Overswarm
is laughing at you
- Joined
- May 4, 2005
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The ruleset can be found here:
http://www.smashboards.com/showthread.php?t=187735
The voting on the stages was based off of discussion, with the options being Starter, Counterpick, Banned, or to not vote at all. To be solidified as a Starter, Counterpick, or Banned stage, a stage needed to have at least 2/3rds majority (66.67%). If a stage did not, it would be split into two categories and the TO using the rule list would have to choose which category he prefered it to be in. No stage had equal or even close to equal votes for all three categories at once.
All stages were voted on with the intent of every ruleset using the stage striking system.
The layout below is listed in this manner:
Stage: Starter - Counterpick - Banned
You may notice some odd votes, such as Battlefield getting a vote for banned (Thanks, AOB) or New Pork City getting two votes for Starter (Iggy and Joshu). That's because the SBR has a sense of humor like everyone else. I'm leaving the votes as is without removing the joke votes for posterity, but rest assured that a revote would have been done if anything would have ever been decided by these "joke" votes.
Battlefield: 47-0-1
Smashville: 24-0-1
Hyrule Temple: 0-0-16
New Pork City: 2-1-20
Mario Bros: 2-0-22
Castle Siege: 14-16-1*
Final Destination: 26-2-1
Luigi's Mansion: 0-30-8
Halberd: 18-16-0*
Wario Ware: 0-2-33
Spear Pillar: 1-0-31
Corneria: 1-27-9
Shadow Moses: 0-6-29
Rainbow Cruise: 0-30-1
Pokémon Stadium 1: 16-14-2*
Frigate Orpheon: 1-29-0
Yoshi's Island (Wii): 37-0-0
Norfair: 1-27-0
Flat Zone 2: 1-1-22
Mario Circuit: 0-14-11*
Onett 0-10-12*
Brinstar 1-20-0
75m 2-2-24
Skyworld 0-12-8*
Pirate Ship: 2-18-4
Delfino 10-12-0*
Pokémon Stadium 2 2-21-2
Yoshi's Island (Pipes) 0-15-6
Jungle Japes 0-14-1
Distant Planet 0-20-10 (66.67%!)
Bridge of Eldin 0-2-25
Pictochat 0-25-9
Green Greens 0-10-11*
Port Town Aero Dive 0-13-15*
Rumble Falls 0-3-21
The Summit 0-2-20
Lylat Cruise 16-9-0*
Mushroomy Kingdom I 0-0-19
Green Hill Zone 0-17-3
Big Blue 0-3-17
Hanenbow 0-5-16
Mushroomy Kingdom II 0-0-21
For Doubles Only:
Hanenbow: 0-9-8*
Stages with asterisks had close votes, and therefore can be used in more than one category.
------------------------------
Stages become Starter stages when it is agreed by a 2/3 majority in the SBR that each stage is overall a fair stage with only minimal advantages and disadvantages given that has an overall low number of hazards, ineffective hazards, or basic hazards that can be predicted and implemented into a strategy.
Stages become Counterpick stages when it is agreed by a 2/3 majority in the SBR that they are not an overall fair stage in that they give specific advantages and disadvantages to certain types of characters, so much so that it can influence the match directly. Or, that the stage has hazards that disrupt play to such an extent that it cannot be assumed the player can avoid them with minimal effort or the hazards have such incredible damage and knockback that they can directly influence the outcome of a match.
Stages become Banned stages when it is agreed by a 2/3 majority in the SBR that they are not a fair or competitive stage at all, in that certain characters can easily have a near 100% win rate against others at top level play or that a large majority of the cast cannot actively be played on this stage, or that the stage simply requires such a radical change in gameplay that players cannot be reasonably expected to adapt (such as the Cave of Immortality in Hyrule Temple). Hazards can also cause a stage to be banned if they are random in nature and thus directly disrupting gameplay on a consistent basis, or if they are so powerful and/or unavoidable that they directly determine the outcome of a match on a consistent basis.
