View the Competition Rulebook for league details.
Introduction and Purpose
These official rules (rules) of the PlayVS Scholastics Esports League apply to each of the teams who have registered and met the requirements for the 2025-2026 school year, as well as their head coach, assistant coaches, vice principals, athletic directors, starters, substitutes (collectively team members), and other members.
1. Game Rules
1.1 Game Account Connections
Teams are expected to create and connect their Nintendo Friend Codes to their PlayVS profile before competing in a match.
If necessary, teams competing in person may use only one (1) account from their team’s roster throughout the match, changing controllers between individual 1v1 games. The account being used in competition must be shared in match lobby chat by the match day point of contact.
Per section 6.2.7 Connected Accounts of the league’s Competition Rulebook,
teams must address missing game account connections before establishing a game of record. Reaching a game of record without confirming game accounts or addressing missing game account connections is not grounds for a match restart or loss.
1.2 Roster Requirements
Team members must be eligible to compete on behalf of their school as listed in section 2. Team Member Eligibility of the league's Competition Rulebook.
Each league page will list the number of players necessary to fill a team’s roster and bench. No individual may simultaneously hold two or more roles as listed above. All players and coaches are expected to be present physically or virtually for all official PlayVS matches. The roster and bench must be finalized before the roster lock date, as listed in section 3.4 Roster Submission of the league’s Competition Rulebook.
1.3 Substitutions
Substitutions must be made before the start of the match by confirming competing players within the Match Assistant, and only the confirmed players may compete in the match. No substitutions are allowed once a game of record is established in the first series.
In the event Match Assistant is unavailable, rosters and substitutions must be confirmed before the start of game 1 in the first set, unless otherwise approved by a League Official and stated by a PlayVS Admin in Match Lobby Chat.
Players on the bench may be used for any match their team is competing in within their assigned league. Only the players shown on a team’s bench before the start of the match can be used as substitutes in an official PlayVS Match.
Once rosters have been confirmed, starting players are locked in for that match. If a player on the starting roster cannot compete in their series, a loss will be issued for that series. Contact PlayVS Support so a League Official can assist with updating the series so competition may continue.
1.4 Game of Record
A game of record (GOR) in Super Smash Bros. Ultimate is established under the following conditions:
In-game timer reaches the end of the countdown and states “GO”.
Once GOR is established, game restarts will only be allowed under limited conditions as listed in section 7.4 Game Restart of the league’s Competition Rulebook.
1.5 Stoppage of Play
Directed Pause
At any time, League Officials may order the pause of a match at the sole discretion of League Officials. Teams may complete the current game and finalize the results.
Player Disconnection
If a player disconnects from the online match during a game, the arena lobby will close. The disconnected player must indicate the reason for the disconnection in the match lobby chat within 10 minutes or risk a loss for the set. Please provide a screenshot for all disconnects as proof of when the disconnection happens.
If the disconnected player can return within the 10-minute window, the game must be recreated to the state at which the disconnect occurred, including the stock count. The lobby must be set up once more with the same fighters and stage selected, and once in-game, players can jump from the stage to reduce their stock count, if necessary (damage percentage will not be reset). Once the game is reset, the match should continue.
If the disconnected player, or their coach for the team, has not shared any updates in Match Lobby Chat within the 10-minute window, notify PlayVS Support immediately for further assistance.
1.6 Equipment Failure/Controller Disconnect
In the event of an equipment failure that causes an in-progress game to be stopped, the offending player will forfeit the individual game. If an in-progress game is not halted, the player may work to reconnect. By default, equipment failure does not require a game restart.
For matches occurring in person at a live event, pausing may only occur when a player is on their own respawn platform. Pausing at any other time will result in a stock loss for the offending player. If the pause results in a stock loss for the opponent, then the offending player will lose two (2) stocks.
1.7 Match Format
Format | Best-of-Five (Bo5) sets |
Set Format | Best-of-Three (Bo3) games |
Team Size | 3 players |
Game Mode | Smash |
Game Settings |
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Each team will compete in a Bo5 sets match, where each player will compete in a Bo3 game. The winner of each game will be determined by the player that reduces their opponent's stock count to zero. If the in-game timer expires before either player's stock count reaches zero, players will refer to 1.8 Specific Rules: Sudden Death to determine the winner of the game.
