Tekken 6 1v1 Rules
Match Settings:
Rounds: 3
Round Time: 60
Max Players: 3
Private Slots: 2
Maps:
The maps will be decided by the system. You will be choosing them ingame. The first map will be chosen by the challenger with the second one being chosen by the defender. If the final map is going to be played, it will be a random map chosen by the ? Feature ingame.
For reference to maps that can be chosen without the random feature look below.
Maps with walls:
Lightning Storm
Rustic Asia
Urban Warzone
Tunnel Disaster
Electric Fountain
Anger of the Earth
Temple Grounds
Cemetery
Mystical Forest
Noh Theater
Fallen Colony
City After Dark
Gargoyle's Perch
Maps without walls:
Manji Valley
Azazel's Chamber
High Roller's Club
Match Format:
Each match will consist of 3 maps. If a winner has been decided after 2 maps, the game can be ended. if both players agree to play the remaining map, it will not be counted in the final score.
Hosting:
The player with the better connection should host the lobby.
Connection Issues:
If the other player is unable to connect to the host, a neutral host will have to be used. In this case, the host is required to forcefully lose their battle when the system chooses them to fight.
In regard to dropouts,
If you're the host and you disconnect, round goes against you unless no damage has been dealt.
If they're the host and they disconnect, round goes against them unless no damage has been dealt.
If neutral host, the round is replayed.
If a player does not return to the game after dropping out within 15 minutes the game is recorded as a win 1-0 to the player left in the game
Challenges:
- When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and weight classes and the match is scheduled.
- Matches can be played on any night.
- Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
- Be aware that if you select times within the 48 hour period in which the defending team can accept you must be ready to play with as little as 15 minutes notice.
- A challenge can not be accepted within 15 minutes before the scheduled time.
- If a team successfully defends their position, the ladder automatically grants a "protected" status for FORTY-EIGHT hours, awarding immunity from challenges.
- Challenging and winning will leave you with a normal status of "free".
- If you lose a "Challenging" match you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
- If you lose a "Defending" match you will become "vulnerable" for TWELVE hours where you will be unable to challenge.
- If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
- Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
- A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
- When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
General Rules:
Pre Game Lobby:
Both players are expected to send friend requests and game invites to the opposition team. If any players are having problems connecting to the game lobby then a new players should host the lobby.
Both teams have 15 minutes from the scheduled match time to get their team in the lobby and ready to begin the match. If either team is not ready to begin the match after the 15 minutes has passed then they will forfeit the match.
If neither team shows up, game must be rescheduled within 2 days or both teams will be demoted 5 places on the ladder.
Sportsmanship:
Unsportsmanlike behavior will be dealt with at the discretion of a ladder administrator.
Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
Disputes without evidence will be noted but further action is unlikely to occur.
Results Reporting:
It is expected that both teams will record the results of a match and will provide evidence. Results must be recorded at the completion of each part of the match.
Disputes over results will not be accepted if one team has not provided any evidence.
Cheating:
Cheating is defined as, but not limited to, the following activities:
- Deliberately manipulating your connection, as the host or player.
- Playing in more than one team on a single ladder.
- Exploiting ingame mechanics.
If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand.
If a player is caught cheating in a match their team will forfeit the fights that were affected. If a player is caught cheating a 2nd time they will forfeit the match. The teams participation in the season will also be reviewed.
In all cases of cheating the burden of evidence falls on the accuser. All reports of cheating should be submitted directly to the appropriate Cybergamer admin with all evidence.
Claims of cheating made in the public forum are not acceptable and will be removed.
Evidence must be provided in the form of digital video or video screen capture. Still captures are not sufficient evidence.
Continual unsubstantiated claims or claims involving falsified evidence will result in action being taken against the player making the claim. Claims made by "aliased" players will be disregarded.
To make a claim post in the results forum after your match.