Starter
Battlefield
Smashville
Final Destination
Castle Siege*
Halberd*
Pokémon Stadium 1*
Yoshi's Island
Delfino*
Lylat Cruise*
All of the above starter stages were deemend to have very little, if any, effect on the outcome of the match. Games on these stages are generally up to the player's skill, and while some characters prefer one or more stages listed above we believe the stage striking system combined with rudimentary knowledge of your opponent's character gives you the ability to remove any disadvantages these stages could potentially give you.
Looking for a specific stage? Hit Ctrl+F on your keyboard to use the "find" function!
Counter
Castle Siege*
Castle Siege, due to the poor ledges on the first transformation and the walk-off section for the second transformation, was deemed to be too influential to a game's outcome to be listed as a Starter 100% of the time. We understand why some TOs would want to make this a counterpick. However, the effects of this stage do not influence the game in such a negative manner that it needed to be banned.
Luigi's Mansion
Luigiu's Mansion, due to its psuedo "cave of immortality" effects, unique projectile stopping pillars, and the fact that matches generally take much longer led this to be a counterpick.
Halberd*
As it is a moving stage with a floor you can jump through and several hazards, we felt that while it could work as a Starter it influences the game enough to where a TO may want to make it a counterpick.
Corneria
While the wall on the right is dangerous and the ceiling is low on top of the fin, we do not believe these are uncontrollable aspects of the stage and therefore it should not be banned. If you wish to camp the wall in hopes of getting off an infinite, you must put your back to the blast zone that is incredibly close to that side of the stage.
Rainbow Cruise
The lack of available ledges and need for a strong aerial game make this stage too unfair for many characters to last as a starter. However, this makes it a great counterpick.
Pokémon Stadium 1*
This level is a fair level, but it has odd ledges that hurt gameplay and transformations that nearly force your opponent to camp. As such, it ended up in both Starter and Counterpick categories.
Frigate Orpheon
Due to the lack of ledge on the right side of the first transformation and the potential danger of stage flipping for bad recoveries, this was placed as a counterpick.
Norfair
The consistent wave of hazards pushed this into the counterpick category; the multiple ledges giving strong advantages to those with poor recoveries also played a role.
Port Town Aero Dive*
This stage doesn't have ledges for many sections, so was automatically out of the running for being a starter. The cars, while avoidable, are incredibly strong and this ended up in both the counterpick and banned category.
Mario Circuit*
The small stages and walk-off edges made this a tough call, placing it on both the counterpick and banned lists.
Onett*
The large amount of walls and consistent hazards placed this in the counterpick list, and the walk-off edges facing a wall meant edge camping would be a serious threat to many members in the SBR, which placed it in the banned list.
Brinstar
The uneven ground completely changes how aerials are canceled, and the lava can be a strong influence on the match; this placed it in the counterpick list.
Skyworld*
The ability to spike people from the stage through the clouds made this an instant ban for many in the SBR, but after closer looks we found that it is possible to destroy the top plats for saftey and the ability to tech, DI strongly, or fight elsewhere led this to being a viable counterpick as well.
Pirate Ship
The unique layout and features of this stage such as water, strong hazards, tall platforms, etc., placed this in the counterpick list.
Delfino*
Due to this being a moving stage with several walk-offs, water sections, and ledge-filled areas, it was placed in both the Starter and the Counterpick list.
Pokémon Stadium 2
The transformations were deemed to have too strong an effect on the match to be placed as a Starter, but not strong enough to merit a ban.
Yoshi's Island (Pipes)
This stage originally was in both the counterpick/banned category, but after a revote it was decided that this stage was a unique counterpick that was very effective against light characters (especially Metaknight); worries of D3's chain grab existed, but were not enough to warrant placing this in the ban category.
Jungle Japes
The water and high ceiling made this a counterpick.
Distant Planet
The unique layout and slanted hill on the left side combined with the addition of items (the pill things) put this in the counterpick list.
Pictochat
The frequent transformations have too great an effect on the match to let this be a neutral, but not enough to ban the stage.
Green Greens*
Due to the small ceiling and close blast zones on the edges combined with the bombs and blocks falling on either side, this was placed in both counterpick and banned.
Lylat Cruise*
The tilting of this stage and overall janky ledges led this to being placed in both Starter and counterpick.
