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'''Doubles''' refers to the 2 versus 2 part of a [[ournament]], also referred to as "teams". Doubles requires a different strategy, namely teamwork, to defeat your 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.
{{redirect|Team|the mode|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==
==Doubles tournament rules==
These are the standard rules for doubles matches in each game of the Super Smash Bros. series.
In general, rules for singles tournaments also apply to doubles except where otherwise noted. See [[tournament legal]] for all tournament rules.


===''[[Super Smash Bros.]]''===
===All games===
For the entire set of tournament rules, see [[Tournament legal (SSB)]]
*Most or all rules that apply to Singles also apply to Doubles.
*5 stock (sometimes 4 or 6 stock)
*[[Team Attack]] is enabled. This setting is preferred as it prevents abusive strategies and requires greater coordination between teammates.
*No items
*[[Share stock|Sharing stocks]] is allowed.
*[[Friendly Fire|Team Attack]] set to on
*[[Legal stage]]s may differ from singles, particularly in ''[[Smash 64]]'' and ''[[Melee]]''.
*[[Damage Ratio]] normal
*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%.)
*No handicap
*Life-stealing 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 randomly selected again or is picked, it can be chosen
*If a [[Ness (SSB)|Ness]] is picked, [[Saffron City]] can be banned for random picks, but may be counter-picked
*Camping/edge-stalling not allowed
*Congo Jungle cargo-stalling is normally allowed (though BIG argument)


===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
For the entire set of tournament rules, see [[Tournament legal (SSBM)]]  
*[[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.
* Rules that apply to 1-on-1 apply to team tournaments as well  
*{{SSBM|Final Destination}} is a starter stage, unlike in singles, joining the four remaining singles stages ({{SSBM|Battlefield}}, [[Dream Land]], [[Pokémon Stadium]], and [[Yoshi's Story]]) as starter stages. Other stages normally banned in singles may be occasionally used as counterpick stages (such as [[Kongo Jungle]]).
**Neutral stages (different from singles):
***Yoshi's Story
***Pokémon Stadium
***Battlefield
***Dream Land (N64)
***Final Destination
*And sometimes:
**Rainbow Cruise
**Kongo Jungle 64
*Banned stages (different from singles):
**Brinstar Depths
**Flat Zone
**Great Bay
**Icicle Mountain
**Hyrule Temple
**Yoshi's Island N64
**Yoshi's Island (pipes)
**Venom
**Fourside
**Mushroom Kingdom I
**Big Blue
**Fountain of Dreams
**Mute City
*Friendly Fire (also called "team attack") is on.
*Usually, players are allowed to steal lives from their teammates by pressing start after they die.


===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
No specific information for doubles tournament rules have been given for Brawl at this time. For the entire set of tournament rules, see [[Tournament legal (SSBB)]]
*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 one of the players is {{SSBB|Pokémon Trainer}}, {{SSBB|Lucario}}, or {{SSBB|Sonic}}, either team may choose the team colors of their side and the opponents in order to prevent any unnecessary confusion, due to the subtle team colors of those characters.
 
===''[[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.
*{{SSB4|Cloud}} is banned in doubles. 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]]''===
*Due to a [[Unlimited Rebellion Gauge glitch|glitch]] regarding {{SSBU|Joker}}'s [[Rebellion Gauge]], Joker and {{SSBU|Pokémon Trainer}} were banned from being paired together in doubles at [[Glitch 7]]. This glitch has since been fixed.
 
==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 strong but have relatively little experience as a team. {{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.
 
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]]

Latest revision as of 17:47, February 4, 2024

"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[edit]

In general, rules for singles tournaments also apply to doubles except where otherwise noted. See tournament legal for all tournament rules.

All games[edit]

  • Most or all rules that apply to Singles also apply to Doubles.
  • Team Attack is enabled. This setting is preferred as it prevents abusive strategies and requires greater coordination between teammates.
  • Sharing stocks is allowed.
  • Legal stages 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%.)

Super Smash Bros. Melee[edit]

Super Smash Bros. Brawl[edit]

  • Double Meta Knight is banned: two players on the same team cannot both use 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 one of the players is Pokémon Trainer, Lucario, or Sonic, either team may choose the team colors of their side and the opponents in order to prevent any unnecessary confusion, due to the subtle team colors of those characters.

Super Smash Bros. 4[edit]

Super Smash Bros. Ultimate[edit]

Differences from singles[edit]

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 strong but have relatively little experience as a team. Android is not known as a tournament favorite in singles, but practices extensively with his brother 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. 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. 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, 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 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 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 Magnets 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 Lucario's aura to its advantage, where an extremely powerful Lucario fought the enemy team 1v2 for most of the match.