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A. Tournament Rules
Set Length
All tournament sets will be a best-of-3 games, until Top 64 at which point tournament sets will be best-of-5 games. Rules below do not change between these two set formats.
Set Procedure
Players select their characters. Either player may elect to do Double Blind Character Selection (see section 1.4)
Use Starter Stage Striking to determine the first stage
The players play the first game of the set
Winning player of the preceding game bans 2 stages (see 2.3.2). The losing player of the preceding game picks a stage for the next game.
The winning player of the preceding game must announce their character selection for the next game.
The losing player of the preceding game must announce their character selection for the next game.
The next game is played.
Repeat Steps 4 through 8 for all subsequent games until the set is complete.
Stage Agreement Clause
Players may select any LEGAL stage if they both agree on it. Players may not play on illegal stages or change the length of a set. If this is violated, both players will be subject to complete disqualification from the event.
Double Blind Character Selection
Either player may request that a double blind selection occur. In this situation, a referee or third party will be told, in secret, of each player’s choices for the first round. Both players are to then select their first round character, with the referee validating the character selections.Stage Striking
Players play a best-of-1 Rock-Paper-Scissors, and winner may choose to either strike first or strike second. Stages are stuck in a P1-P2-P2-P1 order.Pausing and the Home Button
Pause setting is to be set to off. However, if it is not, pausing is only legal while either player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament official or in the case of a controller malfunction. All other pauses will incur a stock loss to the player who pauses the game. If the pause causes the opponent to lose a stock, the pausing player receives a game loss. This rule also applies to controllers which cause the game to revert to the Switch home screen.
Stalling
Stalling, or intentionally making the game unplayable, is banned and at the discretion of tournament staff. Stalling includes but is not limited to becoming invisible, continuing infinites past 300%, and reaching a position that your opponent can never reach you. Stalling will result in a forfeit of the game for the player that initiated the action.Self-Destruct Moves
If a game ends with a self-destruct move, the results screen will determine the winner. If a sudden death occurs, a standard sudden death play-off game applies (see 1.9).
Sudden Death
If a game goes to Sudden Death, the winner is determined by stocks and percentage at the time the game ends. If both players are tied in stocks, the player with the lower percentage is the winner. In the event of a percentage tie, or a game in which both players lose their last stock simultaneously, a 1-stock tiebreaker will be played with a 3-minute time limit. The results of an in-game 300% Sudden Death do not count. If Sudden Death occurs in a Sudden Death game, this process is repeated.Stock Sharing
Taking a partner’s stock is allowed in Doubles.
“Grab and Go” Clause
In Doubles, players may not switch controllers with their teammate.
Missing Teammate Clause
If a player’s teammate is not present for a game, the match may not continue until their teammate arrives. They may not play a 2v1 or play with a CPU.
Alting
You will be immediately disqualified from the tournament with no refunds if you are found using an alternate tag/tags and/or hide your identity to manipulate the bracket/seeding. The only exception to this rule is if the player notifies a TO before prior to the registration end date.Character Color/Team Color Selection
If there is a dispute in character colors or team colors (e.g. both players want to use green Fox), the players will play one RPS game to determine who gets the color.Team Color Clause
When in Doubles play, players must choose character costumes that are similar to their team color. Example: 2 ROB players on red team would use the Red ROB and the ROB with red arms. In the case of a character that doesn’t have a color option (Example: there is no blue Fox color), we recommend those teams use a similar color that is available to that character within reason.
Team Color Request Clause
Players may request that their opponent change colors to accommodate colorblindness or if their color is indistinguishable from the other team color or the stage background. The request must be made before the game starts. Example: requesting Cloud to pick green team to be able to distinguish when limit is charged, or having Sonic on blue team to prevent confusion.
Warm-ups
Warm-up periods, button checks, and “handwarmers” may not exceed 60 seconds on the game clock. Violation of this rule may result in a game loss at the discretion of the TO.Counterpicking
Each player who lost the previous game is given 30 seconds after bans are selected to notify their opponent of their counterpick. If no counterpick is selected in this time frame, a judge should be engaged and the counterpicking player will receive a game loss.
