Editing Doubles
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===All games=== | ===All games=== | ||
*[[Team Attack]] is enabled. This setting is preferred as it prevents abusive strategies and requires greater coordination between teammates. | *[[Team Attack]] is enabled. This setting is preferred as it prevents abusive strategies and requires greater coordination between teammates. | ||
*[[Share stock|Sharing stocks]] is allowed. | *[[Share stock|Sharing stocks]] is allowed. | ||
*[[Legal stage]]s may differ from singles, particularly in ''[[Smash 64]]'' and ''[[Melee]]''. | *[[Legal stage]]s may differ from singles, particularly in ''[[Smash 64]]'' and ''[[Melee]]''. | ||
*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%.) | ||
===''[[Super Smash Bros. Melee]]''=== | ===''[[Super Smash Bros. Melee]]''=== | ||
*[[Fountain of Dreams]] is banned in doubles play. This is due to the stage's small size, as well as the water reflections causing lag issues. | *[[Fountain of Dreams]] is banned in doubles play. This is due to the stage's small size, as well as the water reflections causing lag issues. | ||
===''[[Super Smash Bros. Brawl]]''=== | ===''[[Super Smash Bros. Brawl]]''=== | ||
*Double Meta Knight is banned: two players on the same team cannot both use {{SSBB|Meta Knight}}. This rule became commonplace in 2012, following [[Apex 2012]], in which all four players in grand finals used Meta Knight; prior to 2012, double Meta was legal in tournament play. | *Double Meta Knight is banned: two players on the same team cannot both use {{SSBB|Meta Knight}}. This rule became commonplace in 2012, following [[Apex 2012]], in which all four players in grand finals used Meta Knight; prior to 2012, double Meta was legal in tournament play. | ||
*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. | ||
* | *It may be requested by either team to change team colours in order to prevent any unnecessary confusion, if one of the players is {{SSBB|Pokémon Trainer}}, {{SSBB|Lucario}}, or {{SSBB|Sonic}}. | ||
===''[[Super Smash Bros. 4]]''=== | ===''[[Super Smash Bros. 4]]''=== | ||
*Instead of the 2 stock and 6-minute time limit format in Singles, Doubles are played with 3 stocks and an 8-minute time limit. | *Instead of the 2 stock and 6-minute time limit format in Singles, Doubles are played with 3 stocks and an 8-minute time limit. | ||
* | *Like the Double Meta Knight ban in ''Brawl'', Double [[Cloud (SSB4)|Cloud]] is banned in doubles even with at least one Cloud as a teammate. The effectiveness became a notoriety for the community which resulted ''Smash 4'' tournaments, {{Trn|Get On My Level 2018}}, {{Trn|Smash 'N' Splash 4}}, {{Trn|CEO 2018}}, {{Trn|Shine 2018}}, and {{Trn|DreamHack Atlanta 2018}} banning Cloud in doubles. | ||
===''[[Super Smash Bros. Ultimate]]''=== | ===''[[Super Smash Bros. Ultimate]]''=== | ||
*Due to a [[Unlimited Rebellion Gauge glitch|glitch]] regarding {{SSBU|Joker}}'s [[Rebellion Gauge]], Joker | *Due to a [[Unlimited Rebellion Gauge glitch|glitch]] regarding {{SSBU|Joker}}'s [[Rebellion Gauge]], Joker was banned from doubles at [[Glitch 7]] if {{SSBU|Pokémon Trainer}} was their teammate, and vice versa. This glitch has since been fixed. | ||
==Differences from singles== | ==Differences from singles== | ||
The doubles metagame differs considerably from singles, and places greater emphasis on teamwork and synergy, rather than individual skill; two players who team and practice regularly will generally be favored to win over two players who are individually | The doubles metagame differs considerably from singles, and places greater emphasis on teamwork and synergy, rather than individual skill; two players who team and practice regularly will generally be favored to win over two players who are individually stronger but have never teamed before. {{Sm|Android}} is not known as a tournament favorite in singles, but practices extensively with his brother {{Sm|Armada}} in doubles; the two form one of the strongest doubles teams of ''Melee'', and the two have placed in the top three at almost every doubles event. [[PewFat|SFAT and PewPewU]] are another static doubles team famous for their teamwork, and the two have earned consistent top placings in doubles tournaments. | ||
