HSEL Super Smash Bros.™ Ultimate Rules

The rules contained on this page only cover this specific game for both solo (1-on-1) and doubles (2-on-2) game modes. Review the HSEL General Competition Rules for information covering all official tournaments.

1. Match Procedure 

Supported Platforms 

  • Nintendo Switch™ 

1.1. Series Lengths 

Solos (1-on-1): Matches are played as a best of 5 series in the season and a best of 7 in the playoffs. 

Doubles (2-on-2): Intramural matches are played as a best of 3 series.

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 or 2-on-2 (tournament depending)
  • 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
    • Team Attack: On (2-on-2 only)
  • Rotation: Host preference 
  • Max Players: 2 (1-on-1) or 4 (2-on-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: 

  1. In Match Chat, "Home" will declare which character(s) they will use for game 1, and "Away" will then declare their character(s). 
  2. Players will select the first stage by striking from the set of starter stages in 2.4. in the following order:
    • "Home" strikes a stage
    • "Away" strikes two stages
    • "Home" strikes a stage
    • The remaining stage is played for game 1.
    • Note: these strikes only affect the first game (game 1) and are lifted in consecutive games (i.e. stages struck for game 1 can be played for future games in the same match). 
  3. After game 1 is played, the winner will declare their next character(s) first and the loser second. 
  4. The winner of game 1 strikes two stages from the list of starter or counterpick stages. These strikes will remain in place throughout the remainder of the match.
  5. The loser of the game chooses the next stage, provided it is not already struck, or they have not already won on that stage in the match. 
  6. The winner declares and selects their character(s). 
  7. The loser declares and selects their character(s). 
  8. The next game is played. 
  9. 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 
  • Pokémon Stadium 2 
  • Smashville 
  • Town & City 
  • Small Battlefield

1.5. Counterpick Stages 

The following counterpick stages are permitted for use in official matches: 

  • Kalos Pokémon 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/duo which had the highest number of stocks is the winner of the game. If both players/duos had the same amount of stocks, the player/duo with the lower percentage is the winner of the game. If both players/duos had the same amount of stocks and the same percentage, players should follow the scenario below this one. 

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 to set up (or have set up for them) their own unique:

  • Nintendo Profile: free-to-create and own. These live only on your local system and can link to a Nintendo Game Account, but are unlinked to any Nintendo Game Account by default. Profiles act to differentiate players–and their save data among other things–at the local “system” level. For the purposes of rules surrounding Game Connections (see above), HSEL treats a Nintendo Profile as a game account since they can distinguish between 2 different users.
  • Nintendo Accounts: 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 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. 

3.3. 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 

Solos (1-on-1): 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.  

Doubles (2-on-2): In order to participate in official matches, Super Smash Bros.™ Ultimate doubles rosters must have at least 2 players and no more than 4.

 

Licensed by Nintendo

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