The Overall High School Competition Rulebook can be viewed here.
Introduction and Purpose
These Official Rules (“Rules”) of the PlayVS High School Esports League apply to each of the teams who have registered and met the requirements for the 2023-2024 school year, as well as their head coach, assistant coaches, vice principals, athletic directors, Starters, Substitutes (collectively “Team Members”), and other members.
Table of Contents
1. Game Rules
1.1 Definition of Terms
1.1.1 Game. An instance of competition that is played until a winner is determined by one of the following methods, whichever occurs first: (a) completion of the countdown timer or objective achieved, (b) Team Surrender, or (c) Team Forfeit.
1.1.2 Set. A series of games. The winning player will receive a win tally in favor of their team for the match.
1.1.3 Match. A group of series (or "sets"). The winning team will either receive a win tally in a league format or advance to the next round in a tournament format.
1.1.4 Phase. A section of scheduled league play that comprises a season. There are three distinct phases: preseason, regular season, and playoffs. Each phase has its own league format
1.1.5 Season. Scheduled league play that will occur over an approximately three-month period of time.
1.2 Roster Requirements
Each team is required to maintain, at all times during the season, one coach, and at least three players in the starting lineup (“Starters”). It is recommended that a team also maintain players as Substitutes or Alternates ("Substitutes"). Each team may have a maximum of 6 players which can be broken down to 3 required "Starters" and 3 optional "Substitutes." For the avoidance of doubt, Starters and Substitutes are subject to the same roster eligibility requirements. No individual may simultaneously hold two or more of the roles listed above.
The Starters are considered collectively as the “Starting Roster.” The Starting Roster, including any Substitutes that are competing, will be required to be on-site for every official game that the team participates in.
Substitutes are considered collectively as the “Bench.” Players on the Bench may be used for any match in which that team is competing within an assigned league. All eligible substitutes for a league will be displayed under the Bench area of the Manage Teams page. The players shown under the Bench area are the only players that can be used as subs for the selected team within that enrolled league. Any verified player can be enrolled as a substitute through the enrollment process by navigating to the enrollment page, selecting the team, and then switching to the Bench tab and selecting the players you would like to be enrolled into the Bench for the selected team. During the playoffs, substitutes must be locked in as part of the roster as part of the roster lock requirement one (1) week before playoffs begin.
The Starting Roster will be displayed on www.playvs.com. The Starting Roster on the PlayVS website will be considered the most up to date roster that could be applied within a reasonable time. Roster eligibility is at the discretion of League Officials.
All players associated with a school are considered collectively as the "Complete Roster." The "Playoff Roster," Starting Roster plus the bench, must be locked in one (1) week prior to the playoffs.
A player is only allowed to compete for the school that they enrolled in. A player will not be allowed to compete for more than one school simultaneously and therefore cannot be listed on the roster of more than one school. To verify that these players are officially enrolled at their school, each player must be verified by the team's coach or another member of the faculty. For the avoidance of doubt, the verification of a player is an agreement to a summary of some key terms of the Rulebook needed by the league to verify eligibility and confirm agreement by player and team.
1.3 Game of Record
A game of record (“GOR”) refers to a game where both players have loaded and which has progressed to a point of meaningful interaction between opposing teams. Once a game attains GOR status, the period ends in which incidental restarts may be permitted and a game will be considered as “official” from that point onward. After the establishment of GOR, game restarts will be allowed only under limited conditions (see Section 7.4 of the High School Competition Rulebook). Examples of conditions which establish GOR:
1.3.1 Game timer reaches the end of the countdown and states “go”.
1.4 Game Format
Teams consist of three (3) starting players. Each team will compete in a best of 5 sets in a match. Each starting player will compete in a best-of series to determine the overall score for 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
*player competing in Set 5 must not have competed in Set 4
The winning side of each set will award 1 point to their team to help determine the overall match score. After a team has won three out of fivesets, the team with the most set wins will be declared the winner of the match. All sets are in a best-of format with the total game wins needed dependent on the current league’s phase format as found below.
1.4.1 Preseason
This phase consists of each team enrolled in the league competing in the official preseason weeks. Results of this match will not be recorded however this match is strongly recommended in order to properly test equipment and player game connections.
Match Format: Best-of-5 Sets.
Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3. Team B wins Set 4. Team A wins Set 5
Team A wins the match 3-2, since they won 3 out of 5 sets
The match winner is decided by the number of sets won, not by number of game wins.
Set Format: Best-of-3 Games in a Set
Example: Set 1, Player A goes 2-0, Player A wins that set, game 3 will not be needed.
Game Style: Stock
Stocks: 3
Time Limit: 8 minutes
Final Smash Meter: Off
Damage Handicap: Off
Items: None (All Off)
Stage Hazards: Off
Spirits: Off
Roster Submission: Team rosters must be submitted using the PlayVS Match Assistant
1.4.2 Regular Season
This phase consists of each team within a state, each playing a weekly match in a league format against opponents within their region. Ranking in the league will be determined by each team's win-loss ratio.
Match Format: Best-of-5 Sets.
Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3. Team B wins Set 4. Team A wins Set 5
Team A wins the match 3-2, since they won 3 out of 5 sets
The match winner is decided by the number of sets won, not by number of game wins.
Set Format: Best-of-3 Games in a Set
Example: Set 1, Player A goes 2-0, Player A wins that set, game 3 will not be needed.
Game Style: Stock
Stocks: 3
Time Limit: 8 minutes
Final Smash Meter: Off
Damage Handicap: Off
Items: None (All Off)
Stage Hazards: Off
Spirits: Off
Roster Submission: Team rosters must be submitted using the PlayVS Match Assistant
1.4.3 Regular Season Tiebreakers
The ranking of the teams will be determined by the standings of Wins and Losses. Tiebreakers are covered in Section 5.3 of the High School Competition Rulebook. More information about Tiebreakers can also be found here.
1.4.4 Playoffs Brackets Playoff eligibility requirements and bracket information can be found in section 5.2.3 Playoffs of the High School Competition Rulebook.
1.4.5 Playoffs Format
This phase consists of the top teams from each league and is limited to two Super Smash Bros.™ Ultimate teams per qualifying school.
These teams will compete in a single-elimination tournament until only two (2) teams remain. Each match will be a Best-of-Five sets (Bo5) and Best-of-Three games (Bo3).
Rosters with starters and substitutes must be submitted, “locked,” one week prior to the playoff phase.
Teams with missing results and/or forfeits in more than 2 matches will be disqualified from the playoffs.
Competition Type: Single Elimination Tournament, Top 2 teams remain
Match Format: Best-of-5 Sets.
Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3. Team B wins Set 4. Team A wins Set 5.
Team A wins the match 3-2, since they won 3 out of 5 sets
The match winner is decided by the number of sets won, not by number of game wins.
Set Format: Best-of-3 Games in a Set
Example: Set 1, Player A goes 2-0, Player A wins that set, game 3 will not be needed.
Game Style: Stock
Stocks: 3
Time Limit: 8 minutes
Final Smash Meter: Off
Damage Handicap: Off
Items: None (All Off)
Stage Hazards: Off
Spirits: Off
Roster Submission: Team rosters must be submitted using the PlayVS Match Assistant
1.4.6 Finals Format
This match consists of the top two teams from each league. The Finals will be a series of Best-of-Three (Bo3) games in Best-of-Five (Bo5) sets. The team to achieve three set wins will be awarded the match win and declared the League Champion. In the event that a single team reaches three set wins before the start of a fourth set, a fourth and fifth sets will not be played.
Match Format: Best-of-5 Sets.
Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3. Team B wins Set 4. Team A wins set 5.
Team A wins the match 3-2, since they won 3 out of 5 sets
The match winner is decided by the number of sets won, not by number of game wins.
Set Format: Best-of-3 Games in a Set
Example: Set 1, Player A goes 2-0, Player A wins that set, game 3 will not be needed.
Game Style: Stock
Stocks: 3
Time Limit: 8 minutes
Final Smash Meter: Off
Damage Handicap: Off
Items: None (All Off)
Stage Hazards: Off
Spirits: Off
Roster Submission: Team rosters must be submitted using the PlayVS Match Assistant
1.5 Stage Selection
Players will go through a stage striking process before each game in their set to determine the stage played. The process for the striking order is outlined in 1.5.2 and then 1.5.3 below. Only stages in 1.5.1 are eligible during competitive play between players in PlayVS competitions.
1.5.1 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: These are the only stages allowed for Game 1 of a set.