Green Hill Zone
The odd layout, break-away floor, and checkpoints led to this being a counterpick.
Banned
Hyrule Temple
New Pork City
These stages were both huge and had strong elements of circle camping as well as a cave of immortality.
Mario Bros.
The cave of immortality, walk-off edges, and incredibly damaging hazards/items led to this being banned.
Wario Ware
Being randomly given a reward allowed you to potentially get screwed over by getting a megamushroom while your opponent gets a starman, and for this it is banned.
Spear Pillar
Reversing your controls has too strong an impact on the match, and it doesn't help that there is a cave of immortality on the stage.
Shadow Moses
The walls are very close together and the impact that characters with chaingrabs and infinites have on this stage is undeniable; it becomes almost necessity for your character to have some sort of infinite to play well on this stage.
Flat Zone 2
The hazards are quick, hard to read, and do ridiculous damage and knockback.
75m
The this stage is incredibly large and makes for easy circle camping.
Rumble Falls
It was decided that the player is forced to fight against the stage far too often to make this a viable counterpick.
The Summit
The lack of edges and a OHKO hazard led this to being banned.
Mushroomy Kingdom I & II
The side scrolling properties of this stage with the addition of walls led for easy grab and infinite KOs; MKII also had a low ceiling for several points that made vertical KOs far too easy to achieve.
Big Blue
The stage layout itself was deemed too intrusive to allow this as a counterpick, as players had to fight the stage transformations and hazards as much, if not more, as the player.
Hanenbow
The ability to circle camp showed itself here as well as the irritating effect of moving the ledges away from characters with damaging up+bs.
After a doubles vote, we decided that these problems were not as apparent in a teams match and, should a TO desire, they could place this on the counterpick list for doubles only.
Bridge of Eldin
There were many factors leading to this stage being banned, most of them minor by thesmelves but combined led to matches inevitably reaching the time limit nearly 100% of the time. The time limit is in place to keep matches from going on too long, not as a set time for how long a game should take. BoE nearly prevents games at a competitive level from finishing, and this is not good for a tournament environment. This is all on top of Dedede having an easy chain grab in either direction leading to nearly 2/3rds of the cast losing a stock off of one grab.
---
For people who want to C/P:
SBR Recommended Ruleset
Super Smash Brothers: Brawl (singles and doubles)
The following list was created by members of the Smash Back Room (SBR). Each rule was debated and voted upon in separate topics. While it is always up to the Tournament Organizers (TO) to determine the rules that best fit their tournaments, we recommend these rules be used as a base guideline to new and experienced TO's alike.
General rules:
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 doing an infinite grab endlessly against a wall is. Any infinite chain grabs most end quickly after 300% has been reached so as to prevent excessive stalling.
Set format (In Order of Procedure):
1. Opponents choose their characters for the first match *
2. Opponents start the stage striking procedure
3. Each player may announce one stage to be banned for counterpicks of the set
4. The first game is played, using the stage chosen during step 2
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
8. Repeat steps 5-7 for all proceeding matches
*Double blind character selection may be called for the first match
Stage Lists
TOs must move stages from the starter/counterpick into either the starter or counterpick categories and must move stages from counterpick/banned into either the counterpick or banned categories.
Stages in the Starter/Counter and Counter/Banned list did not receive 2/3 majority, and therefore you are given the option to put those stages in either category, as we did not come to a consensus on it.
The SBR Recommended rule list uses the stage striking system. In this system, players take turns striking stages from the starter list until only one remains; these stages are not banned and can be counterpicked later in the set. There must be an odd number of starter stages.
Starter
Battlefield
Final Destination
Smashville
Yoshi's Island
Starter/Counter
Castle Siege
Delfino
Halberd
Lylat Cruise
Pokémon Stadium 1
Counter
Brinstar
Corneria
Distant Planet
Frigate Orpheon
Green Hill Zone
Jungle Japes
Luigi's Mansion
Norfair
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Yoshi's Island (Pipes)
Counter/Banned
Green Greens
Mario Circuit
Onett
Port Town Aero Dive
Skyworld
Banned
75m
Big Blue
Bridge of Eldin
Flat Zone 2
Hanenbow
Hyrule Temple
Mario Bros.
