Pixel Expo

Super Smash Bros. for WiiU/3DS Rules

Game Settings

  • Mode: Stock
  • Stocks: 2 for singles, 3 for doubles.
    • Tournament Organiser reserves the right to alter the stock settings prior to the commencement of the tournament, for time constraint reasons.
  • Stock Timer: 6 minutes for 2 stock, 8 minutes for 3 stock
  • Friendly Fire: On
  • Pause: May be set to Off at the request of any player
  • Customisations: Off
  • Handicap: Off
  • Launch Rate: 1.0
  • Items: All items set to Off, appearance rate set to None

Stage List

  • Final Destination/Omega Stages
  • Battlefield
  • Smashville
  • Town & City
  • Lylat Cruise
  • Dreamland 64
  • Duck Hunt

Set Procedure

  1. Players select their characters. Any player may elect to do Double Blind Character Selection.
  2. Use Stage Striking to determine the first stage.
  3. The players play the first game of the set.
  4. The winning player/team of the previous game may ban one stage from the stage list. This action overrides any previous stage bans in this set (though a player/team may elect to ban the same stage they had done so previously). The banned stage may not be picked by the opposing player/team.
  5. The losing player/team of the previous game picks a stage for the next game.
  6. The winning player/team of the previous game may choose to change characters.
  7. The losing player/team of the previous game may choose to change characters.
  8. The next game is played.
  9. Repeat Steps 4 through 8 for all subsequent games until the set is complete.

Additional Rules and Clarifications

  • Set Length: The default set length is best of 3 games (the first player to win 2 games wins the set), and best of 5 games (the first player to win 3 games wins the set) for the final rounds of the tournament. By default the final rounds are the matches between the top 8 players (winners’ bracket starting from semfinals, losers’ bracket starting from the match preceding quarterfinals) at major events, and between the top 4 players (winners’ finals, losers’ semifinals, losers’ finals, grand finals) at other events. The tournament organiser may change this default length at their discretion.
  • Double Blind Character Selection:​ Any player may request that a double blind selection occur for the first game of a set. In this situation, a 3rd party should be told, in secret, each of player’s character choices for the first game. All players are to then select their character for the first game, with the 3rd party validating that the character selected is the same as their word.
  • Counterpick Stages: Note that, unlike most smash rulesets, there is no distinction in this ruleset between starter and counterpick stages. All stages on the stagelist are considered starter, and can be struck or played on in game 1. Stage striking is done in a 2-3-1 format as explained below.
  • Omega Stages: All Omega stages are considered the same stage as Final Destination for the purposes of stage banning. In the event of a dispute about which Omega stage to play on in game 1, players should play on Final Destination
  • Stage Striking: ​Stage striking is done in a 2-3-1 format. Players/teams play Rock-Paper-Scissors; the winning player/team chooses whether to strike first or second. The player/team striking first eliminates two stages from the list. The player/team striking second then eliminates three stages from the remaining five. Finally, the player/team striking first picks the first stage for the set from the remaining two stages.
  • Modified Dave’s Stupid Rule:​ A player/team may not pick the stage they most recently won on during the same set, unless agreed to by the opposing player/team.
  • Timic Clause: Any stage may be picked if agreed to by all players.
  • Mii Fighters:
    • All Mii fighters must be made using Guest Miis only.
    • Mii fighters must not be using any equipment.
    • Any combination of custom special moves is allowed for Mii fighters.
    • Switching to a different Mii fighter (even of the same Brawler/Swordfighter/Gunner variety), or editing a Mii fighter that is in use is considered a change of character. This may be done whenever it is a player’s turn to select their character, and only at this time.
  • Suicide Moves and Sudden Death: The winner of each game is determined by the results screen in all cases, except when the players are presented with sudden death. When the players are presented with sudden death, the results screen is ignored and the following rules are used to determine the winner:
    • In the case that the game timer expired, the winner is the player/team with the lowest damage percentage (lowest combined damage percentage in doubles). Note that stock lead still takes precedence over this rule, as if a player/team has a stock lead when the timer expires, the game will not enter sudden death.
    • In the case that players died on the same frame without the game timer expiring (regardless of whether or not a suicide move was involved), or in the case that players/teams had equal combined damage percentages when the timer expired, a tiebreaker game will be played to determine the winner. The tiebreaker game is played on the same stage with the same characters, with the stock count set to 1 and the stock timer set to 3 minutes. The winner of the tiebreaker game is determined in the same way the winner of a normal game is determined (in extremely rare cases this will result in an additional tiebreaker game being played).
    • Each player/team may use a suicide move to force sudden death once within each game and any tiebreakers linked to that original game. If a player/team uses a suicide move to force sudden death during a tiebreaker game after having already done so during the original game or in any of the tiebreakers linked to the one being decided, that player/team forfeits that game instead of playing an additional tiebreaker game.