Rules

General Rules

Game Settings

  • Mode: Stock
  • Handicap: OFF
  • Team Attack / Friendly Fire: On
  • Damage Ratio: 100%
  • Items: OFF and/or NONE
  • Pause: OFF
  • Melee/Wii U Singles: All sets are best-of-3 until Sunday where sets are best-of-5
  • SSB64 Singles: All Sets are best-of-3 until top 32 where sets are best-of-5
  • Doubles: All sets are best-of-3 until 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
  • The use of Equipment is banned
  • The use of Cloud is banned in Doubles
  • Default-size, equipment-free Mii Fighters are legal. Any Miis created for tournament play should be named after their move combination (ie “2132”). Players are not allowed to transfer any existing Miis to a setup.

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 the stage they most recently 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. Stage bans affect each player only, meaning a player who banned a stage may 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 (except for Cloud in Doubles) 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.

SSB64 Ruleset

SSB64 Game Settings

  • Stocks: 4 stocks
  • Time Limit: 8 minutes
  • Items: Off
  • Team Attack: ON

Characters

  • There will be no character restrictions for singles or doubles.

64 Stagelist

  • Dreamland

Controllers

All controllers are subject to the following restrictions:

  • Maximum 1:1 mapping of original buttons on first party controller allowed (Hori) (1 A button, 2 Z’s, 1 R, etc. No extra buttons that aren’t on the controller)
  • Maximum 4 directional mappings or 2 joystick axes allowed, combinations of the two are not allowed
  • Macros, other than Z+A, are illegal
  • Turbo buttons and functions are illegal

Violation of above rules will result in immediate disqualification from an event and all previous wins in the event are forfeited. Examples of legal controllers are, but not limited to, the original N64 controller, Hori Mini Pad, GameCube controller, Xbox/keyboard/other wired input devices as long as they meet the restrictions above.

Stalling

  • Excessive unwillingness to engage the opponent is disallowed at the risk of being forced to forfeit the match by the TO. If there is no movement from either Player, the losing Player is considered to be stalling.

Pausing

  • All matches will be played with hold-to-pause enabled. 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. Before pausing, the subject(s) must notify their opponent(s) first. All other pauses will result in a forfeiture of the game.

Alternate Costumes

  • Only naturally-appearing costumes are legal. Players reserve the right to request natural costumes for their tournament set. Natural costumes are defined as costumes available through 1v1 or 2v2 in SSB64.
  • There is no penalty for unnatural costumes if the match has already started and damage has been dealt on either side.
  • Players are responsible for noticing unnatural costumes and if no damage has been dealt, are to pause and notify a Tournament Organizer to restart the game. If damage has been dealt the game must be played out.
  • A player refusing to play natural costumes will be penalized a full game.

Round Robin Tiebreakers

  • Round Robin standings are determined in the follow order: Set count, head to head, game count. In the event a tie still exists, the players tied will play another round robin, where best-of-1 and stock differential will be recorded. The tie breaker round robin will use the same tie breaker order with stock differential being the final tie breaker. This is repeated until no ties exist.

Neutral Start

  • The following ports are to be used when a player or team invokes a neutral start rule:
    Port 1 Port 2 Port 3 Port 4
    Singles X X
    Doubles
    Team A Team B Team B Team A

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 legal Melee controllers include the wired Nintendo GameCube controller and the box controller variants as long as they abide by the latest MIOM controller addendum. 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 250-100 entrants:

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

 

If fewer than 250 entrants:

1st 45%
2nd 20%
3rd 15%
4th 10%
5th 5%
5th 5%

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.

Code of Conduct

TBA

Incident Reports

TBA