Mushroomy Kingdom I
Mushroomy Kingdom II
New Pork City
Rumble Falls
Shadow Moses
Spear Pillar
The Summit
Wario Ware
Additional Rules for Double's Play
Optional Rules
Some rules were discussed in the SBR but were not deemed to be important enough to consider staples to a rule set, or were considered to be too intrusive to be common. We recommended you include any of the following optional rules you deem to be necessary and modify them as needed.
Notes
http://www.smashboards.com/showthread.php?t=187735
The voting on the stages was based off of discussion, with the options being Starter, Counterpick, Banned, or to not vote at all. To be solidified as a Starter, Counterpick, or Banned stage, a stage needed to have at least 2/3rds majority (66.67%). If a stage did not, it would be split into two categories and the TO using the rule list would have to choose which category he prefered it to be in. No stage had equal or even close to equal votes for all three categories at once.
All stages were voted on with the intent of every ruleset using the stage striking system.
The layout below is listed in this manner:
Stage: Starter - Counterpick - Banned
You may notice some odd votes, such as Battlefield getting a vote for banned (Thanks, AOB) or New Pork City getting two votes for Starter (Iggy and Joshu). That's because the SBR has a sense of humor like everyone else. I'm leaving the votes as is without removing the joke votes for posterity, but rest assured that a revote would have been done if anything would have ever been decided by these "joke" votes.
Battlefield: 47-0-1
Smashville: 24-0-1
Hyrule Temple: 0-0-16
New Pork City: 2-1-20
Mario Bros: 2-0-22
Castle Siege: 14-16-1*
Final Destination: 26-2-1
Luigi's Mansion: 0-30-8
Halberd: 18-16-0*
Wario Ware: 0-2-33
Spear Pillar: 1-0-31
Corneria: 1-27-9
Shadow Moses: 0-6-29
Rainbow Cruise: 0-30-1
Pokémon Stadium 1: 16-14-2*
Frigate Orpheon: 1-29-0
Yoshi's Island (Wii): 37-0-0
Norfair: 1-27-0
Flat Zone 2: 1-1-22
Mario Circuit: 0-14-11*
Onett 0-10-12*
Brinstar 1-20-0
75m 2-2-24
Skyworld 0-12-8*
Pirate Ship: 2-18-4
Delfino 10-12-0*
Pokémon Stadium 2 2-21-2
Yoshi's Island (Pipes) 0-15-6
Jungle Japes 0-14-1
Distant Planet 0-20-10 (66.67%!)
Bridge of Eldin 0-2-25
Pictochat 0-25-9
Green Greens 0-10-11*
Port Town Aero Dive 0-13-15*
Rumble Falls 0-3-21
The Summit 0-2-20
Lylat Cruise 16-9-0*
Mushroomy Kingdom I 0-0-19
Green Hill Zone 0-17-3
Big Blue 0-3-17
Hanenbow 0-5-16
Mushroomy Kingdom II 0-0-21
For Doubles Only:
Hanenbow: 0-9-8*
Stages with asterisks had close votes, and therefore can be used in more than one category.
------------------------------
Stages become Starter stages when it is agreed by a 2/3 majority in the SBR that each stage is overall a fair stage with only minimal advantages and disadvantages given that has an overall low number of hazards, ineffective hazards, or basic hazards that can be predicted and implemented into a strategy.
Stages become Counterpick stages when it is agreed by a 2/3 majority in the SBR that they are not an overall fair stage in that they give specific advantages and disadvantages to certain types of characters, so much so that it can influence the match directly. Or, that the stage has hazards that disrupt play to such an extent that it cannot be assumed the player can avoid them with minimal effort or the hazards have such incredible damage and knockback that they can directly influence the outcome of a match.
Stages become Banned stages when it is agreed by a 2/3 majority in the SBR that they are not a fair or competitive stage at all, in that certain characters can easily have a near 100% win rate against others at top level play or that a large majority of the cast cannot actively be played on this stage, or that the stage simply requires such a radical change in gameplay that players cannot be reasonably expected to adapt (such as the Cave of Immortality in Hyrule Temple). Hazards can also cause a stage to be banned if they are random in nature and thus directly disrupting gameplay on a consistent basis, or if they are so powerful and/or unavoidable that they directly determine the outcome of a match on a consistent basis.
