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==Doubles tournament rules==
==Doubles tournament rules==
{{Cleanup|Lots of redundancy in rules shared between games, rules shared with singles, and the Stage legality article; reorganize}}
These are the standard rules for doubles matches in each game of the Super Smash Bros. series.
These are the standard rules for doubles matches in each game of the Super Smash Bros. series.


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*[[Share Stock|Sharing stocks]] is allowed.
*[[Share Stock|Sharing stocks]] is allowed.
*If time runs out and either player on a team breaks their edge grab limit, their team loses. If players on both teams exceed the limit this rule is ignored.
*If time runs out and either player on a team breaks their edge grab limit, their team loses. If players on both teams exceed the limit this rule is ignored.
*If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%).
*If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%.)
*It may be requested by either team to change team colours in order to prevent any unnecessary confusion, if one of the players is Pokémon Trainer, Lucario, or Sonic.
*It may be requested by either team to change team colours in order to prevent any unnecessary confusion, if one of the players is Pokémon Trainer, Lucario, or Sonic.


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*[[Team attack]] is on.
*[[Team attack]] is on.
*[[Share Stock|Sharing stocks]] is allowed.
*[[Share Stock|Sharing stocks]] is allowed.
*If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of the players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%).
*If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of the players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%.)


[[Category:Terms]]
[[Category:Terms]]
[[Category:Competitive play]]
[[Category:Competitive play]]

Revision as of 18:17, January 27, 2016

"Team" redirects here. For the mode, see Team Battle.

Doubles refers to the 2 versus 2 part of a tournament, also referred to as "teams". Doubles requires a different strategy, namely teamwork, to defeat opponents. Although there are as many ways to play as there are players, several things remain constant: those who work together to attack and destroy their enemies stand a greater chance of winning, while those who separate to take on their opponents alone are easier to defeat as individuals by attacking them two-on-one. Strength in singles playing style does not necessarily translate into strength in doubles; the strongest team is the winner, not the pair of strongest individuals.

Doubles tournament rules

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The editor who added this tag believes this page should be cleaned up for the following reason: Lots of redundancy in rules shared between games, rules shared with singles, and the Stage legality article; reorganize
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These are the standard rules for doubles matches in each game of the Super Smash Bros. series.

Super Smash Bros.

For the entire set of tournament rules, see Tournament legal (SSB)

  • 5 stock (sometimes 4 or 6 stock).
  • No items.
  • Team Attack is set to on.
  • Damage Ratio normal.
  • No handicap.
  • Life-stealing is allowed.
  • No stage can be picked twice in a row by the same person, but they can be chosen again by another person (see: Dave's Stupid Rule).
  • A stage can be reset after being chosen randomly, but if it is randomly selected again or is picked, it can be chosen.
  • If Ness is picked, Saffron City can be banned for random picks, but it may be used as a counter-pick.
  • Camping/edge-stalling not allowed.
  • Congo Jungle cargo-stalling is normally allowed (though this is a big argument).

Super Smash Bros. Melee

For the entire set of tournament rules, see Tournament legal (SSBM).

  • Rules that apply to singles apply to team tournaments as well.
  • Neutral stages (different from singles):
  • Counterpick:
  • Fountain of Dreams is typically banned in doubles play, despite being legal in singles, due to the potential for lag.
  • Friendly Fire (also called "team attack") is on.
  • Players are allowed to steal lives from their teammates by pressing start after they die.

Super Smash Bros. Brawl

For the entire set of tournament rules, see Tournament legal (SSBB).

  • 3 stock.
  • 8 minutes.
  • Items are turned to off and none.
  • Team attack is on.
  • Sharing stocks is allowed.
  • If time runs out and either player on a team breaks their edge grab limit, their team loses. If players on both teams exceed the limit this rule is ignored.
  • If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%.)
  • It may be requested by either team to change team colours in order to prevent any unnecessary confusion, if one of the players is Pokémon Trainer, Lucario, or Sonic.

Super Smash Bros. 4

For the entire set of tournament rules, see Tournament legal (SSB4).

  • 3 stocks.
  • 8 minutes.
  • Team attack is on.
  • Sharing stocks is allowed.
  • If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of the players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%.)