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Smash Singles
2-7 Entrants - 100
8-19 Entrants - 65/35
20-44 Entrants - 58/28/14
45-66 Entrants - 55/27/12/6
67-103 Entrants - 53/23/10/6/4/4
104+ Entrants - 50/22/10/6/4/4/2/2
Smash Teams
8 Teams or less - 70/30
9-19 Teams - 60/30/10
20-29 Teams - 55/25/15/5
30-39 Teams - 53/23/10/6/4/4
40+ Teams - 50/22/10/6/4/4/2/2
Squad Strike
$25/$15/$10/$5
SMASH ULTIMATE RULES & SETTINGS
Stock and time are set to 3 stocks and 7 minutes 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
--Starter Stages
Battlefield
Town & City
Small Battlefield
Smashville
Pokémon Stadium 2
--Counterpick Stages
Final Destination
Hollow Bastion
Kalos Pokemon League
Stage Selection Clauses
Winner of the previous game will ban 3 stages
Players are allowed to counterpick to the most recent stage that they won on
Omega and Battlefield forms may be used in place of Final Destination and Battlefield, respectively. If Final Destination or Battlefield are struck, their respective alternate form is also unavailable for that game. SET PROCEDURE
Players select their characters. Either player may elect to do Double-Blind Character Selection (see section 3.5)
Use Starter Stage Striking to determine the first stage.
The players play the first game of the set. Winning player of the preceding game strikes one stage (when applicable).The losing player of the preceding game picks a stage for the next game.
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 next game is played.
Repeat Steps 4 through 8 for all subsequent games until the set is complete.
ADDITIONAL RULES
SET RULES
All tournament sets will be a best-of-3 games, until a top cut where games are extended to best-of-5 games.
STAGE STRIKING
In the first game of a set, players/teams strike from the list of starter stages in a 1-2-1 pattern to determine which stage to play on. Players can play best-of-1 Rock-Paper-Scissors to determine who strikes first. For subsequent games, the winner of the previous game may strike two stages from the full list of starters and counterpicks. The loser then selects a stage from those remaining. These strikes do not persist for the entire set.
STAGE NOTE (No DSR)
Players/teams may select the last stage they have won on during the set.
GENTLEMENâS AGREEMENT
Players/teams may agree to play on any starter stage for the first game, rather than stage striking. Players/teams may also agree to play on any starter or counterpick stages on subsequent games, even if the stage clause would otherwise prevent it. No illegal stages may be used for a tournament match for any reason.
Mii FIGHTERS
Mii Fighters must be created using Guest Miis and their name should contain the moves being used in the format âxxxxâ. Any combination of moves may be used, and switching moves should be treated the same as switching characters.
SQUAD STRIKE
If playing a Squad Strike event, 3 stocks are replaced with Tag Team in the rules. Number of fighters is set to 3v3. A player may not use both a character and their Echo on the same team.
PAUSING Pause setting should be 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 player who pauses forfeits 2 stocks.
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%, planking, 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.
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 300% Sudden Death do not count. If Sudden Death occurs in a Sudden Death game, this process is repeated.
STOCK SHARING Taking an partnerâs stock is allowed in doubles. âGrab and Goâ Clause In doubles, players may not switch controllers with their teammate.
MISSING TEAMMATE If a playerâs 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/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 (i.e. both players want to use green Fox), the players will play one RPS game to determine who gets the color.
TEAM COLOR
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 doesnât have a color option (Example: there is no blue Fox color), we recommend those teams use a color that is available to that character.
TEAM COLOR REQUEST
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, or having Sonic on blue team to prevent confusion.
WARM-UPS
Warm-up periods, button checks, and âhandwarmersâ 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 receive 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 event
TARDINESS
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.
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
The Switch Pro Controller, Joycons, and GameCube Controller are all 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 playersâ 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.
FINAL RULINGS
If any unforeseen situations occur, judgment of Tournament Staff/TO 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.)