Rules

General Rules

Game Settings

  • Mode: Stock
  • Handicap: OFF
  • Team Attack / Friendly Fire: On
  • Damage Ratio: 100%
  • Items: OFF and/or NONE
  • Pause: OFF
  • Cutoffs for best-of-3 and best-of-5 TBA

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
  • Pokémon Stadium
  • Fountain of Dreams

Counterpick (Singles)

  • Final Destination

Melee Details

  • Ping Spikes: If you have a really high ping (100+) with your opponent, notify a TO on the smashgg dashboard. Then a TO will test both players’ pings to see who spikes, and if a further test is needed we can have a local person host and spectate to see who lags. The person who spikes more will be DQ’d.
  • Striking: Players eliminate stages from the Neutral stagelist until there is one stage remaining. The first player strikes the first stage. Then the next player strikes two stages. Then the first player 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. Stage bans affect each player individually.
  • Stage Clause: A player may not counterpick any stage they previously won on during the set, unless agreed upon by the opponent.
  • Wobbling is banned. This event’s definition of wobbling is a series of moves (4+ pummel effects) by Ice Climbers from a standing grab position that infinitely lock the opponent in hitstun.

Ultimate Ruleset

Ultimate Game Settings

  • Stocks: 3 stocks
  • Time Limit: 7:00 minutes
  • 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

Ultimate Stagelist

Starters

  • Battlefield
  • Final Destination
  • Pokémon Stadium 2
  • Smashville
  • Small Battlefield

Counterpicks

  • Town And City
  • Kalos Pokémon League
  • Lylat Cruise
  • Yoshi’s Story

Ultimate Details

Small Battlefield Ruleset: This tournament will use the “Small Battlefield Ruleset” on smashgg.

Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban three stages from the stagelist. These bans are game-long, and do not persist after a single game.

Stage Clause: A player may not counterpick to the most recent stage they won on during the set, unless agreed upon by the opponent.

Self-Destruct Moves & Sudden Death: 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. 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.

Patch: The Big House will use whatever patch is currently live on 12/3/20, the day before event weekend.

Additional Rules

  • Wired Connection: Competitors must be on a wired internet connection in order to participate, to ensure the smoothest possible tournament experience for all parties involved.
  • Region lock: The Big House online is only open to competitors in North America (United States, Canada, Mexico) due to online ping considerations.
  • Wired Connection:Discord: Joining our event discord is mandatory for The Big House online. This is to ensure a smooth tournament experience for all parties involved. For example, if anyone has a match dispute or an error in smashgg that needs attention from the TOs, or if we need to call a stream match in a timely fashion.
  • 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.
  • 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.
  • 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. If 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 the discretion of the TO.
  • 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 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 Ultimate controllers include the wired Nintendo Gamecube controller, Pro controller (battery removed), Wii Remote, Wii Remote + Nunchuck, Wii Remote + Classic Controller, and the Nintendo 3DS Family in controller mode.
  • 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.

Payout

$5000 guaranteed minimum prize pool, distributed proportionally between Melee and Ultimate based on turnout.

For each individual event,

If more than 500 entrants:

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

If fewer than 500 entrants:

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

Code of Conduct

The safety of all attendees is a top priority to the The Big House. We care about everyone’s event experience, and any harassment or violations of the code of conduct will not be tolerated.

Attendees are expected to abide by TBH9 Terms of Service (agreed to upon registering) and the code of conduct. Both documents can be found below.

TBH9 Terms of Service

TBH9 Code of Conduct