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PlayVS College League Super Smash Bros.™ Ultimate Competition Rulebook

The Super Smash Bros. Ultimate Rulebook for college leagues.

This competition is not affiliated with or sponsored by Nintendo Co. or Super Smash Bros.™ Esports.

Introduction and Purpose

By entering and participating in the Competition, each Student-athlete, as defined below, and any associated Roster coaches/managers/trainers/etc., unconditionally accept and agree to comply with and abide by these Official Rules and Regulations (the "Competition Rules"). All decisions regarding the interpretation of these Competition Rules lie solely with the Administrator, the decisions of which are final and binding in all respects. In addition, all Student-athletes and any associated Roster coaches/managers/trainers/etc. must adhere to the Esports Code of Conduct (the “Code of Conduct”).

1. Game Rules

1.1 Game Account Connections

Prior to the start of the Competition, all Student-athletes must have a good standing Nintendo Account. This same account must be used for the full duration of the Competition. In-game Names must be in-line with the standards set out in the Esports Code of Conduct. A Student-athlete will be notified by League Officials if their name must be changed and will be permitted to change to an acceptable name.

Rosters may use the same account during the entirety of a Match. Rosters are not required to use each Player’s account during a Match. The account used during a Match needs to be linked to at least one of the Players on the Roster.

Players may not change their account username at any time throughout the Competition, unless instructed to by League Officials. The account username the Player used to register is to be used for the entirety of the Competition. League Officials will issue a Warning to any Player that has changed their account username during the Competition and will ask the Player to revert the change. Further sanctions will follow for failure to revert the change/repeating this infraction.

1.2 Registration/Rank Requirements

All details are subject to change at the discretion of the Administrator. Any changes will be communicated to each participating Player and posted on the Website (as defined below) as early as possible. Any disputes will be resolved by League Officials, whose decision shall be final, conclusive and binding. League Officials decisions shall be made strictly in accordance

with these Competition Rules, the Code of Conduct, and any other rules and procedures put in place during each of the individual Stages.

Rosters must be made up of the minimum required number of Players to be eligible. This is game dependent. A Super Smash Bros. Ultimate Roster must have at least Four Players on the roster at all times. A Roster of Three or fewer Players is not considered eligible to play in Matches.

For the Premier Division, Rosters must be made up of the minimum required number of Players to be eligible plus one substitute player. A Super Smash Bros.Roster must have at least Five Players on the Roster at all times. A Roster of Four or fewer Players is not considered eligible to play in Matches.

For the Ranked Division, Rosters must be made up of the minimum required number of Players to be eligible. This is game dependent. A Super Smash Bros. Ultimate Roster must have at least Four Players on the roster at all times. A Roster of Three or fewer Players is not considered eligible to play in Matches.

1.3 Match Format

Format

4v4 Crew Battles, Best of 3

Team Size

4 players

Game

Settings

  • Style: Stock

  • Stock: 3

  • Time Limit (Online): 10 minutes

  • FS Meter: Off

  • Sprints: Off

  • CPU Lv.: N/A

  • Damage Handicap: Off

  • Items: Off

  • First to: 1 Win

  • Stage Morph: Off

  • Stage Hazards: Off

  • Team Attack: On

  • Launch Rate: 1.0x

  • Underdog Boost: Off

  • Pausing: Off

  • Score Display: Off

  • % Show Damage: Yes

  • Custom Balance: Off

  • Echo Fighters: Separate

  • Radar: Big

  • Teammate Highlight: On

  • Mii Fighters: All moveset combinations are legal.

  • No characters are banned from competition play.

  • No DSR

Unless otherwise stated, this format applies to all phases within a PlayVS season.

1.4 Specific Rules

In the result of a timeout, the player with the least amount of stocks in the game will lose the remaining stocks and the other player will continue on to the next Match. If the stocks are even, then the player with the lower % will take the remaining stocks and the next character will be selected.

Mii Fighters are legal as long as the moveset is discussed prior to the match. Once it's been communicated, the player is free to make their Mii and play the match using the disclosed move set.

1.4.1 Character Selection and Stage Striking

In a Crew Battle “best of” series, Rosters will need to play multiple Sets. Once a Roster has won x number of Sets in the best of series they will be declared the Match winner. Each game starts with a double-blind character selection and Stage Striking process, outlined below:

  1. Both Rosters identify their starting Player in a double-blind character selection. Teams can request league officials to assist with this process.

  2. Use the Stage Striking process (outlined below) to identify the starting stage.

  3. Players will then start the first Game of the Set.

  4. The winning Player of the preceding Game is locked and must pick the same character.

  5. The losing Roster of the preceding Game declares their new Player & Character. Any remaining Players on the Roster, not eliminated during this Set, may be selected. This is not limited to only players that were “checked-in” for the match.

  6. The winning Roster of the preceding Game bans stage(s).

  7. The losing Roster of the preceding Game picks a stage for the next game.

  8. Before the next game starts, the winning Player of the preceding Game removes any stocks lost during the preceding Game of the set.

  9. The Game then starts when both Players are ready, signified by each character taunting at neutral stage positions.

  10. Repeat steps 4 through 9 for all subsequent Games in the set till a Roster has no stocks remaining.

Each Player may only play with one character per Set. Between Sets in a Match, Players may switch Characters. For character selection, no two Players on any Roster may play the same Character during a Set.

