Super Mario Strikers Competitive Rules

The Super Mario Strikers (Mario Smash Football) Competitive Ruleset

Last revised April 17, 2026

1. Introduction

1.1 Purpose

These rules establish a Competition Committee and a standardized competitive ruleset.

1.2 Scope and Rule Priority

These rules apply by default to Mario Strikers League (MSL) competitions and community-organized tournaments.

If a tournament publishes explicit event-specific rule changes, those rules apply only to that event.

Where game-specific rules conflict with universal rules, game-specific rules take precedence.

For unresolved disputes, Tournament Staff decisions are final for the current event.

2. Universal Competitive Rules

2.1 Match Administration

Before a set starts, players must confirm host setup, match settings, and any organizer requirements.

If players cannot agree before the set starts, involve Tournament Staff before gameplay. If staff is unavailable, postpone the set until a ruling is possible.

Once players explicitly agree before match start, the agreement is binding unless a material technical or competitive issue occurs.

2.2 Competitive Integrity

All games must use organizer-approved settings and versions. Unapproved gameplay-altering methods are prohibited unless explicitly listed as legal in game-specific rules.

Wired Ethernet is strongly recommended for the most stable competitive match quality and lower latency. It is not mandatory.

Players should use a connection that avoids avoidable disruptions.

Players must cooperate with staff requests for evidence, testing, and match-state reconstruction during disputes.

Players must communicate clearly and act in good faith during setup, gameplay, and dispute resolution.

2.3 Dispute Escalation

When a dispute occurs (for example stalling or integrity concerns), players must pause at the next legal point and request staff review.

Provide video evidence whenever possible. If staff is unavailable, record exact details and suspend the set until review.

Players should not continue play before official review is completed. If they do, retroactive staff action may be limited by available evidence and tournament policy.

3. Game-Specific Rules & Settings

3.1 Game Version and Platform

Official version: NTSC-U for Nintendo GameCube on the custom Citrus Dolphin build. Required game file format: .iso.

Download Citrus here: Citrus Build Download.

If Citrus does not work, players may use the latest Dolphin Beta as backup: Dolphin Download.

3.2 Dolphin Netplay Settings

  • Netplay lobby "Network" must be set to "Fair Input Delay".
  • Players should agree on a stable buffer and generally use the lowest value that avoids lag.
  • A baseline formula is BUFFER = PING / 8, but values may be lower or higher if both players agree.
  • The absolute minimum buffer is 6, and the absolute maximum buffer is 20.
  • If no stable connection is possible at buffer 20 or lower, the match should be postponed.

3.3 Match Settings and Visual Options

  • Skill Level: LEGEND
  • Match Time: 5 MINUTES
  • Power Ups: ON
  • Super Strike: OFF
  • Rumble: ON
  • Bowser Attack: OFF

Default visual settings:

  • Camera Type: AUTO ZOOM
  • Aspect Ratio: WIDE (16:9)

3.4 Stadiums and Match Procedure

Any stadium is allowed.

This process applies to best-of-3, best-of-5, and best-of-7 formats:

  • In bracket play, higher seed gets first choice. In round robin or Swiss, first choice is decided by coin flip.
  • The winner of first choice selects one option: stadium, home/away side, or first captain pick.
  • The other player selects one of the remaining two options, and the last option goes to the first player.
  • Play the game with the selected stadium and side/captain setup.
  • After each game, the loser chooses two options from stadium, home/away side, and captain, and the winner gets the remaining option.
  • The player selecting stadium cannot choose a stadium they already won on earlier in the set unless both players agree.
  • This restriction applies even when that prior stadium win happened on the opponent's stadium choice.
  • If setup is incorrect (for example illegal stadium pick), players must quit within the first 5 seconds on the game timer; otherwise the game stands.

3.5 Gameplay Restrictions

SUPER TEAM

CHEAT CODES

  • Cheat codes are strictly forbidden, including codes that do not directly affect gameplay.

4. Match Disruptions & Technical Issues

4.1 Disconnections

A disconnect may result in an automatic game loss, but if intent is unclear, match state should be reconstructed as accurately as possible.

If players cannot agree on reconstruction details, staff should decide the official restart procedure.

When reconstruction is approved, restore score, key state conditions, and possession as closely as possible.

If a game-specific disconnection rule exists, that game-specific rule overrides this baseline.

4.2 Restarts and Misconfiguration

Tournament organizers may approve restarts in exceptional circumstances (for example infrastructure or power interruptions).

If settings are misconfigured in a way that could affect the result, request review immediately after that game. Once the next game starts, the prior game is normally locked.

