Event Rules
Settings
Game Settings
- Mode: Team Battle
- Time: 8 Minutes
- Lives: 4
- Friendly Fire: ON
Tournament Settings
- All matches will be Bo3 until top 6
- All matches in top 6 will be Bo5
Legal Stage List
Starters
- Fancy Ruins
- Pepperpain
- Summit
- Space Planet Earth
- Saturnian Palace
Counterpicks
- Meadowvalley
- Sector 5: Tower
Character/Stage Selection Process
Example set in parentheses
Game 1
- A coin flip is done using Slap-Bot's "?flip" command (Team 1 calls heads, types "?flip", Slap-Bot returns tails, Team 2 are flip winners)
- Flip losers select characters (Team 1 selects Fishbunjin and Jenny)
- Flip winners select characters (Team 2 selects Ittle and Ruby)
- Flip losers strike 1 starter stage (Team 1 strikes Summit)
- Flip winners strike 2 starter stages (Team 2 strikes Fancy Ruins and Space Planet Earth)
- Flip winners select 1 starter stage from the remaining 2 starter stages to play on (Team 2 selects Saturnian Palace)
Game 2+
- Winners of previous game ban 2 stages from starters and counterpicks (Team 1, after winning Game 1, ban Sector 5: Tower and Pepperpain)
- Losers of previous game counterpick 1 stage from the remaining stages (Team 2 counterpick Mecha Santa's Fortress)
- Winning team selects characters (Team 1 select Fishbunjin and Jenny)
- Losing team selects characters (Team 2 select Remedy and Asha)
Miscellaneous Rulings
Matching Alt Costumes
- Players may request that the opposing team use different alt costumes from one another if both players are using the same one
- The request must be made before the game starts, and any games played before the request is made will remain valid
Ties and Time Outs
- In the event of a time out, the team with the most stocks between both players wins
- If stocks are tied, the team with the least damage between both players at time of completion wins (not total damage)
- If damage is tied, teams play a 1 stock game on the stage the tie happened on
Disconnections
- If a disconnection happen in the middle of a game, the stock count should be recreated as it was at the time of the disconnection
- If the disconnection was caused by one player in particular, that player will start the recreated game with one less stock
- If a player causes a disconnection on their last stock, their team loses that game
- If a player disconnects from a game manually at any point, their team loses that game
- If a player is noticed as having been involved in an unusual number of disconnections, additional action may be taken at the discretion of a TO
Connection Tests
- If a player finds a connection to be unplayable, either due to excessive input delay or stuttering, they may call for a connection test
- Once a connect test is called, a TO will test with all players and, if the connection is deemed unplayable, the culprit's team will receive a set DQ
- A team facing a set DQ may request a second TO perform a connection test, with both TOs then agreeing on a ruling afterwards
- Connection disputes where no player is clearly at fault will favor the North American team if the other team is partially from elsewhere in the world
Lag Spikes
- In the case of lag spikes not consistent enough to warrant a DQ, players are recommended to reset to a neutral game state until the lag spike ends
- If a lag spike is deemed to have impacted the result of a game, how the result is treated is at the discretion of a TO
- A couple possible ways lag spikes might be considered impactful: A player SDs while offstage, a player trying to wait out the lag spike is attacked
- A couple possible rulings a TO may make: The game is to be replayed, the game's stock count is to be reset to what it was at the time of the lag spike
Tardy Penalty
- An unresponsive team absent for 15 minutes will lose Game 1, and will lose an additional game for every 5 minutes after until they respond
- A responsive team may be granted more or less time to start their next game at the discretion of a TO
1 Team per Set-Up Limit
- No more than one team may play from a single computer, and teammates cannot play each other's matches
- Teams found to be in violation of this rule are subject to DQs at the discretion of a TO
TO Discretion
- TO discretion is absolute, and TOs may make rulings not outlined above to ensure the progression of the tournament and the well-being of its players
