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Rules and Options

New rules and options have been added, and some existing options have been updated.

The Rules Menu itself has been divided into two pages: Default Presets and Custom Presets. Default Presets have a Smash Ball icon next to them and cannot be removed or edited. There are many default presets for a variety of formats.

Tie Breaker​

Determines what happens when Time expires and 2+ players are tied.

  • Sudden Death
  • Lowest % Wins

Target Score​

The Point Value that awards victory.

  • Infinite
  • A range from 1-150 points

Uncontested Control Bonus Item​

The item that spawns when a player earns the Uncontested Control Bonus.

  • Random (Assist Trophy, Master Ball, or Smash Ball)
  • Assist Trophy
  • Master Ball
  • Smash Ball

Uncontested Control Bonus Timer​

The duration a player or team must remain uncontested in the Hill in order for the Bonus item to spawn.

  • A range from 15-30 seconds
  • Disabled

Invisible Hill​

Determines if the hill is visible or not in King of the Hill. This option is available in both offline Rules and as an Online Preferences setting.

  • Disabled
  • Enabled

Assist Trophy Pool​

A new submenu where the player can configure which Assist Fighters can spawn from an Assist Trophy.

Assist Fighter Duration​

Extended Duration will cause Assist Fighters to remain on stage until they are KO'd.

  • Standard
  • Extended

Assist Fighter Stock Count​

Causes Assist Fighters to respawn if they are KO'd until they run out of Stocks.

  • A range from 1-5

Assist Fighter Scoring​

Determines if KO'ing an Assist Fighter from an Assist Trophy provides +1 score (-1 if KO'ing your own Assist Fighter) or 0 score.

  • Enabled
  • Disabled

Poké Ball Pool​

A new submenu where the player can configure which Pokémon can spawn from a Poké Ball.

Master Ball Pool​

A new submenu where the player can configure which Pokémon can spawn from a Master Ball.

Pause​

Long Press has been added to the Pause option. Long Press requires the player to hold the Pause button down for 3 seconds before it pauses the game.

  • Enabled
  • Disabled
  • Long Press

Perfect Shield (Parry)​

Determines if Perfect Shield (Parry) can be performed.

  • Enabled
  • Disabled

Underdog Ultimate Final Smash Attacks​

Determines if an Ultimate Final Smash Attack can be awarded to a losing player.

  • Enabled
  • Disabled

Respawn Delay​

Determines if there is a delay before the character appears at the Angel Platform after being KO'd.

  • Disabled
  • A range from 5-10 seconds

Allow Repeat Final Smash Attacks​

This option is exclusive to Tag Team 3v3. It determines if a character on your Tag Team can perform a Final Smash Attack more than once in a match.

  • Enabled
  • Disabled

Tag-Ins​

This option is exclusive to Tag Team 3v3. It determines if Tag-Ins can be performed.

  • Enabled
  • Disabled

Assists​

This option is exclusive to Tag Team 3v3. It determines if Assists can be called.

  • Enabled
  • Disabled

Stock Behavior​

This option is exclusive to Tag Team 3v3. Shared Stock Behavior means the characters on your team share stocks and percentage. Separate Stock Behavior means the characters on your team do not share stocks and percentages and only have 1 stock each.

When Separate is used, the standby characters recover a small amount of percentage every second and when the active character is KO'd, the next character on the team appears at the respawn platform without percentages being reset. In Separate Stock Behavior, KO'd characters cannot be tagged-in or called for an Assist.

  • Shared
  • Separate

Force Rotation​

This option is exclusive to Tag Team 3v3 when Stock Behavior is set to Shared and Tag-Ins are Disabled. It forces the next character on the team to appear at the Angel Platform.

  • Disabled
  • Enabled

Progressive Tag-Team​

This option is exclusive to Tag Team 3v3. It determines if the second and third characters on your team are present at the start of the match. If enabled, you will only get your second character upon losing a stock, and only get your third character upon losing a second stock.

  • Disabled
  • Enabled

Losing Team Next Character​

This option is exclusive to Squad Strike: Elimination. Fixed enforces the order that was chosen at the start of the Squad Strike. Pick allows the losing team to choose the next character to send in before each match. Characters already defeated cannot be picked.

  • Fixed
  • Pick

Winning Team Next Character​

This option is exclusive to Squad Strike: Elimination. Stay means the winning character proceeds to the next match. Fixed means the winning character must swap to the next non-defeated character, from the order that was chosen at the start of the Squad Strike (Waseda style). Pick allows the winning team to choose the next character to send in before each match. Characters already defeated cannot be picked and characters that have played fewer games must be picked first.

