Bones0
Smash Legend
Singles Stage List:
- Battlefield
- Dream Land
- Final Destination
- Fountain of Dreams
- Yoshi's Story
- Pokemon Stadium (excluded from the striking process)
Doubles Stage List:
- Battlefield
- Dream Land
- Final Destination
- Yoshi's Story
- Pokemon Stadium
Character & Stage Selection Process:
Striking:
- Alternating Character Selection* is used to determine the characters for game 1.
- Striking is done in the form A-B-B-A to determine the stage for game 1 (Player A strikes 1 stage, Player B strikes 2 stages, and Player A strikes 1 stage).
- If striking order and port priority cannot be agreed upon, one player should be randomly selected to choose the striking order or port selection order. The opponent gets to choose the order for the remaining option.
Counterpicking:
1. The winner of the previous game chooses their character.
2. The loser chooses their character.
3. The winner bans a stage.
4. The loser chooses a stage.
Bones' Stupid Rule:
- You can ban a single stage once per set, after character selection.
- You can only use your ban after either your first or second win in a best of 5.
- Bans are temporary and do not carry over to the next game's stage selection.
General Rules:
- Pause is disabled.
- Items are set to off.
- Stock count is set to 4 stocks.
- Time limit is set to 8 minutes.
- All other game rules are set to the default.
- 'Random' stage or 'Random' character are not legal selections.
- Stalling* is banned.
- Wobbling is legal up to 300%.
- Freeze Glitch is banned and results in a game loss whether it was intentional or not.
- For Doubles, Team Attack is On, and Life Stealing is allowed. Performing inputs on your teammates controller is banned.
Tiebreakers:
- If the game clock expires, the player with the most stocks wins.
- If both players have the same number of stocks when the clock runs out or if both players lose their last stock at the same time, the players should do a 1-stock, 3-minute rematch with the same characters and stage.
- If both players have the same number of stocks at the end of the tie breaker, the tie is broken by percent damage (least percent wins). In the event of percent tie, repeat the tie breaker until a winner is decided.
- Super Sudden Death does not count.
Other Rules:
- Either player may elect for a Neutral Start* at any time.
- Coaching and Harassment* are banned.
- Gentleman’s Agreements* are allowed under certain conditions.
- Players have 2 minutes to strike their stages for game 1, and 2 minutes between matches to make their character and stage selections.
- Warm-ups before a set may last no longer than a minute. Warm-ups between games are prohibited.
- Forfeiting or being disqualified may result in a player being eliminated from both Winner's and Loser's Bracket at the TO's discretion.
- If there is any dispute over which version of the game is to be used, the most common version in the region is the default (NTSC 1.2 in North America; PAL in Europe).
- In doubles, teams may request that their opponents change team colors in order to accommodate color blindness or characters becoming indistinguishable from the stage background. The team making the accommodation is given first choice of the other two team colors.
Crew Battles:
- Each crew must write down each member's character and the member they are sending in first (these cannot change once the match has begun).
- Striking is used to determine the first stage.
- The crew that lost the previous game sends in a new player. After the incoming player reveals their character selection, the opponent bans 1 of the 6 legal stages.
- The timer should be set to 9 minutes, and the winner of the previous game must finish SDing all of his necessary stocks before the 8-minute mark. Instead of doing a countdown, the player that won the previous game can begin fighting directly from his respawn platform with invulnerability.
- If a match goes to time, the player with the most stocks advances with the number of his opponent's stocks subtracted from his. For example, if a match times out with 3 stocks for player A and 1 stock for player B, player A starts the next match with 2 stocks. If both players have the same number of stocks, the player with the least % continues with 1 stock.
- Each crew is allowed to have one member at a time coach their active player mid-game.
*Alternating Character Selection: Players each select a character and can take turns altering their choice. Either player can accept the character selection at any time after their opponent's last alteration (and before their own). If this process begins to loop with neither player willing to accept any of the selections, then the players must do a double blind selection with a third party official. A double blind may not be requested as the initial means of selection.