Coaching Violations
Coaching is defined as an attempt to give advice to any player during a tournament set. Coaching is not permitted during the duration of a tournament set, whether during a game or in-between games in a set. (The only exception to this is when a Grand Finals reset occurs; in this instance, players are given a two-minute break in which coaching may occur.) Tournament staff reserves the right to judge on what is deemed “coaching” and the severity of the violation. If coaching occurs during this window, the coaching party will receive penalties as outlined below:1st offense (minor): Verbal warning to the player and the coach. This warning persists for the entire event.
2nd offense (major): Player receives a game loss and/or the coach is removed from the tournament station.
3rd offense (severe): Coaching party receive complete disqualification and removal from the event.Cheering vs. coaching
Cheering – Nondescript statements such as “Let’s go!”, “you got this!”, or “mess them up!”. These are not violations. These are not seen as coaching violations, as they do not qualify as advice that can be applied to gameplay.
Coaching violation – Specific statements pointing out habits, specific options, or timings such as “Watch for his neutral getup!,” “His waft is almost ready!” or “He keeps rolling!”Tardiness
Anyone who is not present for their set by 15 minutes past the scheduled start time is subject to a total disqualification from the event.
Collusion
Players suspected of colluding may be immediately disqualified from the tournament. This includes intentionally throwing a game, splitting a payout, or committing any other form of bracket manipulation. The TO reserves the right to deny payout of event winnings to any player suspected of colluding.
Misinterpretation/Misconfiguration
Games or sets are not to be replayed due to a misinterpretation of the rules OR misconfiguration of game settings, excluding player-specific settings. Game settings should be configured according to section 2.1. It is the players’ responsibilities to ask the TO for any clarification of the rule set in the event of a disagreement, and the outcome of a game or set will not be changed after the fact unless under extreme circumstances, judgment reserved for tournament staff.In the event players begin a game with misconfigured player-specific controls (controller settings, etc.), players may not back out of a game to correct their settings once ten seconds have passed. After this time limit has passed, players must use their misconfigured settings, subject to tournament staff discretion.
Force Majeure Clause
Any game interrupted by external, impartial conditions (e.g. power gets cut, safety concerns arise, AV cords get disconnected, etc.) should be reset and replayed at tournament staff discretion.Final Rulings
If any unforeseen situations occur, judgment of tournament staff is final. Rules may be altered between phases of a tournament in the best interests of the event. (Example: A game-breaking glitch is discovered on a stage mid-tournament that could be exploited. The stage may need to be removed from legal play for the remainder of the event.)
B. Game Rules
Game SettingsStock and time are set to 3 stock and 8 minutes for Singles and Doubles
Final Smash Meter: Off
Spirits: Off
Damage Handicap: Off
Stage Selection: Anyone
Items: Off and None
First to: 1 Win
Stage Morph: Off
Stage Hazards: Off
Team Attack: On
Launch Rate: 1.0x
Underdog Boost: Off
Pausing: Off
Score Display: Off
% Show Damage: Yes
Custom Balance: Off
Echo Fighters: Separate
Radar: Big
Teammate Highlight: On
Mii Fighters: All moveset combinations are legal
Stage ListStarter Stages
Battlefield*
Final Destination*
Town And City
Pokémon Stadium 2
SmashvilleCounterpick Stages
Kalos Pokémon League
Lylat Cruise
Yoshi’s Island (Brawl)
Yoshi’s Story* Battlefield and Omega variations of the stages are allowed when a player counterpicks either Battlefield or Final Destination respectively. The Battlefield and Omega forms must be from the list below:
Arena Ferox
Battlefield
Castle Siege
Corneria
Delfino Plaza
Dream Land
Final Destination
Frigate Orpheum
Great Plateau Tower
Halberd
Kalos Pokémon League
Kongo Falls
Kongo Jungle
Lylat Cruise
Moray Towers
New Donk City Hall
Peach’s Castle
Pokémon Stadium
Pokémon Stadium 2
Reset Bomb Forest
Skyworld
Smashville
Super Happy Tree
Suzaku Castle
Town & City
Umbra Clock Tower
Unova Pokémon League
Venom
Yoshi’s Island (Brawl)
Yoshi’s StoryAdditional Rules
Starter Stage Striking
See section 1.5 for details on choosing who strikes first. Players may strike from the legal stages (each person strikes stages in a P1-P2-P2-P1 format) to determine the starting stage for the first game. If Battlefield or Final Destination, a mutually-agreed upon variant can be used, though if players do not agree the default is played.
