Rules and Regulations
Format
Two combatants play alternating rounds of Super Smash Brothers and boxing until one wins by securing three super smash games or by boxing points. It is first to three smash game wins. In the event of a tie it would go to the boxing decision.
BOXING
- Use of Ointments, Etc (Namman Muay):
- The use of a thin coat of pure petroleum jelly (i.e., Vaseline) is permitted on the face only.
- The (reasonable) use of Thai liniment (Namman Muay) is permissible in the fighters pit only. No additional use at ringside is allowed. If there is an excess of oil, the Officials have the right to request that the excess be wiped off.
- No pants may be worn to the ring, only MUAY THAI or BOXING fighting shorts.
- Boxing robes, t-shirts, or tank tops may be worn to the ring but must be removed before they enter the ring.
- The Ring
- Set up:
- Bouts shall be conducted in a professionally set up and safe boxing ring. The boxing ring must be provided by the promoter. The size of the ring can vary from 18x18 ft on up to 24x24.
- Corner colors can vary based on the promotion.
- Each ring, regardless of color, must have two neutral corners.
- Each promotion must have the appropriate, matching glove colors for the ring (Example: black and yellow ring, black and yellow gloves, and black and yellow corners, with neutral corners).
- A single stool may be provided by the promotion for each corner.
- Towels may or may not be provided to wipe the ring clear of wetness or slick spots.
- Participating gyms are responsible for providing their own towels to wipe up water and ice spills in the corner. The referee may deduct points for non-compliance, such as leaving wet spots in the corners.
- Clearance:
- 3 Corners and 1 fighter are allowed at ringside at all times.
- No entourages are permitted. This includes fans, classmates, patrons, family, friends, celebrities, photographers etc.
- Placement:
- A Judge shall be ringside at each of the 3 sides of the ring.
- A Timekeeper shall be ringside.
- A Ring manager shall be present around the ring with no specific placement. The Ring manager shall enforce the rules around the ring, and float.
- Behavior
- Coaches, Fighters, and Teams:
- Be professional and courteous at all times.
- Be respectful and honorable at all times.
- Know the rules, adhere to them, and act accordingly when rules are enforced.
- NO POUTING, NO SCREAMING, NO PUBLIC DISPLAYS OF DISAGREEMENT, NO CURSING AT FIGHTERS, NO CURSING AT TEAMS, NO CURSING AT ANYONE AT ANYTIME. If there is a disagreement of any kind, it must be handled out of the sight of the patrons and discussed with Officials. If there is a disagreement or complaint of any-kind, CONTACT THE RING MANAGER IMMEDIATELY. The ring manager will get the appropriate person to deal with the issue. Maintain professionalism at all times.
- NO ALCOHOL is permitted in the fighters’ pit, ringside, or anywhere fighters and teams congregate. Alcohol, food, and drink consumption shall be consumed in the appropriately designated areas (if there are any).
- NO ALCOHOL, drugs, smoking of any kind is permitted before the event. Consumption of any of these substances will disqualify the fighter(s).
- WIN graciously and LOSE graciously. Do not belittle the team, fighters, or patrons in anyway.
- The Referee has the right to deduct points from the fighter as a direct result of his/her teams’ behavior. The Team includes corners, fighters, and classmates.
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Ring Equipment for Competitions
- Provided by the promoter or commissioner:
- Two chairs (stools) for boxers, one per corner
- Towels may or may not be provided. Teams must come prepared with their own
- Chairs/stools for Officials
- Bell
- One or two stopwatches
- One or two whistles
- Score cards
- Pens
- A box for scorecards
- Gloves for fighters that match the corners colors
- Gloves 12oz
- Provided by the promoter or commissioner:
- Gloves shall be provided by the promoter or commissioner of the event.
- Gloves may not be altered in anyway
- The laces may not be cut in anyway
- The Velcro may not be cut in anyway
- Tape and secure gloves, to fighter prior to entering the ring.
- The Glove Manager must sign off on the hand wraps before the gloves can be issued to the fighter.
- The boxer must use the gloves provided by the promoter or commissioner.
- The glove laces must be tied with knots behind the wrists. Glove wearing must be inspected and stamped by the authorized Glove Manager before “going on deck.”
- “Going on deck” is being ready and in position before the 2nd round of the previous ends in order to be ready for the bout. A “runner” will touch base with the team to make sure the fighter is where they are supposed to be prior to the bout.
- In all categories, the bandage for each hand shall be made of:
a. Gauze Specifications
▪ a maximum of 49 feet length and 2 inches width of gauze plus a
maximum of 16 feet length of 4 inches width of gauze pad.
▪ Athletic Tape: A maximum 16 feet length and 1 inch width.
▪ In all categories, athletic tape, no more than ¼ inches wide, may be
applied between the fingers.
▪ A boxer may apply the bandage to the hands as he/she likes, provided that the knuckles are not covered by the tape.
b. Handwrap Specifications
▪ Bandages must not be longer than 14.76 feet and not shorter than 8.2
feet.
▪ Bandages may be no wider than 2 ¼ inches wide.
▪ Bandages must be made of stretchy cotton material with a velcro closure.
▪ A small piece of tape can be used around the wrist to secure the handwrap at the fastening site. - It is absolutely forbidden to top-up on the knuckles used for fighting.
- Placing tape directly on the skin, using other foreign materials in or on the bandages (such as brass knuckles, rolls of coins, rubber plates, knuckle protectors etc) is prohibited and will result in Disqualification (DQ)
- Hand wrapping must be inspected and signed by the Glove Manager prior to receiving gloves.
