In the context of Toribash: Shooto is a slightly modified game mode to the original Shootboxing mods made by sushiroll and footlox. These modifications were made to reflect the realigned visions Spyder had in constructing training methodologies for our students. Simply put, Shooto is Shootboxing with more of an MMA feel. Allowing you to put your hands on the ground, forcing players to fight for pins upon hitting the ground and opening up avenues of submission. Adding in a cage to practice your fence work and pressure towards a wall.
The King of Shooto?
Back when Japanese mixed martial artists (called shootfighters back then) began competing in proto-organizations like Prancase, their champions were called "Kings". Thus, we are holding the first ever official Shooto tournament to see who is the true King of Shooto!
How do I join?
Simply join the Spyder Discord, verify yourself, and apply underneath the "King of Shooto 2022" category in the Discord. Link here: https://discord.gg/v8XmrQ22Ek
Disclaimer: Anyone who has been previously banned from the Spyder community will be barred from entering into this event.
-=-=-Rule set-=-=-
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Disclaimer: These rules are subject to change at any time, by agreeing to participate in this event, you are taking responsibility for staying up to date on any changes.
- No cheesing or usage of unrealistic movements for the sake of gaining an advantage during a match. Examples include, but are not limited to: aikido lifting (lifting with fully extended legs at an angle in front of yourself that would break your knees irl or defending a takedown by fully extending your legs to stand), toelaunching (propelling yourself for any purpose by kicking at the ground or jumping off the ground with a foot based from the toes), and phasing/grabbing the cage to defend takedowns.
- No double hand stands, you are allowed to turtle, and build yourself up from the referee's position. But if at any point you are fully upside down and doing a handstand, this will be counted as a DQ.
- No coaching from the spectators at all. If any spectators begin coaching, it is the players' duty or an representative of the event's duty to mute/ban/kick that player. If you are caught receiving coaching during your match from another player, you will be disqualified from the tournament.
- No excessive backstepping. If you take more than two back-steps back from a player you have not engaged with, you will automatically lose that round in the judging. The only way to win that round will be to land a takedown or submission.
- No harassment or foul play. If you are caught harassing, trolling, or purposefully antagonizing your opponent, you will lose that match automatically.
- No throwing people over the cage wall. (But I wanna see how you do it if you do)
-=-=-Guidelines-=-=-
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- Match length
Each match will be fought on shooto09fix.tbm (note: this may be subject to further change, please remain active on the discord to stay updated) at 350 frames for 2 rounds. The reactiontime can be anywhere from 20-30 with agreement between participants.
- Ways to win
Victories will only be achieved by a few ways:
---= Decision: Based upon their interpretations of the #judging-criteria, we are going to take a unique approach for this event and allow the fights to be judged by the community. If there is suspected overt bias from the community despite telling performances, a judgement will be passed over to 2-3 judges selected by myself. The same result will occur when there are less than 9 votes on a match within a week of it being posted. -------= Draw: In the case of a draw being placed on a match, a sudden death round with both players starting in a mutual "over-under" or "single-collar" 50/50 position with a duration of 200 frames. ---= Takedown: Whether it is in the first or second round, the match will automatically be won if a player successfully takes down and DQs their opponent. However, if an official deems the takedown to be cheesy, an additional round will be requested if it was in the first and only the first will be judged if it was in the second.
---= Submission: If you lock up a chokehold or joint lock for at-least 40 frames, you will automatically win the match.
Note, the joint lock must be fully extended before the timer starts on its validity and the choke must be sunk in with the elbow wrapped neatly underneath the chin to be valid.
- Submitting your matches: Please submit all of your completed replays to #replay-submission, where every spectator within the Discord will have an opportunity to vote for the victor of your match. Please rename your filenames to the following format when submitting: (KoS - Player vs Player Rd. 1/2)
An event official will come in and provide GIF replays of your match as well for display. A separate message will be sent with two reactions to vote.
---= Prizes
1st place will receive 300k TC
2nd place will receive 100k TC
-=-=- Judging Criteria -=-=-
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We will be going for a very relaxed and loose set of guidelines to judge these fights, as to keep it a bit more casual than pure competitive play. Awarding good spirit and difficult execution of technique.
In shooto, we want to emphasize the importance of aggressively asserting oneself towards the finish. Whether it is to put yourself in position to land fight-ending blows or to submit them. With this in mind, we should consider the dominance of space and control over the other person a major factor in the fight; however, it should always be second to: - Damage
Whilst the number of strikes landed on an opponent matters, sometimes, the significance of those strikes matter more. When we look at the variables of damage on each strike we analyze, we have to consider several factors:
- The threshold/force of the impact transferred
- The significance of the target it lands on (liver, ribs, eyes, jaw, kidney, diaphragm, etc)
- The displacement (if any) of the weight on the recipient.
Sometimes, however, hardly any damage is inflicted due to the matching of skills between two opponents. Which is where I will double back to: - Control
Control is often an overlooked aspect of the fight game; but, pays dividends in helping yourself along a particularly longer fight with a well-matched opponent. When we dictate the amount of control a player possesses over the other in a match, we have to look at these key factors:
- The amount of successful forward pressure being used to inflict damage or to stifle the opponent's game
- The amount of successful evasive movements being used to win positioning and/or inflict damage.
- How well one is imposing their game onto the other, putting them in positions for forced moves.