At the start of a match, the winner of a coin flip will decide to either strike first or strike second for the first set. You can flip a coin inside the match chat feature on the Competition Website by typing “!coinflip”. Stages are stuck in a P1-P2-P2-P1 order. For any proceeding sets, the losing team of the preceding set will elect to strike first or second.

  • If Battlefield or Final Destination, a mutually-agreed upon and eligible variant can be used; if Players do not agree the default is played.

  • After each Game of the Set , the Player who won the previous game may ban three stages from the full stage list. These bans do not persist throughout the Set.

  • The loser of the previous Game then chooses from the remaining stages.If Final Destination or Battlefield is chosen as a counterpick, an eligible variant may be chosen by the loser of the previous Game.

  • There will be a two-minute time limit for each ban/pick during Stage Striking. If a Roster exceeds the Time Limit they will forfeit three of their remaining stocks, at the discretion of League Officials.

  • During Postseason, The higher seeded Roster selects whether they choose to either strike first or strike second during the Stage Striking Process.

Stage pools are outlined below:

Starter Stages

  • Battlefield

  • Town and City

  • Small Battlefield

  • Pokemon Stadium 2

  • Smashville

Counterpick Stages

  • Kalos Pokemon Stadium

  • Final Destination

  • Hollow Bastion

1.5 Substitutions

When the losing Roster of the preceding Game declares their new Player & Character in 1.4.1 Character Selection and Stage Striking, any remaining Players on the Roster that have not already been eliminated during the Set may be selected. This is not limited to only players that were “checked-in” for the match.

1.6 Disconnections

A Game must be restarted if a Player disconnects in the first 15 seconds and before any contact between Players has occurred. If a Player disconnects from a Game after the first 15 seconds or after the first contact has occurred, the Battle Arena should be restarted and that Player will forfeit their current stock.

2. Player Equipment

2.1 Equipment

All Matches will be played on the listed equipment:

  • Nintendo Switch

2.2 Network Requirements

Players must have a minimum three (3) Mbps upload speed and utilize a LAN adapter to participate. Both players must provide photo evidence that they are on a LAN connection. League Officials will utilize SableDetect to test the connection of both players (number of flags, late packets, out of order packets, ping).

If a Game is found to be lagging it must be ended immediately, during the first 60 seconds. Any Game played past that point will not be open for review. If the lag test determines that the connection is stable enough to continue, the Game may be continued from the point at which it was stopped or reset.

Based on the results, League Officials will decide to either have the players reset or continue the current game, or if needed, forfeit one or more of either player’s tournament matches. Any decision made is at the discretion of League Officials.

2.2.1 NAT Types

If two Teams are unable to create a lobby, a League Official may be called to assist with troubleshooting. At the League Officials discretion, matches that are unable to create a lobby may be forfeited against the team who has the more restrictive NAT type. In cases where both teams have the same NAT type and are unable to create a lobby, League Officials may rule the match as a double forfeit, if no alternative (ie rescheduling, etc) can apply. In order of least restrictive to most restrictive:

  • Type A: The Switch can communicate online without any restrictions.

  • Type B: The Switch can communicate online with minor restrictions.

  • Type C: The Switch can communicate online with moderate restrictions.

  • Type D: The Switch can communicate online with moderate restrictions.

    • NAT type D can communicate only with Switches of NAT type A.

  • Type F: Cannot communicate with anyone online.

3. Match Process

3.1 Pre-Match Setup

Teams must follow section 4. Match Setup and Procedures in the league’s Competition Rulebook as they prepare to join their match.

3.2 Match Setup

The Roster on the left of the Match page must host the Battle Arena using the Game Settings above. The hosting Roster is responsible for communicating the Name/Password of the Battle Arena to the opposing Roster in the Match Lobby on the corresponding Match page. Both Rosters are responsible for ensuring that all settings are correct.

Any Game started with the wrong settings may be remade. If either Roster invites a Player/Spectator to a Game that is not a member of their Roster or School administrative staff member (i.e. coach, broadcaster) they may forfeit that Game, at the discretion of League Officials.

3.3 Remaking Game

Within 15 seconds of the start of any Game, Rosters may agree to restart and/or switch the Server (if applicable).

Rosters may agree to restart and/or switch the Server (if applicable) if connectivity issues significantly hinder gameplay.

Rosters must restart and/or switch the Server if the Game is created with ineligible characters, weapons, map, items, settings. Etc.

3.4 Reporting Your Matches

After a Match has been played, the Roster Captain or Manager of either Roster can manually input the Match results on the corresponding Match page. Match results should be reported immediately after the Match is completed.

After a Match has been played, the Team Captain or Manager of the winning Team should input their remaining stocks as the “score”. For example, if the winning Team had 5 stocks left, the Match should be reported as a 5-0 win in their favor. Match results should be reported immediately after the Match is completed.

3.5 Match F.A.Q

In-Game Content Updates

  • New Characters will be automatically restricted for two weeks from their initial release. For example: Character A was released March 1, so Character A becomes eligible to be used in all Matches on March 15.

Broadcasting

  • Stream delay is not required for Super Smash Bros. Ultimate broadcasts.

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