Counterpick Stage Banning
After each game of the set, before counterpicking, the player who won the previous game may ban two stages from the full stage list. These bans do not persist throughout the set. The loser of the previous game then chooses from the remaining stages. If Final Destination or Battlefield is chosen as a counterpick, a variant may be chosen by the loser of the previous game, following the list of banned variants listed in 2.2.
Controllers
For ease of access, tournament staff recommends the use of the Nintendo Gamecube controller. However, the Switch Pro controller and Joy Cons are all permitted control options. Turbo/macro options on controllers are banned. Box variants of the GameCube controller are permitted so long as they do not have macros/turbo functions enabled.Controller Interference
If your controller is found to be the cause of disruption to the tournament (mid-game or otherwise), you are subject to complete disqualification from the event.
Glitch Clause
If anything occurs within any game that results in unforeseen consequences (e.g. characters become invisible, sudden teleportation occurs, characters become affixed to other bodies, etc.), gameplay should continue uninterrupted unless the change renders the game unplayable for one or more players. In this situation, players should inform their pool captain or tournament staff for resolution.
Mii Fighter Clause
Mii Fighters must use their default costumes (though players may select any color for their Mii in accordance 1.14 and 1.15) and must use a Guest Mii. Any player who intends to use a Mii during a set must declare they are creating Mii Fighters before the set. Mii Fighters should be named after the combination of special moves chosen, listed in the format “XXXX.” Any combination of moves may be used, but any movesets that any player may want to use during a set must be created before the set begins (up to a limit of three Mii Fighters unless explicitly given permission from the Tournament Director).Control Setup Clause
No player may create more than three control schemes per set unless explicitly given permission from the Tournament Director. -
Round Set 2/3, 99 Seconds per round
2/3 Games, 3/5 Games for Winner’s Finals, Loser’s Finals & Grand Finals
Winner Keeps Same Character, Loser can Switch Between Games -
300 Seconds per game
2/3 Games, 3/5 Games for Winner’s Finals, Loser’s Finals & Grand Finals
Winner Keeps Same Character, Loser can Switch Between Games
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Matches are best of 3, with each game being first to 3. Tournament is double elimination. Winners Finals, Losers Finals, and Grand Finals are best of 5.
Tournament Rules are below: Rule Set Competitive
Game Style: Lockout Elimination
Map Options Map rotation: after a mirror match Map Order: Single Map Return to Lobby: After a Mirror Match
Maps All maps need to be turned off except the map that is being played in that bracket series. Hero Options Hero Selection limit: 1 per team Role Selection Limit: NONE Allow Hero Switching: ON Respawn as Random Hero: OFF
Heroes ALL: on
Gameplay Options Control Game Mode Format: Best of 3 Health Modifier: 100% Damage Modifier: 100% Healing Modifying: 100% Ultimate Charge Rate Modifier: 100% Repawn Time Modifier: 100% Ability Cooldown Modifier: 100% Disable Skins: off Disable Health Bars: off Disable Killcam: off Disable Killfeed: ON Headshots only: off
Team Options Team Balancing: off
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Round Set 2/3, 99 Seconds per round
2/3 Games, 3/5 Games for Winner’s Finals, Loser’s Finals & Grand Finals
Winner Keeps Same Character, Loser can Switch Between Games
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Round Set 3/5, 60 Seconds per round
2/3 Games, 3/5 Games for Winner’s Finals, Loser’s Finals & Grand Finals
Winner Keeps Same Character, Loser can Switch Between Games
Stage Select is Random at all times
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Round Set 3/5, 60 Seconds per round
2/3 Games, 3/5 Games for Winner’s Finals, Loser’s Finals & Grand Finals
Winner Keeps Same Character, Loser can Switch Between Games
Stage Select is Random at all times
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180 Seconds Per Game
3/5 Games Throughout Tourney
Winner Keeps Same Characters, Loser can Switch Between Games
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GAME PLAY RULES
Gameplay
Game Version The official game versions are NTSC 1.02 and PAL for the Nintendo Gamecube, as determined by the location of the tournament, using the TO’s choice of memory card data with all characters and relevant stages unlocked.