*Neutral Start: At any point in a set, a player may request that each player gets a port that will result in neutral starting locations (this should not affect previously decided port priority). The neutral ports are 1 & 2 except for Dream Land (2 & 4) and Battlefield (3 & 4). For teams, all stages should use ports 1 & 4 vs. ports 2 & 3.
*Stalling: The following techniques are banned when used as a means of timing out the opponent: Sing Ledge Stalling (repeatedly putting the enemy to sleep), Rising Pound (no more than 2 consecutive Pounds without jumping when the intent is to reach the time limit), Peach Wall-Bombing, wall jumping on the bottom of Battlefield, Luigi Ladder (or similar techniques) in teams, and Wobbling past 300% (i.e. keeping the victim in a grabbed state). Wobbling is defined as keeping a victim in a grabbed state, and is not considered stalling in teams if the victim team has at least one player not in a wobble. The use of any of these techniques results in the immediate disqualification.
*Coaching and Harassment: Coaching includes any form of communication between a player and non-player (communicating with teammates in doubles is acceptable). Cheering from the crowd is permitted so long as it there is no form of advice or personal derogatory statements being conveyed (this does not include impersonal trash talk related to a player's gameplay). Players are not to receive coaching, including in between games, or to leave the station once a set has begun. This does not include back-to-back sets with the same opponent in Grand Finals.
*Flex Sets: A flexible set (flex set for short) is an optional character and stage selection process TOs can implement to ensure they can save as much time as possible while also having best of 5 sets when the skill levels of opponents is comparable. If a best of 3 set goes to 1-1, it is extended to a best of 5. For a more detailed explanation of flex sets, click here.
*Gentleman's Agreement: If both players can agree on a rule different from any of the above, they may play with that ruleset instead. Any rules not specifically agreed upon are assumed to be the default as dictated by this ruleset. A ruleset cannot be agreed upon if it changes the total number of games and/or makes it possible for a set to exceed 8 minutes per game. The TO should not enforce any agreements made between players; make gentleman's agreements at your own risk.
- Battlefield
- Dream Land
- Final Destination
- Fountain of Dreams
- Yoshi's Story
- Pokemon Stadium (excluded from the striking process)
Doubles Stage List:
- Battlefield
- Dream Land
- Final Destination
- Yoshi's Story
- Pokemon Stadium
Character & Stage Selection Process:
Striking:
- Alternating Character Selection* is used to determine the characters for game 1.
- Striking is done in the form A-B-B-A to determine the stage for game 1 (Player A strikes 1 stage, Player B strikes 2 stages, and Player A strikes 1 stage).
- If striking order and port priority cannot be agreed upon, one player should be randomly selected to choose the striking order or port selection order. The opponent gets to choose the order for the remaining option.
Counterpicking:
1. The winner of the previous game chooses their character.
2. The loser chooses their character.
3. The winner bans a stage.
4. The loser chooses a stage.
Bones' Stupid Rule:
- You can ban a single stage once per set, after character selection.
- You can only use your ban after either your first or second win in a best of 5.
- Bans are temporary and do not carry over to the next game's stage selection.
General Rules:
- Pause is disabled.
- Items are set to off.
- Stock count is set to 4 stocks.
- Time limit is set to 8 minutes.
- All other game rules are set to the default.
- 'Random' stage or 'Random' character are not legal selections.
- Stalling* is banned.
- Wobbling is legal up to 300%.
- Freeze Glitch is banned and results in a game loss whether it was intentional or not.
- For Doubles, Team Attack is On, and Life Stealing is allowed. Performing inputs on your teammates controller is banned.
Tiebreakers:
- If the game clock expires, the player with the most stocks wins.
- If both players have the same number of stocks when the clock runs out or if both players lose their last stock at the same time, the players should do a 1-stock, 3-minute rematch with the same characters and stage.
- If both players have the same number of stocks at the end of the tie breaker, the tie is broken by percent damage (least percent wins). In the event of percent tie, repeat the tie breaker until a winner is decided.
