Frag 12 Tournament Rules* To be updated September 1st 2017 based on the current rule sets

Admins Smash 4

Jordan McGee – [email protected]
Matthew Simmons – [email protected]

Admin Smash Melee
Jesse Waterman – [email protected]


Super Smash Brothers General Rules

  1. You are responsible for your own controller and name tag. A match may be restarted due to controller issues before any damage is done.
  2. By popular vote, custom moves and equipment are BANNED.  Mii Fighters are permitted and may be of any size and any custom set. You are responsible for bringing and transferring your own Mii or creating it using default Miis on the console. You may not use any racially or otherwise deliberately offensive Miis, this will be determined at TO’s discretion.
  3. Stalling is banned. Stalling is the act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while using an infinite to run out the timer rather than to score a KO is. As such, any infinite chain-grabs, locks, etc. cannot exceed 300%.
  4. Any action which prevents the game from continuing (i.e. by causing the game to crash or causing all characters to freeze indefinitely) is banned. If the Tournament Organizer or a judge can conclusively determine the player responsible for the failure, that player loses the interrupted game. Players are expected to know their characters and prevent this from happening.
  5. No player may choose a stage they have already won on in that set unless agreed upon by both players. (Dave’s Stupid Rule)
  6. Players may play on any stage they like, if both players agree to it. (Gentleman’s Clause)
  7. Coaching is allowed between matches, but not during them. Each player can only have one dedicated coach per set.
  8. You may not physically interfere with, harass, or distract your opponent during a match. If a player feels they are being harassed to an unreasonable level, this will be handled by the TO on a case-by-case basis. We are here to have fun and respectful matches. (MikeHaze Rule)
  9. If the timer runs out, the victor is determined first by stock and then by percentage.
  10. In the case that time runs out and both characters have an equal amount of lives, the character with less damage wins the match. If damages are equal, Tiebreaker conditions come into effect, specified below for each game.
  11. The winner of the match is determined by the game’s ruling.  If you are Bowser, Kirby, King Dedede or Ganondorf, and you land their suicide kills, but the game rules your opponent the victor, your opponent is the victor.


Player Priority Rules

  • If there is a dispute in controller port selection or initiating Stage Strike use the following method:
  • Teams will use a random method such as Rock-Paper-Scissors, Coin Flip, or Game and Watch Judgment, where the winner selects either first choice in port selection or first choice in stage striking. Whichever team does not receive first choice in port selection will be compensated with first choice in stage striking.
  • Note: In Doubles, port selection is ordered 1-2-2-1 fashion (with Team-1 having first choice in controller slot select, Team-2 having both second and third choice, and the final slot going to Team-1).

  1. Opponents make their character select screen choices for the first match, DOUBLE BLIND PICKS OPTIONAL.
  2. Opponents start the stage striking procedure.The stage striking order changes depending on the number of stages allowed. When reading this order, “1” is player 1 and “2” is player 2. The optimal striking orders are as follows:

7 Stages: 1-2-2-1 (Read: Player 1 strikes 1, P2 strikes 2, P1 strikes 2,  then P2 picks the last stage)

  1. The first game is played, using the stage chosen during step 2.
  2. The winner of the previous match announces his stage ban.
  3. The loser of the previous match announces the next match’s stage from either the Starter Stage List or the Counter Stage List.
  4. The winner of the previous match chooses their character.
  5. The loser of the previous match chooses their character.
  6. Repeat steps 5-7 for all proceeding matches.