Repeated misconfiguration may result in escalating penalties.

4.3 Stalling Review

Stalling or excessive delay may result in game or set forfeiture at organizer discretion.

If a player believes stalling occurred, formally call it, preserve evidence, and request staff review before continuing.

Without sufficient evidence, staff action may be limited. If staff is unavailable, suspend the set and resume after review.

4.4 Pause Protocol

Mid-game pauses are allowed only for urgent technical issues or real-life emergencies, preferably in non-contested states.

Unauthorized pauses may result in automatic game forfeiture unless both players agree to a resolution or a true emergency is confirmed.

4.5 Penalty Ladder

Rules violations are subject to penalties including, but not limited to:

  • Game restart
  • Loss of a game
  • Loss of a match
  • Tournament forfeiture

Any imposed penalty may be made public at organizer discretion.

4.6 Restart Reconstruction Details

If players cannot agree after a disconnection, restart as close as possible to the original state:

  • Score: Recreate score differential (for example crash at 7-4 -> recreate as 3-0).
  • Items: Recreate prior item state, recreate item differential, or agree to restart with no items.
  • Time and possession: If one player had possession, that player walks the ball into goalie at the correct time and play continues. If possession was contested, walk to goalie and punt with B to resume neutral play.

4.7 Multiple Crashes and Lag Disputes

For repeated disconnections, reschedule the set after the issue is resolved. Tournament organizers may forfeit a game at their discretion.

If connection quality is disputed, test in Strikers 101 before the first match and involve staff if no agreement is reached.

4.8 Stalling Examples

Examples of illegal stalling tactics include:

  • Standing still in front of your Kritter with the ball.
  • Dribbling away from the opponent's goal with no defensive pressure and no offensive intent.
  • Running kickoff possession back to your own defensive corner.
  • Running back to your Kritter unless one of the following applies: Kritter is stunned/recovering, out of position, you are avoiding an incoming item, or you just collected the ball in your defensive corner.

Examples of legal time-wasting plays include:

  • Holding possession with Kritter as long as possible.
  • Clearing the ball downfield with a player or Kritter from any location, including kickoff.
  • Guarding a loose ball by hitting opposing players attempting to challenge.

4.9 Pause Timing Details

In SMS, if a pause is necessary, wait until your own Kritter has full possession or immediately after a goal.

Pauses should not exceed 1 minute unless active discussion with Tournament Staff is ongoing. If players cannot agree after 1 minute, contact staff immediately.

5. Scheduling & Matchmaking Conduct

5.1 Scheduling Expectations

Scheduling with your opponent is part of competitive play. Communicate early and often.

  • Players have real-life responsibilities; respect scheduled set times.
  • If you cannot make a scheduled time, notify your opponent as early as possible.

5.2 Delay and No-Show Penalties

When players mutually agree on an official set time, late arrival or no-show without communication triggers these penalties:

  • 0-10 minutes late: No penalty
  • 10-20 minutes late: Loss of 1 pick (opponent gets first two picks in Game 1 setup)
  • 20-40 minutes late: Forfeit of Game 1
  • 40-60 minutes late: Forfeit of Games 1 and 2
  • More than 60 minutes late or no-show: Forfeit of the set

5.3 Emergency Clause

Tournament Staff may rescind penalties and allow rescheduling for valid emergencies that prevented prior communication.

Abuse of this clause is prohibited. Repeated emergency claims may be denied at staff discretion.

5.4 Pressuring

Set times must be mutually agreed. Short-notice play is allowed only by mutual agreement.

Players must not pressure opponents into playing. Staff may penalize pressuring behavior.

Examples include:

  • Excessive pinging.
  • Demanding immediate play by claiming your schedule cannot otherwise meet the deadline.

6. Code of Conduct

6.1 Behavior Standards

Players must show good sportsmanship and respect toward opponents and tournament organizers. Players must compete in good faith and avoid behavior inconsistent with honesty and fair play. Inappropriate behavior includes, but is not limited to:

  • Interfering with tournament operation
  • Acting in an unsportsmanlike or disruptive manner, or annoying, abusing, threatening, or harassing others
  • Engaging in collusion (for example any agreement to predetermine outcomes)
  • Cheating by any means
  • Intentionally delaying or tampering with gameplay
  • Offensive, vulgar, or obscene gamertags
  • Sexism, ageism, racism, or any other form of prejudice or bigotry
  • Engaging in violence or behavior deemed immoral, unethical, disgraceful, or indecent by tournament owners
  • Offering gifts or rewards to gain competitive advantage or create competitive disadvantage for opponents
  • Otherwise violating these rules

Source document: Published SMS Rules