- Hand wrapping may be required to be monitored in a designated hand-wrapping area to keep consistency and adherence to the rules. If the hand wraps are not satisfactory, you may be asked to re-wrap the hand at your cost.
- Boxers must box in lightweight boots or shoes (without spikes or heels), socks(not to be worn higher than knee length).
- The length of the shorts must not be shorter than mid-thigh, cannot cover the knee and must not be worn above the belt line. The belt line is an imaginary line from the navel to the top of the hips and must not cover the navel.
- The belt line must be clearly indicated by a contrasting color and by using a 2-4 inches wide elastic waistband (the belt line is an imaginary line from the navel to the top of the hips).
- Coordinating uniform with respective white or black corner is strongly
recommended but not required - A cup protector must be worn by male boxers. Women may wear a groin protector, if they so choose. Metal cups are permitted
- A Mouthpiece must be worn by boxers.
- Boxers who wish to compete with braces are required to have a completed Release to Compete with Braces form. This form requires the written approval from parent and/or guardian (if under 18 years of age). Boxers competing with braces waive the right to dental coverage.
- Muay Thai shorts, Muay Thai mini shorts, and Gladiator skirts are permitted.
- The boxer must wear undergarments under the shorts.
- Wrapping the ankles with pieces of cloth is not permitted.
- Boxers may not wear belts or dangerous ornaments.
- NO substances of any-kind may be applied to gloves at any time or in anyway.
- Hair
- Long hair is permitted but must be tied securely back.
- If long hair is loose, flying about, and causing a nuisance during the bout, points may be deducted for slowing down the flow of the fight and being unprepared.
- Boxer’s fingernails and toenails must be cut prior to bout.
- In case the boxer’s uniform is not clean or not in accordance with the rules, the referee has the authority to order the offended boxer to correct all faults before the bout. During the bout, if the boxer’s gloves or equipment are improperly displaced, the referee will stop the action to correct the faults.
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Gear Requirements
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Acceptable Gear for competition:
- Helmets must be free of all protruding buckles, metal, and sharp objects. No “over the nose” helmets.
- Mouth guards must cover the teeth, either the top, bottom, or both. No sharp objects or metal of any kind.
- Sample acceptable gear:
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Acceptable Gear for competition:
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- Banned Gear for competition
- No “pads” for the knuckles, no sharp objects of any kind, no metal. Only tape and gauze is allowed.
- Helmets may not have any hard surfaces at all (such as buckles, cage, plastic, or metal).
- No shin pads with hard surfaces (such as metal or plastic). No foam, or non-instep covering shin pads allowed.
- No pacifier mouth guards
- Examples of banned gear:
- Weight Divisions and Weigh-in
- Divisions and weight limits for competitions:
- Mini Flyweight from 100 pounds (45.454kg), but not over 105 pounds (47.727kg).
- Light Flyweight from 105 pounds (47.727kg), but not over 108 pounds (48.988kg).
- Flyweight must be over 108 pounds (48.988kg), but not over 112 pounds (50.802kg).
- Super Flyweight must be over 112 pounds (50.802kg), but not over 115 pounds (52.163kg).
- Bantamweight must be over 115 pounds (52.163kg), but not over 118 pounds (53.524kg).
- Super Bantamweight must be over 118 pounds (53.524kg), but not over 122 pounds (55.338kg).
- Featherweight must be over 122 pounds (55.338kg), but not over 126 pounds (57.153kg).
- Super Featherweight must be over 126 pounds (57.153kg), but not over 130 pounds (58.967kg).
- Lightweight must be over 130 pounds (58.967kg), but not over 135 pounds (61.235kg).
- Super Lightweight must be over 135 pounds (61.235kg), but not over 140 pounds (63.503kg).
- Welterweight must be over 140 pounds (63.503kg), but not over 147 pounds (66.678kg).
- Super Welterweight must be over 147 pounds (66.678kg), but not over 154 pounds (69.853kg).
- Middleweight must be over 154 pounds (69.853kg), but not over 160 pounds (71.575kg).
- Super Middleweight must be over 160 pounds (71.575kg), but not over 168 pounds (76.204kg).
- Light Heavyweight must be over 168 pounds (76.204kg), but not over 175 pounds (79.379kg).
- Super Light Heavyweight must be over 175 pounds (79.379kg), but not over 182 pounds (82.553kg).
- Cruiserweight must be over 182 pounds (82.553kg), but not over 190 pounds (86.182kg).
- Super Cruiserweight must be over 190 pounds (86.182kg), but not over 198 pounds (89.8113kg).
- Heavyweight must be over 198 pounds (89.8113kg), but not over 205 pounds (92.986kg).
- Super Heavyweight must be over 205(92.9864kg) and up
- Weigh-In:
- A boxer will be present at the beginning of the Weigh-in. If a
boxer is not present when their weight is called, the boxer shall be
held aside until the last weight class for that session is called. If at that time the boxer is still not present, he or she will be disqualified. If the boxer fails to make the weight limit, said boxer is disqualified. - The Weigh-In must be conducted by officials authorized by the Official In Charge and must be of the same gender as the boxer.
- The boxer must weigh in with fight shorts or (tasteful undergarments.) No dirty underwear, sagging undergarments, thongs, or socially unacceptable clothing.
- If the boxer does not make weight, the boxer has an allotted (2) hours to make weight.
- If the boxer does not make weight, an “Exhibition” bout may be offered to both fighting parties, in which the fight will not go on record.
- The boxer must have at least three (3) hours rest after the weigh-in to be able to compete.
- No type of body jewelry and no body accessories will be permitted to be worn.