Game Settings Stocks: 4 Timer: 8 minutes Handicap: Off Damage Ratio: 1.0 Items: Off Pause: Off Friendly Fire: On
Stage List Stages are designated as either “Starters” or “Counterpicks.” Starter stages are available during Stage Striking (as defined in Section 3.1.6) and Counterpicks are only available during subsequent stage picks.
Starter Stages Yoshi’s Story Fountain of Dreams (Singles only) Battlefield Final Destination Dream Land 64 Pokémon Stadium (Doubles only)
Counterpick Stages Pokémon Stadium (Singles only)
Match Procedure The following steps outline the process of playing a Match.
Players select their characters. Either Player may invoke Double Blind Character Selection (as defined in Section 3.1.5). Players may not use the Name Entry glitch to play as any other characters than those regularly selectable from the Character Select Screen. Decide stage strike order / port selection. Use Stage Striking to determine the first stage. The Players play the first Game of the Match. Winning Player of the preceding Game bans a stage. The losing Player of the preceding Game picks a stage for the next Game. The winning Player of the preceding Game may choose to change characters. The losing Player of the preceding Game may choose to change characters. The next Game is played. Repeat steps 4 through 9 for all subsequent Games until the Match is complete.
Double Blind Character Selection Either Player may request that a double-blind selection occur. In this situation, a Tournament Organizer (“TO”) will be told, in secret, each of the Players’ choices for the first Game. Both Players are to then select their first Game character, with the Tournament Organizer validating the character selections.
Stage Striking and Port Selection Players either get to select a controller port first or strike a stage first. If Players do not mutually agree on their preference, they must enact a Best-of-One Match of Rock Paper Scissors.
“Stage Striking” is defined as removing stages from the Starter list to decide the stage for the first Game. The Player with first strike strikes first, followed by the other Player striking two stages, followed by the Player with first strike striking one more stage. The remaining stage from the Starter list is used for the first Game.
Stage Bans In a best-of-3 match: After each Game, before the next stage is selected, the Player who won the preceding Game bans a stage from either the Starter list or the Counterpick list. The banned stage cannot be selected by the opponent for the next Game.
In a best-of-5 match: There are no stage bans. Stage Clause A Player may not pick any stage they previously won a Game on during the Match.
Mutual Agreement Players may select any stage from either the Starter or Counterpick lists if they both agree to it. Players may also ignore Stage Clause if both agree. Players may not agree to play on other stages or change the length of a Match or Game. In-game agreements made mutually between players (such as neutral starting positions) are strongly discouraged and are not enforceable by the TO. Mutual agreement to pre-determine the outcome of a Game or Match is collusion (see Section 4) and is always forbidden.
Sudden Death If a Game goes to Sudden Death, the winner is determined by stocks and percentage at the time the Game ends. When the timer hits 0:00, the Player with the higher stock count is the winner. If both Players are tied in stocks the Player with the lower percentage is the winner. In the event of a percentage tie, or a Game in which both players lose their last stock simultaneously, a tiebreaker will be played on the same stage for one stock and 2 minutes. The results of Sudden Death do not count.
