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Super Smash Bros. Ultimate Ruleset
A. Tournament Rules
All tournament sets will be a best-of-3 games, until Top 4 at which point tournament sets will be best-of-5 games. Rules below do not change between these two set formats.
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, adhering to Stage Clause (see 2.3.3) and bans.
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.
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, 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.
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).
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.
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.
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-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.
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 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!”
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.
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.
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.
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
Stock and time are set to 3 stock and 8 minutes for Singles and Doubles
Final Smash Meter: 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
Score Display: Off
% Show Damage: Yes
Custom Balance: Off
Echo Fighters: Separate
Teammate Highlight: On
Mii Fighters: All moveset combinations are legal