- Scale - The weight is the one shown on the scale, the body being naked except for a swimming suit or underwear. No boxer under the age of 18 may weigh-in naked. When necessary, a boxer over the age of 18 may take off their underwear; however, prior to the removal of their underwear the weigh in area must be cleared of all boxers under the age of 18.
- Duration of Weigh-in. Weigh-in shall last no more than two (2) hours or until
completed
- Fighters are allowed 1 Coach and 2 Seconds.
- During the bout, Corners may shout and coach their fighter.
- Corners may not shout or coach the opposing fighter.
- No coaching of any kind may occur while the fighter is in the Gold “Neutral Corner”,
- Corners must stay off the ring during the bout.
- Before and after each round, the corners must clear the ring’s edge:
- Wipe up any wet liquids or oils.
- Remove all objects from the ring’s edge including stool.
- If the corners do not adhere to the 1-minute time limit, the Referee reserves the right to deduct points at his or her discretion for delaying the fight.
- The Corners shall not use rude words and they shall not harass the boxers during the bout or after.
- The Corners must wear a uniform shirt or their boxing champ symbols which are inoffensive in nature.
- The Corners may arrange their own equipment, material, and medical supplies at their corners:
- Water
- Ice
- Towels
- Gauze
- Cotton balls
- A pair of safety scissors
- Wound bandages
- Absorbent cotton bandages or wound soft bandages
- Corners shall make sure fighters are warm and “ready” to compete
- Each fighter must be waiting on deck with all gear on and ready to fight.
- Each fighter must report to medical immediately after the bout is finished.
- Coach/second must be in possession of a towel for the boxer during the bout.
- A coach/second may indicate retirement of the boxer by throwing the towel into the ring when this boxer is considered to be unfit or unable to continue boxing, except when the referee is in the course of counting.
- In the case of a cut, the coaches/seconds can use Avetine, Vaseline, Collodion, Thrombin Solution, Micro Fibrilar Collagen, Gelfoam, Surgicel and Adrenaline 1/1000. Ice bags, No-Swell and swabs are permissible.
Prohibited Activities
- Coaches/Seconds will not be permitted to stand, shout loudly, clap at the boxer and/or the referee, to encourage or incite spectators by words or signs during the progress of a round.
- Seconds will not be allowed to touch the ring during the bout, yell, cause a scene or disturb the competition.
- Coaches/Seconds’ seating area must be 3 feet away from the ring corner within 6 feet squared. Coaches/Seconds will not be permitted to walk out of coaches/second’s designated area when disagreeing with actions of the referee.
- Coaches/Seconds will not be permitted to throw any item into the ring to demonstrate a disagreement or to kick any chair or water bottle or to take any other action that may be deemed as unsportsmanlike behavior.
- The use of any communication device will not be permitted in the FOP such as but not limited to mobile telephones, walkie-talkies, headsets, shortwave radios, etc.
- Under no circumstance will coaches/seconds be allowed to administer
- supplemental oxygen to a boxer during a bout.
- Corners must stay off the stairs during the bout.
- Corners may not hit the canvas of the ring, pound on the ring or cause any commotion that will confuse the fighters, officials or referee.
- Corners must return gloves and elbow pads to the gear manager, immediately after the bout has finished.
- Referees
- Dress code includes:
- Official’s polo shirt
- black pants
- black shoes
- surgical gloves
- Commands:
- “Are you Ready”
- “Fight”
- “Stop”
- Rights, Roles and Responsibilities:
- First responsibility is the fighters’ safety and well-being.
- The Referee will uphold all rules and regulations as stated by the training organization
- The Referee will control the bout and flow of the fight at all times.
- The Referee will inspect the fighters, uniform, protective gear, and person before and during the bout.
- In the event of rules violation by the fighter; the Referee shall stop the bout and address all officials of the infraction and move according to the training manual.
- The Referee will notify the Ring Manager and spectators of the infraction.
- Judges
- Judges shall wear official uniform polo, while performing official duties.
- Judges shall NOT wear the uniform to officiate events.
- No fewer than 3 judges will officiate the bouts.
- Judges will be placed on 3 sides of the ring a reasonable distance away from spectators.
- Judges will not interact with fighters or teams while officiating.
- Judges and other officials may communicate with each other during, and after bouts (Example: loose ropes, infractions, fouls etc).
- Judges will do their best to accurately and fairly score each round in order to determine the appropriate winner.
- Judges will score each round independently and in accordance with the established criteria and standards.
- Judges will tally each round per round and before the next round has begun. Scores will be collected after each round or at the full conclusion of the match.
- Judges will not officiate their own team’s boxers competing in an event. In the event that this occurs, the official shall remove him or herself from officiating that bout.
- Allowable weapons
- Fists/Punches
- No Muay Thai style catches, sweeps, and dumps
- No ankle reaps
- No hip throws
- No hip carries
- No WWF or WWE style throws, no suplex
- No driving the head into the canvas
- No over the shoulder throws
- Legal scoring strikes
- Boxers must demonstrate the following striking ideals to be awarded points by officials:
- Accurate strikes to open targets
- Effective strikes to open areas
- Placement of strikes
- Strength & Delivery
- Controlling and winning in clinch range
- Recognizing openings and capitalizing on them
- Smart Engagement
Legal scoring defense
- Boxers must demonstrate the following defensive ideals to be awarded points by officials:
- Technical clean defense
- Purposeful footwork (not just marching)
- Use of Angles
- Effective Head-movement
- Balance
- Technical Pressure (Not just Brawling)
- Smart Engagement
HOW TO WIN
Win on points Boxing – WPB
- If the smash rounds are tied and all boxing rounds have been played out, at the end of a bout, the winner will be determined on the basis of the score of the judges and will be declared the winner of the bout on points by either unanimous or split decision.