Teams will select one of their starting players to compete in each set. For example:
Set 1 | Team A Player 1 | vs | Team B Player 1 |
Set 2 | Team A Player 2 | vs | Team B Player 2 |
Set 3 | Team A Player 3 | vs | Team B Player 3 |
Set 4 | Team A Player 1/2/3 | vs | Team B Player 1/2/3 |
*Set 5 | Team A Player 1/2/3 | vs | Team B Player 1/2/3 |
*The player competing in set 5 must not have competed in set 4.
Unless otherwise stated, this format applies to all phases within a PlayVS season.
All matches within the season will share the same match format as listed above, regardless of phase.
For a detailed breakdown of each phase available for the league, see section 5.2 Phase Details of the league’s Competition Rulebook.
Solos Format
For leagues and events utilizing a solos (or individual player) format, players will compete in a single Bo3 match for preseason and regular season matches, and a single Bo5 match for playoff matches.
Matches will occur using the same settings listed in the 1.7 Match Format above. Unless otherwise stated by League Officials, all other rules (including stage striking and match lobby protocols) apply to all competitive formats for Super Smash Bros. Ultimate.
1.8 Specific Rules
Stage Selection
Players will go through a stage striking process before each game in their set to determine the stage played. The list of available stages is outlined below.
Only the stages listed will be allowed during PlayVS competitions.
Stage List
The maps available for play are listed below. No maps outside of this list can be played as part of an official PlayVS match.
Omega and Battlefield variations of these stages are not allowed.
Starter Stages The only stages allowed for game 1 of a set. |
Battlefield |
Pokémon Stadium 2 |
Small Battlefield |
Smashville |
Town and City |
Counterpick Stages Stages added to the stage pool only in game 2 and onward of a set. |
Final Destination |
Kalos Pokémon League |
Hollow Bastion* |
*Indicates a stage requiring DLC (the Challenger Pack or Fighter Pass for that stage’s corresponding character). If the stage is not owned by either team in the match, it cannot be selected in the stage selection process.
Stage Pick Order Game 1
Stage Strike Order (Only Starter Stages) |
Home player ➤ Strikes 1 stage from the list |
Away player ➤ Strikes 2 stages from the list |
Home player ➤ Strikes 1 stage from the list |
Remaining stage is chosen for play |
Stage Pick Order Game 2 and Onward
Stage Striking Order (Starter + Counterpick Stages) |
Winner of previous game ➤ Strikes 2 stages from the list |
Loser of previous game ➤ Chooses stage to play from remaining list |
Mii™ Fighters
Mii™ Fighters must use their default costumes (though players may select any color for their Mii™) and must use a Guest Mii™. Any player who declares their intention to compete using a Mii™ Fighter must communicate their Mii™ Fighter setup in Match Lobby Chat so their opponents are aware of the move selection before going into game.
Mii™ Fighters should be named after the combination of special moves chosen, listed in the format “XXXX.” Each X is a number between 1 - 3 which will designate the special ability chosen in each slot from top to bottom when assigning special abilities to the Mii™ Fighter.
Example:
Player A chooses “Mii™ Fighter - Brawler”.
Player A chooses the following special abilities from top to bottom:
Neutral special: 1 Shot put
Side special: 2 Burning dropkick
Up special: 1 Soaring axe kick
Down special: 3 Counter throw
Mii™ Fighter’s name should then be set to: 1213
This will allow the opponent to know what moves to expect from that Mii™ Fighter when facing them.
Player A communicates in Match Lobby Chat that they are using a 1213 move set spread, so their opponent is aware.
Any combination of moves may be used, but any moves that any player may want to use during a set must be created before the set begins (up to a limit of three Mii™ Fighters).
Free Strikes
A winning player will be provided an additional free strike to remove any stage(s) that their opponent has previously won in the current set.
If a winning player does not take advantage of a free strike during their stage striking step, those stages will remain available for stage selection.
Losing players are always eligible to select any stage from the stage selection list.
Sudden Death
If a game enters the in-game sudden death mode at any point, the results will not count.
The remaining stocks and damage percentage determine the winner at the moment sudden death occurs.
The player with the higher stock count is the winner.
If both players are tied in stocks, the player with the lower damage percentage is the winner.
If percentage/stocks are tied, players will play a 1-stock/2-minute match.
Stage Music and Broadcasting Matches
Many stages in Super Smash Bros. Ultimate have unique music that is protected by the publisher’s copyright guidelines. To avoid violating these copyright guidelines, all broadcasted matches must have the in-game music levels reduced to zero (0) in the in-game options.
