Recommended Stage Rules

Since there are so many new and altered stages in SD Remix and SD Remix Lite, we’ve come up with a recommended set of stage rules for tournaments for TOs to use, or at least to use as a starting point. We go over the rationale for the stage list, the actual stage lists, then the stage picking rules, with an extra section on how to use “Stage Swaps” and the alternate stages, if TOs want to expand the set of playable stages.

If you want a simple ruleset, such as when people are not familiar with SD Remix and are mainly Melee players, you can just ban stage swaping and just use the neutral and counterpick stages.

Stage Lists


  • Neutral stages were picked to provide very standard gameplay without disruption, but also some variety so they can all fill their own niches (and so that stage striking actually means something).
  • Counterpicks were picked so that they are close to neutral stages as far as match up skewing, while keeping core gameplay focus with little disruption like neutrals, while introducing more niches to the stage list (and keeping duplication to a minimum so stage banning actually means something).
  • Neutral Alternates are just alternates specifically for the neutral stages. These often are very similar to the default neutral stages and have to be handled separately. These are optional (See “Stage Swaps“).
  • Alternates are other stages that have some level of disruption or non-standard-ness or match up skewing, but they are playable in many competitive situations, and are acceptable if they are easily ban-able and hard to pick. These are optional (See “Stage Swaps“).
  • Borderline stages are stages that have more serious match up skews or alters the focus more than normal, but still can be played competitively, as long as they are hard to pick and easily ban-able. Some TOs may want to ban these altogether. These are optional (See “Stage Swaps“).
  • Borderline Walls are only acceptable as alternates if wall bracing is on to combat wall infinites on those stages. These are optional (See “Stage Swaps“).
  • Banned Stages are stages that are just too disruptive or shift the focus away from fighting too much to be competitively playable at all.

Neutral Stages

These are always available. See “Stage Rules“.

  • Battlefield – Standard and featureless stage design. Lips are slightly problematic. [Either Alpha or Omega version may be used in SDR Lite]
  • Final Destination – Completely featureless stage design. Chain grabs and other degenerative gameplay are problematic. [Either Alpha or Omega version may be used in SDR Lite]
  • Omega Dream Land N64 – Standard and featureless stage design. Large size slightly problematic.
  • Omega Yoshi’s Story – Standard and featureless stage design. Small size slightly problematic.
  • Omega Pokemon Stadium – Standard and featureless stage design. Lips and low ceiling slightly problematic.

Counterpick Stages

These are available starting at the second match of a set. See “Stage Rules“.

  • Smashville Fourside – Equalized stage design. Moving stage makes it not neutral.
  • Omega Yoshi’s Island N64 – Featureless stage design. Non-standard slant and ledges make it not neutral.
  • Fountain of Dreams (Alpha)/Omega Kongo Jungle N64 – For singles, fountain of dreams is standard stage design. Moving stage and lower stage make it not neutral. If playing doubles, replace this with Omega Kongo Jungle 64. [Note: While the removal of background elements helps, all 4 Bowsers doing flame can still generate lag, so this is still banned for Doubles]
  • Omega Kongo Jungle – Good stage design, but stage slightly shifts around to make it not neutral.
  • Cranky’s Tree House – Featureless stage design. Slightly non-standard stage design makes it not neutral.

Neutral Alternates

These are optional (See “Stage Swaps“).

  • Dream Land N64 – Wind makes it not neutral.
  • Yoshi’s Story – Flyguys make it not neutral.
  • Pokemon Stadium – Transformations make it not neutral. Disruptive and can cause degenerate gameplay.
  • Neither Battlefield nor Final Destination have Neutral Alternates.


These are optional (See “Stage Swaps“).

  • Princess Peach’s Flat – Wide flat area means it’s another stage you need to ban for chain grabs and such. [Not available in SDR Lite]
  • Omega Jungle Japes – Unusual stage design, skewed character match-ups.
  • High Tide at Great Bay – Slight Tingle hazard. Another flat stage to ban for chain grabs and such. [Not available in SDR Lite]
  • Skyrule – Unusual stage design. [Not available in SDR Lite]
  • Omega Yoshi’s Island – Unusual stage design and shape. Slightly different stage strategies.
  • Omega Fountain of Dreams – Non-standard stage design.
  • Omega Green Greens – Non-standard stage design
  • Omega Brinstar – Non-standard stage design
  • Omega Mute City – Stage changes repeatedly. Main platform favors certain characters.
  • Omega Big Blue – Dynamic and highly non-standard. Track hazard is non-standard.
  • Omega Mushroom Kingdom – Temporary cave of life. Issues with spawn points in doubles.
  • Omega Mushroom Kingdom II – Non-standard logs. Another flat stage to ban for chain grabs and such.
  • Reversed Battlefield – Unusual stage design.
  • Whispy’s Battle Grounds – Occupies same niche as no transformations Pokemon Stadium.


There are some gameplay issues with these stages, but they may be okay as an alternate because they are easily ban-able and hard to pick. Some TOs may want to ban some or all of these as alternates. These are optional (See “Stage Swaps“).

