Taking a slice out of Air Gear, S4 source, in two months time, will host a tournament for S4 League EU. This is not a club only match, but you CAN represent your club for your team. Every week from today on, we will release more content about the tournament. The grand prize will be 5,000 AP for each member of the winning team. Registration will open up on September 31st The date is TBA, but you should all gear up for it. So here's the first hint.
Rank C Match: Air Wars!
Explanation: Two teams go head to head in an all out battle where the only rule is you can't touch the ground! That's right. Take it to the max as your team mates fight it out in mid air or in the air. Win the match with this handicap and you'll be the rulers of the skies!
Rules
1. Unless designated by the referee, ground floor is restricted.
2. You are limited to touching the ground 10 times for the whole team. Each step counts as one time. You may jump in place.Â
3. The female wavedash is not an exception because it does not touch the ground. You will still be penalized for each ground roll.
4. Anchoring is restricted unless instructed otherwise.
5. Stepping on another team mate does not count towards your 10 steps.
6. Rules 1,2, and 4 are flexible by the challenging team.
Rank D Match: Watch me work the street!
Explanation: In WMWTS matches, it's pretty simple. Teams will pick one representative per round to do a trick. The other team has to copy it or top it. There will be an impartial judge to watch the match, but this is all style. You perform your best trick depending on the categories below.
Style: How's that dance workin', man? In this category, you have to really show us your style. Kick it up. Not only that, this category counts for creativity, uniqueness, and the "OMGWOW" factor. Pump it up!
eSper: How hard do you work that street? At the end of your performance, if you used any sort of SP, tell us how much you used. Depending on the challenge, using close to little is good, and using close to none good be bad. It depends on the rulings for the match.
Fluidity: This is where it really gets sweet. Keep it nice and clean. In this category, moves are going to be checked depending on how fluid they were. Did they have breaks or mistakes. Did they mess up? Did they flow through the whole thing?
Consistency: Because it's a "Yes I can, no you can't" sort of match, can you copy the trick? Can you add onto the trick? Can you make that trick look sick? That's the key to this game. You win major points for just copying the trick or adding onto it.
Out of all, the winner for that round is awarded 10 points and the underdogs get 5 points.
Rules
1. You get 3 tries to copy a technique. You can wait up to an hour to actually do the technique. A judge will determine whether it looks similar or not.
2. A judge ruling is final. If they say it's close enough, it's close enough. Remember, this is all in good clean fun. Can always yell at each other elsewhere
3. Per match limitations and laws are determined at random by the judge. For example, a judge could decide you can do two people tricks instead of 1.
4. The person doing the trick has only two tries to get it right.
5. Substitutions are allowed. They are not allowed after the first try for the person doing the trick and after the second try for the person copying or topping it.
Rank D Match: Convoy
Explanation: Little to this match rather than pure speed and coordination. Upon a judge's ruling, a map is turned into a relay race course where people will race to their next team mate as fast as they possibly can. The captain of the team is chosen before the match. From the starting line, the Convoy have to protect the captain and score points by going through the
Grading:
Grading for this match is done by pure speed or who completes the course first.
Checkpoints: As designated by a judge, a set of checkpoints will be set anywhere along the map. They are usually explained before the race begins. Each checkpoint is worth two points and finishing the track is worth an additional 6 points. The person with the most points at the end of the match wins. When a check point is reached, it is deactivated. This means that there's no turning back after. You have five minutes to complete the course. There will always be more than four checkpoints.
Mercy: The game ends after 20 minutes have elapsed OR if a team is winning by 15 points after each team has gotten a turn to be the Convoy.
Rules:
1. A team captain must be picked before leaving the safe zone. If the captain dies, the other team is given a chance to prep. You are given 2 minutes before the attacking team can enter the safe zone.
2. Any limitations such as not being able to use certain weapons are at the discretion of the judge.
3. The safety zone is the starting point. Enemies must stay outside of the safety zone until the convoy team chooses to leave.
Rank A Match: T.E.T.R.I.S (Tactics, Emulation, Teamwork, Respect, Imagination, Struggle)
Explanation:
Part of the top tier, the Rank A matches. One of them is known as TETRIS. The acronym, in my opinion, are the keys to becoming a great S4 player and group. To be able to play TETRIS means you've mastered these five things. If not, you might want to consider challenging the other team to another type of match. It'll tell you a lot about how you trust your teammates as well as how much you trust yourself. The game is simple. It's a 5 on 5 match on any given map. Players choose one object on their side of the field. You must destroy the object in order to score a point.
