Smash for Wii U Ruleset 2017

A.        Tournament Rules

  1. Set Length

All tournament sets will be best-of-3, besides winners finals, losers finals, and grand finals, which will be best-of-5.

  1. Set Procedure
  1. Players select their characters. Either player may elect to do Double Blind Character Selection (see section 1.4)
  2. Use Starter Stage Striking to determine the first stage
  3. The players play the first game of the set
  4. Winning player of the preceding game strikes a stage (when applicable).The losing player of the preceding game picks a stage for the next game
  5. The winning player of the preceding game may choose to change characters.
  6. The losing player of the preceding game may choose to change characters.
  7. The next game is played.
  8. Repeat Steps 4 through 8 for all subsequent games until the set is complete.
  1. 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.
  2. 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.

  1. Stage Striking
    Players play a best-of-1 Rock-Paper-Scissors, and winner may choose to either strike a stage first or select a port first. Stages are stuck in a P1-P2-P2-P1 order.

  1. Pausing
    Pause setting should be off. However, if they are 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 player who pauses forfeits 2 stocks.
  2. 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.

  1. Self-Destruct Moves
    If a game ends with a self-destruct move, the results screen will determine the winner. If a sudden death occurs, standard sudden death rules apply (see 1.9).
  2. 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 expires 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 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.

  1. Stock Sharing
    Taking an partner’s stock is allowed in doubles.
  2. “Grab and Go” Clause
    In doubles, players may not switch controllers with their teammate.
  3. 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.
  4. 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.

  1. Character Color/Team Color Selection

If there is a dispute in character colors or team colors (i.e. both players want to use green fox), the players will play one RPS game to determine who gets the color.

  1. 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 color that is available to that character.

  1. Team Color Request Clause
    Players may request that their opponent change colors to accommodate color blindness or if their color is indistinguishable from either the other team color or the stage background. The request must be made before the game starts. Example: Request Cloud to pick green team to be able to distinguish if limit is charged, or having sonic on blue team to prevent confusion.
  2. 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 an automatic forfeit at the discretion of the TO.

  1. Counterpicking

Each Player is designated 30 seconds between each game to notify their opponent of their counterpick. If no counter pick is selected in this time frame, a judge should be engaged; they will be required to use their time out or forfeit that particular game.

  1. Coaching/Timeouts
    Players may call in a designated coach once per tournament set. If they are using a coach, they must indicate this to their opponent before the set begins as well as notify their opponent who the coach will be.
     This is a 30 second timeout, in addition to the 30 second between game time.
  2. Tardiness
    Anyone who is not present for their set by 10 minutes past the scheduled start time will forfeit the set. After 15 minutes past the scheduled start time, the player is subject to a total disqualification from the event.
  3. 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.
  4. Misinterpretation/Misconfiguration (Settings Check)
    Games or sets are not to be replayed due to a misinterpretation of the rules OR misconfiguration of game 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.
  5. 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. Thus, the stage may need to be removed from legal play for the remainder of the event.)

B.        Game Rules

  1. Game Settings

  1. Stage List

Starter Stages

Counterpick Stages

* Treated as Battlefield in striking phase. If Battlefield is struck, Dream Land 64 is also struck 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: Midgar, Suzaku Castle and Wily Castle.

  1. Additional Rules

  1. Starter Stage Striking
    See section 1.5 for details on choosing who strikes first. Players may strike from the legal starter stages (each person strikes stages in a 1-2-1 format) to determine the starting stage for the first game.

  2. Counterpick Stage Striking
    After each game of the set, before counterpicking, the player who won the previous game may strike one stage from either the starter or counter pick list. This strike does not persist throughout the set.

  1. Stage Clause
    A player/team may not pick the last stage they previously won on during the set (DSR).

  2. Controllers
    For ease of access, tournament staff recommends the use of the 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 controler options.

  1. 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.