Rules

General Rules

Game Settings

  • Mode: Stock
  • Handicap: OFF
  • Team Attack / Friendly Fire: On
  • Damage Ratio: 100%
  • Items: OFF and/or NONE
  • Pause: OFF
  • All Characters Available
  • Singles: All sets are best-of-3 until the top 32, where sets are best-of-5
  • Doubles: All sets are best-of-3 until the top 8, where sets are best-of-5

Set Procedure

  1. Select characters or Double Blind Character Select (see below)
  2. Use Stage Striking to determine the first stage
  3. Play the first game of the set
  4. Winning player of the previous game bans a stage
  5. Losing player of the previous game counterpicks a stage
  6. Winning player of the previous game may change characters
  7. Losing player of the previous game may change characters
  8. Play the next game of the set
  9. Repeat Steps 4 through 8 for all subsequent games

* See game-specific rules for stage ban and stage selection details

Melee Ruleset

Melee Game Settings

  • Stocks: 4 stocks
  • Time Limit: 8:00 minutes

Melee Stagelist

Neutral (Singles)

  • Battlefield
  • Yoshi’s Story
  • Dream Land
  • Final Destination
  • Fountain of Dreams

Counterpick (Singles)

  • Pokémon Stadium

Neutral (Doubles)

  • Battlefield
  • Yoshi’s Story
  • Dream Land
  • Final Destination
  • Pokémon Stadium

Counterpick (Doubles)

  • N/A

Melee Details

  • Stage Striking: Players/teams eliminate stages from the Neutral stagelist until there is one stage remaining. The player who strikes first may be determined by RPS (rock, paper, scissors) best of one. The winning player/team strikes the first stage. Then the other player/team strikes two stages. Then the winning player/team strikes one more stage and the remaining stage is used for the first game of the set.
  • Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban one stage from the stagelist. This rule is not in effect for best-of-5 sets. All stage bans affect both players, meaning players who banned a stage may NOT counterpick that stage themselves later in the set.
  • Stage Clause: A player/team may not counterpick any stage they previously won on during the set, unless agreed upon by the opponent.
  • Neutral Start: The following ports are to be used when a player/team invokes the neutral start clause. Any necessary port combinations must be enforced by the neutral start invoking player for each different stage throughout the set.

Singles:

Stage Port 1 Port 2 Port 3 Port 4
Final Destination X X
Fountain of Dreams X X
Yoshi’s Story X X
Dreamland 64 X X
Battlefield X X
Pokémon Stadium X X

 

Doubles:

Stage Port 1 Port 2 Port 3 Port 4
Final Destination Team A Team B Team A Team B
Yoshi’s Story Team A Team B Team B Team A
Dreamland 64 Team A Team B Team B Team A
Battlefield Team A Team B Team B Team A
Pokémon Stadium Team A Team B Team B Team A

Wii U Ruleset

Wii U Game Settings

  • Singles: 2 stocks and 6:00 minutes
  • Doubles: 3 stocks and 8:00 minutes
  • Custom Fighters are banned
  • Custom Moves are banned
  • Custom Equips are banned
  • Mii Fighters are legal. Each setup will have 1-1-1-1 Mii Brawlers/Swordsmen/Gunners available for use (Using a Default Mii).
  • No other specials for Mii Fighters will be allowed. Players are not allowed to transfer any existing Miis to a setup.
  • If using default Guest Miis, they should be picked to match the color of the team you are playing on.

Wii U Stagelist

Starter

  • Battlefield
  • Final Destination
  • Lylat Cruise
  • Smashville
  • Town & City

Counterpick

  • Dream Land 64 *
  • Omega Stages **

* Treated as Battlefield during the stage striking or stage ban phase. If Battlefield is banned, then Dream Land 64 is also banned, and vice versa.
** Treated as Final Destination in striking phase. If Final Destination is struck, Omega Stages are struck and vice versa. You may only choose the following Omega Stages: Palutena’s Temple, Suzaku Castle and Wily Castle.

Wii U Details

  • Stage Striking: Players/teams eliminate stages from the Starter stagelist until there is one stage remaining. The player who strikes first may be determined by RPS (rock, paper, scissors) best of one. The winning player/team strikes the first stage. Then the other player/team strikes two stages. Then the winning player/team strikes one more stage and the remaining stage is used for the first game of the set.
  • Stage Clause: A player/team may not pick any stage they previously won on during the set, unless agreed upon by the opponent.
  • Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban one stage from the stagelist. All stage bans affect both players, meaning players who banned a stage may NOT counterpick that stage themselves later in the set.
  • Self-Destruct Moves: If a match ends with the successful use of a character’s self-destruct move, the results screen will determine the winner.
  • Team Colors: Players’ character colors must match their team’s color when possible, to avoid confusion (ex: Luigi on the green team must use the green costume).
  • DLC Characters: All DLC characters are legal in addition to the entire cast of characters on the select screen.
  • Wireless Controllers: For ease of access, tournament staff recommends the use of the wired Nintendo Gamecube controller. However, The Wii U Pro controller (battery removed), Wii Remote, Wii Remote + Nunchuck, Wii Remote + Classic Controller, and the Nintendo 3DS Family in controller mode are all permitted. Violations related to wireless controller interference will be subject to DQ and possible eviction from the venue.
  • Glitches: Any glitches that freeze the game are banned, and the player who initiated the glitch is subject to forfeiture of the match.

