Clarification on Rules
12 years ago
A couple rules were left out from the match before it began, so we thought we'd go ahead and make them clear.
Elemental Stage Bonus
As you may have noticed, every contestant has an element. These elements are just some added bonuses to make the match more interesting and heated. Some stages will penalize certain elements while other stages will benefit those very same elements! As with everything else, it's all the luck of the draw. We did our best to ensure that every element had a stage it was strong on and every element had a stage where it was lacking. Alas, the poor Giant Sky Dragon has no one to feel at home atop his back. Regardless, the stage bonuses are as follow:
Pyramid of Ra - Light elements are immune.
Nightmare Castle - Dark elements are immune.
Cyber World - Lightning elements will only swap stats out that'll cause theirs to increase.
Volcanic Cavern - Fire elements are immune.
Treetop Village - Wood elements are immune.
City at War - No elemental advantage to this stage.
Underground Coliseum - Earth elements are immune.
Pirate Ship - Neutral elements increase their Awareness to match their Speed if Speed is higher, or add a point to either Speed or Awareness if the two are equal already. They aren't immune to ringout though.
Ocean Floor - Water elements are immune.
Giant Sky Dragon - Wind characters are immune to status drops, but not from ringouts or jumping/flying restrictions.
Movement Impairing Effects
As Mr Onyx brought to our attention in his thorough fight analysis (thank you for noticing the oversight), there are several movement impairing effects that you may take into account when determining a winner.
Flinch: Causes a brief interruption in basic fighting pattern. A version of the flinch strong normal attacks may grant, but not left up to chance. Flinching your opponent is determined by your power vs their endurance. A higher power and a low endurance increases the chance that you will flinch your opponent.
Root: Holds a character in place but doesn't make them unable to use attacks that use arms, mind, magic, or tails. Just feet are unusable. Teleport and other self-moving specials are negated for the period the victim is caught.
Immobilize: Completely immobilizes the victim, preventing the affected character from reacting to anything for a period of time. Passives, HoT, and DoT still tick. Very limited timespan.
Most of these are pretty concrete and self explanitory.
Thank you very much for your time and patience with all of the bureaucratic red tape. If you have any further questions, feel free to contact a committee member. Most of them don't bite.
Elemental Stage Bonus
As you may have noticed, every contestant has an element. These elements are just some added bonuses to make the match more interesting and heated. Some stages will penalize certain elements while other stages will benefit those very same elements! As with everything else, it's all the luck of the draw. We did our best to ensure that every element had a stage it was strong on and every element had a stage where it was lacking. Alas, the poor Giant Sky Dragon has no one to feel at home atop his back. Regardless, the stage bonuses are as follow:
Pyramid of Ra - Light elements are immune.
Nightmare Castle - Dark elements are immune.
Cyber World - Lightning elements will only swap stats out that'll cause theirs to increase.
Volcanic Cavern - Fire elements are immune.
Treetop Village - Wood elements are immune.
City at War - No elemental advantage to this stage.
Underground Coliseum - Earth elements are immune.
Pirate Ship - Neutral elements increase their Awareness to match their Speed if Speed is higher, or add a point to either Speed or Awareness if the two are equal already. They aren't immune to ringout though.
Ocean Floor - Water elements are immune.
Giant Sky Dragon - Wind characters are immune to status drops, but not from ringouts or jumping/flying restrictions.
Movement Impairing Effects
As Mr Onyx brought to our attention in his thorough fight analysis (thank you for noticing the oversight), there are several movement impairing effects that you may take into account when determining a winner.
Flinch: Causes a brief interruption in basic fighting pattern. A version of the flinch strong normal attacks may grant, but not left up to chance. Flinching your opponent is determined by your power vs their endurance. A higher power and a low endurance increases the chance that you will flinch your opponent.
Root: Holds a character in place but doesn't make them unable to use attacks that use arms, mind, magic, or tails. Just feet are unusable. Teleport and other self-moving specials are negated for the period the victim is caught.
Immobilize: Completely immobilizes the victim, preventing the affected character from reacting to anything for a period of time. Passives, HoT, and DoT still tick. Very limited timespan.
Most of these are pretty concrete and self explanitory.
Thank you very much for your time and patience with all of the bureaucratic red tape. If you have any further questions, feel free to contact a committee member. Most of them don't bite.
FA+