  • Stay
  • Fixed
  • Pick

Squad Strike: Showdown​

This is a new format available to Squad Strike. Like Squad Strike: Best Of, neither character will stay in after a match and the order of characters is fixed. Showdown ends once all players (characters) have played one game.

Stock Count (Squad Strike)​

This option is available to Squad Strike: Elimination, Squad Strike: Best Of, and Squad Strike: Showdown. It determines the starting Stock count. In Squad Strike: Elimination, stock counts of winners are preserved throughout rounds.

  • A range from 1-5

Ratio Sheet​

This option is exclusive to Tag Team 3v3. It determines the Point Value of each character for the purpose of making a Ratio Tag Team. See Ratio Tag Team 3v3 for more details.

  • Disabled
  • Same as Online Quickplay
  • Random
  • Custom

Launch Trail Color​

Determines the color of the launch trail smoke when a Fighter gets hit. Can be set to port color of the player that got hit (Receiver) or the port color of the player that dealt the hit (Attacker).

  • Receiver
  • Attacker

Portrait Smoke​

Determines if portrait smoke appears around character icons during a match.

  • Enabled
  • Disabled

Pointing Style​

This option is exclusive to Smashdown. It adjusts how points are awarded after a match. Victor Only means that only the winner gets a point. Spread means all participants in the match get points, and the number of points they receive is based on their match placement.

  • Spread
  • Victor Only

Can Lose Score​

This option is exclusive to Time Battle. It determines if the character will lose score when KO'd. A Self-Destruct will still deduct score.

  • Enabled
  • Disabled

Most Damage Dealt Scoring​

This option is exclusive to Time Battle. It determines if a player will be awarded +0.5 score if they dealt the most damage to a character who was KO'd by a different (non-teammate) player.

  • Disabled
  • Enabled

Show Custom Name Tags Above Characters​

Determines if custom Name Tags are displayed above characters during a match. This setting is available in both offline rules and Online Quickplay settings.

  • Enabled
  • Disabled

Show Custom Name Tags On HUD​

Determines if custom Name Tags are displayed in the character portrait / port HUD area during a match. This setting is available in both offline rules and Online Quickplay settings. For online quickplay, this will also control the display of the Username shown on nameplates during match loading screens.

When disabled, the name will just be the character name followed by (port number). For example, Link (P1), Mario (CPU).

  • Enabled
  • Disabled

Show HUD​

Determines if the HUD, including the Timer, is visible.

  • Enabled
  • Disabled

Spirit Boosts​

Determines if Spirit power and defense boosts will apply. When disabled, only the bonus effects / ability of the Spirit will be applied.

  • Enabled
  • Disabled

Auto-Save Replays​

Determines if replays are automatically saved after a match.

  • Enabled
  • Disabled

Replay Input Display​

This setting is available for Replays. It determines if inputs are displayed on screen during a replay.

  • Disabled
  • Enabled

Stage Selection​

New options have been added to the Stage Selection rule.

  • Normal (Hazards On)
  • Normal (Hazards Off)
  • Small Battlefield Form
  • Variety Hazards (Normal (Hazards On) & Battlefield & Barrier)
  • Variety Hazards Off (Normal (Hazards Off) & Battlefield & Barrier)
  • Big (Big Battlefield, Big Omega)
  • Barrier (Barrier, Barrier (Battlefield Layout), Barrier (Small Battlefield Layout))
  • Quickplay Singles (Battlefield, Small Battlefield, Omega, Barrier Form (Small Battlefield Layout), Pokemon Stadium (Hazards On))
  • Quickplay Doubles (Battlefield, Small Battlefield, Omega, Barrier Form (Battlefield Layout), Pokemon Stadium (Hazards On))

When a Quickplay option is used, Pokemon Stadium will be forced on in the Random Stage Selection menu, and is the only Normal Form stage that can be picked.

First To X Stage Count​

The number of stages selected when using the First To option has been increased. The same stage can be selected multiple times.

  • When First to 2 is used, 3 stages are selected
  • When First to 3 is used, 5 stages are selected. Squad Strike Best Of 5v5 will also select 5 stages.
  • When First To 4 is used, 7 stages are selected
  • When First To 5 is used, 9 stages are selected. Squad Strike Elimination 5v5 will also select 9 stages.

Removed Options​

These options have been removed:

  • Stage Hazards (covered by the Stage Select Screen)
  • Custom Balance (not needed / covered by Custom Smash)
  • Launch Rate (covered by Custom Smash)
  • Stack Echo Fighters (Alternate Costume Characters / Echo Fighters are now always stacked)

Why It Matters​

Having lots of configuration options available lets players play Smash 6 however they want. Meanwhile, the Default Presets allow players to jump right into popular rulesets.