he will be given a loss of the entire set.
* Color Blind Rule: In team games, it may be requested that certain characters be assigned a specific team color in order to prevent any unnecessary confusion. For instance, Sonic, Lucario, or Falco may be requested to be assigned the blue team color.
Recommended Stage List:
The below Starter/Counter list has a list of three stages, followed by three sections of two stages each. In order to use this, start with the top three stages in the list, and adjust the starter list between 3 and 9 stages by going down the list and adding the next two stages until the desired number of stages is reached. Keep in mind that "Battlefield, Yoshi's Island, Smashville, Lylat Cruise, Pokémon Stadium" is a correct use of this, but "Battlefield, Yoshi's Island, Smashville, Lylat Cruise, Final Destination" is not. Go down the list; do not mix and match. Any remaining stages not used in the Starter list will be moved to the tournament's Counter list.
The Counterpick list is a list of stages that should be universally allowed as legal Counterpick stages.
The Counter/Banned list is a list of stages that may be allowed as a legal Counterpick stage or banned from tournament play based on the tournament organizer's discretion.
The Banned list is a list of stages that should be universally banned from tournament play.
Starter/Counter
* Battlefield
* Yoshi's Island
* Smashville
* Lylat Cruise
* Pokémon Stadium
* Final Destination
* Castle Siege
* Delfino Plaza
* Halberd
Counterpick
* Luigi's Mansion
* Norfair
* Frigate Orpheon
* Pokémon Stadium 2
* Port Town Aero Dive
* Distant Planet
* Pictochat
* Jungle Japes
* Rainbow Cruise
* Green Greens
* Brinstar
Counter/Banned
* Yoshi's Island (Melee)
* Pirate Ship
Banned
* Mushroomy Kingdom 1
* Mushroomy Kingdom 2
* Mario Circuit
* Rumble Falls
* Bridge of Eldin
* Spear Pillar
* Wario Ware
* New Pork City
* Summit
* Skyworld
* 75m
* Mario Bros.
* Flat Zone 2
* Hanenbow
* Shadow Moses Island
* Green Hill Zone
* Temple
* Onett
* Corneria
* Big Blue
Notes
This ruleset is the recommendation of the Brawl Back Room for how to run competitive Super Smash Brothers: Brawl tournaments. We do not condemn TOs for holding tournaments with alternative or even noncompetitive rulesets. It was through experimentation and open but critical thinking that we reached these recommendations, and we encourage TOs to continue the search for improvements and novelties.
However, there are rules which, after debate, we do not recommend for competitive tournaments:
* Except as noted in the definition of stalling, the BBR is opposed to the banning or restriction of any character's infinites.
* The Bowser suicide klaw rule present in the SBR Ruleset 2.0 has been removed.
The BBR now recommends that the game's verdict should always be honored; a victory screen should decide the winner. Any Sudden Death (excluding time-outs) should be treated as a tie; which are resolved with a 1 stock, 3 minute, same characters, same stage rematch.
* The BBR is opposed to the institution of a Ledge Grab Limit of any number (for any character) for use in determining the winner of a match by time out.
* Athough the BBR disapproves of players "coaching" other players during a tournament match, the universal and fair enforcement of a rule to prevent it appears to be improbable.
Super Smash Brothers: Brawl
This is the official rule set version 3.0 of the Smash Back Room: Brawl (BBR). The rules at any particular tournament are always at the discretion of the tournament organizer, but we recommend this rule set as a base guideline for all tournament organizers to use.
--- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- ---
General rules:
3 Stock
8 minute timer
Items are set to "off" and "none"
* If the timer runs out, the victor is determined first by stock and then by percentage.
* Resolving Ties: If percents are the same or both players die simultaneously, there will be a 1 stock, 3 minute, same characters, same stage rematch.
* All sets with the exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above should be played out for any "finals" matches)
* In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors.
* You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
* Extending Meta Knight's Dimensional Cape by leaving the ground and returning to it while invisible is banned. (For example, flicking the C-Stick up while holding down on the control stick during the move will cause this to happen.)
* Stalling is banned.
Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while using an infinite to run out the timer rather than to score a KO is. As such, any infinite chain-grabs, locks, etc. cannot exceed 300%.
* Any action which prevents the game from continuing (i.e. by causing the game to crash or causing all characters to freeze indefinitely) is banned. If the Tournament Organizer or a judge can conclusively determine the player responsible for the failure, that player loses the interrupted game. Players are expected to know their characters and prevent this from happening.
* Some interactions (for example, a throw with a wind attack) can cause one character to become frozen until being hit. If this happens, the free character is expected to capitalize on this in a timely manner; a failure to do so is stalling.