Additional Rules

  • Gentleman’s Clause: There is no gentleman’s clause at the event. Players may NOT play on any stage that is not on the legal stagelist, and players may NOT agree to change the number of matches to be played in a set.
  • Double Blind Character Select: Either player may request a double blind character select for the first game. In this situation, a third party is told, in secret, each player’s character choice. Both players then select their character, and the third party validates that the character selected is the same as what they said.
  • Port Priority: If an agreement cannot be made as to who gets what port, the players may enact a best-of-1 game of Rock Paper Scissors. Winner gets their port selection, loser selects any other port.
  • Neutral Start: Either player may enact this rule. Once enacted, both players may only use one of the two neutral starting ports. A best-of-1 game of Rock Paper Scissors may be used to determine who chooses port first. If both the Port Priority and Neutral Start rules are invoked, the player who is granted Port Priority selects one of the neutral start ports. Neutral starting ports are only applicable to Super Smash Bros. Melee. For Super Smash Bros. for Wii U, players may elect to move to opposite sides of the stage and then count down prior to starting the match.
  • Pausing: In the event that pause is not turned off, pausing the game is only legal while a player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament organizer, or in the event of a controller malfunction. All other pauses will incur AT LEAST a one stock loss to the offending player, perhaps more if the offending pause further disrupted the opponent at the discretion of the TO.
  • Stalling: The act of stalling, or intentionally making the game unplayable, is banned and at the discretion of the TO. Stalling tactics include but are not limited to becoming invisible, infinites, chain grabs, or uninterruptible moves past 300%; or abusing a position in which your opponent can never reach you. Any action that can prevent the game from continuing (i.e., pausing, freeze glitches, disappearing characters, game reset, etc.) will result in forfeiture of that match for the offending player. You are responsible for knowing your own character, and must be wary about accidentally triggering these effects.
  • Timeouts / Ties: The winner of a match that goes to time (time out) will be determined by stocks and then percentage. 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 match in which both players lost their last stock simultaneously, a 1 stock tiebreaker will be played with a 3:00 time limit. The result of the game’s built-in Sudden Death does not count towards the set outcome.
  • Stock Sharing is allowed in doubles. Trading controllers with another person during doubles is not allowed.
  • Colorblind Clause: Players may request that their opponent change colors to accommodate colorblindedness, or if their color is indistinguishable from either the other team color or the stage background. This request must be made before the first game of the set.
  • Warm-ups: Warm-up periods, button checks, and “handwarmers” may not exceed 30 seconds on the game clock. Violation of this rule may result in forfeiture of a game at the discretion of the TO.
  • Misinterpretation: Games or sets are not to be replayed due to a misinterpretation of the rules; 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.
  • Coaching: Any coaching that happens during a set (anytime between the beginning of game one and end of the set) is banned. Players who violate this rule will be subject to disqualification from the event or eviction from the venue.
  • Collusion: Any collusion or results manipulation with your competitors is forbidden. If the TO determines that any competitor is colluding to manipulate results or intentionally underperform, the colluding players may be immediately disqualified. This determination is to be made at the sole discretion of the TO. Anyone disqualified in this manner forfeits all rights to any titles or prize money they might have otherwise earned.
  • Controller Legality: The only legal Melee controller is the wired Nintendo GameCube controller; all other controllers are banned, including the wavebird and SmashBox and its variants. The legal Wii U controllers include the wired Nintendo Gamecube controller, Wii U Pro controller (battery removed), Wii Remote, Wii Remote + Nunchuck, Wii Remote + Classic Controller, and the Nintendo 3DS Family in controller mode. However, violations related to wireless controller interference will be subject to DQ and possible eviction from the venue.
  • Malfunctions: Any malfunctions associated with your controller are your responsibility. Players are responsible for using the correct settings BEFORE the set begins. Both parties need to agree if a match is to be paused or restarted because of a controller problem.
  • Audio Equipment: Players are responsible for bringing any audio equipment they require with them to all tournament matches. If a setup has equipment provided and a player does not have their own immediately ready, they cannot request a different setup or equipment. Refusal to play will result in a DQ.

