- 128-person double-elimination tournament spread across four 32-person pools with a top 8 pool on Saturday night
- Game Rules
- Settings
- 3 stocks, 7:00-minute timer
- Custom Balance: Off
- Team Attack: On
- Damage Ratio: 1.0x
- Final Smash Meter: Off
- Items: Off and None
- Pause: Off
- Radar: Default (Big*)
- Small radar does not warrant a match reset and is also acceptable
- Stage Morph: Off
- Stage Hazards: Off
- Stage Clause: Players cannot return to any stage they won on unless mutually agreed to (Full DSR with Gentleman's)
- Stage List
- Starter Stages
- Final Destination * **
- Battlefield * **
- Hollow Bastion
- Pokémon Stadium 2
- Small Battlefield
- Counterpick Stages
- Smashville
- Town & City
- * On counterpick, Omega and Battlefield forms of most stages may be used in place of Final Destination and Battlefield, respectively. If Final Destination or Battlefield is banned, the alternate form of the stage is banned as well.
- ** The following Omega and Battlefield forms are prohibited (either due to glitches with 2D stages, strange camera mechanics, or music copyright restrictions): Dream Land GB, Duck Hunt, Flat Zone X, Fourside, Garreg Mach Monastery, Green Hill Zone, Hanenbow, Magicant, Mario Maker, Midgar, Mute City SNES, New Pork City, Onett, Pac-Land, Pilotwings, and Windy Hill Zone.
- Starter Stages
- Settings
- Set Procedure
- Players select their characters. Either player may elect to do Double-Blind Character Selection (see section 3.4).
- Use Starter Stage Striking to determine the first stage.
- The players play the first game of the set.
- The winning player of the preceding game may choose to change characters.
- The losing player of the preceding game may choose to change characters.
- The winning player of the preceding came bans 2 stages in Best of 3, 1 stage in Best of 5. The losing player of the preceding game picks a stage from the remaining options (including counterpick stages) for the next game.
- The next game is played.
- Repeat Steps 4 through 7 for all subsequent games until the set is complete.
- Additional Rules
Set Length All tournament sets are best-of-3 games until a top cut, where sets are extended to best-of-5 games. (TOs may forgo Bo5 sets due to time constraints.)
Stage Striking In the first game of a set, players strike from the list of starter stages in a 1-2-1 pattern to determine which stage to play on. (Players can play one round of Rock-Paper-Scissors to determine who strikes first.) For subsequent games, the winner of the previous game may ban 2 stages from the full list of starters and counterpicks. The loser then selects a stage from those remaining. These bans do not persist for the entire set. When counterpicking, players cannot choose the stage they most recently won on.
Gentleman’s Clause Players may agree to play on any legal stage at any point during the set.
Double-Blind Character Selection Either player may request a double-blind selection. In this situation, a referee or third party will be secretly told each player’s character choices for the first round. Both players then select their character, with the referee validating the selections.
Mii Fighter Clause Mii Fighters must be created using Guest Miis and should be named based on the moves being used (in the format “xxxx”). Any combination of moves may be used, and switching moves is treated the same as switching characters. Mii players must clarify/explain movesets to opponents upon request.
Squad Strike In Squad Strike events, 3 stocks are replaced with Tag Team in the rules. The number of fighters is set to 3v3. A player may not use both a character and their Echo Fighter on the same team.
Pausing
Pause setting should be off. However, if it is not, pausing is only legal while either player remains on their own respawn platform, and it is only allowed to summon a tournament official or correct 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.Stalling
Stalling, or intentionally making the game unplayable, is banned and defined at the discretion of tournament staff. Stalling includes, but is not limited to, becoming invisible, continuing infinites past 300%, and staying in a position your opponent cannot reach. Stalling will result in a forfeit of the game for the player that initiated the action.Self-Destruct Moves If a game ends with a self-destruct move, the results screen will determine the winner.
Sudden Death 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 Sudden Death do not count. If Sudden Death occurs in a Sudden Death game, this process is repeated.
Stock Sharing 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.Alting
You will be immediately disqualified from the tournament with no refunds if you are found using an alternate tag or hide your identity to manipulate the bracket/seeding. The only exception to this rule is if the player notifies a TO before registration ends.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.
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 the closest approximation.
Team Color Request Clause Players may request that their opponent change colors to accommodate colorblindness 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. Examples: Request Cloud to pick green team to be able to distinguish if limit is charged, request Sonic on blue team to prevent confusion, etc.
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.
Counterpicking Each player is designated 30 seconds between each game 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 risk a game loss.
Coaching Violations
Coaching is not permitted during the duration of a tournament set. If coaching occurs during this window, they will receive penalties as outlined below:* **1st offense**: Verbal warning to the player and the coach. This warning persists for the entire event. * **2nd offense**: Player receives a game loss. * **3rd offense**: Player and offending coach receive complete disqualification from the eventTardiness
Anyone who is not present for their set when called is subject to disqualification.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. You are HIGHLY encouraged to wire your pro controllers because they will get heavy interference during larger tournaments. Disconnect or disassemble wireless controllers after matches to prevent accidental reconnects.
Legal Controllers As long as a controller provides no undue advantage that standard controllers can’t replicate, it’s legal. It is recommended that you plug in your Switch Pro Controller to play during events to prevent wireless interference and reconnecting issues after your set is over.
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.Misinterpretation/Misconfiguration
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 1.1. It is the players’ responsibility to ask the TO for any clarification of the rules in the event of a disagreement. Once a game is completed, the results are final barring extreme circumstances. If you suspect settings are incorrect, do not play the game through--reset, fix, and start again.Behavioral Standards Players are expected to abide by the WWA Code of Conduct. Misbehavior will be handled in accordance with the Code.
Final Rulings TOs reserve the right to alter any of these rules or enact others during the event if necessary.