The rules contained on this page only cover this specific game, please review the MSEL General Competition Rules for information covering all official tournaments.
1. Match Procedure
Supported Platforms
- Nintendo Switch™
1.1. Series Lengths
Matches are played as a best of 5 series and a best of 7 series in the post-season finals.
1.2. Game Lobby
Prior to the match, coaches/players should add each other as friends on their Nintendo Switch systems. The home team will create the lobby (“Online” > “Smash” > “Battle Arenas” > “Create Arena”). The following settings are to be used in official matches:
- Type: Host preference
- Visibility: Friends
- Format: 1-on-1
- Rules:
- Style: Stock
- Stock: 3
- Time Limit: 7 minutes
- FS Meter: Off
- Damage Handicap: Off
- Items: Off and None
- Stage Hazards: Off
- Launch Rate: 1.0x
- Score Display: Off
- Show Damage: Yes
- Rotation: Host preference
- Max Players: 2
- Stage: Choice
- Spirits: Off
- Voice Chat: Off
In the event that an incorrect ruleset is used, the match should be stopped and reset. Previously played stages with the incorrect format will not count toward the series.
1.3. Stage Veto
The stage veto procedure is as follows and is done throughout the match, with the home team acting as Player 1 and the away team as Player 2:
- In Match Chat, Player 1 will declare which character they will use for game 1, and Player 2 will then declare their character.
- Players will select the first stage by striking from the set of starter stages in 2.4. in the following order: Player 1 strikes a stage, Player 2 strikes two stages, and Player 1 strikes a stage. Player 2 will choose from the remaining stages for the first game. Stage strikes only affect the first game and are removed in consecutive games (i.e. stages struck for game 1 can be played in the other games in the match).
- Player 1 selects their character.
- Player 2 selects their character.
- The first game is played.
- The winner of the game will declare their next character first and the loser second.
- The winner of the game bans two stages from the list of starter or counterpick stages. These bans will be lifted for the next game (i.e. stages banned will not be permanently banned throughout the match).
- The loser of the game chooses the next stage, provided it is not already banned, or they have not already won on that stage in the match.
- The winner declares and selects their character.
- The loser declares and selects their character.
- The next game is played.
- Repeat steps 5-9 until a match winner is determined.
1.4. Starter Stages
The following starter stages are permitted for use in official matches:
- Battlefield
- Pokemon Stadium 2
- Smashville
- Town & City
- Small Battlefield
1.5. Counterpick Stages
The following counterpick stages are permitted for use in official matches:
- Kalos Pokemon League
- Hollow Bastion
- Final Destination**
** Omega variations of the stages are allowed in place of Final Destination if agreed upon by both players
1.6. Self-Destruct Finishes
In the event that the game ends due to a self-destruct move, the results screen will determine the winner of the game.
1.7. Sudden Death
In the event that the clock runs out and a sudden death is initiated, the player which had the highest number of stocks is the winner of the game. If both players had the same amount of stocks, the player with the lower percentage is the winner of the game. If both players had the same amount of stocks and the same percentage, players should follow the scenario below this one.
In the event that both players knock out at the same time and initiate a sudden death, players will play a tiebreaker game on the same stage with the same characters using the official match format with the following modifications:
- Stock: 1
- Stock & Time: 3 minutes
2. Tournament Rules
2.1. Game Connections
Each player needs their own unique:
- Nintendo Switch user: free-to-create and own. These live only on your local system and can link to a Nintendo Account, but are unlinked to any Nintendo Account by default. Users act to differentiate players–and their save data among other things–at the local “system” level. For the purposes of rules surrounding Game Connections, Generation Esports treats a user as a game account since they can distinguish between two different users.
- Nintendo Account: free-to-create and own. These can be linked to a profile that lives on a system, which allows that profile to then access certain online services (like multiplayer free-to-play game titles).
- Nintendo Switch Online: A subscription that allows the attached account(s) to access the full offering of online services, including online multiplayer for paid games.
2.2. Match Streaming & Spectators
Spectators are permitted in game lobbies for the sole purpose of streaming their team’s match to the School’s Twitch or YouTube channel or to record the match. Spectators may not have any communication with team members while the game is currently being played and must not be a member of the roster participating in the match. At the end of the match, the stream VOD or an unedited copy of the recording must be shared with the other team.
2.3. Internet Connection and NAT Type
The High School Esports League recommends that all participants play over an ethernet connection to ensure the smoothest experience in online matches. See Nintendo Switch Networking for more information.
3. Restrictions
3.1. Fighters
No fighters are currently prohibited from use in official matches.
3.2. Mii Fighters
When choosing a Mii Fighter, players must use default Mii Fighter costumes and must use a Guest Mii character. If a player chooses to use a Mii Fighter, they must declare to their opponent the type and moveset listed in the format “Type XXXX” (e.g. “Gunner 1321”). Any combination of moves may be used, but any Mii Fighters that a player may want to use during a match must be created before the match begins (up to a limit of three Mii Fighters) or else they will be prohibited from doing so. Using undeclared Mii Fighters or Mii Fighters that do not follow these restrictions may result in a player forfeiting the game in which the ineligible Mii Fighter was used.
3.4. amiibo™
All amiibo figures are prohibited from use in official matches.
3.4. Stages
Any stages not listed in 1.4. or 1.5. are prohibited from play in official matches. Alternate forms to the stages listed in 1.4. or 1.5. are prohibited from play in official matches.
4. Stoppage of Play
Players unplugging their controller at any time, accidentally or intentionally, will result in a forfeiture of the series. Any controller malfunctions are the player’s responsibility, and as such Generation Esports will not force a game/match restart should a player’s controller malfunction during a game.
In the event that a player should have internet connectivity issues that causes them to drop out of the game the game will be reset only if both players have all their starting stocks, combined have not accumulated more than 60% damage, and a minute in-game has not passed. If these conditions are not met, then the player will forfeit that game, unless their opponent agrees to a redo.
In the event where the game server is lagging (e.g. it takes much more than a second for an in-game second to pass or the smash ball loading icon is constantly appearing), the game may be reset if and only if both players consent to the reset.
5. Organization Rosters
Only one roster is required for all Super Smash Bros. Ultimate players on a School Organization. Each player on the roster will be given their own match when they queue up at the designated match time. No player substitutions can be made at any point during the match, as the matches are set to be played 1v1.
Licensed by Nintendo