Starter
Battlefield
Smashville
Final Destination
Castle Siege*
Halberd*
Pokémon Stadium 1*
Yoshi's Island
Delfino*
Lylat Cruise*
All of the above starter stages were deemend to have very little, if any, effect on the outcome of the match. Games on these stages are generally up to the player's skill, and while some characters prefer one or more stages listed above we believe the stage striking system combined with rudimentary knowledge of your opponent's character gives you the ability to remove any disadvantages these stages could potentially give you.
Looking for a specific stage? Hit Ctrl+F on your keyboard to use the "find" function!
Counter
Castle Siege*
Castle Siege, due to the poor ledges on the first transformation and the walk-off section for the second transformation, was deemed to be too influential to a game's outcome to be listed as a Starter 100% of the time. We understand why some TOs would want to make this a counterpick. However, the effects of this stage do not influence the game in such a negative manner that it needed to be banned.
Luigi's Mansion
Luigiu's Mansion, due to its psuedo "cave of immortality" effects, unique projectile stopping pillars, and the fact that matches generally take much longer led this to be a counterpick.
Halberd*
As it is a moving stage with a floor you can jump through and several hazards, we felt that while it could work as a Starter it influences the game enough to where a TO may want to make it a counterpick.
Corneria
While the wall on the right is dangerous and the ceiling is low on top of the fin, we do not believe these are uncontrollable aspects of the stage and therefore it should not be banned. If you wish to camp the wall in hopes of getting off an infinite, you must put your back to the blast zone that is incredibly close to that side of the stage.
Rainbow Cruise
The lack of available ledges and need for a strong aerial game make this stage too unfair for many characters to last as a starter. However, this makes it a great counterpick.
Pokémon Stadium 1*
This level is a fair level, but it has odd ledges that hurt gameplay and transformations that nearly force your opponent to camp. As such, it ended up in both Starter and Counterpick categories.
Frigate Orpheon
Due to the lack of ledge on the right side of the first transformation and the potential danger of stage flipping for bad recoveries, this was placed as a counterpick.
Norfair
The consistent wave of hazards pushed this into the counterpick category; the multiple ledges giving strong advantages to those with poor recoveries also played a role.
Port Town Aero Dive*
This stage doesn't have ledges for many sections, so was automatically out of the running for being a starter. The cars, while avoidable, are incredibly strong and this ended up in both the counterpick and banned category.
Mario Circuit*
The small stages and walk-off edges made this a tough call, placing it on both the counterpick and banned lists.
Onett*
The large amount of walls and consistent hazards placed this in the counterpick list, and the walk-off edges facing a wall meant edge camping would be a serious threat to many members in the SBR, which placed it in the banned list.
Brinstar
The uneven ground completely changes how aerials are canceled, and the lava can be a strong influence on the match; this placed it in the counterpick list.
Skyworld*
The ability to spike people from the stage through the clouds made this an instant ban for many in the SBR, but after closer looks we found that it is possible to destroy the top plats for saftey and the ability to tech, DI strongly, or fight elsewhere led this to being a viable counterpick as well.
Pirate Ship
The unique layout and features of this stage such as water, strong hazards, tall platforms, etc., placed this in the counterpick list.
Delfino*
Due to this being a moving stage with several walk-offs, water sections, and ledge-filled areas, it was placed in both the Starter and the Counterpick list.
Pokémon Stadium 2
The transformations were deemed to have too strong an effect on the match to be placed as a Starter, but not strong enough to merit a ban.
Yoshi's Island (Pipes)
This stage originally was in both the counterpick/banned category, but after a revote it was decided that this stage was a unique counterpick that was very effective against light characters (especially Metaknight); worries of D3's chain grab existed, but were not enough to warrant placing this in the ban category.
Jungle Japes
The water and high ceiling made this a counterpick.
Distant Planet
The unique layout and slanted hill on the left side combined with the addition of items (the pill things) put this in the counterpick list.
