Super Smash Bros. Ultimate
No additional anti-cheat is required for official matches.
2. Match Procedure
2.1. Series Lengths
Matches are played as a best of 7 series in the Regular Season, Playoffs and Finals.
2.2. Game Lobby
Prior to the match, players should add each other as friends on their Switches. 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
Time Limit: 8 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
Voice Chat: Off
In the event that an incorrect ruleset is used, the match should be stopped and reset. Previously played stages with incorrect format will not count towards the series.
2.3. 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:
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, Player 1 strikes a stage. The remaining stage is the stage for the first game. Stage strikes only affect the first game and are removed in consecutive games (i.e. stages striked for game 1 can be 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 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 selects their character.
The loser selects their character.
The next game is played.
Repeat steps 5-9 until a match winner is determined.
2.4. Starter Stages
The following starter stages are permitted for use in official matches:
- Final Destination**
- Pokemon Stadium 2
- Town & City
* Battlefield variations of the stages are allowed in place of Battlefield.
** Omega variations of the stages are allowed in place of Final Destination
2.5. Counterpick Stages
The following counterpick stages are permitted for use in official matches:
- Kalos Pokemon League
- Yoshi’s Story
2.6. Self-Destruct Finishes
In the event where the game ends due to a self-destruct move, the results screen will determine the winner of the game.
2.7. Sudden Death
In the event where the clock runs out and 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 where 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 & Time: 3 minutes
3.1 DLC Fighters
DLC Fighters are prohibited from being used in tournament events for the first two weeks of their release. After the two week restriction has passed a DLC Fighter will be allowed to be used in tournament matches.
No characters are currently prohibited from use in official matches.
3.3. Mii Fighters
Players must use default Mii Fighter costumes and must use a Guest Mii. 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 illegal Mii Fighter was used.
All amiibo figures are prohibited from use in official matches.
Any stages not listed in 2.4. or 2.5. are prohibited from play in official matches. Alternate forms to the stages listed in 2.4. or 2.5. are prohibited from play in official matches, this includes small battlefields.
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 the Ritual Motion 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. Player Count
Matches are played as 1 versus 1, meaning that only one player may participate in the match for either side. No player substitutions may be made at any point during the match.