SUPER SMASH BROS. BRAWL
Gameplay
1. No use of Marth’s Grab Release Infinites against Lucas and Ness.
2. No use of King Dedede’s Grab Infinites against Bowser, Donkey Kong, Luigi, Samus, and Mario.
3. Players/Teams who break Gameplay Rules #1-2 will be given a Warning. Each subsequent Warning that a Player/Team receives will result in a Forfeit of the Game (See General Rules #4).
4. No use of Meta Knight’s Infinite Cape Glitch.
5. No Pausing a Game without Referee’s permission.
6. No use of an action that freezes a Game, or otherwise disrupts standard gameplay.
7. Any Infinite Move must end before the affected Character reaches 300%.
8. Breaking any of Gameplay Rules #4-7 will result in a Forfeit of the Game.
9. Any sign of cheating may result in a Forfeit of the Game, disqualification from the Event, and ejection from the venue. Players who are disqualified from the Event won’t receive any Rank Points for their ranking in the Event.
10. In the 1v1 Event, the higher seeded Player must choose their Controller Port first. The lower seeded Player may use any of the remaining Controller Ports. In the 1v1 Finals, the Player without a Match loss must choose their Controller Port first. In the 1v1 Finals, the Player with a Match loss may use any of the remaining Controller Ports.
11. In the 2v2 Event, the higher seeded Team must choose one Controller Port first. The lower seeded Team must then choose two Controller Ports. The higher seeded Team must use the Controller Port that wasn’t chosen.
12. Players may request a Blind Pick of Characters for the Game 1 of a Match.
13. For Game 1 of each Match, the higher seeded Player/Team must strike three Stages from the list of Starter Stages. The lower seeded Player/Team must then strike 4 Stages from the list of Starter Stages. The higher seeded Player/Team must then choose the Game 1 Stage from the remaining Starter Stages.
14. After the Characters and Stage have been selected for Game 1 of a Match, each Player may select one Stage, from the list of Starter Stages or Counter-Pick Stages, that can’t be chosen for Games 2-11. The lower seeded Player will be given the opportunity to select a Stage first. The higher seeded Player will then be given the opportunity to select a Stage.
15. The loser of a Game must select the Stage for the next Game, however, Players may not select a Stage on which they have already won a Game in the Match. The Stage for Games 2-11 can be selected from the list of Starter Stages or Counter-Pick Stages.
16. After the Stage for Game 2-11 has been selected, the winner of the previous Game must select their Character(s), for the upcoming Game, first. The loser of the Game must then choose their Character(s) for the upcoming Game.
17. If the Timer runs out, the winner of the Game will be determined by the following criteria in this order: Stock and Percentage. If Stock is used to determine a winner, the highest number will win. If Percentage is used to determine a winner, the lowest number will win. If both Stock and Percentage are tied, Sudden Death won’t be used and a Tiebreaker Round will be played instead. In a Tiebreaker Round, Stock will be set to 1, the Timer will be set to 4 Minutes, and the same Stage and Characters must be used.
18. If the Timer runs out and a Player exceeds the Edge Grab Limit for that Game’s Stage, that Player/Team will Forfeit the Game. However, if the Timer runs out and both Players in a 1v1 Match, or at least one Player on each 2v2 Team, exceed the Edge Grab Limit for that Game’s Stage, the penalty will not be enforced (See Gameplay Rules #17). The Edge Grab Limit on Norfair will be 45. The Edge Grab Limit on all other Stages will be 35. For Tiebreaker Rounds, the Edge Grab Limit will be 25 on Norfair and 20 on all other Stages. The Edge Grab Limits only apply to Games/Tiebreaker Rounds in which the Timer runs out.
19. If a Game is started without the approval of a Referee it will be restarted.
20. Players may take one or more of their teammate’s Stock.
For Videos of all of the Gameplay Rule’s illegal maneuvers, go here:
1v1 Settings
Rules = Stock
Stock = 3
Timer = 8 Minutes
Items = Off & None
2v2 Settings
Rules = Stock
Stock = 3
Timer = 8 Minutes
Items = Off & None
Team Attack = On
Starter Stages
Battlefield
Castle Siege
Delfino Plaza
Final Destination
Halberd
Lylat Cruise
Pokémon Stadium
Smashville
Yoshi’s Island
Counter-Pick Stages
Brinstar
Frigate Orpheon
Green Greens
Norfair
Pictochat
Pokémon Stadium 2
Rainbow Cruise
RULES & SETTINGS
General Rules
1. Players may not use a controller with Turbo capabilities or Wireless capabilities. Controllers with Turbo capabilities allow Players to map a button sequence to the Turbo button. Pressing that button results in their Character performing a set of actions that would normally require the Player to press multiple buttons.
2. Players may not use a controller that has been modified in such a way that it alters their Character’s abilities and/or in-game mechanics. Players may not use a controller that has been modified to include a Turbo button. Players are allowed to make cosmetic changes to their controller, however, Major League Gaming reserves the right to deny the use of any controller suspected of providing an unfair competitive advantage. (Note Removing Springs is legal as it does not provide an ufair competitive advantage)
3. Players may not attach a headset to the Wii or TV.
4. Players/Teams who break General Rules #1-3 will be given a Warning. Each subsequent Warning that a Player/Team receives will result in a Forfeit of the Game (See Gameplay #3).
5. Players may not intentionally manipulate a button, trigger, bumper, D-Pad, and/or joystick on a teammate’s controller while a Game is in progress. Breaking this rule will result in a Forfeit of the Game.
6. Players may not appear on the Main Stage or Feature Station with sponsor insignia that is not approved by MLG or conflicts with MLG sponsors. Players may be asked to wear MLG apparel for Main Stage and Feature Station Matches.
7. In the case of a Wii/TV malfunction, the Game will be restarted from the beginning.
8. No Warm-Up Games may be played outside of scheduled Warm-Up periods.
During scheduled Warm-Up periods, all Games must be played with three Stock or less.
9. During scheduled Warm-Up periods, all Players must get up at the end of a Game and allow any Players, who have been waiting, to take their seat.
10. During Saturday and Sunday’s scheduled Warm-Up periods, Players/Teams who haven’t been eliminated from the Event have priority over other
11. Players/Teams regarding the use of open Stations.
12. Players who break General Rules #8-11 may be given a Foul (See Pro Circuit Conduct Rules).
13. If a Player/Team fails to report to their Station within 5 minutes of their Match’s announcement, they will Forfeit the 1st Game. 10 minutes after the announcement, a Player/Team will Forfeit the Best of 3 Game Match or the 2nd Game of the Best of 5/7/11 Game Match. 15 minutes after the announcement, a Player/Team will Forfeit the Best of 5, Best of 7, or Best of 11 Game Match. If both Players/Teams Forfeit the Match, the higher seeded Player/Team will win the Match.
14. Players/Teams may Forfeit a Game or Match if a Player leaves their Station without their Referee’s permission, or is otherwise unable to play. Referees may set a time limit for a Player who has requested that they be allowed to leave their Station, however, Referees may also deny a Player’s request to leave their Station. Players/Teams may Forfeit a Game or Match if a Player hasn’t returned by the end of their Referee’s set time limit.