  • Rainbow Cruise – Centralizes gameplay with keeping up with stage, hazards skew match up for aerial characters
  • Mount Olympus (Snag The Trophies) – Initial spawn positions are terrible. Unusual stage layout/style. Lack of grab-able ledges and odd center platform highly non-standard.
  • Mute City – Cars can be disruptive. This combines with already good game for floaties against fast fallers.
  • Kongo Jungle N64 – Ganondorf and Bowser can’t beat Peach and Jigglypuff in normal Melee. Might be okay in SDR. Probably okay for Doubles.
  • Omega Mount Olympus – Initial spawn positions are terrible.
  • Omega Kongo Jungle N64 – Ganondorf and Bowser can’t beat Peach and Jigglypuff in normal Melee. Might be okay in SDR. Probably okay for Doubles.

Borderline Walls

These stages may be okay as an alternate if Wall Bracing is enabled, which counters wall infinites. Otherwise, permanent wall infinites completely skew matchups in favor of those with wall infinites. These are optional (See “Stage Swaps“).

  • Omega Peach’s Castle – Without wall bracing, serious issues with wall infinites.
  • Omega Corneria – Non-standard stage design. Wall can cause infinites without wall bracing.
  • Omega Brinstar Depths – Even with wall bracing, unusual stage design, and potential cave of life situations.
  • Majora’s Mask – Even with wall bracing, it has serious issues with architecture. Spires too high and level too small. Blastzones are an issue. [SDR Lite only]


These stages have serious gameplay issues, so much so they are not playable competitively, even as an alternate.

  • Icicle Mountain – Over-centralizes gameplay on keeping up with the stage’s scrolling
  • Princess Peach’s Castle – Bullet Bill is OHKO
  • Kongo Jungle – Overly powerful camping on rock. Klap Trap overly powerful stage hazard, and too hard to avoid
  • Jungle Japes – Klap Trap is overly powerful stage hazard
  • Great Bay – Overly centralizes gameplay on gimps due to left blast zone and stage spikes
  • Hyrule Temple – Overly large, leading to long games. Permanent cave of life. Camping and stalling overly problematic.
  • Yoshi’s Island N64 – Clouds provide too powerful camping, especially against poor recovery characters.
  • Yoshi’s Island – Walk offs. Plus, temporary caves of life and gimps in the center blocks.
  • Green Greens – Random blocks disrupt gameplay, especially bombs.
  • Corneria – Random Arwings and Great Fox laser disrupt gameplay. Great Fox Gun provides camping/stalling platform.
  • Venom – Laggy. Disruptive and powerful random stage hazards. Provides infinite camping for Jigglypuff.
  • Brinstar – Lava overly disrupts gameplay and provides too big benefit for aerial characters.
  • Brinstar Depths – Rotating stage too disruptive. Permanent caves of life. Plus, unusual stage design.
  • Onett – Walk offs. Cars overly powerful stage hazards.
  • Fourside – UFO provides too early kills. Too large leading to long games.
  • Big Blue – Random terrain. Too large, leading to long games. Plus, unusual stage design.
  • PokeFloats – Irregular terrain. Over centralizes stalling, camping, and fighting the stage instead of each other.
  • Mushroom Kingdom – Walk offs. Temporary caves of life, but there are far too many.
  • Mushroom Kingdom II – Walk offs. Birdo is a powerful and randomly disruptive stage hazard.
  • Flat Zone – Walk offs. Extremely disruptive stage hazards.
  • Warzone Corneria – Extremely disruptive stage hazards.
  • Omega Onett – Walk offs. Even with Wall Bracing on, is unplayable for competitive play.

Stage Rules

The first match follows standard SSBM procedure on stage striking, except you use Omega versions of all stages, and Omega Pokémon Stadium replaces Fountain of Dreams.

Subsequent matches follow mostly standard SSBM procedure with a few changes:

  1. All five neutral stages and all five counterpick stages make up the available stage pool.
  2. Optional: Loser may use a stage swap (see section “Stage Swaps” below).
  3. Dave’s Stupid Rule automatically bans any stages the Loser has won on in this set.
  4. Winner can either ban two counterpick stages or ban one of each (one neutral and one counterpick).
  5. Loser picks a stage from the remaining stages.
  6. Winner picks a character.
  7. Loser picks a character.
  8. The match is played.

Stage Swaps

If you want to expand the pool of stages you want to play on, you can use the “Stage Swap” rule, before the winner bans stages (as mentioned in the stage rules above). Even when TOs have not banned this rule, using a stage swap is completely optional.

The loser may ONLY use ONE stage swap. Note that Dave’s Stupid Rule is applied after a swap, so if the loser swaps in a stage they previously won on, they effectively lose that stage.

A stage swap is one of the following:

  • Replace a neutral stage with its Neutral Alternate counterpart. When winner goes to ban stages, the Neutral Alternate stage is considered a counterpick stage.
    • No Wind Dreamland 64 -> Normal Dreamland 64
    • No Flyguys Yoshi’s Story -> Normal Yoshi’s Story
    • No Transformations Pokémon Stadium -> Normal Pokémon Stadium
    • Battlefield and Final Destination don’t have neutral alternates.
  • Replace a counterpick stage with an Alternate stage. These may include Borderline stages depending on if wall bracing is on and TO/player choice on ruleset.

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