Battlefield
Town & City
Pokémon Stadium 2
Smashville
Small Battlefield
Counterpick Stages: These stages are added to the stage pool ONLY in Game 2 and onward of a set.
Final Destination
Kalos Pokémon League
Lylat Cruise
1.5.2 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 |
1.5.3 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 the remaining list |
1.6 Special Rules
1.6.1 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 the match lobby chat so that their opponents are aware of the move selection before going into the 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 he is using a 1213 move set spread so that 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 and communicated before the player's set begins (up to a limit of three Mii™ Fighters).
1.6.2 Sudden Death
In the case that the match timer runs out and Sudden Death is triggered, the winner of the Sudden Death will win the game round.
1.6.3 Free Strikes
A winning player will be provided an additional "free strike" to remove any stage(s) that their opponent has previously won on in the current set.
If a winning player does not take advantage of a "free strike" during their stage striking step, then those stages will remain available for stage selection. Losing players are always eligible to select any stage from the stage selection list.
1.6.4 Stage Music & 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.
1.7 Substitutions
1.7.1 Qualifying Substitutes
All verified players enrolled on a team as part of the bench for the Super Smash Bros.™ Ultimate game, are eligible substitutes for any Super Smash Bros.™ Ultimate team game throughout the regular season. They will be displayed under the "Bench" section of the team management page. In the event of an emergency, a team must find a replacement substitute within the 30 minute grace period that occurs after the scheduled match time. If a replacement cannot be found then the team will forfeit the series in which that player was competing. League Officials will determine if an event qualifies as an emergency. During playoffs, substitutes must be assigned to one team for the entirety of the playoffs phase.
1.7.2 Substitution Window
Players can be substituted at any point prior to the first “Confirm Roster” step. Once a team confirms the three starting players for their roster using the Match Assistant, the roster will be locked, and teams must contact PlayVS if a substitution is required in order to continue the match.
In the event that the Match Assistant is unavailable, all substitutions must be made prior to the start of the match, and the starting roster must be confirmed in Match Lobby Chat.
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:
2.1.1 Nintendo Switch System & Monitor/Television
2.1.2 Headsets and/or Earbuds
2.1.3 Table and Chair
2.1.4 USB to Ethernet Adapter
2.1.5 Nintendo GameCube controller adapter
2.1.6 Nintendo GameCube controller, Nintendo Switch Joy-Con controller(s) or Nintendo Switch Pro Controller, or any Nintendo Switch compatible controller with no turbo mode availability.
2.1.7 Active Nintendo Switch Online membership
2.1.8 Super Smash Bros. Ultimate game
For the avoidance of doubt, each team is required to acquire one (1) Nintendo Switch system, three (3) controllers, one (1) Super Smash Bros. Ultimate game, one (1) USB to Ethernet Adapter, one (1) Nintendo Switch Online membership. Equipment may be acquired through the school or, if permitted by the school, by players supplying their own.
2.2 Supported Equipment
Players must compete using an official Nintendo Switch system in all PlayVS games. PC or 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.
2.3 Internet Connection & Latency
Teams are expected to be connected to an internet connection using a wired connection method with their Nintendo USB to Ethernet Adapter. 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 the IT Troubleshooting For Gameday Issues article.
If the steps provided do not resolve your connection issues, submit a support ticket 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 issues persist throughout the season, matches may be resolved at League Officials discretion to ensure the season continues to move forward.
3. Match Process
3.1 Order of Play
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 opponents 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 counterpick 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 counterpick process will remain, and the losing team will have counterpick 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 counterpick process will remain, and the losing team will have counterpick and select their competing player after the winning team.
3.2 Pre-Match Setup
3.2.1 Equipment Setup. Restart all systems at least one hour before scheduled matches and test each game client by loading into a battle arena.
3.2.2 Technical Failure of Equipment. If a player encounters any equipment problems during any phase of the setup process, the player must alert and notify a coach and a League Official immediately.
3.2.3 Technical Support. Coaches must be available to assist with the setup process and troubleshoot any problems encountered during the pre-match setup period.
3.2.4 Timeliness of Match Start. It is expected that players will resolve any issues with the setup process within the allotted time and that match will begin at the scheduled time. Delays due to setup problems may be permitted, at the sole discretion of League Officials. All players competing must be in the battle arena to be considered “present”. Teams that are over thirty (30) minutes tardy will forfeit their match.
