HSEL Super Smash Bros.™ Ultimate Crew Battle Rules

  • Updated

The rules contained on this page only cover this specific game, 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. Match Information & Flow 

Each roster has a total of 9 stocks (3 per player). 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).

  1. 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.
  2. Rosters will then proceed with the stage selection process (see 1.4 Stage Veto) 
  3. 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. 
  4. 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.
  5. At the start of the new game, the returning player must self-destruct until their starting stocks are equal to the number of 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. 
  6. 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. 
  7. 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. 
  8. 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 share the lobby code/password in match chat. 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: 4 (this allows for a single spectator on either team)
  • 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

  1. Home Team bans 2 stages from 1.5 Starter Stages
  2. Away Team bans 2 stages from 1.5 Starter Stages
  3. The remaining stage will be played for Set 1

Set 2 (and Set 3, if necessary)

  1. Winning roster bans 2 Starter Stages and 1 Counterpick Stage
  2. Losing roster picks the stage (from either Starter or Counterpick) for Set 2
  3. 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. Tournament Rules  

2.1. Game Connections 

All players taking part in Generation Esports tournaments are required to have a  Nintendo Account for the tournament they’re participating in connected to their Generation Esports account in the form of a game connection. All game connection information shown on a team’s roster must match with the accounts in game. Players using different accounts or those not officially on the roster are prohibited from playing in matches. Only one account connection is allowed per game, the use of alternate accounts is prohibited. All account connections are prohibited from being changed after the team has participated in its first match of a tournament’s regular season. 

If a player’s name does not match what is shown on their roster, please reach out to a HSEL Administrator through the live chat service for assistance while the game is still being played. Name discrepancy reports will not be accepted after a match has been completed.  

2.2. Match Streaming 

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. 

 

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 series, 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

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