Hello, and welcome to the Ruleset Discussion thread. This will be a repository of basic information for rulesets in Smash Ultimate in the recent wake of the scene. Some rulesets and preliminary stagelists have risen up, but are bound to change. I’ve tried to keep a low bias for this thread. In addition, individual stages will not be discussed as much here, but instead in the Stagelist Discussion Thread. Much of this is based around SamuraiPanda's old post for Smash 4.
Some of the things this thread will not cover:
How many stocks, and what time should we be running?
Overall, at the beginning of the game, we've seen 3 stocks take hold for the most part with how the game speed is, but there's some potential variance. Here's the major rules that have been seen:
What stages should we use?
See this thread. This deserves it's own topic.
How should stage selection work?
Note: SRR, or Stage Reselection Rule, indicates that you cannot select any stage you have won on previously in a set without a mutual agreement. MSRR, or Modified Stage Reselection Rule, indicates that you cannot select the most recent stage you have won on in a set. Pick X, Pick 1 is a format that instead has the loser of a game select a list of stages, with the winner selecting the one they want to play on.
Note: "Flat Stages" refers to Duck Hunt, Flat Zone X, Dream Land GB, Hanenbow, Super Mario Maker, Mute City (SNES) and Pac-Land.
How should Miis be handled?
Note: It is being assumed that players must name their Miis in a Neutral-Side-Up-Down number format with their loadouts. Guest Miis are also in Smash 4 and colors can be changed in-game.
Some of the things this thread will not cover:
- Individual stages (see above)
- Final Smash Meter (overall determined to be too unbalanced for play because of select Final Smashes and their invincibility)
- Stage Morph (issues of framerate/player preference on what stage goes first)
- Spirits (basically custom equipment, largely too volatile due to leveling variance & inability to transfer teams between setups)
- Underdog boost (unexplored, turned off by default)
Game Settings
How many stocks, and what time should we be running?
Overall, at the beginning of the game, we've seen 3 stocks take hold for the most part with how the game speed is, but there's some potential variance. Here's the major rules that have been seen:
- 3 stock, 8 minutes (Brawl styled), with variance of 6-8 minutes
- 2 stock, 6 minutes, but best of 5 for most, if not all of the tournament.
- 3 stock, 6-8 minutes
- Many players have been comfortable with this due to prior games, and the game speed is both faster than Smash 4 but not as stock-deletion heavy as Melee; the character speed and general damage (ladders and rage-reliant tools notwithstanding) passes Smash 4, but the hitstun does not create snowball situations like the latter game does. There is variance in time limits because of many TOs simply having different conclusions on the game's speed and how to discourage debilitating (not defensive) play.
- 2 stock, 6 minutes, best of 5 starting earlier
- The more character-centric focus this game could be leaning towards (especially with the current onset that the viability floor seems much better than past games) means that character counterpicks and the like can play a much bigger role. However, given the nature of how Smash 4's 2 vs 3 stock ended up not showing a huge difference between timespan, I don't think it'd be a big difference in timesaving given how changing stocks will also change how players approach the game.
- Swiss or Round Robin format for pools, then traditional double elimination
- Double elimination all the way through
- Swiss/RR -> Double Elimination
- Some tournaments (namely the Smash 'N' Splash series) pride on using this format as it allows for players to get more sets in even if they're going to go out early, namely with the latter format. One of the more crucial issues here is that tiebreakers become a headache, but seeding can be more block based and regional conflicts become more of a straightforward "do not include more than X from a region" in this pool.
- Double elimination
- Formatting does not change, which for some less informed competitors would be easier to understand because this is the traditional format. This will likely be the format most tournaments will run with, despite the fact that it allows half of the competitors to only play a few sets for their entry.
Stages
What stages should we use?
See this thread. This deserves it's own topic.
How should stage selection work?
- Random selection
- Stage striking
- Online style preferences (Battlefield/Omega variants only)
- Random selection
- Would likely tone down the starter list (smaller than the general 5-stage standard seen across tournaments) to create a relatively benign list to account for randomness. Punishes characters that may be weak to select stages.
- Stage striking
- Players strike from a list of starter stages (in the case of 5 stages, a 1-2-2-1 format [as in the first player strikes, then the second player strikes two stages, and then comes back around to the first player to decide the stage played on]) with the order decided by Rock-Paper-Scissors or some equivalent. First player chooses the stage at the end of the day. This is the standard, typically.
- Online style preferences
- Whittles down stage selection to a handful/2 stages, simplifying the stage selection but potentially alienating characters weak on both stages.
Note: SRR, or Stage Reselection Rule, indicates that you cannot select any stage you have won on previously in a set without a mutual agreement. MSRR, or Modified Stage Reselection Rule, indicates that you cannot select the most recent stage you have won on in a set. Pick X, Pick 1 is a format that instead has the loser of a game select a list of stages, with the winner selecting the one they want to play on.
- 1-3 bans, with no SRR or MSRR
- 1-3 bans, with SRR or MSRR
- PXP1
- SRR or MSRR
- While stage ban count will vary with stagelist, inclusion of these rules can essentially give someone a soft additional ban later on in the later games of a set. Requires that players memorize on the fly of previous stages won on.
- No SRR or MSRR
- Players do not have to recall additional stages here, and must utilize their bans on all stages they wish to avoid, or as many as possible.
- PXP1
- See this post for a breakdown of PXP1 (by Akiak ). It is oriented towards larger stagelists (double digits).
Note: "Flat Stages" refers to Duck Hunt, Flat Zone X, Dream Land GB, Hanenbow, Super Mario Maker, Mute City (SNES) and Pac-Land.
- Allow all alternate forms as counterpicks
- Allow most as counterpicks, and remove egregious ones (flat stages) or ones that cannot be used because of copyright issues
- Ban all as counterpicks
- Allow all alternate forms as counterpicks
- Allows for easier understanding and not having to recall specific banned stages. May not be doable at major events.
- Allow most and remove egregious ones
- Flat stages flatten the Z-axis and can change small behaviors in moves, and likely should be removed to ensure complete symmetry across BF/FD forms.
- Ban all as counterpicks
- Sacrifice additional variety for the sake of simple understanding that none of them are legal, removing the possibility of motion sickness or light issue concerns.
Miscellaneous
How should Miis be handled?
Note: It is being assumed that players must name their Miis in a Neutral-Side-Up-Down number format with their loadouts. Guest Miis are also in Smash 4 and colors can be changed in-game.
- Legal with all of their moves, and sometimes restricted to locking in special moves to avoid the subject of moveset counterpicks
- Restrict Miis to a select community set standard of special moves
- Ban Miis
- All moves legal, but swapping loadouts mid-set is banned
- This ended up being the major standard at the end of Smash 4, where most of the time Miis were used with Guest Sizes. However, now any Mii has the same weight and height and the Miis themselves now even have marginally different weight, speed and airspeed classes. This allows them to utilize their character creation tools.
- Locking in the special loadouts prevents them from switching to a specific special midsets as a counterpick play. If Miis are allowed to switch specials, it's typically treated as changing characters.
- Restrict Miis to a community set standard
- Makes creation of them be down to TOs and can be simpler to set up instead of the minute or so it may take from a set if they aren't made already. However, this assumes that players are able to agree on a standard (namely Mii players), and as seen in Smash 4, agreement was not universal.
- Ban Miis
- TOs and players do not have to worry about the legal logistics. However, banning 3 characters alone when there is a lack of data to show they are debilitating to the game is a highly controversial move.
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