- The round in which the bout is stopped will be scored, even if it is a partial round.
a. This rule applies if an injury caused by an unintentional foul occurs and as a result the contest is stopped by the referee.
b. This rule applies in the case both boxers are injured at the same time and as a result the contest is stopped by the referee - The bout or smash game may be terminated by the Referee due to an event that is out of the boxer’s or referee’s control, such as the destruction of the ring, failure of the lighting supply, forces of nature and other similar unforeseen conditions. In such circumstances, the judges will score the round for each boxer up to the time of the termination of the bout and the boxer who is ahead on points will be declared the winner of the bout on points. The player who is ahead on stocks will be declared the winner.
4) If a boxer has an open cut or abrasion, resulting from an accidental foul, the referee may stop the bout and take the boxer to the doctor to be examined. If the bout is stopped, the decision will be determined by the scorecards.
5) Tie-Breaker – Tied bouts are not permitted. In the event that the total scores
awarded by each judge, including any deduction, are equal at the end of the bout
the judges will be requested to nominate a bout winner in the following cases:
a. One (1) judge has a draw and the other judges are evenly split; or
b. Two (2) judges have even scores and the other judges do not score
unanimously; or
c. Three (3) or more judges have even scores
i. In manual (paper) scoring after the judge scores the round, the judge is requested to select an overall bout winner in case a tie-breaker is
necessary
Win on Points Smash - WPS
- Best of 4, in the event of a tie, decision goes to Boxing points.
Win by Abandon – ABD
1) If a boxer retires voluntarily or if the coach throws the towel into the ring or
appears on the apron, however not while the referee is counting, the opponent
will be declared the winner of the bout by ABD.
2) If a boxer loses a soft contact lens and chooses not to continue to box without the
contact lens, the boxer will lose by ABD.
15.3 Win by Referee Stops Contest
1) If a boxer fails to resume boxing immediately after the rest period between
rounds, the opponent will be declared the winner of the bout by RSC.
2) If a boxer, in the referee’s opinion, is being outclassed or is receiving excessive
punishment or hard blows, the bout will be stopped, and the opponent declared
the winner of the bout by RSC.
3) If a boxer is unfit to continue and fails to resume boxing after a knockdown, the
opponent will be declared the winner of the bout by RSC.
4) When the bout is stopped by the referee at the discretion of the Official in
Charge following the advice of a ringside doctor, the opponent will be declared
the winner of the bout by RSC.
15.4 Win by Referee Stops Contest – Injury – RSC-I
1) If a boxer, in the opinion of the referee, is unfit to continue because of a sustained
or increased injury from correct punches, the bout will be stopped, and the
opponent will be declared the winner of the bout by RSC-I.
2) If a boxer, in the opinion of the referee, becomes incapable of continuing to
compete because of an injury sustained not from punches, the bout will be
stopped, and the opponent will be declared the winner of the bout by RSC-I.
3) If a boxer does not recover after ninety (90) seconds, in the allotted time for a low
blow, the opponent will be declared the winner of the bout by RSC-I.
15.5 Win by Disqualification – DQ
1) If a boxer is disqualified for a foul or for any other reason, the opponent will be
declared the winner of the bout by DQ.
2) If the referee, at his/her discretion, determines that an intentional foul caused an
injury to a boxer and that the fouled and injured boxer cannot continue because
of the injury sustained from this intentional foul, the offending boxer will be
disqualified and the injured boxer will be declared the winner of the bout by DQ.
3) The third warning in the whole bout will automatically disqualify the boxer and
the opponent will be declared the winner of the bout by DQ.
4) If the boxer has been disqualified due to blatant misconduct or unsportsmanlike
behavior, it must be brought to the attention of the USA Boxing Judicial Committee
by the Official in Charge within 24 hours of the end of the respective bout, a
disqualified boxer will not be entitled or awarded points relating to the bout.
5) A disqualified boxer by any other technical rule will maintain his/her individual
placement and/or team/ranking points earned.
15.6 Win by Knockout – KO
1) If a boxer is knocked down and fails to resume boxing before that boxer is counted up to ten (10), the opponent will be declared the winner of the bout by KO.
2) In the case of an emergency and the referee summons the ringside doctor in the
ring before the boxer is counted up to ten (10), the opponent will be declared the
winner of the bout by KO.
3) In the event a double KO occurs, the round must be scored up to the termination
of the bout. The boxer ahead on points will be considered the winner.
Win by Walkover – WO
1) If a boxer is present in the ring fully attired and ready to box and the opposing
Boxer fails to appear in the ring after being announced and a maximum period of
one minute has elapsed after the bell has been sounded, the referee will declare
the present boxer to be the winner by WO.
Extraordinary Rescheduling – Same Day
1) The bout may be terminated by the referee due to an event that is out of the
boxer’s or the referee’s control, such as the destruction of the ring, failure of the
lighting supply, forces of nature and other similar unforeseen conditions. In such
circumstances, if it occurs before the end of the first round, the bout will be
terminated and will then have to be rescheduled by the Official in Charge,
preferably within the same day
- Scoring guidelines
In order to be clearly and effectively judged, the boxer must display and show a full understanding of scoring guidelines and perform as such.
- The Boxer shall:
- Show smart engagement landing meaningful, technical blows ON TARGET with ACCURACY while displaying balance, and strength in delivery while advancing and while utilizing backward movement, circling, ropework and angling.
- Show ring generalship by controlling the ring space, showing knowledge of fighting distancing, boxing effectively, controlling the action, flow, and pace of the bout; positioning oneself to attack and defend while taking the least amount damage.
