Asynchronous Matches
Asynchronous matches are a last resort option that should only be pursued when teams have exhaustively attempted to find a mutual match time. These matches require significant additional staff resources and are strongly discouraged unless absolutely necessary.
An asynchronous (async) match allows two teams to play their tournament match at different times while maintaining competitive fairness. This accommodation exists only for situations where teams have made every reasonable effort to find a mutual time but cannot due to severe timezone differences or unavoidable scheduling conflicts.
To request an async match, teams must:
- Demonstrate genuine attempts to find a mutual time
- Provide evidence of scheduling conflicts to Internal Affairs (@RaiRei)
- Receive explicit staff approval before proceeding
Staff may deny async requests if:
- Teams haven’t made sufficient effort to find a mutual time
- Evidence of scheduling conflicts is inadequate
- Staff resources aren’t available to support the async match
- The request is made too close to the match deadline
Availability
Round | Async Availability |
---|---|
Round of 32 | All matches |
Round of 16 | All matches |
Quarter Finals | Losers’ Bracket only |
Semi Finals+ | Not available |
Requesting an Async Match
Requirements
Deadline | Requirement |
---|---|
Thursday, 23:59 UTC | Initial request deadline |
Friday, 23:59 UTC | Submit lobby times |
Additionally:
- Must provide evidence of scheduling conflicts
- Both teams must agree to async format
- All times must be in UTC
Scheduling Process
Unlike regular matches which are scheduled in #scheduling, async matches must be coordinated through Internal Affairs:
- Contact RaiRei through Discord private message
- Provide:
- Preferred lobby time
- Evidence of scheduling conflicts
- Team confirmation of async agreement
After approval, teams will be added to a pick/ban channel where they must:
- Agree on a time to conduct pick/ban process
- Complete pick/ban process by Friday 23:59 UTC
Match Process
Discord Channel Setup
Three private channels will be created:
Channel | Access | Purpose |
---|---|---|
Pick/Ban Channel (async-pickban-team1-team2 ) | Both captains + staff | Coordinate and conduct all picks/bans |
Team 1 Channel (async-team1 ) | Team 1 + staff | Team 1 lobby coordination |
Team 2 Channel (async-team2 ) | Team 2 + staff | Team 2 lobby coordination |
Pick/Ban Process Details
The async pick/ban process follows standard match format but requires all picks and bans completed at once. Teams must choose maps strategically without knowing match outcomes.
Format Structure
- Follows standard match procedure
- All decisions made in one session
- Map requirements by format:
- Best of 9: 4 maps per team + TB (9 total)
- Best of 11: 5 maps per team + TB (11 total)
- Best of 13: 6 maps per team + TB (13 total)
- Tiebreaker automatically added
Strategic Considerations
- Protects: Prioritize strongest maps early
- Bans: Target opponent’s comfort maps
- First Phase: Focus on opponent’s weaknesses
- Later Picks: Plan for full match length
Process Order
- Initial roll for order
- Protect phase completed
- First ban phase completed
- First 4 maps picked (2 per team)
- Second ban phase
- Remaining maps picked until round quota met
- Tiebreaker added
Pick/Ban Channel Protocol
- All communication in designated channel
- Use Bathbot’s
/roll
command for rolls - State all decisions clearly
- No external communication
- Staff records all decisions
- 120-second timer per decision
- Missing timer penalties:
- First offense: Warning
- Further offenses: Pick to opponent
Match Procedures
First Team’s Match
- Before Match
- 15 minutes before: Referee pings captain
- 5 minutes before: Lobby creation
- 10-minute grace period
- Late = forfeit
- During Match
- Play all maps through TB
- Follow agreed order
- Scores kept private
- One 120-second timeout available
- 180-second break before TB
- After Match
- Completion recorded
- Results remain private
Second Team’s Match
- Before Match
- Identical procedure
- Team order remains secret
- Same grace period
- During Match
- Follow map order
- Win condition announcements only
- No score reveals
- After Completion
- Results announced to all
- Posted in #match-results
- Channels archived
Technical Issues
Captain Substitution
If captain unavailable:
- Advance notice to referee
- Name replacement captain
- Provide osu! username
No-Shows
- 10-minute grace period
- Both teams missing = double forfeit
- Opponent receives bye
Fairness Measures
Match Isolation
- Teams play independently
- Match timing kept private
- Scores remain secret
- Results announced only after both matches
- No inter-team communication until results posted
Timeouts
- One 120-second timeout per team
- Request before timer ends
- 180-second TB break (no timeouts)
Important Rules
- Regular match rules apply unless specified
- Use designated channels only
- Staff decisions are final
- No score sharing
- Playing order confidential
- Direct questions to staff before match day
For complete format details, see Tournament Format