Set format (In Order of Procedure):
1. Opponents make their character select screen choices for the first match. *
2. Opponents start the stage striking procedure.
The stage striking order changes depending on the number of stages allowed. When reading this order, “1” is player 1 and “2” is player 2. The optimal striking orders are as follows:
* 3 Stages: 2-1
* 5 Stages: 1-2-2-1
* 7 Stages: 1-1-2-2-2-1
* 9 Stages: 1-1-1-2-2-2-2-1
3. Each player may announce one stage to be banned for counterpicks of the set.
4. The first game is played, using the stage chosen during step 2.
5. The loser of the previous match announces the next match's stage from either the Starter Stage List or the Counter Stage List. **
6. The winner of the previous match chooses their character.
7. The loser of the previous match chooses their character.
8. Repeat steps 5-7 for all proceeding matches.
*Double blind character selection may be called for the first match. Also, the choices made here include the character's color and whether the player will start as Samus or Zero Suit Samus, as Zelda or Sheik, or as a particular Pokemon for Pokemon Trainer.
**No player may choose a stage they have already won on in that set unless agreed upon by both players.
Additional rules for Doubles play:
Team Attack must be set to ON.
Sharing stocks is allowed.
The controller ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
If the clock expires in a team match and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has no stocks and 0%).
In team play, causing both characters of a team to become frozen (i.e. by interrupting a throw with a wind attack) is to be treated the same way as freezing the opponent in singles. Leaving only one of your opponent's characters frozen is legal since the teammate can work to undo the freeze.
Optional Rules:
* Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
* The Mages DQ rule: After a match has been called, if a player is 2 minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After 6 minutes, he will be given a loss of the entire set.
* Color Blind Rule: In team games, it may be requested that certain characters be assigned a specific team color in order to prevent any unnecessary confusion. For instance, Sonic, Lucario, or Falco may be requested to be assigned the blue team color.
Recommended Stage List:
The below Starter/Counter list has a list of three stages, followed by three sections of two stages each. In order to use this, start with the top three stages in the list, and adjust the starter list between 3 and 9 stages by going down the list and adding the next two stages until the desired number of stages is reached. Keep in mind that "Battlefield, Yoshi's Island, Smashville, Lylat Cruise, Pokémon Stadium" is a correct use of this, but "Battlefield, Yoshi's Island, Smashville, Lylat Cruise, Final Destination" is not. Go down the list; do not mix and match. Any remaining stages not used in the Starter list will be moved to the tournament's Counter list.
The Counterpick list is a list of stages that should be universally allowed as legal Counterpick stages.
The Counter/Banned list is a list of stages that may be allowed as a legal Counterpick stage or banned from tournament play based on the tournament organizer's discretion.
The Banned list is a list of stages that should be universally banned from tournament play.
Starter/Counter
* Battlefield
* Yoshi's Island
* Smashville
* Lylat Cruise
* Pokémon Stadium
* Final Destination
* Castle Siege
* Delfino Plaza
* Halberd
Counterpick
* Luigi's Mansion
* Norfair
* Frigate Orpheon
* Pokémon Stadium 2
* Port Town Aero Dive
* Distant Planet
* Pictochat
* Jungle Japes
* Rainbow Cruise
* Green Greens
* Brinstar
Counter/Banned
* Yoshi's Island (Melee)
* Pirate Ship
Banned
* Mushroomy Kingdom 1
* Mushroomy Kingdom 2
* Mario Circuit
* Rumble Falls
* Bridge of Eldin
* Spear Pillar
* Wario Ware
* New Pork City
* Summit
* Skyworld
* 75m
* Mario Bros.
* Flat Zone 2
* Hanenbow
* Shadow Moses Island
* Green Hill Zone
* Temple
* Onett
* Corneria
* Big Blue
Notes
This ruleset is the recommendation of the Brawl Back Room for how to run competitive Super Smash Brothers: Brawl tournaments. We do not condemn TOs for holding tournaments with alternative or even noncompetitive rulesets. It was through experimentation and open but critical thinking that we reached these recommendations, and we encourage TOs to continue the search for improvements and novelties.
However, there are rules which, after debate, we do not recommend for competitive tournaments:
* Except as noted in the definition of stalling, the BBR is opposed to the banning or restriction of any character's infinites.
* The Bowser suicide klaw rule present in the SBR Ruleset 2.0 has been removed.
The BBR now recommends that the game's verdict should always be honored; a victory screen should decide the winner. Any Sudden Death (excluding time-outs) should be treated as a tie; which are resolved with a 1 stock, 3 minute, same characters, same stage rematch.
* The BBR is opposed to the institution of a Ledge Grab Limit of any number (for any character) for use in determining the winner of a match by time out.
* Athough the BBR disapproves of players "coaching" other players during a tournament match, the universal and fair enforcement of a rule to prevent it appears to be improbable.