- Demonstrate clean technique. Strikes delivered with a clear strategy, with intention and no brawling.
- Damage the opponent with effective strikes the show visible damage to opponent. Fighters must have answer for striking strategies in each round to win.
- Maintain balance and positioning: Boxers showing successful off-balancing of opponent via the use of effective striking, timing, and defense.
- Show effective defense countering, including blocks, offensive defense, angling, head-movement, and footwork.
- Show fighting spirit: Demonstrating the will, courage, heart and determination to compete. NO TURNING AWAY from, turning one’s back, or running from competition. Show NO FEAR to compete and maintain composure under-pressure.
- Dominate round: A Boxer who CLEARLY dominates, controls, and wins a round against a non-competitive or completely out-classed opponent may be awarded points.
- Real Estate: Strikes causing an opponent to lose ground resulting in ineffective fighting, non-action, against the ropes or stuck in the corner without effective use of offense, defense, or counterattacks, shall be awarded points.
- Fatigue: A Boxer showing clear fatigue due to powerful strikes, being out of shape or unprepared, being dominated in the clinch or in exchanges, being dumped repeatedly or ineffective defense shall lose points.
- Winning the round: The Boxer who demonstrates the best offense, defense, attacking, countering-attacking, or evasion skills shall generally be awarded the round.
- 10-Point must system
All bouts shall be officiated using a 10-point must system.
- Winning Boxer receives 10 points
- Losing Boxer receives 9 points, 8 points, 7 points
*All rounds shall be scored a 10-9 round when no knockdowns, 8-counts or rule violations have taken place. All judges shall score and tally rounds using a 10-point must system*
- Point Deductions & Grounds for Potential Disqualification
Any competitor receiving an accumulation of 10 points or more related to repeated fouls and violations during a round will be disqualified. The Referee reserves the right to disqualify any competitor without prior warning if they feel the violation is flagrant. The following infractions may result in point deductions at the discretion of the Referee:
- Knock Down (not a slip) – 1 point deduction
- Striking to the back of the head – 1 point deduction
- Striking to the back (spine) – 1 point deduction
- Striking to the groin – 1 point deduction
- Intentionally striking to the knee joint – 1 point deduction
- Joint manipulations as in Jujitsu or Submission Wrestling – 1 point deduction
- Throws – 1 point deduction
- Intentional, repeated falling on opponent – 1 point deduction
- Referee Counts 8-count & 10-count
- Standing 8-count
- The Referee can give a standing 8 count at any time for any reason.
- The Referee shall commence a standing 8-count if the Boxer isn’t defending him/herself or appear completely overwhelmed.
- If there is a gear malfunction, the Referee may stop the clock, however if the malfunction persists, the Referee may issue an 8-count.
- If a Boxer continuously spits out their mouth piece, the Referee may issue an 8-count.
- If a Boxer is injured from an unintentional illegal technique, the Referee may stop the clock allowing the Boxer as much time as is necessary to recover. If the Referee believes the competitor can continue, the Referee will only begin the 8-count of the knock down count when the opposing Boxer has reached a neutral corner.
- A Boxer may only receive:
- Three standing 8-counts in a single round.
- A total of four standing 8-count over the course of a bout which will result in a TKO (Technical Knockout) decision.
**If a Boxer is knocked out of the ring, the Referee will give a 20-count allowing the Boxer to return to the ring. If the Boxer does not return within the stated 20-count the match will be declared a TKO.
- 10-Count
- When a Boxer is knocked down, the Referee will begin a 10-count as soon as the opposing competitor reaches a neutral corner. If the competitor is unable to continue by the count of ten, the match is declared a KO (Knock Out).
- The Referee does not need to continue the 10-count if he clearly sees the boxer is non-responsive.
- The Referee shall resume the count from where it was left off (whatever number was last stated) if the Boxer attempts to rise after being knocked down and goes down again immediately.
- If the Boxer stands within the count of 10, the Referee will determine if he/she can continue the match by having them hold their hands up and look straight ahead. If the Boxer being given a count by the Referee is down on the canvas of the ring when the Referee completes counting to ten seconds, the Referee shall wave both arms to indicate that the competitor has been knocked out and shall stop the contest.
- Potential Outcomes of a Smashboxing Bout:
- Knock Out: A bout ends in a knockout when a Boxer is completely knocked out or knocked down and does not get up by the conclusion of the Referee 10-count.
- Technical Knock Out: A bout ends in a TKO when a Boxer is deemed by the Referee (and sometimes Ringside Physician) unable to defend themselves properly, when they have sustained a serious injury, or when their Corners decide to discontinue the match (throwing in towel).
- Unanimous Decision: All three judges score the same Boxer as the winner.
- Split Decision: Two of the three judges score in favor of one Boxer, who is declared the winner, despite the fact that the third judge ruled in the favor of the other Boxer.
- Majority Decision: Two of the three judges score in favor of one Boxer, who is declared the winner, despite the fact that the third judge ruled the contest a draw.
- Draw: If at least two judges have the match as tied, then a draw will be declared. Also, a draw occurs if one judge has one winner, another judge has a different winner, and the third judge has a draw. In this situation it would come down to who won the smash games.
- Smash Win: Three Smash games won.
- Exhibition: No official scoring shall be recorded but points will still be counted.
SUPER SMASH BROTHERS
DEFINITIONS
Best-of-X – means a Match has X number of Games, and the Player that wins a majority of the Games is declared the winner. Once a Player wins the number of Games needed to reach the requisite majority, then that Player will be declared the winner of the Match, and any Games that have not been played at that point will not be played. For example, in a Best-of-Three Match, once a Player wins 2 Games, that Player will immediately be declared the winner of that Match.