Permitted Controllers The only permitted controller is the wired Gamecube controller. Turbo functions, macros, and hardware modifications (other than case modifications, such as notches and cosmetic changes) are banned. Tournament organizers have the right to inspect any controller at any time.
Warm-ups Warm-up periods and controller tests may not exceed 30 seconds on the in-game timer. Violation of this rule may result in an automatic forfeit at the discretion of Tournament Organizers.
Colorblind Clause A player may request that their opponent(s) take steps to make their character(s) distinct in order to accommodate color blindness, or if their color is indistinguishable from either the other team color. If in Doubles, a player may request that the opposing team switch colors so that they may distinguish between teams. (in the case of colorblindness this will usually result in the two teams wearing the Red and Blue colors). Grab-n-Go Clause Players cannot touch their teammate’s controller or control their partner’s character by any other means during a doubles game.
Match Disruptions
Pauses If a Player either intentionally or accidentally pauses the Game by either pressing the start button or unplugging his or his opponent’s controller, the Player who paused forfeits a stock. The penalty may be increased to a multiple stock forfeiture or a Game forfeiture at the discretion of the TO.
Restarts The Tournament Organizers may approve a Game restart due to exceptional circumstances, such as a power outage. Stalling Stalling, or excessively delaying the Game or Match, may result in a Game or Match forfeit at the discretion of Tournament Organizers. Players may stall for the purposes of waiting out a particular transformation on Pokémon Stadium. Stalling must end when the neutral transformation returns, as indicated by the icon shown on the in-game screen.
3.2.4 Freeze Glitch Activating the Freeze Glitch with the Ice Climbers is not allowed; penalties may or may not be enforced at TO discretion.
Misinterpretation / Misconfiguration If a game was played under a misconfiguration of the Game settings, as described in Section 3.1.2, that could have materially affected the result of the game, a player may petition the TO to have that game replayed. The final decision is at the discretion of the TO. This must be done immediately after the game in question; after the next game is started, the previous game shall not be replayed regardless of whether the rules were set correctly.
Coaching Coaching, defined as deliberately giving or receiving advice to/from another person during a Match, is not allowed and may result in penalties for both parties. Coaching is allowed after a bracket reset in Grand Finals.
Penalties Players who break the rules in this document are subject to penalties including (but not limited to) the following: Match restart Loss of Game Loss of Match Prize money forfeiture
Any penalties imposed on a Player may be made available to the public by the Tournament Organizers in their sole discretion.
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Round Set 2/3, 99 Seconds per round
2/3 Games, 3/5 Games for Winner’s Finals, Loser’s Finals & Grand Finals
Winner Keeps Same Character, Loser can Switch Between Games
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This will be a full Double Elimination tournament.
Winners Bracket: The higher seed has the choice of choosing pad side or can defer choice of side for choosing 1st song and difficulty. After first choice, the opposing player will pick their song and difficulty. The first player to win 2 songs will move on to the next round. If both players win one song, a 3-song card draw method will be used to choose the 3rd song.
Losers Bracket: All matches will be a 2-song cumulative score based off of a 4-song card draw method.
Finals: All matches will be best 3 out of 5 songs using a 5-song card draw method.
???? No turn mods allowed. Speed and Note Skin mods are your preference (if applicable). Solo usage must be agreed upon. ???? You are not allowed to choose a song more than once throughout the competition. ???? You are not allowed to choose the same song your opponent chose previously in the same match. ???? If you FAIL or stop playing the song for 2 seconds (whichever comes first), your opponent wins the song. ???? All arbitration situations will be handled at the tournament coordinator’s discretion.
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Each squad will be given 30 minutes to complete as many games as they can.
In this time, the whole squad will be given points based on number of kills (1 kill = 1 point) and 5 points for a victory/Champion of the Arena.
The squad’s highest scoring game at the end of this 30 minutes will be compared to other squads’ scores. If any ties for the top 3 spots occur, single tiebreaker matches will be held, with the same point scoring method.