One problem: Only one person can do it, and they can't attack, use skills, or defend themself. They are the ball. In this game, five players are given five powers. There ARE and can be more than five powers, but for now I'll just name five.
Gameplay
Players must choose the positions they want to be and tell the referee at the beginning of the match. They can not change that for the whole match. This is where trust becomes very important. Positions are not revealed to other team.
When the game begins, a referee will split the map into three sections. One will be your team's area, where you can move freely, but the other team cannot. There is the "Zone" where both teams can move freely. There's the opponent's side where you cannot move freely. Entering an opposing team's zone will make you lose one point as well as breaking the limitations of your power.
Ball: The most important and most vulnerable person in the game. This person cannot attack, defend, or use skills aside from running or wall jumping. However, they are the only person capable of crossing the entire field without receiving a penalty. As long as the ball is in the opposing team's area, all members can enter freely without penalty. Also, as long as the ball is in an area with another team mate with a different power, it gets that power. If a team mate is defeated while the ball is attacking or using a skill, they can continue for five seconds. If a team loses their ball while in the enemy base, they can opt to stay, but cannot destroy the object.
Point Guard: The major defender. This guy can only use Hacker-Type weapons such as Mind Shock, Mind Energy, and Sentry Gun. Offensive weapons that are gun or sniper types are strictly prohibited. Melee weapons are allowed. Allowed to have all static skills (The "Mastery" skills), but can only activate the Block, Bind, and Shield skills. They defend the ball and other players while making sure everyone stays alive and is the crutch of a team. The Point Guard is the only position allowed to destroy their own team's object
Striker: The major attacker. This guy can only use fire type weapons and one sniper weapon. They can not use melee weapons. They cannot use hacker-type weapons. They can use Anchor, Invisible, and Flying. Mastery skills are not allowed. They cannot activate any Point Guard skills. The Striker is the only position that is allowed to attack other player's on their turf. Only one striker may go in at a time.
Base Guard: The goalie. This player's number one objective is to prevent anyone from coming into the base and living to tell the tale. They have no weapon restrictions at all. They can use any weapon or skill they like. However, they cannot pass into the Zone or the opponent's section at all. There are no exceptions.
Frontrunner: The decoy. This player is the opposite of the ball. When a ball is killed, the opponent gains points. If you kill a frontrunner, you lose a point. The decoy is only allowed to use one weapon the entire game and can only use static abilities. However, their ability is special. While a frontrunner is in the same area as two other players, they all share each others abilities. The frontrunner can never enter the opponent's side of the field.
Sharpshooter: The Sniper. This player can only use sniper type weapons and special accuracy based weapons such as the Semi-Rifle and the Gauss Rifle. They can use Flying and Anchor, that's all. They operate as a variant of the attacker, however, they have a special skill. As long as the ball is on the same area as the sniper, the ball gives priority to destroy the object to the sniper.
Points: First team to 30 points wins. Killing a ball gains you 5 points. Killing an object nets you 10 points. Killing a decoy makes you lose 5 points. You can only go negative with penalties and deliberate infractions of rules.
Rules
1. Areas are chosen by the judge
2. All rulings by the judge are non-negotiable to avoid infighting
3. More than 10 deliberate infractions of positions and their limitations accumulated by all members will result in an immediate disqualification/forfeit
4. Keep it clean. No "LAWL Noob" BS. This is an epic test of teamwork and skill.
Rank B Match: Duck, duck, shoot!/Arena
Explanation: Duck, duck, shoot is a test of accuracy of a user. Using any of the two sniping weapons, one user from that team must be picked to snipe down the entire team in under a minute and they're all running around at the same time. Putting your eagle eye to the test, duck, duck, shoot is a fun game to play when you've got a good sniper on your team and feel he's up for the ultimate challenge.
Explanation: These two games are the only Rank B matches, but are also one of the most challenging. In Arena, 5 teams will go at each other 1 on 1, in a limited area on the map. As the teams are paired off, a set of limitations will be chosen. The catch is that you can only use passive skills like SP and HP mastery as well as detect in this mode. You are also only allowed to pick only melee, only close-quarters weapons (Like the Revolver, SMGs, and Semi-Rifle), etc.
Rules for Duck, duck, shoot!
1. Each team will pick one sniper.
2. Once the minute is up, the teams will tally up all the deaths caused by the sniper and make up the points.
3. The opposing team can only move within a limited range.
4. The skills shield, block, and invisible are strictly prohibited
Rules for Arena
1. Judges will choose the weapon limitation before the match
2. You may pick a player to go any number of times until they actually have been defeated.
3. A team receives a point for each win over the other team. The team with the most points wins.
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