Game – a single Title Game competition between two Players.
Match or Set – Tournament play between two Players that may involve multiple Games.
Player – each person who participates in the Tournament.
Singles – a format where Players compete as individuals.
Title Game – Super Smash Bros. (“64”), Super Smash Bros. Melee (“Melee”), Super Smash Bros. Brawl (“Brawl”), Super Smash Bros. for Wii U (“Wii U”), or Super Smash Bros. Ultimate (“Ultimate”).
Tournament – Singles and Doubles competitions for any Title Game.
Event Organizers (EOs) – Shakedown Smashboxing, any entity involved in supplying or fulfilling prizes, and any other entity involved in implementing, producing or managing the Event, in whole or in part.
Code of Conduct
● All Players are expected to exhibit good sportsmanship and maintain respect for one another and for all EOs and spectators. Players are expected to play at their best at all times and to avoid any behavior inconsistent with the principles of good sportsmanship, honesty, or fair play. Behavior that is considered to be inappropriate and in violation of the Code of Conduct includes, but is not limited to, the following:
● Interfering with event operation;
● Acting in an unsportsmanlike or disruptive manner, or to annoy, abuse,
threaten or harass any other person;
● Engaging in collusion (e.g., any agreement between two or more Players to pre-determine the outcome of a Game or Match);
● Cheating of any sort through any means;
● Intentionally delaying or slowing gameplay or tampering with gameplay in any other known or unknown manner;
● Offensive, vulgar or obscene gamertags;
● Sexism, ageism, racism or any other form of prejudice or bigotry.
● Engaging in any activity that is illegal in the jurisdiction where the affected
Player is located.
● Offering any gift or reward to a Player or EO for assistance designed to
provide a competitive advantage to the person offering the gift or reward or
designed to impose a competitive disadvantage on any opponent;
● Using any language or wearing any clothing or apparel that is obscene, foul, vulgar, insulting, threatening, abusive, libelous, slanderous, defamatory or otherwise offensive or objectionable, or promotes or incites hatred or discriminatory conduct
● Taking any action or performing any gesture directed at an opposing Player, official or spectator, or inciting any other individuals to do the same, which is insulting, mocking, disruptive or unsportsmanlike;
● Touching or otherwise interfering with consoles, TVs, lights, cameras or other tournament and/or production equipment;
● Engaging in any other type of behavior or conduct deemed inappropriate by the EOs in their sole discretion; or
● Otherwise violating these rules.
Notice of Filming
By entering and by your presence at Pure Fitness Martial Arts, you consent to be photographed, filmed, and/or otherwise recorded. Your entry to Pure Fitness Martial Arts constitutes your consent to such photography, filming, and/or recording to any use, in any and all media throughout the universe in perpetuity, or your appearance, likeness, voice, and name for any purpose whatsoever in connection with the production presently entitled Shakedown Smashboxing.
Event Conduct
● All attendees must be registered as a player/boxer, spectator, or media, or have theconsent of the Shakedown Staff to enter the venue. All attendees must keep their badge/wristband visible at all times.
● Possession of drugs or weapons is forbidden.
● Possession of alcohol outside of the venue is forbidden.
● Smoking, including e-cigarettes, is only permitted in the designated areas outside the building.
● All attendees are responsible for their own belongings. By entering the venue, you agree that anything you bring into the venue is your responsibility. Shakedown Staff, the Pure Fitness Martial Arts, and any sponsors therein claim no responsibility for items which are lost, damaged, or destroyed as a result of being in the venue.
● Attendees may not tamper with, manipulate, or attempt to remove any
equipment in the venue.
● Recording equipment besides phones are not permitted without permission from Shakedown admin or a Media Pass.
● Shakedown staff reserve the right to deny entry into the venue to any Player suspected of committing anything considered a crime or acting in a
manner that is detrimental to the integrity of the event.
● Any issues that arise outside of these terms will be held on a case-by-case basis, and be judged by the Shakedown Staff.
● Violation of any of these rules may result in being ejected from the event at the sole discretion of Shakedown staff.
Set Procedure
1. Players select their characters. Either Player may elect to do Double
Blind Character Selection
2. Use Stage Striking to determine the first stage
3. The Players play the first game of the set
4. Winning Player of the preceding match bans a stage/stages
5. The losing Player of the preceding match picks a stage for the next game
6. The winning Player of the preceding match may choose to change
characters.
7. The losing Player of the preceding match may choose to change
characters.
8. The next game is played.
9. Repeat Steps 4 through 8 for all subsequent matches until the set is
complete.
Mutual Agreement
- Players may select any legal stage if they both agree on it. Players may also disregard Stage Clause if both agree. Players may not play on illegal stages or change the length of a set.
Double Blind Character Selection
- Either Player may request that a double blind selection occur. In this situation, a referee or other event staff member will be told, in secret, each of Player’s choices for the first round. Both Players are to then select their first round character, with the referee validating the character selections.
Neutral Start
- If a Player requests Neutral Start, the Players must use the neutral port configuration. This does not apply to Brawl, Smash for Wii U, or Ultimate.
Port Priority
- If an agreement cannot be made as to who gets what port, the Players may enact a best of 1 game of Rock Paper Scissors. Winner has the option of selecting port first.
Pausing
If a Player either intentionally or accidentally pauses the Game by either pressing the start button or unplugging his or his opponent’s controller, the Player who paused forfeits two stocks. The penalty may be increased to a multiple stock forfeiture or a Game forfeiture at the discretion of the EO.
Restarts
The TOs may approve a Game restart due to exceptional circumstances, such as a power outage.