Pictochat
The frequent transformations have too great an effect on the match to let this be a neutral, but not enough to ban the stage.
Green Greens*
Due to the small ceiling and close blast zones on the edges combined with the bombs and blocks falling on either side, this was placed in both counterpick and banned.
Lylat Cruise*
The tilting of this stage and overall janky ledges led this to being placed in both Starter and counterpick.
Green Hill Zone
The odd layout, break-away floor, and checkpoints led to this being a counterpick.
Banned
Hyrule Temple
New Pork City
These stages were both huge and had strong elements of circle camping as well as a cave of immortality.
Mario Bros.
The cave of immortality, walk-off edges, and incredibly damaging hazards/items led to this being banned.
Wario Ware
Being randomly given a reward allowed you to potentially get screwed over by getting a megamushroom while your opponent gets a starman, and for this it is banned.
Spear Pillar
Reversing your controls has too strong an impact on the match, and it doesn't help that there is a cave of immortality on the stage.
Shadow Moses
The walls are very close together and the impact that characters with chaingrabs and infinites have on this stage is undeniable; it becomes almost necessity for your character to have some sort of infinite to play well on this stage.
Flat Zone 2
The hazards are quick, hard to read, and do ridiculous damage and knockback.
75m
The this stage is incredibly large and makes for easy circle camping.
Rumble Falls
It was decided that the player is forced to fight against the stage far too often to make this a viable counterpick.
The Summit
The lack of edges and a OHKO hazard led this to being banned.
Mushroomy Kingdom I & II
The side scrolling properties of this stage with the addition of walls led for easy grab and infinite KOs; MKII also had a low ceiling for several points that made vertical KOs far too easy to achieve.
Big Blue
The stage layout itself was deemed too intrusive to allow this as a counterpick, as players had to fight the stage transformations and hazards as much, if not more, as the player.
Hanenbow
The ability to circle camp showed itself here as well as the irritating effect of moving the ledges away from characters with damaging up+bs.
After a doubles vote, we decided that these problems were not as apparent in a teams match and, should a TO desire, they could place this on the counterpick list for doubles only.
Bridge of Eldin
There were many factors leading to this stage being banned, most of them minor by thesmelves but combined led to matches inevitably reaching the time limit nearly 100% of the time. The time limit is in place to keep matches from going on too long, not as a set time for how long a game should take. BoE nearly prevents games at a competitive level from finishing, and this is not good for a tournament environment. This is all on top of Dedede having an easy chain grab in either direction leading to nearly 2/3rds of the cast losing a stock off of one grab.
---
For people who want to C/P:
SBR Recommended Ruleset
Super Smash Brothers: Brawl (singles and doubles)
The following list was created by members of the Smash Back Room (SBR). Each rule was debated and voted upon in separate topics. While it is always up to the Tournament Organizers (TO) to determine the rules that best fit their tournaments, we recommend these rules be used as a base guideline to new and experienced TO's alike.
General rules:
- 3 Stock
- 8 minute timer
- Items are set to "off" and "none"
- All sets with the possible exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above is recommended for any "finals" matches)
- In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors
- No player may choose a stage they have already won on in that set unless agreed upon by both players.
- In team matches, the ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port.
- If the timer runs out, the victor is determined first by stock and then by percentage.
- Metaknight's Infinite Cape glitch is banned.
- If a game ends with Bowser doing his suicide klaw and it ends in sudden death, the sudden death will be ignored and that game will count as a win for Bowser.
- You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
- Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
- 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 doing an infinite grab endlessly against a wall is. Any infinite chain grabs most end quickly after 300% has been reached so as to prevent excessive stalling.
Set format (In Order of Procedure):
1. Opponents choose their characters for the first match *
2. Opponents start the stage striking procedure
3. Each player may announce one stage to be banned for counterpicks of the set
4. The first game is played, using the stage chosen during step 2
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
8. Repeat steps 5-7 for all proceeding matches
*Double blind character selection may be called for the first match
Stage Lists
TOs must move stages from the starter/counterpick into either the starter or counterpick categories and must move stages from counterpick/banned into either the counterpick or banned categories.