3.2.5 Timeliness of Set Start. It is expected that players will begin subsequent sets in a match within ten (10) minutes of the end of the previous set. Players which are more than ten (10) minutes late to starting the next set are subject to game penalties by league officials.
3.2.6 No opponents. Teams may not start a match without opponents present and ready.
3.3 Match Lobby Setup
3.3.1 Before the match, PlayVS will let the coach and players of both teams know who is responsible for hosting the match, setting up the games, and inputting the results.
3.3.2 Home players will open the Super Smash Bros. Ultimate game on the Nintendo Switch System
3.3.3 Home players will create the arena by selecting "Online" > "Smash" > "Battle Arena" > "Create Arena"
3.3.4 Home players will use the following settings
Password: On
Type: All Skill Levels
Visibility: Public
Format: 1-on-1
Rules: (Click into Rules to create ruleset, name it PlayVS)
PlayVS Rules Settings
Style: Stock
Stock: 3
Time Limit: 8 minutes
FS Meter: Off
Damage Handicap: Off
Items: None
Advanced Rules Settings
Stage Hazards: Off
Team Attack: On
Launch Rate: 1.0x
Score Display: Off
Show Damage: Yes
Rotation: Bottom One Leaves
3.3.5 Home players will click next and set the name of the arena to "playvs"
3.3.6 Home players will create the arena's password, ex."1234"
3.3.7 Home players will select "Create Arena"
3.3.8 Home players will find the Arena ID in the top right corner (example ID: 12ABC)
3.3.9 Home players will share the Arena ID with their 1v1 opponent via Match Lobby Chat
3.3.10 Away players will join the arena by selecting "Online" > "Smash" > "Battle Arena" > "Join Arena" and entering the Arena ID
3.4 Game 1 Setup
3.4.1 ChooseFighter: Players may choose any available fighter.
3.4.2 Stage Striking: Players will decide which stage to select from the list by following the process outlined in 1.5.1 of this rulebook.
3.4.3 Select the chosen stage and fighters in-game, and begin Game 1.
3.5 Game 2 and Onward Setup
3.5.1 Home players will take a screenshot of the victory screen using the “Capture” button on the controller.
3.5.2 Choose Fighter: Both players may change their fighter if they wish. The winner of the previous game must pick first to give the loser of the first game an opportunity to counter-pick. If the PlayVS Match Assistant is not being used, the fighter swap MUST be communicated in match lobby chat by the game winner. The losing player then will communicate in chat which fighter they are swapping to or if they are sticking to the same fighter. After this, they may move on to stage select.
3.5.3 Stage Striking: Players will decide which stage to select from the list by following the process outlined in 1.5 of this rulebook.
3.5.4 Select the chosen stage and fighters in-game, and begin Game 2.
3.5.5 Repeat the previous steps starting with section 3.5.1 until the set is complete.
3.5.6 If a player wins Games 1 and 2 of the set, Game 3 will not need to be played.
3.6 Match F.A.Q
3.6.1 Spectating
As spectators may cause network latency issues foor 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 High School Competition Rulebook.
3.6.2 Game 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 match lobby chat within 10 minutes, or risk a loss for the set. For all disconnects, please provide a screenshot as proof of when the disconnection happens. Note that rosters are locked for each set once the game begins and a “Game of Record” has been established according to section 1.3.
If the disconnected player is able to return within the 10-minute window, the game must be recreated to the state at which the disconnect occured, including 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 game should continue as listed in sections 3.4 and 3.5.
If the disconnected player, or their coach for the team, has not shared any updates in match lobby chat within the 10-minute window, please pause the match and submit a ticket to the Customer Experience team immediately for further assistance.
3.6.3 In-Game Content Updates
Super Smash Bros.™ Ultimate is a live service multiplayer game which may release new content patches with new and/or updated fighters and stages while the season is occurring.
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 1.5 are eligible for use in PlayVS matches unless otherwise stated by League Officials.
4. Post-MatchProcess
4.1 Results
If the match is completed using PlayVS Match Assistant tool, then in-game statistics and results will be recorded at the conclusion of each game using the tool.
In the event that the PlayVS Match Assistant could not be used, then statistics will not be tracked, and the match results would 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.
V 1.0 - 2023//2024
V 1.1 - 9/15/2023 - Updated Section 1.6.1 for Clarity