The relative strengths of certain characters can be significantly different in the doubles scene. The [[Ice Climbers]] are high-tier in ''Melee'' and top-tier in ''Brawl'', but are considered nonviable in doubles play; this is because their [[wobbling]] strategy is almost impossible to pull off safely, for an opponent can easily interrupt a wobble to save their teammate. {{SSBB|Falco}} in ''Brawl'' is also regarded as significantly weaker in doubles, since one of his main strengths, his ability to camp with lasers, is less effective in a field with four players. On the other hand, in ''Brawl'', {{SSBB|Wario}} is considered a borderline viable character in singles, but is known as one of the best characters in the game in doubles. Wario's strong aerial mobility and attacks allow him to navigate through the more chaotic battleground with ease, and his forward throw and down are two of the best setup throws in the game, granting his teammate an easy followup attack that often leads to a KO. In general, a much larger number of characters are considered viable in doubles, since two different characters can mitigate each other's weaknesses, and the greater emphasis on teamwork means that singles viability is less valued. In ''Smash 4'', [[Cloud (SSB4)|Cloud]] is a popular character in singles that becomes dominating in doubles. Cloud's massive disjoints and good frame data allow him to control the stage with his aerials, while his [[Limit Break]] specials can finish off stocks with little effort. Furthermore, Cloud's average recovery can be helped or covered with a teammate's attack, allowing him to take advantage of his survivability. In 2018, some tournaments and scenes banned the usage of Cloud, either individually or in tandem, due to his dominant results. | The relative strengths of certain characters can be significantly different in the doubles scene. The [[Ice Climbers]] are high-tier in ''Melee'' and top-tier in ''Brawl'', but are considered nonviable in doubles play; this is because their [[wobbling]] strategy is almost impossible to pull off safely, for an opponent can easily interrupt a wobble to save their teammate. {{SSBB|Falco}} in ''Brawl'' is also regarded as significantly weaker in doubles, since one of his main strengths, his ability to camp with lasers, is less effective in a field with four players. On the other hand, in ''Brawl'', {{SSBB|Wario}} is considered a borderline viable character in singles, but is known as one of the best characters in the game in doubles. Wario's strong aerial mobility and attacks allow him to navigate through the more chaotic battleground with ease, and his forward throw and down are two of the best setup throws in the game, granting his teammate an easy followup attack that often leads to a KO. In general, a much larger number of characters are considered viable in doubles, since two different characters can mitigate each other's weaknesses, and the greater emphasis on teamwork means that singles viability is less valued. In ''Smash 4'', [[Cloud (SSB4)|Cloud]] is a popular character in singles that becomes dominating in doubles. Cloud's massive disjoints and good frame data allow him to control the stage with his aerials, while his [[Limit Break]] specials can finish off stocks with little effort. Furthermore, Cloud's average recovery can be helped or covered with a teammate's attack, allowing him to take advantage of his survivability. In 2018, some tournaments and scenes banned the usage of Cloud, either individually or in tandem, due to his dominant results. | ||
Numerous unique strategies and "gimmicks" have become popular in the doubles metagame, many of which utilize strategies that are unique to the 2v2 format. For example, players can use [[Mr. Game & Watch]]'s [[Oil Panic]] or {{SSB4|Villager}}'s [[Pocket]] to collect a teammate's projectiles and use them as a powerful attack against opponents. [[Ness]] and [[Lucas]] can also use their [[PSI Magnet]]s to collect easy healing from a teammate's energy projectiles. The [[Anubis Combo]] was a popular strategy in ''Brawl'' that utilized the unique nature of {{SSBB|Lucario}}'s aura to its advantage, where an extremely powerful Lucario fought the enemy team 1v2 for most of the match. | Numerous unique strategies and "gimmicks" have become popular in the doubles metagame, many of which utilize strategies that are unique to the 2v2 format. For example, players can use [[Mr. Game & Watch]]'s [[Oil Panic]] or {{SSB4|Villager}}'s [[Pocket]] to collect a teammate's projectiles and use them as a powerful attack against opponents. [[Ness]] and [[Lucas]] can also use their [[PSI Magnet]]s to collect easy healing from a teammate's energy projectiles. The [[Anubis Combo]] was a popular strategy in ''Brawl'' that utilized the unique nature of {{SSBB|Lucario}}'s aura to its advantage, where an extremely powerful Lucario fought the enemy team 1v2 for most of the match. | ||
[[Category:Terms]] | [[Category:Terms]] | ||
[[Category:Competitive play]] | [[Category:Competitive play]] |