Stages in the Starter/Counter and Counter/Banned list did not receive 2/3 majority, and therefore you are given the option to put those stages in either category, as we did not come to a consensus on it.
The SBR Recommended rule list uses the stage striking system. In this system, players take turns striking stages from the starter list until only one remains; these stages are not banned and can be counterpicked later in the set. There must be an odd number of starter stages.
Starter
Battlefield
Final Destination
Smashville
Yoshi's Island
Starter/Counter
Castle Siege
Delfino
Halberd
Lylat Cruise
Pokémon Stadium 1
Counter
Brinstar
Corneria
Distant Planet
Frigate Orpheon
Green Hill Zone
Jungle Japes
Luigi's Mansion
Norfair
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Yoshi's Island (Pipes)
Counter/Banned
Green Greens
Mario Circuit
Onett
Port Town Aero Dive
Skyworld
Banned
75m
Big Blue
Bridge of Eldin
Flat Zone 2
Hanenbow
Hyrule Temple
Mario Bros.
Mushroomy Kingdom I
Mushroomy Kingdom II
New Pork City
Rumble Falls
Shadow Moses
Spear Pillar
The Summit
Wario Ware
Additional Rules for Double's Play
- Life Stealing is allowed
- Set team attack to ON
- Hanenbow may be moved from Ban to Counterpick for Doubles
Optional Rules
Some rules were discussed in the SBR but were not deemed to be important enough to consider staples to a rule set, or were considered to be too intrusive to be common. We recommended you include any of the following optional rules you deem to be necessary and modify them as needed.
- Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first.
- Resolving Ties: Any games ending in time running out should always be decided by stock, and then percents. If percents are the same or both players die simultaneously, there will be a 1 stock overttime or the sudden death will be played out. The TO needs to decide which of these will be used before the tournament. Bowser's suicide klaw is exempt from this rule.
- Color Blind rule: Should a player have a color-based disability, he or she may request in a teams match to have a specific color for their team. This is so characters such as Lucario or Sonic can be granted the blue team so that there is not unnecessary confusion.
- Wiimotes and Classic Controller users should know to take the batteries out of their controllers after finishing a set; not only will this save battery life, but it prevents accidental intereference and delay for tournament matches.
- Pirated copies of Brawl or modded Wii consoles will not be used for tournament matches.
- The Mages DQ rule: After a match has been called, if a player is two minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After six minutes, he will be given a loss of the entire set.
- It is recommended to have a station set up specifically for Gamecube controllers; this prevents intereference from wiimotes in future matches, whether intentional or accidental. This is a great way to make sure the finals go smoothly. Alternatively, you could make a station for wiimotes only, but it is recommended to have a GC only station.
Notes
- This list is not meant to be copied and pasted, but instead copied and adjusted to fit each tournaments situation (time limits, regional philosophies, etc.).
- Some of these stages (Port Town, Skyworld) have been traditionally banned. Many of these stages had very fierce debate, the stages position on each list is only indicative of the end result of each debate. Some of these results have been quite surprising. Many of these stages that many banned immediately were put into the counterpick category because the SBR could not see any evidence for banning the stage rather than general distaste, which is not an adequate reason for removing a stage from the game.
- The SBR debated heavily over rule enforcement but decided such decisions are currently too broad to be stated within this recommended rule list. It is recommended a system be in place to deal with disqualifications for players who are late or absent from matches (the Mages DQ rule is a good starting point) and for those who violate the rules. There is a list of optional rules that have been added for your ease of use.
- Players are responsible for knowing the rules. No more than the previous match should be replayed in the event of a rule violation and it is recommended that any disputes be brought promptly and quickly to the TO's attention.
- For larger tournaments pool play should precede double elimination bracket play.
- Wireless controllers should be discouraged because of interference, unreliability (battery life), and time hindrance; it is not advisable to ban them as many new players use them and banning their control scheme makes it difficult for them to participate.
- The semi-final and championship sets should be in at least best of 5 format.
- Drugs and Alcohol should be prohibited at most tournaments due to minor involvement and potential legal issues.
- Any rule-list that closely follows this guideline may include a note in its opening post (suggested beneath the tournaments title in smaller font) that reads "SBR Certified".