 

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
Kongo Jungle 64 Team A Team A Team B 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

Smash Bros for Wii U
2 Stocks
6 minute timer
Items Off.
Team Attack ON
Mii Fighters are LEGAL. (any moveset, but standard height/weight. Movesets cannot be changed mid-set)
Customs/Equipment is BANNED.
Sets are best 2 of 3 matches, except for Top Eight, which is 3/5.
If the timer runs out, the victor is determined by percentage. In teams, each players stock/percent is added together. If a team member has been defeated by the time-out, his stock and damage will be assumed as zero.
– Resolving Ties: If percents are the same or sudden death is triggered by a non-suicide move, there will be a 1 stock, 4 minute, same characters, same stage rematch
– Suicide Ruling: If Ganondorf lands a suicide move (side-B) that KOs both opponents on the final stocks, they are declared the victor, even if the game rules him the loser. (His suicide KO moves are inescapable.)
If Bowser, Kirby or Dedede land it, the game’s ruling is the one that will be followed, as it is possible to break free. If the game rules the initiator the winner, or Sudden Death is triggered, the initiator of the move wins. If the initiator is ruled the loser, it will be assumed that the other party escaped the move in time.
(Patch 1.04 made it possible to escape from a Bowsercide)
– You are responsible for your own controller and name tag. If a match is to be restarted or paused due to controller functions, it must be agreed upon by both parties.
– You are also responsible for your own custom profiles. You are encouraged to bring a 3DS to make use of the easy transfer system. If you are unable to do so, or get a friend to assist you, please contact the TO ahead of time and a profile will be made for you.
– Stalling is banned.
– Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while using an infinite to run out the timer rather than to score a KO is. As such, any infinite chain-grabs, locks, etc. cannot exceed 300%.
– Any action which prevents the game from continuing (i.e. by causing the game to crash or causing all characters to freeze indefinitely) is banned. If the Tournament Organizer or a judge can conclusively determine the player responsible for the failure, that player loses the interrupted game. Players are expected to know their characters and prevent this from happening.
– No player may choose a stage they have already won on in that set unless agreed upon by both players. (Dave’s Stupid Rule)
– Players may play on any stage they like, if both players agree to it. (Gentleman’s Clause)- Coaching is allowed between matches, but not during them. Each player can only have one dedicated coach per set.- Coaching is allowed during matches in the crew battle, and while each player can only have one dedicated coach, teams can still coach the player as a group.
– You may not physically interfere with or harass your opponent during a match. This includes screaming. Trash talk is permitted, but discouraged. If an player feels they are being harassed to an unreasonable level, this will be handled by the TO on a case-by-case basis. We are here to have fun and respectful matches. (MikeHaze Rule)

SET FORMATS:
Determining Player Priority – If there is a dispute in initiating Stage Strike use the following method:Teams will use a random method such as Rock-Paper-Scissors, Coin Flip, or Game and Watch Judgment, where the winner selects their choice in stage striking (first or second).
Note: In Doubles, port selection is ordered 1-2-2-1 fashion (with Team-1 having first choice in controller slot select, Team-2 having both second and third choice, and the final slot going to Team-1).
1. Opponents make their character select screen choices for the first match, DOUBLE BLIND PICKS OPTIONAL.
2. Opponents start the stage striking procedure.The stage striking order changes depending on the number of stages allowed. When reading this order, “1” is player 1 and “2” is player 2. The optimal striking orders are as follows:
7 Stages: 1-2-2-1 (Read: Player 1 strikes 1, P2 strikes 2, P1 strikes 2, P2 strikes 1, Play on the remaining stage)
3. The first game is played, using the stage chosen during step 2.
4. The winner of the previous match announces his 2 stage bans.
5. The loser of the previous match announces the next match’s stage from either the Starter Stage List or the Counter Stage List.
6. The winner of the previous match chooses their character.
7. The loser of the previous match chooses their character.
10. Repeat steps 5-7 for all proceeding matches.

Stage List
1 stage ban
Starter:
Battlefield/Miiverse*
Smashville
Lylat Cruise
Town & City
Final Destination

Counterpick:
Dreamland 64
Duck Hunt
*Miiverse will be treated as a Battlefield alternate, similar to Omegas. BF will be the default, but if both players agree, Miiverse may be played on for Game 1. In counterpicking, banning one of BF/Miiverse bans the other. A player counterpicking may pick either variant.

Doubles Rules:
3 stocks
8 minute time
Items off and none.
Team attack ON.
Sets are Best 2 of 3, 3 out of 5 in Winner’s/Loser’s/Grand Finals.