Stalling
Stalling, or excessively delaying the Game or Match, may result in a Game or Match forfeit at the sole discretion of EOs. Continuing infinite combos past 300% is considered to be stalling. In Melee, Players may stall for the
purposes of waiting out a particular transformation on Pokémon Stadium. Stalling must end when the neutral transformation returns, as indicated by the icon shown on the in-game screen.
Sudden Death
If a game goes to Sudden Death, the winner is determined by stocks and
percentage at the time the match ends. When the timer hits 0:00, the Player with the higher stock count is the winner. If both Players are tied in stocks the Player with the lower percentage is the winner. In the event of a percentage tie, or a match in which both Players lose their last stock simultaneously, a 1 stock tiebreaker will be played with time limit equal to the regular time limit divided by the regular number of stocks, rounded up. The results of Sudden Death do not count.
Colorblind Clause
Players may request that their opponent change colors to accommodate
colorblindness or if their color is indistinguishable from either the other team color or the stage background. The request must be made before the match starts.
Warm-ups
Warm-up periods and controller tests may not exceed 30 seconds on the
in-game timer. Violation of this rule may result in an automatic forfeit at the
discretion of TOs.
Coaching
For Melee, Ultimate and Wii U, coaching, defined as deliberately giving or receiving advice to/from another person during a Match or between Matches during Grand Finals, is not allowed, and may result in penalties for both parties.
Tardiness
Anyone who is not present for their match by 15 minutes past the scheduled start time, without prior communication with tournament staff, is subject to a total disqualification from the event.
Collusion
Players suspected of colluding may be immediately disqualified from the
tournament. This includes intentionally throwing a match, splitting a payout, or committing any other form of bracket manipulation. The TO reserves the right to deny payout of event winnings to any Player suspected of colluding.
Misinterpretation / Misconfiguration
If a game was played under a misconfiguration of the Game Settings that could have materially affected the result of the game, a Player may petition the TO to have that game replayed. The final decision is at the discretion of the TO. This must be done immediately after the game in question; after the next game isstarted, the previous game shall not be replayed regardless of whether the rules were set correctly.
Freeze Glitch
Activating the Freeze Glitch with the Ice Climbers is not allowed.
Ledge Grab Limit
In the event of a timeout, either Player or Team may invoke the Ledge
Grab Limit rule by asking to view the Cliffhangers statistic for all Players in
the results screen. If either Player exceeded 60 Cliffhangers during the Game, that Player forfeits the Game. If Players voluntarily exit the results screen before checking Cliffhangers, they may forfeit the right to invoke this rule at the sole discretion of the EO. In the event of a 1-stock tiebreaker, the maximum number of Cliffhangers is 15.
Wobbling
“Wobbling” with Ice Climbers is not permitted. A Player is considered to
be Wobbling if the following conditions are met:
- The Player grabs his/her opponent with the Player-controlled Ice
Climber.
- The CPU-controlled Ice Climber has not been KO’d.
- During the grab, the opponent is plausibly locked in continuous hitstun
by a series of attacks including at least 4 pummels.
Controller Requirements
First Party GCCs
Physical modifications such as case notches, replacement analog sticks, and cosmetic changes are permitted. Capacitors for snapback reduction are also permitted. If a First Party GCC uses a device that modifies the input of a First Party GCC in any capacity (e.g., Arduinos), that controller will be subjected to the same rules as Other Controllers. Any such modifications must be externally visible and housed outside of the GCC shell.
Licensed Third Party GCCs
Licensed Third Party GCCs are subject to the same rules as First Party GCCs, but any additional features (e.g., Turbo) are not permitted to be used.
Other Controllers
Controllers that are neither First Party GCCs nor Licensed Third Party GCCs must abide by the parameters in the following sections.
Input Mapping
Button Inputs
Each Button Input (including digital L and digital R) can only be actively
bound to a maximum of one Actuator. An Actuator that is bound to a
Button Input may not be bound to any other Button Inputs, Analog Inputs,
or ATD Inputs.
Analog Inputs
Each Analog Input can only be actively bound to a single analog device,
except as described below. If a controller features multiple methods of
input for a specific Analog Input (i.e., both an analog device and ATD
Inputs), only one input method for that specific Analog Input may be
active at a time.
Analog Stick and C-Stick
The analog stick and C-stick may each be replaced by a maximum
of 4 Actuators corresponding to cardinal directions (up, down, left,
and right).
Analog L and R
A controller may only have up to one Actuator that generates
analog L inputs and up to one Actuator that generates analog R
inputs.
Controller Layout
Generally, any layout of Actuators on a controller is permitted. However,
Actuators may not be arranged in a manner that guarantees simultaneous
or conditional activation (e.g. an Actuator physically contained within
another Actuator, such that activation of only one of those actuators is
difficult or impossible).
Actuation
Actuators must always be manually activated. For example, an Actuator
may never activate as a result of another Actuator being activated or
deactivated. As an exception to this rule, an Actuator may be deactivated
by the opposing cardinal direction.
Macros
Actuators may not activate Macros. Note that Macros are different from
Modifiers and Conditional Inputs.
Analog-to-Digital Inputs
Controllers that use ATD Inputs must abide by the following restrictions.
SOCD Resolution
If two opposing cardinal directions are activated simultaneously, the
following controller-side SOCD resolution methods are permitted:
● A neutral input (neither cardinal direction) is produced
● The more recent cardinal direction overrides the less recent
cardinal direction and the less recent cardinal direction is
deactivated until manually activated again.
If two opposing cardinal directions are first activated simultaneously, the
controller may either produce a neutral input or may give priority to one of
the cardinal directions in a predetermined manner.
