CAPCOM Pro Tour 2023
Official Rules
With the adoption of Street Fighter 6 as the official title for the CAPCOM Pro Tour 2023 (hereafter referred to as “CPT”), there will be changes to the “Controller Usage Rules” for the new season.
The fighting game genre has seen numerous groundbreaking changes over its long history, most recently with the advent and increased adoption of leverless controllers. Capcom constantly studies and reviews new developments in controller technology, evaluating their advantages and disadvantages, while taking into consideration the differences between controller input and character behavior in the game, which finally leads us to making informed and justified adjustments to our controller usage rules to ensure the highest levels of competitive fairness.
With this in mind we’ve decided to make the following change:
If up and down directions are input at the same time
Both inputs must be maintained or both inputs must be rejected.
If left and right directions are input at the same time
Both inputs must be maintained or both inputs must be rejected.
To clarify, if up and down inputs are made simultaneously, the character must not perform a jump or crouch action, and if the left and right inputs are made simultaneously, the character must not perform a forward or backward movement action.
This rule change does not expressly prohibit the use of leverless controllers, however any controller that registers an input when two directionals are depressed must be updated to comply with the new rule. As this may affect many players, we are making this announcement prior to updating the “CAPCOM Pro Tour 2023 Official Tournament Rules.” The full set of rules will be made available at a later date.
This rule change only affects tournaments and competitions sponsored by Capcom.
CAPCOM Pro Tour 2023 Controller
Usage Regulations
The following are the rules and regulations (hereafter referred to as the “Rules and Regulations”) governing the use of controllers by players in all competitions on the CAPCOM Pro Tour (hereafter referred to as the “CPT”). However, Capcom reserves the right to change these rules at any time. In the event of unforeseen problems, Capcom and the tournament organizers reserve the right to make decisions in consultation.
Philosophy of Controller Use in CPT:
Capcom does not discourage players from choosing or customizing their preferred controller. Capcom recognizes that there are circumstances in which players are compelled to do so due to their environment, physical characteristics, personality, or other compelling reasons. However, this diversity is allowed only to the extent that fairness is ensured.
Definition of Terms:
- Game
- All situations and elements of Street Fighter 6. Not limited to during a fight.
- Competition
- A game in which players compete against each other to win or lose.
- Controller
- Equipment that is primarily used for character manipulation and is recognized as a controller by the game program.
- Keyboard
- Equipment that is primarily used for text input and is recognized as a keyboard by the game program.
- Lever
- A device that senses two(2) states, "input or no input," by tilting a lever.
- Button
- A device that senses two(2) states, "input or no input," by pressing a button.
- Analog Stick
- A device that senses the step-by-step input status by the tilt angle of the stick.
- Mechanical Capability
- The number of buttons and levers. The sensitivity of the analog sticks.
- Input System
- This refers to buttons, directional keys, levers, analog sticks, and keyboard keys. However, we do not believe that all players' needs can be covered by these input systems and may consider increasing them in some cases. The number of directional key/lever input systems will be counted for each direction, with a maximum of four(4) In particular, the one excluding the analog stick is called the "digital input system.
- Attacking Action
- This refers to the elements that can be changed in the controller settings of Street Fighter 6. The attacking actions are as follows, depending on the Control type, and up to eleven(11) attacking actions are selected and applied to one controller.
- Modern
- Light Attack, Medium Attack, Heavy Attack, Special Move, Drive Parry, Drive Impact, Assist, Light + Medium, Light + Heavy, Medium + Heavy, Light + Medium + Heavy, Heavy + Special Move, Taunt, Accessibility Sounds
- Classic
- LP, MP, HP, LK, MK, HK, LP + LK, MP + MK, HP + HK, LP + MP, LP + HP, MP + HP, LP + MP + HP, LK + MK, LK + HK, MK + HK, LK + MK + HK, Taunt, Simultaneous Input, Accessibility Sounds (P stands for Punch; K stands for Kick)
- Movement Action
- An action required to move a character by pushing the directional keys or tilting the analog stick, and is also used to input unique attacks or special move.
- Combination of Inputs
- A single input resulting in a execution of several number of inputs. Combination of inputs are not allowed during a Street Fighter 6 match, except for those that can be applied in the controller settings in the game itself. In other words, there are no other combinations than the following for each operation type. Of course, it is not possible to combine a move action and an attack action into a single input system.
- Modern
- Light + Medium, Light + Heavy, Medium + Heavy, Light + Medium + Heavy, Heavy + Special Move, Appeal
- Classic
- LP + LK, MP + MK, HP + HK, LP + MP, LP + HP, MP + HP, LP + MP + HP, LK + MK, LK + HK, MK + HK, LK + MK + HK, Taunt (P stands for Punch; K stands for Kick)
- Alternative Controllers
- A controller that the player uses to replace the one in used in a match for any reason.
Controller Customization:
Customization refers to changing the physical location of buttons and levers or creating the controller itself. Customization beyond the mechanical capabilities of the PS5 standard controller, DualSense, is prohibited unless there is a special reason to do so, which takes physical characteristics into consideration. Not to mention, macros, turbo (continuous hitting function), unacceptable compound input, or any analogous function is prohibited.
