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PROJECT M (WII)

I) Game Settings

  • Project M v3.6 (Vanilla preferred; mods subject to TO’s discretion)

  • Stock Match (4 stocks, Stock Timer set to 8:00)

  • Items set to NONE and all item slots turned OFF

  • Debug mode must be turned OFF

  • Stock Control set to OFF

  • Damage Ratio set to 1.0

  • Team Attack set to ON

  • Input Assist set to OFF

  • Auto L-Cancel set to OFF

  • Pause set to HOLD

II) Stage & Character Selection

     2.1. Legal Stages

Starters

  • Battlefield, Pokémon Stadium 2, Smashville, Green Hill Zone, Delfino’s Secret

Counterpicks

  • Final Destination, Fountain of Dreams, Wario Land, Dreamland

     2.2. Legal Characters

All playable characters present in the Vanilla Project M 3.6 Build are

legal for tournament play, with the exception of the following characters:

  • Giga Bowser, Warioman

     2.3. Double-Blind Character Picks

Before game one of a set, players may elect to initiate a double-blind character pick. Both players must tell a judge, in private, which characters they are selecting for game one. The judge must validate these selections before the match begins.

     2.4. First Strike Procedure

Before game one of a set, players must determine who will strike the first stage. Appropriate methods for determining first strike are as follows:

  • Best-of-one Rock-Paper-Scissors

  • Highest Game & Watch Hammer Number

  • Verbal agreement

Winner will strike the first stage. In cases where port priority is being contested, Winner will choose to either have port priority or strike the first stage.

     2.5. Starter Stage Strikes

Before game one of a set, the player who strikes first, as determined in B.4, will strike one Starter stage, refer to B.1. The other player then strikes two Starter stages. The player who strikes first will then select a stage from the remaining two Starter stages.

     2.6. Counter-picking Procedure

Before playing subsequent games after game one, players have the option to counter-pick in the following order:  (1) characters, (2) port priority (refer to D.2.), (3) stages. The following procedure applies for best-of-three and best-of-five sets.

              2.6.1. Character Counter-picks

The winner of the previous game will select a character to use in the next game first, followed by the loser of the previous match.

               2.6.2. Stage Counter-picks

The winner of the previous game will strike two legal stages.* The loser of the previous game will then select from the remaining stages.

* Strikes are different than bans; strikes only last for one game.

     2.7. Stage Clause

A player may not counter-pick to a stage which that player has already won on during the set, UNLESS it is game five in a best-of-five set and that player counter-picks to the stage played on in game one of the set.

     2.8. Verbal Agreement Clause

Both players may agree to play on any LEGAL stage during a game, with the exception of game one of a set, where players may not agree to play on any Counter-pick stages.

III) Match Rules

     3.1. Pausing

If a player pauses during gameplay, that will result in a stock loss for that player. Players may ONLY pause on the angel platform for the purposes of checking a controller malfunction. If the pause directly causes the other player to lose a stock, the pauser must take two stocks.

     3.2. Stalling

Stalling is banned. Stalling includes continuing infinites past 300% and holding any position where the offending player cannot be attacked. Stalling will result in a set loss for the offending player.

     3.3. Sudden Death Clause

If a game goes to Sudden Death, the player with the highest remaining stock count is the winner. If remaining stocks are tied, the player with the lowest percentage is the winner. If percentages are also tied, a series of 1-stock, 2-minute rematches will be played, until a winner has been determined.

     3.4. Suicide Clause

If a game goes to Sudden Death as the result of a suicide move, the player who initiated the move wins the game. If the game does not go to Sudden Death as a result of a suicide move, the results screen will determine the winner.

IV) Port Priority

     4.1. Initial Port Priority

Before selecting stages for game one, players may elect to contest for port priority. To determine port priority, refer to the First Strike Procedure (B.4).

     4.2. Port Priority Counter-picking

The loser of the previous game may elect to contest for port priority. The winner of the previous game must defer port priority to the other player, if requested.

V) Controllers

     5.1. Legal Controllers

The following controllers are legal for tournament use:

  • Gamecube Controller (recommended), Wiimote or Wiimote+Nunchuck, Wii Classic Controller

Other 3rd party controllers or controller modifications are legal for tournament use, subject to the TO’s discretion (ie Smashbox, B0xx, etc).

     5.2. Wireless Disruptions

It is a player’s responsibility to desync their wireless controller after using a setup. If you fail to do so and interrupt a match, you may be DQd from the event, at the TO’s discretion.

VI) Tournament Rules

     6.2. Final Rulings Clause

The tournament staff has the final say in how rulings are interpreted and how unforeseen circumstances are handled. If a specific issue is not addressed directly in this rules document, TO’s discretion is implied.

VIII) Payouts

Games below 100 entrants: 60/20/10

Games below 12 entrants: 80 / 20