Modifiers
Modifiers, or combinations of Modifiers, may not be used with Analog
Inputs, and may only change the magnitude of ATD Inputs that
correspond to Analog Inputs, except for L and R, in which Modifiers may
be used to switch between analog and digital activation. Modifiers may
simultaneously change the magnitude of multiple ATD Inputs. Within the
context of Super Smash Bros. Melee, Modifiers may not solely change
the current “zone” that the analog stick or C-stick Coordinate lies in.
These zones (pictured below) are the Coordinates corresponding to up,
down, left, right, up-right, up-left, down-right, down-left, and neutral (“dead
zone”). For example:
● If the analog stick or C-stick is pointed at a Coordinate that
corresponds to “right”, Modifiers cannot solely move the
Coordinate to “up-right”.
● If the analog stick or C-stick is pointed at a Coordinate in neutral,
Modifiers cannot solely move out of neutral.
Non-Dedicated Modifiers
Within the context of Super Smash Bros. Melee, NDMs must obey the
following restrictions in addition to those described in Section 3.5.2.
● All NDMs must be explicitly described when notifying TOs of intent
to use a controller other than a GCC. TOs may reject specific
NDMs at their sole discretion.
● NDMs may not be bound to Actuators that generate X or Y inputs.
● NDMs bound to Actuators that generate B inputs cannot modify
analog stick or C-stick Coordinates, except to prevent a controller
from inputting a neutral-B with analog stick Coordinates outside of
the dead zone.
● NDMs bound to Actuators that generate A, L or R inputs may not
redirect the analog stick to a Coordinate in a manner that
meaningfully circumvents a stick motion that would have otherwise
been necessary to perform an action. Examples include, but are
not limited to performing:
○ A long ledge wavedash
○ Long wavedash into down-tilt
○ Fastfall into a long wavedash
○ Long wavedash out of Fox/Falco down-B
Analog Adjustment Devices
Controllers that use AADs (i.e. Arduinos) are prohibited.
Conditional Inputs
All Conditional Inputs must be approved in advance by EOs. If your controller has Conditional Inputs, please let us know by emailing shakedownsmash@gmail.com
Analog-to-Digital and Adjusted Analog Input Restrictions
Due to the potential precision and consistency of ATD Inputs and adjusted
Analog Inputs, Controllers using ATD Inputs must adhere to the following
limitations.
Banned Coordinates
Within the context of Super Smash Bros. Melee, there are certain
functional analog stick Coordinates that are impossible to consistently
activate with unadjusted Analog Inputs. These Coordinates may not be
pinpointed.
Shield Drop
The mechanic known as “Shield Drop Down” must not be
accessible in conjunction with L, R, or Z. Specifically, if digital or
altered analog inputs would result in an analog stick Coordinate
with Y = -0.6625, -0.6750, or -0.6875 in conjunction with L, R, or
Z, the analog stick Coordinate must be such that |X| ≥ 0.7000).
Directional Air-Dodge Angles
All angled air-dodges (wavedashing) using ATD Inputs must be
within the following bounds:
● (±0.3875, ±0.9125) - 67°
● (±0.9125, ±0.3875) - 23°
C.8.1.3. Ice Climbers’ Desyncs
The following Coordinates, allowing Ice Climbers to instantly
“desync,” must not be accessible.
● X = ±0.8000 - Popo Smash / Nana Tilt
● X = ±0.8000 on C-Stick - Popo F-Smash
● Y = ±0.6625 - Popo Smash / Nana Tilt
● Y = ±0.6625 on C-Stick - Popo U/D-Smash
● X = ±0.7000 - Popo Roll
● Y = ±0.7000 - Popo Dodge / Nana Shield Drop
● X = 0.6250 - Popo Run / Nana Runbrake
● X = 0.7500 - Popo Teeter Break / Nana Teeter
● Y = 0.5625 - Popo Jump (out of dash)
● X ≤ 0.5875, Y = -0.5500 - Nana Neutral-B
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● Any Coordinate that allows Ice Climbers to perform two
different aerials simultaneously with the same input.
The Coordinates (±0.7000, ±7000), (±0.7000, ±7125), and
(±0.7125, ±7000) are exceptions to this list.
Turnaround Up-Tilt and Down-Tilt
The range of Coordinates, allowing for a 2-frame turnaround
vertical tilt in non-buffered situations, must not be accessible. See
the Figure below for an illustration of this zone in the up-right
quadrant.
Figure 2: Illustration of the coordinates that may produce a
non-buffered vertical up-tilt in the up-right quadrant. (Credit: Aziz
Al-Yami)
“Middle-Tilted” Tilts & Smashes
The Coordinates (±0.9500, ±0.2875), allowing certain characters
to access “Middle-Tilted” versions of Tilts and Smashes, must not
be accessible in conjunction with A or the C-stick.
C.8.1.6. Pikachu & Pichu “Double Up-B”
The following Coordinates, allowing Pikachu and Pichu to move
vertically twice during an Up-B, must not be accessible.
● (±0.5000, 0)
● (0, -0.5000)
● (±0.4000, ±0.3000)
● (± 0.3000, ± 0.4000)
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Analog Triggers
Within the context of Super Smash Bros. Melee, analog L and analog R
values range from 0 to 140, with 43 being the minimum value that
generates a shield. Certain functional analog L and analog R values are
difficult to consistently activate with unadjusted Analog Inputs. Only
values between the range of 49 (equivalent to Z lightshield) and 140 may
be pinpointed with digital Actuators
Final Rulings
If any unforeseen situations occur, judgment of tournament staff is final. Rules may be altered between phases of a tournament in the best interests of the event.