The rules contained on this page only cover this specific game/mode, please review the HSEL General Competition Rules for information covering all official tournaments.
1. Match Procedure
Supported System
- Nintendo Switch™
1.1. Definitions
Match: A full roster vs. another full roster; the culmination of all games and sets within.
Set: Contributes a single point to the overall match series score; a "set" is won when a roster has fully depleted the other roster's stocks (9 stocks per roster, 3 per player).
Game: A 3-stock, 1v1 battle between 2 players; the game ends when a player has lost all 3 of their stocks or time expires.
1.2. Match Series Lengths
Matches are played as a Best of 3 sets throughout the entire tournament. The first roster to win 2 sets wins the match.
1.2.1. Game-Set-Match Flow
Each roster has a total of 9 stocks (3 per player) per set. Upon depletion of those 9 stocks, the set will end and the match will move on to the next set (or finish if a roster has won 2 sets).
- Prior to starting a set and stage picks/bans, rosters must declare in match chat the player that will begin the set. Use the format of "Player 1 - 'gamertag'" when declaring.
- Rosters will then proceed with the stage selection process (see 1.4 Stage Veto)
- Once a stage for the set is chosen, the home team will create the lobby (see 1.3 Game Lobby) and the players from each roster who were declared as "Player 1" will face off in a 3-stock game. The game ends once a player has lost all 3 of their stocks.
- The winning player plays against the opposing roster's next player (can be any player on the roster that has not been eliminated) in a new game, using the same character they (the winning player) played with in the previous game.
- At the start of the new game, the returning player must self-destruct until their starting stocks are equal to the number of remaining stocks they had at the end of the previous game. In the instance the returning player self-destructs too many times, the outcome will stand. Note: it is highly encouraged that screenshots are taken every time a game ends, to ensure accuracy. This will also assist tournament admins in any potential match disputes.
- The game will officially begin once invincibility wears off, both players are in starting positions, and both players have used a taunt emote to indicate they are ready to proceed. The game will end once a player has lost all of their stocks.
- Repeat steps 4 - 6 until one roster has had 3 players lose all 3 of their individual stocks (9 total). The roster with remaining stocks wins the set.
- Repeat steps 1 - 7 until a roster has won 2 sets. This roster will be declared the match winner.
1.3. Game Lobby
The home team will create the lobby (“Online” > “Smash” > “Battle Arenas” > “Create Arena”) and shares the lobby code/password in match chat. It is recommended (but not required) that the lobby host for Game 1 remains the host for the entire set. See section 2 "Best Practices" for more information. The following settings are to be used in official matches:
- Type: Host preference
- Visibility: Friends
- Format: 1-on-1
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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
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Max Players: 8 (this allows for schools to have all players in the lobby for seamless match flow, and leaves 2 remaining spots for a spectator from each school)
- If lag is an issue, reduce the number of players in the lobby.
- 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.
1.4. Stage Veto
The stage veto procedure is as follows and is done throughout the match:
Set 1
- Home Team bans 2 stages from 1.5 Starter Stages
- Away Team bans 2 stages from 1.5 Starter Stages
- The remaining stage will be played for Set 1
Set 2 (and Set 3, if necessary)
- Winning roster bans 2 Starter Stages and 1 Counterpick Stage
- Losing roster picks the stage (from either Starter or Counterpick) for Set 2
- Repeat steps 1 & 2 if "Set 3" is needed to determine a match winner
1.5. Starter Stages
The following starter stages are permitted for use in official matches:
- Battlefield
- Pokémon Stadium 2
- Smashville
- Town & City
- Small Battlefield
1.6. 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
1.7. 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.
1.8. 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. Best Practices
Super Smash Bros. Ultimate 3v3 Crew Battles allows a full roster of players to compete on the same Nintendo Switch system (asynchronously) or up to three separate systems.
In all setups below (2.1, 2.2, 2.3), each player must have 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.
2.1 One System Setup
If a roster only has access to a single system, each time one of their students loses a game, they must close the game on the system. The next-in-line player should then reopen the game using their unique Nintendo Profile. This may necessitate recreating the online Battle Arena between each game. This process is necessary because a Nintendo Profile serves as the player's online identification in the match.
If the home team only has access to one system and the away team has multiple, the home team may choose (but is not required) to give the right to host the Battle Arena to the away team in order to speed up the match process.
2.2 Two System Setup
2.2.1 Hosting the match
Schools that have access to two systems are recommended (but not required) to use one as a dedicated Battle Arena host. The first player should only use this system, while the other two students share the second using the "one system" procedure above. This will speed up the match process by eliminating the need to recreate the lobby every time a game ends.
2.2.2 Not hosting
Schools that have access to two systems but are not hosting the match are recommended to have all three students set up on both systems to speed up the match process. This way, once a player loses a game, the next-in-line student is already set up to play on the other system. The third student can then log in and set up on the first system while the second student is playing, and players can continue to swap places over the course of the match.
2.3 Three System Setup
Each player can join the lobby at the same time from their own system. Those not actively competing in the game must place themselves in the spectator section of the Battle Arena, until it is their turn/game to play. If players are experiencing internet connection issues, decrease the number of players in the Battle Arena.
3. Restrictions
3.2. Fighters
No fighters are currently prohibited from use in official matches.
3.3. 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.
3.5. Stages
Any stages not listed in 1.5. and 1.6. are prohibited from play in official matches. Alternate forms to the stages listed in 1.5. or 1.6. are prohibited from play in official matches.
4. Stoppage of Play
Players unplugging their controller at any time, accidentally or intentionally, may result in a forfeiture of the game, pending approval from a tournament admin. Any controller malfunctions are the player’s responsibility, and as such Generation Esports may 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
In order to participate in official matches, Super Smash Bros.™ Ultimate Crew Battles rosters must have at least 3 players and no more than 6.
Licensed by Nintendo