- Super Sudden Death does not count.
Other Rules:
- Either player may elect for a Neutral Start* at any time.
- Coaching and Harassment* are banned.
- Gentleman’s Agreements* are allowed under certain conditions.
- Players have 2 minutes to strike their stages for game 1, and 2 minutes between matches to make their character and stage selections.
- Warm-ups before a set may last no longer than a minute. Warm-ups between games are prohibited.
- Forfeiting or being disqualified may result in a player being eliminated from both Winner's and Loser's Bracket at the TO's discretion.
- If there is any dispute over which version of the game is to be used, the most common version in the region is the default (NTSC 1.2 in North America; PAL in Europe).
- In doubles, teams may request that their opponents change team colors in order to accommodate color blindness or characters becoming indistinguishable from the stage background. The team making the accommodation is given first choice of the other two team colors.
Crew Battles:
- Each crew must write down each member's character and the member they are sending in first (these cannot change once the match has begun).
- Striking is used to determine the first stage.
- The crew that lost the previous game sends in a new player. After the incoming player reveals their character selection, the opponent bans 1 of the 6 legal stages.
- The timer should be set to 9 minutes, and the winner of the previous game must finish SDing all of his necessary stocks before the 8-minute mark. Instead of doing a countdown, the player that won the previous game can begin fighting directly from his respawn platform with invulnerability.
- If a match goes to time, the player with the most stocks advances with the number of his opponent's stocks subtracted from his. For example, if a match times out with 3 stocks for player A and 1 stock for player B, player A starts the next match with 2 stocks. If both players have the same number of stocks, the player with the least % continues with 1 stock.
- Each crew is allowed to have one member at a time coach their active player mid-game.
*Alternating Character Selection: Players each select a character and can take turns altering their choice. Either player can accept the character selection at any time after their opponent's last alteration (and before their own). If this process begins to loop with neither player willing to accept any of the selections, then the players must do a double blind selection with a third party official. A double blind may not be requested as the initial means of selection.
*Neutral Start: At any point in a set, a player may request that each player gets a port that will result in neutral starting locations (this should not affect previously decided port priority). The neutral ports are 1 & 2 except for Dream Land (2 & 4) and Battlefield (3 & 4). For teams, all stages should use ports 1 & 4 vs. ports 2 & 3.
*Stalling: The following techniques are banned when used as a means of timing out the opponent: Sing Ledge Stalling (repeatedly putting the enemy to sleep), Rising Pound (no more than 2 consecutive Pounds without jumping when the intent is to reach the time limit), Peach Wall-Bombing, wall jumping on the bottom of Battlefield, Luigi Ladder (or similar techniques) in teams, and Wobbling past 300% (i.e. keeping the victim in a grabbed state). Wobbling is defined as keeping a victim in a grabbed state, and is not considered stalling in teams if the victim team has at least one player not in a wobble. The use of any of these techniques results in the immediate disqualification.
*Coaching and Harassment: Coaching includes any form of communication between a player and non-player (communicating with teammates in doubles is acceptable). Cheering from the crowd is permitted so long as it there is no form of advice or personal derogatory statements being conveyed (this does not include impersonal trash talk related to a player's gameplay). Players are not to receive coaching, including in between games, or to leave the station once a set has begun. This does not include back-to-back sets with the same opponent in Grand Finals.
*Flex Sets: A flexible set (flex set for short) is an optional character and stage selection process TOs can implement to ensure they can save as much time as possible while also having best of 5 sets when the skill levels of opponents is comparable. If a best of 3 set goes to 1-1, it is extended to a best of 5. For a more detailed explanation of flex sets, click here.
*Gentleman's Agreement: If both players can agree on a rule different from any of the above, they may play with that ruleset instead. Any rules not specifically agreed upon are assumed to be the default as dictated by this ruleset. A ruleset cannot be agreed upon if it changes the total number of games and/or makes it possible for a set to exceed 8 minutes per game. The TO should not enforce any agreements made between players; make gentleman's agreements at your own risk.
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