Match Rules
Settings
Game Settings
- Mode: Team Battle
- Time: 8 Minutes
- Lives: 4
- Friendly Fire: ON
Tournament Settings
- All matches will be Bo3 until top 6
- All matches in top 6 will be Bo5
Legal Stage List
Starters
- Fancy Ruins
- Pepperpain
- Summit
- Space Planet Earth
- Saturnian Palace
Counterpicks
- Meadowvalley
- Sector 5: Tower
Character/Stage Selection Process
Example set in parentheses
Game 1
- A coin flip is done using Slap-Bot's "?flip" command (Team 1 calls heads, types "?flip", Slap-Bot returns tails, Team 2 are flip winners)
- Flip losers select characters (Team 1 selects Fishbunjin and Jenny)
- Flip winners select characters (Team 2 selects Ittle and Ruby)
- Flip losers strike 1 starter stage (Team 1 strikes Summit)
- Flip winners strike 2 starter stages (Team 2 strikes Fancy Ruins and Space Planet Earth)
- Flip winners select 1 starter stage from the remaining 2 starter stages to play on (Team 2 selects Saturnian Palace)
Game 2+
- Winners of previous game ban 2 stages from starters and counterpicks (Team 1, after winning Game 1, ban Sector 5: Tower and Pepperpain)
- Losers of previous game counterpick 1 stage from the remaining stages (Team 2 counterpick Mecha Santa's Fortress)
- Winning team selects characters (Team 1 select Fishbunjin and Jenny)
- Losing team selects characters (Team 2 select Remedy and Asha)
Miscellaneous Rulings
Matching Alt Costumes
- Players may request that the opposing team use different alt costumes from one another if both players are using the same one
- The request must be made before the game starts, and any games played before the request is made will remain valid
Ties and Time Outs
- In the event of a time out, the team with the most stocks between both players wins
- If stocks are tied, the team with the least damage between both players at time of completion wins (not total damage)
- If damage is tied, teams play a 1 stock game on the stage the tie happened on
Disconnections
- If a disconnection happen in the middle of a game, the stock count should be recreated as it was at the time of the disconnection
- If the disconnection was caused by one player in particular, that player will start the recreated game with one less stock
- If a player causes a disconnection on their last stock, their team loses that game
- If a player disconnects from a game manually at any point, their team loses that game
- If a player is noticed as having been involved in an unusual number of disconnections, additional action may be taken at the discretion of a TO
Connection Tests
- If a player finds a connection to be unplayable, either due to excessive input delay or stuttering, they may call for a connection test
- Once a connect test is called, a TO will test with all players and, if the connection is deemed unplayable, the culprit's team will receive a set DQ
- A team facing a set DQ may request a second TO perform a connection test, with both TOs then agreeing on a ruling afterwards
- Connection disputes where no player is clearly at fault will favor the North American team if the other team is partially from elsewhere in the world
Lag Spikes
- In the case of lag spikes not consistent enough to warrant a DQ, players are recommended to reset to a neutral game state until the lag spike ends
- If a lag spike is deemed to have impacted the result of a game, how the result is treated is at the discretion of a TO
- A couple possible ways lag spikes might be considered impactful: A player SDs while offstage, a player trying to wait out the lag spike is attacked
- A couple possible rulings a TO may make: The game is to be replayed, the game's stock count is to be reset to what it was at the time of the lag spike
Tardy Penalty
- An unresponsive team absent for 15 minutes will lose Game 1, and will lose an additional game for every 5 minutes after until they respond
- A responsive team may be granted more or less time to start their next game at the discretion of a TO
1 Team per Set-Up Limit
- No more than one team may play from a single computer, and teammates cannot play each other's matches
- Teams found to be in violation of this rule are subject to DQs at the discretion of a TO
TO Discretion
- TO discretion is absolute, and TOs may make rulings not outlined above to ensure the progression of the tournament and the well-being of its players