Payout

For each individual event,

If more than 1000 entrants:

1st 40%
2nd 20%
3rd 12%
4th 8%
5th 5%
5th 5%
7th 3%
7th 3%
9th 1%
9th 1%
9th 1%
9th 1%

 

If fewer than 1000 entrants:

1st 40%
2nd 20%
3rd 15%
4th 10%
5th 5%
5th 5%
7th 2.5%
7th 2.5%

 

Regional Crews (8 crews):

1st $2000
2nd $1000
3rd $500 each
5th $250 each

 

Regional Crews (4 crews):

1st $1250
2nd $750
3rd $250 each

Crews

Melee Crew Battle Ruleset                   

Players compete in 1v1 gameplay versus the other crew until one crew runs out of stocks. The crew with remaining stocks at the end wins.

Gameplay:

  • 4 stocks per player, 99:00 minute timer, items OFF.
  • Players are character-locked for the entirety of each individual crew battle.
  • Each crew must make their roster of players and characters available beforehand.

Stagelist:

  • Battlefield
  • Final Destination
  • Yoshi’s Story
  • Dream Land 64
  • Fountain of Dreams
  • Pokémon Stadium

First matchup to be decided by double blind pick and stage striking. In all following matches, the incoming player counterpicks from the stagelist, and the sitting player enters the next match with only the stocks remaining from the previous match, starting at 0%. No stage bans.

Wii U Crew Battle Ruleset                   

Players compete in 1v1 gameplay versus the other crew until one crew runs out of stocks. The crew with remaining stocks at the end wins.

Gameplay:

  • 3 stocks per player, 99:00 minute timer, items OFF.
  • Players are character-locked for the entirety of each individual crew battle.
  • Each crew must make their roster of players and characters available beforehand.

Stagelist:

  • Battlefield
  • Final Destination
  • Lylat Cruise
  • Smashville
  • Town & City

First matchup to be decided by double blind pick and stage striking. In all following matches, the incoming player counterpicks from the stagelist, and the sitting player enters the next match with only the stocks remaining from the previous match, starting at 0%. No stage bans.

Code of Conduct

  •  Online registration is required for both players and spectators who wish to attend. There are no transactions at-the-door, and registrations are not refundable or transferable.
  • All ejections or disqualifications due to violations of the Code of Conduct or individual game rules will be without refund.
  • No food or drink inside the venue per building event policy. Finish your meals outside or elsewhere in the building during the weekend.
  • No alcohol or illegal substances inside the venue. Getting caught with these items or evidence of the presence of these items will result in disqualification from the event and eviction from the venue.
  • No fighting or weaponry inside the venue. Throwing controllers or acting in a way that could pose a danger to other players will result in disqualification from the event and eviction from the venue.
  • No refusal to play on certain setups barring extreme circumstances. All players agree to have their matches recorded if requested by the TO.
  • All disqualifications due to tardiness will be complete DQs, meaning the disqualified player will be removed from both winners and losers bracket, or removed from the entire event if late for a pools match.
  • The TO reserves the right to deny entry into the tournament to any player suspected of committing anything considered a crime or acting in a manner that is detrimental to the integrity of the event.
  • The TO reserves the right to deny payout from event winnings to any player suspected of intentionally throwing a match, splitting a payout, or committing any other form of bracket manipulation.
  • The TO reserves the right to settle any unforeseen situations that may occur, and his judgment is final. In extreme situations, rules may be altered between phases of a tournament in the best interests of the event.

Incident Reports

Incident Reports                   

  • The safety of all attendees is a top priority to the The Big House. We care about all attendees, and any harassment or violations of the code of conduct will not be tolerated, no matter who is involved.
    • Harassment includes, but is not limited to, offensive verbal comments related to gender, gender identity and expression, age, sexual orientation, sexual images in public spaces, unwelcome sexual attention, harassing photography or recording deliberate intimidation, stalking, following, inappropriate physical contact, ability, physical appearance, body size, race, ethnicity, religion, sustained disruption of talks, and technology choices.
    • Violations of the code of conduct are listed above in the Code of Conduct section of our website, as well as in the terms of service agreed upon by every attendee during registration.
  • There are two ways to report a code of conduct violation:
    • Call the hotline number during tournament hours: 918-527-5318
    • Come to the TO Desk located in the center of the venue
  • As you go through this process, a member of the Communications Team will ask you to fill out an incident report. The Communications Team will work with a Head Organizer in tandem with event security to respond to the incident. At any point during the weekend, the Communications Team will be able to contact security to escort an attendee safely to their vehicle or to a trusted guardian(s) at the entrance of the venue.
    • If an attendee violates the code of conduct, the tournament organizers may take any action they deem appropriate, including a warning, disqualification from the event, and/or eviction from the venue with no refund.
    • Attendees asked to stop behavior detrimental to the event are expected to comply immediately.
  • Should an incident that violates the code of conduct take place in one of the hotels, we urge you to contact hotel security or the main desk so that someone may assist you.
    • DoubleTree Hotel Phone: 313-963-5600
    • Crown Plaza Hotel Phone: 313-965-0200