Capcom or the tournament organizer reserves the right to check the controller at any time during the tournament. If the results of the check indicate that the controller is violating the rules (hereinafter referred to as “offending controller”), the player will be suspended from using the controller, and may be punished and instructed to prepare an alternative controller as soon as possible. In such cases, the tournament organizer will provide a full explanation to the players.
Scope of fairness :
The scope of customization allowed as a guarantee of fairness will be as follows
- Attacking Action
- The maximum number of input systems that can be used as attacking actions is eleven(11). However, the same offensive action cannot be assigned to multiple input systems. For example, it is not allowed to have more than one light punch button. When using a controller with more than eleven(11) input systems for attacking actions, measures must be taken in advance to disable the use of unnecessary input systems as attacking actions. Note that the above does not apply to input systems that cannot be used as inputs for attacking actions in the "Controller Settings" in the game (DualSense PS button, mute button, etc.).
- Character Movement
- A move button is one that applies the move action as a button rather than a directional key, lever, or analog stick. Move buttons and directional keys, levers, and analog sticks can coexist on the same controller, but in such cases, the corresponding move action input must be lost as compensation. For example, if only the upper direction is made a move button, the lever's input for the upper direction must be disabled.
- The maximum number of digital input systems that can be used as a moving action is limited to four(4). This is intended to be allocated in the vertical and horizontal directions. Even within the range of the number of installations, the same movement action cannot be assigned to more than one input system. For example, it is not possible to install more than two(2) input buttons for the upward direction.
- Directional keys, levers, and move buttons that allow movement actions and analog sticks can coexist and be installed. However, movement actions with analog input must be input as analog information. For example, it is not allowed to convert the analog stick into a button or lever, or any other mechanical capability.
- Simultaneous input of movement actions
- Simultaneous input in the vertical and horizontal directions is allowed only for the following specifications.
- If up and down directions are input at the same time
- Both inputs must be maintained or both inputs must be rejected.
- If left and right directions are input simultaneously
- Both inputs must be maintained or both inputs must be rejected.
- Do not add functions other than the above to disable input information for attacking or moving actions. For example, do not add a button to force a neutral state.
Keyboard usage:
Keyboards are allowed only if the platform used in the tournament is Steam. However, keyboards must adhere to these rules in the same manner as controllers.
The keyboard alone is not allowed to compete in offline CPT tournaments and must be paired with a controller. The paired controller must be simply connected to the PC and must not be used for character control, but only for the game program to recognize the keyboard as the player. If both players in an offline CPT tournament group wish to use the keyboard, they may do so by playing online from the Custom Room on two(2) computers, as long as there is an Internet connection available to connect to CFN (hereinafter referred to as “online competition environment”). This is because it is not possible to have two(2) keyboards connected to one PC at the same time. If an online competition environment is unavailable, both players must play the game with an alternative controller other than the keyboard.
Obtain an alternative controller:
Players may be forced to change their current controller if an offending controller is used or an unexpected malfunction occurs. In such cases, the following will apply.
- In case of controller failure
- Players may report controller malfunctions to the judge as necessary. A player may report a malfunction even if the match is in progress. However, reporting a malfunction during a match means that the match is suspended, and the player who reported the malfunction must forfeit the current round.
- Players who report a malfunction must prepare an alternative controller as soon as possible. If the player is unable to do so within 5 minutes of reporting the problem, the tournament organizer may suggest that the player play the game using an alternative controller provided by the tournament organizer. In this case, players may not specify the alternative controller prepared by the tournament organizer. The tournament organizer’s proposal of an alternative controller shall be limited to cases where it is possible.
- Players must immediately (within about one minute) choose whether to continue game play with the current controller that is faulty, play with an alternative controller, or abandon the match.
- When using the offending controller
- If the tournament organizer determines that the controller is in violation as a result of the controller check, the player may be instructed to obtain an alternative controller after appropriate punishment.
- The player who receives instructions must prepare an alternative controller as soon as possible. If the player cannot prepare the controller within 5 minutes of the instruction, the tournament organizer may suggest that the player play the game with an alternative controller prepared by the tournament organizer. In this case, players may not specify the alternative controller prepared by the tournament organizer. The tournament organizer’s proposal of an alternative controller shall be limited to cases where it is possible.
- Players must choose immediately (within about one minute) whether to play with an alternative controller or forfeit the match.
Operation check after obtaining an alternative controller:
After obtaining an alternative controller, players can check the button settings and other operations as follows
If obtaining an alternative controller is during a match interruption, the round is forfeited, but the remaining time may be used to check the operation. However, if the judge decides that the player who obtained the alternative controller has gained an excessive advantage, such as a significant charge to the Super Art gauge, the judge may ask the player to abandon the match.
If the alternative controller acquisition is between match set, up to 5 minutes will be given to check the controller before the next match set begins.
When opting to continue with the original defective controller or choosing the alternative controller, if a new defect is found in either situation, players may not reported any additional defects, and if the defect cannot be overlooked, the match will be forfeit. However, if the alternative controller provided by the tournament organizer is found to be defective, the player may report the controller defect to the judges as necessary.
Last updated on May 17, 2023v 1.01