2. Player Equipment
2.1 Equipment
Each player on the starting roster must have access to school-provided equipment or must be permitted by the school to provide their own equipment in the following categories:
Nintendo Switch or Nintendo Switch 2 System
USB to Ethernet Adapter or Built in LAN port (Dock)
Any Nintendo Switch or Nintendo Switch 2 compatible controller with no turbo mode functionality
Active Nintendo Switch Online membership
Stable Internet Connection
Copy of Super Smash Bros.™ Ultimate physical or digital
2.2 Supported Equipment
Players must compete using an official Nintendo Switch or Nintendo Switch 2 system in all PlayVS games.
PC, laptop and tablet use are not permitted. Any team found in violation of this rule will receive a forfeit for all matches in which PCs, laptops, or tablets were used. Nintendo Switch Consoles must not be modded in any way.
2.3 Internet Connection and Latency
Teams are expected to be connected to an internet connection using a wired connection method. Using a wireless connection method or internet hotspot can lead to latency issues while competing in an online arena environment.
If latency issues exist during a match and a team is found to be using a wireless connection method, League Officials may require a restart, reschedule, or issue a loss for the game, set, or match.
2.4 Internet Connection Disputes
In the event that a match is affected by internet connection issues, please review and complete the steps in Internet Troubleshooting For Gameday Issues.
If the steps provided do not resolve your connection issues, contact PlayVS Support with the type of connection issue you are running into along with the requested screenshots from the article above.
Once connected with a representative, a PlayVS Admin will be sent to your match lobby chat to confirm the information submitted and address the situation. All disputes are addressed on a case-by-case basis, and rulings may require a restart, reschedule, or a loss for the game, set, or match.
If a single team’s connection issue persists throughout the season, matches may be resolved at the League Officials’ discretion to ensure the season continues to move forward.
3. Match Process
3.1 Pre-Match Setup
Teams must follow section 6.2 Pre-Match Setup in the league’s Competition Rulebook as they prepare to join their match.
3.2 Match Setup
Teams will follow Super Smash Bros.™ Ultimate Match Instructions for lobby creation setup and joining the game lobby.
Set and Game Setup
Sets during a PlayVS best-of match will be played consecutively during match day. Teams will confirm their starting roster for the match and then indicate which player is competing in set 1. For set 1, the player selections are blind and cannot see their opponent's first player selection.
For sets 2 and onward, the winning team from the previous set will indicate which of their remaining players will compete in the upcoming set. The losing team from the previous set will have a counter-pick when selecting players and indicate their competing player after the winning team has indicated their player for the set.
Should a match go to set 4, the rosters will be reset, and any of the players who competed in a previous set are eligible to be chosen to compete in set 4. The player counter-pick process will remain, and the losing team will have a counter-pick and select their competing player after the winning team.
Should a match go to set 5, teams can choose either of the two remaining players to compete in set 5. Again, the player counter-pick process will remain, and the losing team will have a counter-pick and select their competing player after the winning team.
If the PlayVS Match Assistant is unavailable, all setup information must be shared using Match Lobby Chat.
3.3 Match F.A.Q
Spectating
As spectators may cause network latency issues for players, spectators are not allowed to use the in-game spectating tools during PlayVS matches according to section 7.7.2 Spectating Latency from the Competition Rulebook.
In-Game Content Updates
Super Smash Bros. Ultimate is a live-service multiplayer game that may release new content patches with new and/or updated fighters and stages during the season.
Any fighters or stages currently disabled in-game by Nintendo will not be available for use during official PlayVS matches. All PlayVS matches will occur on the most up-to-date patch, and any available fighters or stages listed in section 1.8 Specific Rules are eligible for use in PlayVS matches unless otherwise stated by League Officials.
In-Game Taunting
There is an in-game action called a Taunt. The speed and interactions of this action vary by fighter and typically leave the user vulnerable to their opponent’s attacks. Use of this in-game action is not an exploit, and, therefore, not taunting as listed in the PlayVS Code of Conduct.
4. Post-Match Process
4.1 Results
If the match is completed using the PlayVS Match Assistant tool, then in-game statistics and results will be recorded at each game's conclusion.
In the event that the PlayVS Match Assistant cannot be used, then statistics will not be tracked, and the match results will need to be submitted manually within 1 hour of match completion. Players should take screenshots of the match results and share those with their coaches.
In the event of an error, coaches must contact PlayVS directly.